This sprint was mostly spent behind the scenes with coding. The myMO game has the ability to change settings on a number of DJ Lights and special effects. You can then save these Manual Settings of a given light (Say a Red Laser, with 5 fans, that has a tight beam, etc) as a Light Cue. The Light Cue is basically the saving of the parameters of a given light. These Light Cues then can be put into a sequence with time delays between them and in essence build a Light Show. This sprint was all about the programming that moved the data from the being internal to the game session to being stored in an AWS database using a custom Amazon Web Service Application Program Interface Gateway to connect from unreal ending to the back end data in AWS. Also, the data had to be wired up to be displayed on UMG Screens/Menus in the myMO game and then used in the DMX light simulations that are the Light Cues and resulting Light Shows.
This is a big step forward because it means that light cues (presets of different DJ lights) and light shows are stored independent of the game in a database and can then be shared by game players. Also, up to this point the light cues and light shows went away after you closed the session. Now you can bring back them when entering into the game by loading them from the database. This programming along with the edit mode added in previous sprints where game players can customize their club will make myMO basically a club and rave simulator to play and share music in.