See also. Base MaxSpeed, sprint scales and other values the export omits (class defaults), speed per stance, and the curves and audio in GameMechanics/Player are on Player Movement.

Wardogs — Mover & Character Movement Reference

Extracted from the cooked JSON export under Content/MoverTesting (78 files, 177 export blocks). Values are raw asset properties. Where a meaning comes from a property name rather than from the export, it is marked as inferred. A “-“ in a table means the property is absent from the export.

Scope note: the folder is named “MoverTesting”, but it holds the live character movement stack: ground, falling, parachute, climbing, ladder, mantling, vaulting, swimming, ragdoll, body dragging, weight classes, camera-lock modifier states, and the input map. The name is kept as it is in the dump.


1. Inventory

Folder Files Export types Contents
CharacterModifierStates/ 18 WDCharacterModifierStateDefinition State-driven camera locks, camera modifiers, and character modifiers
Settings/ 19 BHGroundMovementData (x2), WDFallingData, WDParachuteData, BHClimbingData, BHMantlingData, BHVaultingData, WDTraversingData (x3), BHLadderClimbingData, BHMoverSwimmingDataAsset, BHMoverModeData_NoClip, BHPawnMoverModeData, WDBipodMountingData, WDBodyDraggingData, WDMoverWeightData, WDRagdollMovementData, WDVehicleData Per-mode movement tuning
Curves/ (+ Breathing/, CrashLanding/, Doors/, Falling/, Leaning/, Traversing/) 39 CurveFloat (21), CurveVector (16), CurveTable (2) Curves that drive lean, stance, traversal, falling, and camera
Blueprints/Ladders/LadderData/ 1 PDA_LadderData_C Ladder mesh set
Input/ 1 InputMappingContext Player key bindings (IMC_MoverPlayer)

Totals: 18 + 19 + 39 + 1 + 1 = 78. The 39 curve assets split as 21 float curves (CurveFloat, including the 9 at the Curves root), 16 vector curves (including the six stance-transition curves at the root), and 2 curve tables.


2. Character Modifier States (WDCharacterModifierStateDefinition, 18 assets)

Each state is a tag plus a set of conditions. When the conditions pass, the state’s camera modifiers and character modifiers apply. The table lists the state tag, the priority, and the condition and modifier classes. Priority is shown as “-“ where the export has no Priority field (12 of 18 have one).

Asset State tag Priority Conditions Character modifiers Camera modifiers
AnimationFrustum State.CharacterModifier.AnimationFrustum 126 StateTags AnimationFrustum (quaternion rotation 0, 0, 0.707, 0.707) -
BipodMounting State.CharacterModifier.BipodMounting 124 StateTags BipodMounting, BipodMountingCameraLock -
BodyDragging State.CharacterModifier.BodyDragging - StateTags, MovementMode CameraLock -
CameraPitch State.CharacterModifier.CameraPitch 10 StateTags CameraPitch -
Climbing State.CharacterModifier.Climb - StateTags, MovementMode TraversingCameraLock, TraversingFirstPersonLock -
CrashLanding State.CharacterModifier.CrashLanding - StateTags CrashLanding -
Critical State.CharacterModifier.Critical 0 StateTags IgnoreLookInput (blueprint) Critical
Emote_FullBody State.CharacterModifier.Emote.FullBody 0 StateTags IgnoreLookInput (blueprint) Critical
HeavyBreathing State.CharacterModifier.Camera.HeavyBreathing 10 Tags - HeavyBreathing (blueprint)
Ladder State.CharacterModifier.Ladder - StateTags, MovementMode Ladder, LadderCameraLock -
Lean State.CharacterModifier.Lean 30 StateTags Lean -
Mantling State.CharacterModifier.Mantle - StateTags, MovementMode TraversingCameraLock -
Parachute State.CharacterModifier.Parachute 128 StateTags, MovementMode ParachuteCameraLock -
Prone State.CharacterModifier.Prone 9 StateTags, ProneOrTransition ProneCameraLock, ProneWallLock -
Stance State.CharacterModifier.Stance 0 StateTags Stance -
Vaulting State.CharacterModifier.Vault - StateTags, MovementMode TraversingCameraLock -
Vehicle State.CharacterModifier.Vehicle 100 StateTags VehicleSeat VehicleFreeLook
VehicleCritical State.CharacterModifier.Vehicle.Critical 0 StateTags - PanToKillerVehicle, Critical

