Wardogs — Demolition Reference
Extracted from cooked game data (JSON export, Wardogs/Content/Demolition/, 86 source files: 39 demolition assets, 9 component settings, 19 remnant-mesh assets, 19 rulesets). Parsed with a Python script. The 19 ruleset files each contain several --- export: blocks and were split on those headers. Values are the raw exported values.
How the parts link: each
BHDemolitionDataAsset(one per destructible prop) points at one component settings asset (rendering/collision), one ruleset (which damage sources or vehicles may demolish it), one or more remnant mesh assets (what is left behind), plus VFX, a crosstalk audio tag, and fragment physics.
Row-level companion: full asset names, per-mesh rows, component settings, resolved rulesets and crosstalk tags are generated on Demolition Assets (row level).
Season 02 update (2026-10-15)
- New asset:
Fences_Metal_03(4 meshes,Default_Tanksettings,LargeAndMediumVehiclesAndExplosionsruleset, remnant setRM_Fence_Metal_Residential_03_01_A). - Counts: demolition assets 38 → 39, remnant sets 16 → 19, rulesets 15 → 19. No demolition assets were removed.
- New remnant sets:
RM_Fence_Metal_Residential_03_01_A,RM_Fences_Plaster_Residential_01_A,RM_Fences_Plaster_Residential_Pillar_01_A. - Mesh counts:
Bollard_Metal_011 → 2;Fences_Concrete_014 → 6 (the two plaster remnant sets are added to it). - Bushes_Flora and Saplings: ruleset
Everything→EverythingAndMolotov(addsMeta.Damage.Molotov, minimum distance 300). - Fences_Wood_01_A and Fences_Wood_01_B: ruleset
LargeAndMediumVehiclesAndExplosions→LargeAndMediumVehiclesExplosionsAndBuildables. - Rulesets:
Everythingnow also includesBuildables; newBuildablesruleset (single buildable rule). - Vehicle rules: AirVehicles 6 → 8 entries (ROT_04), TrackedVehicles 7 → 8 (TNK_04.Default), WheeledVehicles 11 → 13 (WHL_08), LargeWheeledVehicles 9 → 11 (WHL_08), LargeAndMediumWheeledVehicles 10 → 12 (WHL_08).
Full before/after list: Season 2 Changes → World, Visuals & Audio.
1. Asset Families
| Family | Count | Type | Path |
|---|---|---|---|
| Demolition assets | 39 | BHDemolitionDataAsset | Demolition/ |
| Component settings | 9 | BHDemolitionComponentSettings | Demolition/ComponentSettings/ |
| Remnant mesh sets | 19 | BHDemolitionRemnantMeshesAsset | Demolition/Remnants/DA/ |
| Rulesets | 19 | BHDemolitionRuleset plus rule sub-objects | Demolition/RuleSets/ (Explosions/, Vehicles/) |
2. Demolition Assets (all 39)
Prefix DA_Demolition_ removed from names. “Zones” are the PermittedZones tags (Important and Distant), presumably level-of-detail or distance zones (not confirmed). “Restitution” is the first fragment’s RestitutionImpulseMultiplier. Where a second fragment exists it is listed after a slash, with - meaning the field is absent.
