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_Tank settings, LargeAndMediumVehiclesAndExplosions ruleset, remnant set RM_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_01 1 → 2; Fences_Concrete_01 4 → 6 (the two plaster remnant sets are added to it).
  • Bushes_Flora and Saplings: ruleset Everything → EverythingAndMolotov (adds Meta.Damage.Molotov, minimum distance 300).
  • Fences_Wood_01_A and Fences_Wood_01_B: ruleset LargeAndMediumVehiclesAndExplosions → LargeAndMediumVehiclesExplosionsAndBuildables.
  • Rulesets: Everything now also includes Buildables; new Buildables ruleset (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) set DemolitionRemnantActor (BP_Remnant_RoadSigns_C).
  • Far-representation collision: bEnableCollisionWhenInFarRepresentation appears only on Bushes_Flora and Saplings, and it is false on 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: Everything is the broadest, and the Tanks… and LargeAndMedium… sets cover a narrower range of sources. The export does not say which tier is meant to be harder to demolish.
  • LampPost_01 and TelephonePole_Concrete_01 use component settings from /Game/Developers/Celesteneukirchen/Demolition/Settings/ (a developer folder), not the main ComponentSettings path. Their values may differ from the main copies. This was not compared.
  • Fences_Wood_01_A and Fences_Wood_01_B share one remnant asset, DA_RM_Fences_Wood_01_A, which uses the DA_RM_ prefix rather than DA_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.md for the project-wide units reference (UE 5.7 defaults + Wardogs-specific suffixes).
  • Remnant Offset and FarRepresentationData_Override are null in every entry, so their use cannot be documented.
  • Mesh-level data (SourceMeshes entries’ 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.