Conditions

  • StateTags is a boolean tag query. Each one has a TagDictionary, an encoded QueryTokenStream, and a readable AutoDescription.
  • MovementMode requires a mover mode tag. The mapping is: BodyDragging to Mover.Mode.BodyDragging, Climbing to Mover.Mode.Traversing.Climbing, Ladder to Mover.Mode.LadderClimbing, Mantling to Mover.Mode.Traversing.Mantling, Parachute to Mover.Mode.Parachuting, Vaulting to Mover.Mode.Traversing.Vaulting.
  • ProneOrTransition applies to Prone (prone stance or a transition into or out of prone).
  • Tags on HeavyBreathing requires Meta.Punishment.HeavyBreathing, so the camera effect follows a punishment tag rather than a state query.

Example query, Bipod mounting: ALL( ALL( Action.Weapon.Bipod.Mount ), NONE( State.Player.Vitality.Critical, State.Player.Vitality.Dead, State.Player.Vehicle.Role.ActivePassenger, State.Player.Vehicle.Role.Driver, ... ) ). The readable description is “We are alive and not in a vehicle”. Most ground states use the same “alive and not in a vehicle” core.

Example query, Critical: ALL( ANY( State.Player.Vitality.Critical ), NONE( State.Player.Vehicle.Role.ActivePassenger, State.Player.Vehicle.Role.Driver, ... ) ). The description is “We are in a critical state and not in a vehicle.”

2a. Modifier parameters

Only values that are actually present in the export are listed. Lock values are angles in degrees (inferred from the name LockAngle).

Modifier Pitch lock Yaw lock Other
BipodMountingCameraLock 10 10 No smoothing
BodyDragging CameraLock 45 (CapsuleRotation, interpolated, speed 2, smooth 0.8, max turn 5) 45 (NetworkSmoothingComponentRotation, smooth 0.8, max turn 5) Roll lock: None
Climbing / TraversingCameraLock 40 (smooth) 60 (smooth)  
Ladder (LadderCameraLock) 45 (centre offset 30, smooth 0.7) 40 (smooth 0.7)  
Mantling / Vaulting TraversingCameraLock 80 (smooth 0.7) 120 (ControlRotation, smooth, max turn 5, target interp speed 1)  
Parachute CameraLock 60 (CapsuleRotation, interpolated, smooth 0.7) 60 (CapsuleRotation, TargetCapsuleRotation, smooth 0.7)  
Prone CameraLock WorldZero, interpolated, centre offset 5, interp speed 3 90 (ControlRotation, TargetLookRotation, smooth 0.4, max turn 5, target interp 1.5) Target exit multiplier 5
Critical (camera) 40 -  
VehicleCritical (camera) 30 30  
Lean - - Interpolation speed 15

Critical state, transform detail

Target Transform mode Offset mode Bone Offset Rotation (P, Y, R)
DefaultState Character RelativeWorldOffset head world (0, -200, 0) -
DraggedState Character RelativeOffset pelvis relative (3, 20, 0) (0, 110, -90)

Transition time is 0 for both. The Emote_FullBody variant uses the same modifier classes with a default-state bone of head, a relative offset mode, and a rotation of (0, 75, -90).

Other modifiers

  • AnimationFrustum: a quaternion rotation of (0, 0, 0.707, 0.707), which is a 90 degree turn about Z.
  • CrashLanding: three curves. OffsetCurve = CRV_CrashLandingOffset, OffsetScalarCurve = CRV_CrashLandingScalar, TimeToPlayCurve = CRV_CrashLandingTime.
  • Stance: a map of six (From, To) stance pairs to CurveVector transition offsets (section 4).
  • Lean: interpolation speed 15.
  • NetMask 3 is set on the CameraPitch, CrashLanding, Lean, Stance, and Vehicle modifiers. It is a replication mask (inferred from the name).
  • Referenced but not in this folder: CRV_LandingPunishment_Damage (used by the falling settings) and CRV_ParachutePunishment_Damage (used by the parachute settings) are referenced from section 3 but are not among the 39 curve files.