| Asset | Meshes | Component settings | Ruleset | Zones | VFX (NS_) | Restitution | Remnant set(s) | Remnant actor | Crosstalk tag (Audio.Event.Prop.Demolition.*) |
|---|---|---|---|---|---|---|---|---|---|
| BarbedWire_01 | 2 | Default | Everything | Important, Distant | MetalGeneralSmash | 0.175 / - | - | - | FenceMetalChainlink |
| Bollard_Metal_01 | 2 | Default | Everything | Important, Distant | MetalGeneralSmash | 0.3 | - | - | Sign |
| BrickWall_01_A | 2 | ConcreteWalls_01 | TanksAndLargeExplosions | Important, Distant | BrickSmash | 0.4 | RM_BrickWall_01_A | - | FenceConcrete |
| BrickWall_01_B | 8 | ConcreteWalls_01 | TanksAndLargeExplosions | Important, Distant | BrickSmash | 0.4 | RM_BrickWall_01_B | - | FenceConcrete |
| BrickWall_01_C | 5 | ConcreteWalls_01 | TanksAndLargeExplosions | Important, Distant | BrickPillarSmash | 0.4 | - | - | FenceConcrete |
| Bushes_Flora | 2 | Default_Bushes | EverythingAndMolotov | Important | BushSmash_01 | 0.05 | - | - | Bush |
| ConcreteBarrier_01 | 1 | ConcreteWalls_01 | TanksAndMedLargeExplosions | Important, Distant | ConcreteSmash | 0.2 | RM_ConcreteBarrier_01 | - | FenceConcrete |
| ConcreteBarrier_02 | 1 | ConcreteWalls_01 | TanksAndMedLargeExplosions | Important, Distant | ConcreteSmash | 0.4 | RM_ConcreteBarrier_02 | - | FenceConcrete |
| Corrugated_Metal_01a | 1 | ShadowCacheStatic | Everything | Important, Distant | MetalGeneralSmash | 0.2 | - | - | FenceMetalSheet |
| Fences_ChainlinkTarp_01 | 2 | Default | Everything | Important, Distant | MetalGeneralSmash | 0.2 | - | - | FenceMetalChainlink |
| Fences_ChainlinkWire_01 | 3 | Default | Everything | Important, Distant | MetalGeneralSmash | 0.2 | - | - | FenceMetalChainlink |
| Fences_Chainlink_01 | 6 | Default_ChainLink | Everything | Important, Distant | MetalGeneralSmash | 0.2 | - | - | FenceMetalChainlink |
| Fences_Concrete_01 | 6 | ConcreteWalls_01 | TanksAndMedLargeExplosions | Important, Distant | ConcreteSmash | 0.4 | RM_Fence_Concrete_01_A, RM_Fence_FlowerBed_Concrete_WallSection_01, RM_Fences_Plaster_Residential_01_A, RM_Fences_Plaster_Residential_Pillar_01_A | - | FenceConcrete |
| Fences_Concrete_01_B | 3 | ConcreteWalls_01 | TanksAndMedLargeExplosions | Important, Distant | ConcretePillarSmash | 0.4 | RM_Fence_Concrete_01_B | - | FenceConcrete |
| Fences_Concrete_01_C | 4 | ConcreteWalls_01 | TanksAndMedLargeExplosions | Important, Distant | ConcreteSmash | 0.4 | - | - | FenceConcrete |
| Fences_Concrete_03_A | 4 | Default_Tank | TanksAndLargeExplosions | Distant, Important | ConcreteSmash | 0.4 | RM_Fence_Concrete_03_A | - | FenceConcrete |
| Fences_Concrete_03_B | 2 | Default_Tank | TanksAndLargeExplosions | Important, Distant | ConcreteSmash | 0.4 | RM_Fence_Concrete_03_B | - | FenceConcrete |
| Fences_Concrete_03_C | 7 | Default_Tank | TanksAndLargeExplosions | Important, Distant | ConcretePillarSmash | 0.4 | RM_Fence_Concrete_03_C | - | FenceConcrete |
| Fences_Metal_01 | 9 | Default_Tank | TanksAndMedLargeExplosions | Important, Distant | MetalGeneralSmash | 0.3 | - | - | FenceMetalSheet |
| Fences_Metal_02 | 4 | Default_Tank | TanksAndMedLargeExplosions | Important, Distant | MetalConcreteSmash | 0.4 | - | - | FenceMetalSheet |
