Tune match rules
This tutorial walks through changing how long matches last, how kickoff and goal resets feel, and when goals are allowed to count.
stateDiagram-v2 [*] --> Countdown: BeginMatch Countdown --> Playing: TimerHandle_MatchCountdown expires Playing --> GoalPause: ScoreGoal GoalPause --> Playing: Ball Reset Countdown Playing --> Overtime: Match Time ends tied Overtime --> Playing: Next goal or timer Playing --> [*]: bEndMatch Overtime --> [*]: bEndMatch
1. Change default match length
Section titled “1. Change default match length”- Open Content → VehicleSoccerTemplate → Blueprints → Game → BP_VehicleGameMode.
- In the Details panel (class defaults), expand Vehicle Game Mode Settings (
ST_VehicleGameSettings). - Set Match Time to your desired regulation length in seconds (for example
300for five minutes). - Compile and save.
The same struct is bound to the Match Time spin box on WBP_MainMenu, so players can override the value per session from the menu.
2. Adjust pre-kickoff countdown
Section titled “2. Adjust pre-kickoff countdown”Still on Vehicle Game Mode Settings (game mode defaults or main menu widget):
| Property | Effect |
|---|---|
| Play Mode | Solo or team size (1 x 1 through 5 x 5) for hosted matches |
| Match Count Down | Seconds shown on WBP_VehicleUI before BeginMatch |
| Ball Reset Countdown | Pause after each goal before BP_Ball respawns at Ball Spawn Transform |
Lower Match Count Down for faster restarts. Raise Ball Reset Countdown if you want more time for goal celebrations (MS_Goal, fireworks, BP_LightBeam).
3. Gate scoring during countdown
Section titled “3. Gate scoring during countdown”Open BP_VehicleGameState:
| Property | Effect |
|---|---|
| bCanScoreGoal | When false, BP_GoalPost ignores overlaps — use during countdown or replay cameras |
| bIsOvertime | Enables sudden-death behaviour and OvertimeText on the HUD |
If goals register too early after kickoff, trace the countdown branch that sets bCanScoreGoal back to true after TimerHandle_MatchCountdown expires.
4. Tune overtime
Section titled “4. Tune overtime”On BP_VehicleGameState, review the logic that sets bIsOvertime when regulation Match Time ends with tied scores. Common tweaks:
- End the match immediately on a tie (skip overtime by forcing bEndMatch).
- Keep bIsOvertime active until the next goal instead of using a timer.
- Drive WBP_VehicleUI → OvertimeAnimation for a clearer HUD cue.
5. Test quickly
Section titled “5. Test quickly”- Press Play on Map_MainMenu.
- Click Play Solo, pick a vehicle, and start a match.
- Score a goal and watch the ball reset delay.
- Let the clock expire to verify overtime or match-end behaviour.
Examples
Section titled “Examples”Example A — Casual solo (three-minute game)
Section titled “Example A — Casual solo (three-minute game)”Set Vehicle Game Mode Settings on BP_VehicleGameMode:
| Field | Value |
|---|---|
| Play Mode | Solo |
| Match Time | 180 |
| Match Count Down | 3 |
| Ball Reset Countdown | 2 |
Expected feel: Kickoff after a short countdown, goals respawn the ball quickly, match ends around three minutes. Good for first-time players learning boost and ball control.
Example B — Standard 2v2 host
Section titled “Example B — Standard 2v2 host”Use these values on WBP_MainMenu before clicking Host Match:
| Field | Value |
|---|---|
| Play Mode | 2 x 2 |
| Match Time | 300 |
| Match Count Down | 5 |
| Ball Reset Countdown | 4 |
Expected feel: Five-minute team games with time for goal VFX (MS_Goal, NS_Fireworks) before the ball returns to Ball Spawn Transform.
Example C — Blitz mode
Section titled “Example C — Blitz mode”| Field | Value |
|---|---|
| Play Mode | Solo |
| Match Time | 90 |
| Match Count Down | 1 |
| Ball Reset Countdown | 1 |
Pair with faster boost respawns — on BP_Boost, lower Respawn Time from 4 to 2 so pickups return sooner during hectic play.
Example D — Block goals during replay
Section titled “Example D — Block goals during replay”If you add a goal replay camera on BP_TV:
- When replay starts, set BP_VehicleGameState → bCanScoreGoal to
false. - When replay ends, set it back to
true.
This prevents double-counting if the ball is still inside a BP_GoalPost volume when play resumes.
Next steps
Section titled “Next steps”- Add more cars → Add a vehicle to the roster
- Change score display → Customize the HUD
- BP_VehicleGameMode reference → Blueprint reference — BP_VehicleGameMode