3. Movement Settings (Settings/, 19 assets)

3a. Ground movement (two assets, shared shape)

Parameter DA_GroundMovement DA_BodyDragging_GroundMovement
MinSpeed 80 80
Friction 6 6
BackMaxSpeedScale / StrafeMaxSpeedScale 0.7 / 0.7 0.7 / 0.7
ForwardStrafeScale 0.6 0.6
BackwardStrafeScale - 0.35
ForwardStrafeScaleSprinting / TacSprinting 0.3503 / 0.3503 0.3503 / 0.3503
MinStartTacSprintPercentage 0.2 0.2
BlockSprintTime / BlockTacSprintTime 0.8 / 0.6 -
JumpVelocity 320 320
MaxJumpStamina / JumpStaminaCost 150 / 50 150 / 50
JumpStaminaRegenPerSecond / JumpCooldown 50 / 0.05 50 / 0.05
PostVaultFrictionTime 0.6 0.6
SlowWalk settings (Slow / Moderate / Fast) 0.2 / 0.4 / 0.6 0.2 / 0.4 / 0.6
LeanTime / UnleanTime 0.55 / 0.35 0.55 / 0.35
UnleanInterpolationSpeedCollided / LeanTraceRadius 15 / 10 15 / 10
StanceCooldown / StanceStaminaRegenPerSecond 0.15 / 50 0.15 / 50
ProneSweepDistance 125 -
bValidateProneFeetLocation False -
InputMappingContext - IMC_Player_BodyDrag

Stance table (both ground assets, identical)

Stance Capsule half-height Capsule radius Eye height Stance stamina cost
Stand 96 34 168 20
Crouch 68 34 118 30
Prone 34 34 36 50
Transition Time (s, inferred)
Stand to Crouch 0.3
Crouch to Prone 0.4
Prone to Crouch 0.5
Crouch to Stand 0.3

Each stance also has acceleration and max-speed modifiers (BHFloatModifier_Operation objects). The modifier values are in the referenced sub-objects and are not expanded here.

3b. Body dragging (WDBodyDraggingData)

Parameter Value
bUseIK True
LeftHandSocketName / RightHandSocketName Socket_Drag_l / Socket_Drag_r
DrageeOffset 20
DrageeRotationSpeed 2.5
Trace channel ECC_GameTraceChannel6 (key is hashed; value only)

3c. Falling and parachute

DA_FallingMovement (WDFallingData)

Parameter Value
Acceleration / MaxSpeed / MaxStopSpeed 5 / 300 / 150
AirFriction / AirControlPercentage 1 / 0.2
VerticalTerminalSpeed / HorizontalTerminalSpeed 5300 / 5300
FallingFloorTraceDistance 1,000,000
bStayBasedInAir True
Impart base velocity (X, Y, Z) True, True, True
Landing damage lookup CRV_LandingPunishment_Damage
Landing damage type WDFallDamageType
Air-control curve CRF_Falling_SurfaceAngleToAirControl
Push-off curve CRF_Falling_SurfaceAngleToPushOffForce
InputMappingContext IMC_Player_Falling

DA_ParachuteMovement (WDParachuteData)

Parameter Value
GliderAcceleration 1250
PullUpDragAcceleration 1500
PitchSpeed / RollSpeed 1 / 1
MinPitch / MaxPitch / MaxRoll -10 / 15 / 20
SwingForceMultiplier 5
PullUpStaminaUsagePerSecond / PullUpStaminaRegenPerSecond 50 / 30
MinFallHeightBeforeAbleToParachute 100
Velocity damage lookup CRV_ParachutePunishment_Damage
Velocity damage type WDFallDamageType
ParachutingFloorTraceDistance 1,000,000

3d. Traversal: climbing, mantling, vaulting

DA_ClimbingMovement (BHClimbingData)

Parameter Value
MaxLedgeLookAngle 60
MaxClimbPercentToCancel 0.65
BaseScaleOverSpeed / BaseTraversalSpeed 145 / 145
FindWallTraceDistance 20
ClampedTraversalDirectionMask 1
Scale-over animations A_TP_Rifle_Climb_Still_Scaling_180, A_TP_Rifle_Climb_Still_OnTop_180
Montage choosers CHT_Traversal_Climbing_ThirdPerson (plus _RM_On and _RM_Off root-motion variants)

DA_MantlingMovement (BHMantlingData)