| Fences_Metal_03 | 4 | Default_Tank | LargeAndMediumVehiclesAndExplosions | Important, Distant | MetalConcreteSmash | 0.4 | RM_Fence_Metal_Residential_03_01_A | - | FenceMetalSheet |
| Fences_Ornamental_01 | 2 | Default_Tank | TanksAndMedLargeExplosions | Important, Distant | MetalConcreteSmash | 0.4 | RM_Fences_Ornamental_01_A, RM_Fences_Ornamental_01_B | - | FenceMetalSheet |
| Fences_SmallConcrete_01_A | 1 | Default_Tank | TanksAndLargeExplosions | Important, Distant | ConcreteSmash | 0.4 | RM_Fences_SmallConcrete_01_A | - | FenceConcrete |
| Fences_SmallConcrete_01_B | 1 | Default_Tank | TanksAndLargeExplosions | Important, Distant | ConcreteSmash | 0.4 | RM_Fences_SmallConcrete_01_B | - | FenceConcrete |
| Fences_SmallConcrete_01_C | 1 | Default_Tank | TanksAndLargeExplosions | Important, Distant | ConcreteSmash | 0.4 | RM_Fences_SmallConcrete_01_C | - | FenceConcrete |
| Fences_Wood_01_A | 7 | Fences | LargeAndMediumVehiclesExplosionsAndBuildables | Important, Distant | WoodSmash_Fence | 0.125 / - | RM_Fences_Wood_01_A (DA_RM_ prefix) | - | FenceWood |
| Fences_Wood_01_B | 4 | Fences | LargeAndMediumVehiclesExplosionsAndBuildables | Important, Distant | WoodSmash_Fence | 0.125 | RM_Fences_Wood_01_A | - | FenceWood |
| Fences_Wood_02 | 4 | Fences | Everything | Important, Distant | WoodSmash_Fence_NoPlanks | 0.125 | - | - | FenceWood |
| LampPost_01 | 2 | Default (developer copy) | LargeVehiclesAndExplosions | Important, Distant | LampPostSmash | 0.3 | - | - | Sign |
| MetalFence_01 | 1 | ShadowCacheStatic | TanksAndMedLargeExplosions | Important, Distant | MetalGeneralSmash | 0.3 | - | - | FenceMetalSheet |
| MetalFence_Support_01 | 0 | Default | TanksAndMedLargeExplosions | Important, Distant | MetalConcreteSmash | 0.2 | - | - | FenceConcrete |
| Saplings | 10 | CS_Saplings | EverythingAndMolotov | Important | SaplingSmash_01 | 0.1 | - | - | Tree |
| Signage_Large_Metal_01 | 3 | Default_Tank | TanksAndLargeExplosions | Important, Distant | MetalGeneralSmash | 0.4 | - | BP_Remnant_RoadSigns_C | FenceMetalSheet |
| Signage_Metal_01 | 12 | Signage_Metal | Everything | Important, Distant | MetalGeneralSmash | 0.2 | - | BP_Remnant_RoadSigns_C | Sign |
| SmallMetalFence_1m_01 | 2 | Default | Everything | Important, Distant | MetalGeneralSmash | 0.3 | - | - | FenceMetalSheet |
| SmallMetalFence_2m_01 | 5 | Default | Everything | Important, Distant | MetalGeneralSmash | 0.3 | - | - | FenceMetalSheet |
| Structures_Metal_01 | 3 | Default | Everything | Important, Distant | MetalGeneralSmash | 0.4 | - | - | FenceMetalSheet |
| TelephonePole_Concrete_01 | 1 | Default (developer copy) | LargeAndMediumVehiclesAndExplosions | Important, Distant | LampPostSmash | 0.3 | - | - | FenceConcrete |
| TelephoneWireCable_40M_01_A | 1 | ShadowCacheStatic | LargeAndMediumVehiclesAndExplosions | Important, Distant | MetalGeneralSmash | 0.3 | - | - | Sign |
Totals across the 39 assets:
- Rulesets used: Everything 11, EverythingAndMolotov 2, TanksAndLargeExplosions 10, TanksAndMedLargeExplosions 10, LargeAndMediumVehiclesAndExplosions 3, LargeAndMediumVehiclesExplosionsAndBuildables 2, LargeVehiclesAndExplosions 1.
- Zones: Important + Distant 36; Important only 2 (Bushes_Flora, Saplings); Distant + Important 1 (Fences_Concrete_03_A).
