Wardogs: Characters Data Reference

Extracted from cooked game data (Wardogs/Content/Characters, 3 files). Values are raw asset values.

Scope: the third-person character LOD policy and the physics bone-constraint assets for the ghillie suit. The skeletal meshes, materials and armour meshes themselves are not in this folder.


1. File Map

File Asset type What it controls
Default_PlayerMesh/TP/LOD_TPCharacter.json SkeletalMeshLODSettings LOD reduction and streaming for the third-person player mesh
Player/Armour/Ghillie/000/ABP_GhilliArmour_000_KawaiiDataTable.json KawaiiPhysicsBoneConstraintsDataAsset Secondary-motion (Kawaii) constraints for the ghillie armour
Player/Armour/Ghillie/000/ABP_GhilliHead_000_KawaiiDataTable.json KawaiiPhysicsBoneConstraintsDataAsset Secondary-motion (Kawaii) constraints for the ghillie head piece

2. Third-Person LOD Policy

bOverrideLODStreamingSettings is true and bSupportLODStreaming is true. The asset has five LOD groups. Every group uses BaseLOD = 0 and removes bones through the bone-filter option, with an empty bone list.

LOD Screen size (switch at) Hysteresis Triangle % Vertex % Max verts Max deviation % Morph targets remapped Lock edges Recalc normals
LOD0 1.0 0.02 1.0 1.0 9,999,999 0.0 no yes True
LOD1 0.5 0.0 0.7 0.5 80,000 0.5 yes no True
LOD2 0.1 0.0 0.5 0.5 3,000 0.5 no no True
LOD3 0.05 0.0 0.4 0.5 2,001 0.5 no no True
LOD4 0.025 0.0 0.2 0.5 1,000 0.5 no no True

Notes

  • LOD0 keeps 100% of triangles and is the only group that locks edges and has hysteresis (0.02).
  • The reduction criterion is SMTC_NumOfTriangles, so the triangle percentage drives the reduction. MaxNumOfTriangles is 4 in every group and appears unused under this criterion.
  • Morph targets are remapped only in LOD1. The others drop them.
  • Screen-size thresholds step down 1.0, 0.5, 0.1, 0.05, 0.025. The largest single step is from 0.5 to 0.1.

3. Ghillie Physics Constraints (Kawaii)

Asset Constraints Bone stems (BoneReference1) Compliance Overrides
Ghillie armour (000) 8 ghille_dyn_back_l, ghille_dyn_back_m Leather x8 0
Ghillie head (000) 49 ghille_dyn_head_l, ghille_dyn_head_r Leather x49 0

Each constraint links two bones (BoneReference1 and BoneReference2, named like ghille_dyn_back_l_C1 and ghille_dyn_back_m_C1) with a compliance type. The _C1 to _C4 suffixes repeat across the back constraints. BoneName1 is None in every constraint, so the bone references carry the link data. All constraints use EXPBDComplianceType::Leather and none overrides compliance.

The head set has 49 constraints (27 with a ghille_dyn_head_l first bone and 22 with ghille_dyn_head_r), which is more than the armour set (8). The name prefix ghille_dyn suggests dynamic (secondary-motion) bones for the ghillie suit.


4. How Values Combine

  • LOD: the screen size selects the LOD group. The triangle percentage sets how much of the base mesh remains. Streaming is on, so the lower LODs can be streamed separately (the streaming budget is not in this asset).
  • Kawaii: each constraint keeps two bones at a rest distance, with the given compliance (generic behaviour of a distance constraint). A softer compliance (Leather) gives more give; an override would replace it per constraint. The per-frame behaviour is in the animation blueprint, which is not in this dump.

5. Still Not Pulled / Limitations

  • Only the third-person LOD and one armour set are in this folder. The first-person mesh, the other armour variants and the skeletal meshes are not here.
  • Streaming budget and bone list are not in the LOD asset (BoneList is empty everywhere), so the effect of the bone filter cannot be shown.
  • Kawaii runtime settings. The constraint stiffness and damping are not in these assets. Only the bone pairs and compliance type are recorded.
  • Armour variant 000 only. Only the 000 ghillie variant is present.