Parameter Value
MaxAllowedWallAngle 60
MaxHeightAboveLedgeToScaleOver 55
MaxWallWidth 30
BaseScaleOverSpeed 200
FindWallTraceDistance 50
MaxTargetFloorHeight 35
AllowedScaleOverDirectionMask / AllowedTraversalDirectionMask 11 / 11
ClampedTraversalDirectionMask 199
bUseForwardOnlyHeight / ForwardOnlyHeight True / 127.5
Montage choosers CHT_Traversal_Mantling_ThirdPerson (plus _RM_On / _RM_Off)

DA_VaultingMovement (BHVaultingData)

Parameter Value
VaultDistance 74
BaseTraversalSpeed 600
MovementSpeedInterpSpeed 5
ClampedTraversalDirectionMask 131
Montage choosers CHT_Traversal_Vaulting_ThirdPerson (plus _RM)

First-person variants (WDTraversingData)

Asset First-person montage chooser
DA_WDClimbingMovement CHT_Traversal_Climbing_FirstPerson
DA_WDMantlingMovement CHT_Traversal_Mantling_FirstPerson
DA_WDVaultingMovement CHT_Traversal_Vaulting_FirstPerson

3e. Ladder (DA_LadderClimbingMovement, BHLadderClimbingData)

Parameter Value
LadderEntryAngleThreshold 60
ClimbUp max / min speed / acceleration 160 / 40 / 100,000
ClimbDown max / min speed / acceleration 160 / 40 / 500
SlideDownSpeed / SlideDownAcceleration 320 / 1000
JumpOffForce 300
Transition curves (indices 1 to 4) 1: CRV_LMF_Ladder_ClimbOntoAnimation (0.25 s); 2: CRV_LMF_Ladder_ClimbOntoFromTopAnimation (0.75 s); 3: CRV_LMF_Ladder_ClimbOntoAnimation (0.25 s); 4: CRV_LMF_Ladder_ClimbOffAtTopAnimation (1.0 s)
InputMappingContext IMC_LadderClimbing

Index 0 is not present in the export. The four entries are as listed.

3f. Swimming, no-clip, vehicle, weight, ragdoll

DA_SwimmingMovement (BHMoverSwimmingDataAsset)

Parameter Value
WaterAcceleration 4000
InputDeceleration 500
InputMappingContext IMC_Player_Swimming

DA_NoClipMovement (BHMoverModeData_NoClip): one property, the InputMappingContext IMC_Player_NoClipping.

DA_VehicleMovement (WDVehicleData)

Parameter Value
EntryForceCompleteActionTags Sprint, TacSprint, Binoculars.ADS, RangeFinder.ADS, Weapon.ADS, Weapon.Bipod
LeaveForceCompleteActionTags Binoculars.ADS, RangeFinder.ADS, Weapon.ADS
HitValidationBoundsMultiplier 2

DA_CharacterWeight (WDMoverWeightData)

Class (tag) MinWeight Gameplay effect
State.Player.Weight.Lightest 0 none
State.Player.Weight.Light 10,000 GE_Player_Weight_Light_C
State.Player.Weight.Medium 17,000 GE_Player_Weight_Medium_C
State.Player.Weight.Heavy 27,000 GE_Player_Weight_Heavy_C
State.Player.Weight.SuperHeavy 40,000 GE_Player_Weight_SuperHeavy_C

The weight unit is not stated.

DA_WDRagdollMovement (WDRagdollMovementData)

Parameter Value
PhysicsAsset PA_TPCharacter_Simplified_Physics
SimulationRoot / CapsuleTarget pelvis / spine_04
CapsuleProxyCollisionProfile RagdollProbe
CapsuleProxy linear limit Limited on all axes, stiffness 250, damping 2, soft
Replicated body pelvis linear break 300, angular break 500, linear plasticity 0.1, angular plasticity 10, shock propagation 0.3
DriveForcesBlendTime / DriveForcesTargetMultiplier 0.75 / 0.12
MeshCollisionProfile Ragdoll

The bone lists are hashed keys, but their values are readable. One list has 12 bones: pelvis, spine_02, spine_03, spine_04, upperarm_r, lowerarm_r, upperarm_l, lowerarm_l, thigh_l, calf_l, thigh_r, calf_r. A second has upper arms and thighs, and a third has feet and calves. A value of 200 is stored under a hashed key and is not named.

Empty assets (no properties exported): DA_BipodMountingMovement (WDBipodMountingData) and DA_DummyMovement (BHPawnMoverModeData).