- VFX: MetalGeneralSmash 14, ConcreteSmash 9, MetalConcreteSmash 4, BrickSmash 2, ConcretePillarSmash 2, WoodSmash_Fence 2, LampPostSmash 2, and one each of BrickPillarSmash, BushSmash_01, WoodSmash_Fence_NoPlanks, SaplingSmash_01.
- Crosstalk tags: FenceConcrete 16, FenceMetalSheet 10, Sign 4, FenceMetalChainlink 4, FenceWood 3, Bush 1, Tree 1.
- Remnant sets: 16 of the 39 assets reference one or more remnant sets. All 19 remnant assets are referenced by at least one asset.
- Remnant actor: only the two signage assets (
Signage_Large_Metal_01,Signage_Metal_01) setDemolitionRemnantActor(BP_Remnant_RoadSigns_C). - Far-representation collision:
bEnableCollisionWhenInFarRepresentationappears only onBushes_FloraandSaplings, and it isfalseon both.
3. Component Settings (9)
Each setting sets instance culling, Nanite and shadow-cache behaviour, plus a collision profile. Blank cells mean the field is not set in the export (engine default).
| Setting | Instance start / end cull | Ray tracing | WPO disable dist | Nanite pixel-prog dist / screen size | Shadow cache | bGenerateHitEvents | Collision profile |
|---|---|---|---|---|---|---|---|
DA_Demolition_CS_Default | 201,000 / 201,100 | true | - | - | - | - | BHDemolition |
DA_Demolition_CS_ConcreteWalls_01 | 201,000 / 201,100 | true | - | - | - | true | BHDemolition |
DA_Demolition_CS_Default_Tank | 201,000 / 201,100 | true | - | - | - | true | BHDemolition |
DA_Demolition_CS_Default_ChainLink | 201,000 / 201,100 | true | - | - | - | - | BHDemolitionChainlinkFence |
DA_Demolition_CS_Default_Bushes | 201,000 / 201,100 | - | 2,000 | 2,000 / 1.0 | Static | - | BHDemolitionBushes |
DA_CS_Saplings | 201,000 / 201,100 | - | 2,000 | 2,000 / 1.0 | Static | - | BHDemolitionFlora |
DA_Demolition_CS_Fences | 201,000 / 201,100 | true | 10,000 | 10,000 / 0.5 | Static | true | BHDemolition |
DA_Demolition_CS_ShadowCacheStatic | 201,000 / 201,100 | true | - | - | Static | - | BHDemolition |
DA_Demolition_CS_Signage_Metal | 201,000 / 201,100 | true | - | - | - | - | BHDemolition |
Cull distances are in the same engine units as the rest of the export (probably cm, so about 2 km; not confirmed).
4. Remnant Meshes (19)
Each remnant set holds RemnantMeshes entries, each with a NearMesh and a FarMesh. In all 19 sets, NearMesh and FarMesh name the same asset, except the ornamental fences. Offset and far-rep override are null in every entry.
| Remnant set | Entries | Near/far mesh |
|---|---|---|
| RM_BrickWall_01_A | 1 | SM_RemnantNear_Brick_Wall_01a |
| RM_BrickWall_01_B | 1 | SM_RemnantNear_Brick_Wall_01b |
| RM_ConcreteBarrier_01 | 1 | S_RemnantNear_Old_Concrete_Barrier_vkurdfd |
| RM_ConcreteBarrier_02 | 1 | S_RemnantNear_Concrete_Barrier_tlisbicfa |
| RM_Fence_Concrete_01_A | 1 | SM_RemnantNear_Fence_Concrete_Wall_01b |
| RM_Fence_Concrete_01_B | 1 | SM_Fence_Concrete_Generic_01_Pillar_01c |
| RM_Fence_Concrete_03_A | 1 | SM_Wall_Concrete_Industrial_01e |
| RM_Fence_Concrete_03_B | 1 | SM_Wall_Concrete_Industrial_01f |
| RM_Fence_Concrete_03_C | 1 | SM_Wall_Concrete_Industrial_01_Pillar_01e |
| RM_Fence_FlowerBed_Concrete_WallSection_01 | 1 | SM_FlowerBed_Concrete_WallSection_dst_01a |
| RM_Fence_Metal_Residential_03_01_A | 1 | SM_Fence_Metal_Residential_dst_03a |
| RM_Fences_Ornamental_01_A | 1 | near: SM_RemnantNear_OrnamentalFence_A_Mid_01a / far: SM_RemnantFar_OrnamentalFence_A_Mid_01a |
| RM_Fences_Ornamental_01_B | 1 | near: SM_RemnantNear_OrnamentalFence_A_Corner_01a / far: SM_RemnantFar_OrnamentalFence_A_Corner_01a |
| RM_Fences_Plaster_Residential_01_A | 1 | SM_Wall_Plaster_Residential_dst_01a |
| RM_Fences_Plaster_Residential_Pillar_01_A | 1 | SM_Wall_Plaster_Residential_01_Pillar_dst_01a |
| RM_Fences_SmallConcrete_01_A | 1 | SM_RemnantNear_Low_Wall_Left_01 |
| RM_Fences_SmallConcrete_01_B | 1 | SM_RemnantNear_Low_Wall_Middle_0 |
| RM_Fences_SmallConcrete_01_C | 1 | SM_RemnantNear_Low_Wall_Right_01 |
| DA_RM_Fences_Wood_01_A | 3 | SM_RemnantNear_Fence_Wood_Wall_01a, _01b, _01c |
(Remnant asset names keep the DA_Demolition_RM_ prefix except the wood set, which is DA_RM_Fences_Wood_01_A.)
5. Rulesets
Every ruleset except BH_Demolition_RS_Buildables is an OR of its children. No And or Not rule types appear in the export. Ruleset names reference other rulesets, so the composed trees are shown below.
5a. Composition
| Ruleset | Composed as OR of |
|---|---|
| BH_Demolition_RS_Buildables | A single buildable rule (WDDemolitionRule_Buildable, no properties exported) |
| BH_Demolition_RS_Everything | AllVehicles, AllExplosions, Buildables |
| BH_Demolition_RS_EverythingAndMolotov | AllVehicles, AllExplosions, Buildables, Molotov |
| BH_Demolition_RS_AllVehicles | AirVehicles, TrackedVehicles, WheeledVehicles |
| BH_Demolition_RS_AllExplosions | LargeExplosives, MediumExplosives, SmallExplosions |
| BH_Demolition_RS_TanksAndLargeExplosions | LargeExplosives, TrackedVehicles |
| BH_Demolition_RS_TanksAndMedLargeExplosions | LargeExplosives, MediumExplosives, TrackedVehicles |
| BH_Demolition_RS_LargeAndMediumVehiclesAndExplosions | AllExplosions, TrackedVehicles, AirVehicles, LargeAndMediumWheeledVehicles |
| BH_Demolition_RS_LargeVehiclesAndExplosions | AllExplosions, TrackedVehicles, AirVehicles, LargeWheeledVehicles |
| BH_Demolition_RS_LargeAndMediumVehiclesExplosionsAndBuildables | LargeAndMediumVehiclesAndExplosions, Buildables |
5b. Explosion rules (WDDemolitionRule_Explosion)
| Ruleset | Permitted damage source tags | MinimumDistanceFromExplosionSource |
|---|---|---|
| SmallExplosions | Meta.Damage.C4, Meta.Damage.Grenade, Meta.Damage.Explosive.Grenade.40mm, Meta.Damage.Explosive.Utility.C4, Meta.Damage.Explosive.Utility.Claymore, Meta.Damage.Explosive.Utility.IED | 300 |
| MediumExplosives | Meta.Damage.Explosive.Rocket | 400 |
| LargeExplosives | Meta.Damage.Explosive.Utility.ATMine, Meta.Damage.Explosive.VehicleExplosion, Meta.Damage.Landmine, Meta.Damage.Cannon.30mm, Meta.Damage.Explosive.Rocket.120mm | 500 |
| Molotov | Meta.Damage.Molotov | 300 |
5c. Vehicle rules (BHDemolitionRule_Vehicle)
Every vehicle rule sets bPermitOverlaps = true and bPermitBlockingHits = true.