4. Curves (39 assets)

4a. Float curves

Curve Keys Points (time, value) Use (from folder / name)
CRV_Camera_LockSmoothCurve_BodyDragging 2 (0, 1), (0.8, ~0) Smooth camera lock release, body dragging
CRV_Camera_LockSmoothCurve_Climbing 2 (0, 1), (1, ~0) Smooth camera lock release, climbing
CRV_Camera_LockSmoothCurve_Mantling 2 (0, 1), (1, ~0) Smooth camera lock release, mantling and vaulting
CRV_Camera_LockSmoothCurve_ProneYaw 2 (0, 1), (0.8, ~0) Smooth yaw lock, prone
CRV_JumpHeightScalar 2 (0, 0.5), (1, 1) Scales jump height
CRV_LandSlowdownFriction_Scale 3 (0.5, 1), (39.9, 1), (110, 1.625) Friction after landing, by speed
CRV_LandSlowdownFriction_Scale_Time 2 (0.1, 0.8), (75, 1.088) Duration of landing friction
CRV_StanceSpeedStaminaMultiplier 2 (0, 0.4), (1, 1) Speed multiplier as stamina falls
CRV_StanceStaminaMultiplier 2 (0, 0.4), (1, 1) Stamina regen multiplier by stance
CRF_Falling_SurfaceAngleToAirControl 2 (0, 0), (90, 1) Air control by surface angle (degrees)
CRF_Falling_SurfaceAngleToPushOffForce 2 (0, 1000), (90, 0) Push-off force by surface angle
CRV_Lean_FromLeft / CRV_Lean_FromRight 2 (0, 0), (1, 1) Unlean from left and right
CRV_Lean_ToLeft / CRV_Lean_ToRight 3 (0, 0), (0.4, 0.8), (1, 1) Lean to left and right
CRV_CrashLandingTime 2 (0.755, 0.398), (362, 1.125) Crash-landing time
CRV_Climbing_HeightSpeedMultiplier 2 (0, 0.92), (1, 1) Climb speed by height
CRV_Mantling_HeightSpeedMultiplier 2 (0, 1), (1, 0.7) Mantle speed by height
CRV_Mantling_TransitionDepth 2 (0.1, ~0), (0.7, 1) Mantle transition depth
CRV_Vaulting_HeightSpeedMultiplier 2 (0, 1), (1, 0.5) Vault speed by height
CRV_Vaulting_SpeedMultiplier 2 (0, 1), (0.5, 1) Vault speed profile

4b. Vector curves

Curve Axes with keys Range Use
CRV_HeavyBreathingOffset X (4 keys), Y (4 keys) X -0.5 to 1.5, Y -1 to 1 Camera offset while breathing heavily
CRV_StanceTransition_CameraOffset_CrouchToProne X (6 keys) X -27.9 to 0 Camera offset during stance change
CRV_StanceTransition_CameraOffset_ProneToCrouch X (3 keys) X -22.5 to 0 Camera offset during stance change
CRV_StanceTransition_CameraOffset_StandToCrouch none - Empty in the export
CRV_StanceTransition_CameraOffset_CrouchToStand none - Empty in the export
CRV_StanceTransition_CameraOffset_StandToProne none - Empty in the export
CRV_StanceTransition_CameraOffset_ProneToStand none - Empty in the export
CRV_CrashLandingOffset X (4 keys) X -505 to 88.5 Camera offset during crash landing
CRV_CrashLandingScalar X (2 keys) X 0.022 to 0.05 Scalar for crash-landing offset
CRV_Climbing_ScaleOver_TransitionOffset 1 key ~0 Scale-over offset (climbing)
CRV_Climbing_ScaleOver_TransitionWeight X, Y, Z (2 keys each) 0 to 1 Scale-over blend weight (climbing)
CRV_Climbing_TransitionWeight 2 keys 0 to 1 Traversal blend weight (climbing)
CRV_Mantling_ScaleOver_TransitionOffset 1 key ~0 Scale-over offset (mantling)
CRV_Mantling_ScaleOver_TransitionWeight X, Y, Z (2 keys each) 0 to 1 Scale-over blend weight (mantling)
CRV_Mantling_TransitionWeight X, Y, Z (2 keys each) 0 to 1 Traversal blend weight (mantling)
CRV_Vaulting_TransitionOffset Z (3 keys) Z ~0 to 45 Vault transition offset