| Ruleset | Permitted vehicle variants |
|---|---|
| AirVehicles | Airplane.FWG.Default, Rotary.Littlebird.Default, Rotary.Littlebird.MountedMachineGuns, Rotary.Havoc.Default, Rotary.ROT_01.Default, Rotary.ROT_01.MountedMachineGuns, Rotary.ROT_04.MountedMachineGuns, Rotary.ROT_04.Default |
| TrackedVehicles | SpawnVehicle.Valkyra, SpawnVehicle.Manticore, SpawnVehicle.Lonestar, TNK_01.AntiAir, TNK_01.Artillery, TNK_01.Light, TNK_01.Heavy, TNK_04.Default |
| WheeledVehicles (13) | Bobcat.Default, DuneBuggy.Default, Humvee.Default, Humvee.MachineGun, Humvee.Minigun, Kodiak.Default, Kodiak.Pickup, Kodiak.MachineGun, Ural.Default, Ural.Attack, Ural.Battle, WHL_08.Default, WHL_08.MachineGun |
| LargeWheeledVehicles (11) | Humvee.Default, Humvee.MachineGun, Humvee.Minigun, Kodiak.Default, Kodiak.Pickup, Kodiak.MachineGun, Ural.Default, Ural.Attack, Ural.Battle, WHL_08.Default, WHL_08.MachineGun |
| LargeAndMediumWheeledVehicles (12) | the eleven LargeWheeled entries plus DuneBuggy.Default |
Vehicle paths are Vehicle.Variant.<Air|Land>.<Type>.<Model>.<Variant> tags.
6. How Values Combine
- Which hits can demolish (likely): a demolition asset’s ruleset is tested against the incoming damage source (explosion rules) or the colliding vehicle (vehicle rules). A match appears to permit demolition. The export does not state the trigger logic.
- Minimum distance (300 / 400 / 500) is attached to explosion rules. Its unit and effect are not confirmed. Probably the minimum distance from the blast at which the rule counts.
- Fragment restitution (0.05 to 0.4 across assets) multiplies the impulse that fragments receive. Two-fragment assets have a second fragment with no restitution override.
- Which VFX plays is set per asset by
DemolitionVFX(a Niagara system). The crosstalk tag is the audio event for the same break.
7. Observations
- The ruleset names suggest a tiering:
Everythingis the broadest, and theTanks…andLargeAndMedium…sets cover a narrower range of sources. The export does not say which tier is meant to be harder to demolish. LampPost_01andTelephonePole_Concrete_01use component settings from/Game/Developers/Celesteneukirchen/Demolition/Settings/(a developer folder), not the mainComponentSettingspath. Their values may differ from the main copies. This was not compared.Fences_Wood_01_AandFences_Wood_01_Bshare one remnant asset,DA_RM_Fences_Wood_01_A, which uses theDA_RM_prefix rather thanDA_Demolition_RM_like the other remnant sets.
8. Still Not Pulled / Limitations
- Demolition behaviour is not in this folder. The data shows what can demolish an asset and what it leaves, but not the impulse, mass, damage-to-break threshold, or fragment counts (only restitution is exported).
- Units are not stated. Minimum distance, cull distances and fragment physics are used as exported. The cm assumption is an inference.
- See
docs/UNITS.mdfor the project-wide units reference (UE 5.7 defaults + Wardogs-specific suffixes).
- See
- Remnant
OffsetandFarRepresentationData_Overrideare null in every entry, so their use cannot be documented. - Mesh-level data (
SourceMeshesentries’FarRepresentationData, custom primitive colours) is not summarised beyond the mesh name. - Zones (
Important,Distant) are not defined in this folder. Their meaning is an inference from the names. - Crosstalk and VFX asset paths are referenced by name only. The audio and Niagara assets themselves are outside this category.