4c. Curve tables

Table Row Keys Points (time, value)
CT_HeavyBreathing SpeedByScale 2 (0, 0.2), (3, 2)
CT_HeavyBreathing IntensityByScale 2 (0, 0), (2, 10)
CT_DoorMovement Door Breach Ramp In and Out 3 (0, 1), (0.3, 0.65), (1, 1)

Notes

  • Four of the six stance-transition vector curves are empty in the export (StandToCrouch, CrouchToStand, StandToProne, ProneToStand). Only CrouchToProne and ProneToCrouch carry keys, so the camera’s stance-change offset is only defined for those two transitions in this dump.
  • Vector curves store their data as one FloatCurves array with one entry per axis. Keys sit only on the axes listed above.
  • Time axes are not labelled. Some look normalized (0 to 1), others are clearly not (up to 362 for crash-landing time, up to 110 for landing friction). The units are not stated.

5. Input Map (IMC_MoverPlayer, 26 mappings)

Action Keys (keyboard / gamepad) Notes
IA_Player_MoveDirectional W, S, A, D / Gamepad_Left2D Keyboard uses swizzle and negate modifiers. Gamepad has dead-zone and reroute modifiers
IA_Player_Jump SpaceBar / Gamepad_FaceButton_Bottom  
IA_Player_Sprint_Toggle LeftShift / Gamepad_LeftThumbstick  
IA_Player_TacticalSprint_Toggle LeftShift / Gamepad_LeftThumbstick Same keys as Sprint_Toggle
IA_Player_Crouch C  
IA_Player_Prone LeftControl  
IA_Player_CrouchProne Gamepad_FaceButton_Right / (none) Second entry has no key
IA_Ping MiddleMouseButton / Gamepad_RightThumbstick  
IA_Player_CancelClimbing SpaceBar / Gamepad_FaceButton_Bottom Same keys as Jump
IA_Player_Traverse SpaceBar / Gamepad_FaceButton_Bottom Same keys as Jump
IA_Player_SlowWalk LeftAlt  
IA_Player_CutParachute C / Gamepad_FaceButton_Right Same key as Crouch
IA_Player_Lean_Left Q  
IA_Player_Lean_Right E  

Shared keys: C is bound to both Crouch and CutParachute, and SpaceBar is bound to Jump, CancelClimbing, and Traverse. The export does not say how the game chooses between them. It presumably depends on which action is active (for example, the parachute action only exists while parachuting), but that is not confirmed here.


6. Ladder Data (DA_Ladder_Industrial, PDA_LadderData_C)

Part Mesh
TopMesh SM_Climbable_Fixed_Ladder_Top_01
MiddleMesh SM_Climbable_Fixed_Ladder_01
BottomMesh SM_Climbable_Fixed_Ladder_01

The middle and bottom segments share one mesh. This is a single ladder variant (Industrial).


7. How Values Combine

  • State modifiers. A state applies when its conditions pass (section 2). Its camera locks then limit how far the camera can move from the body. Pitch and yaw lock angles are the limits. Smoothing curves ease the lock on and off. Priority presumably decides which state wins when several are active, but the export does not say so. It has priorities for 12 states only, and the rule for ties is not in the dump.
  • Stamina. Jumping costs 50 from a 150 pool, regenerating at 50 per second, with a 0.05 s cooldown. Each stance carries a StanceStaminaCost of 20 (stand), 30 (crouch), or 50 (prone); how that cost is charged is not stated. Parachute pull-up costs 50 per second and regenerates at 30. These are all tied to the same stamina pool.
  • Ground vs body drag. The body-drag asset (section 3a) reuses the base ground numbers and adds a backward strafe scale of 0.35. It drops the sprint block timers (BlockSprintTime, BlockTacSprintTime) and the prone feet check. Body dragging is therefore not a separate speed model. It is the ground model with a different input map and different rules around sprinting.
  • Falling and parachute. Landing damage comes from a curve keyed by impact speed (CRV_LandingPunishment_Damage, CRV_ParachutePunishment_Damage). Air control and push-off are set per surface angle (CRF_Falling_SurfaceAngleToAirControl, ..._PushOffForce).
  • Weight. Each weight class applies one gameplay effect (GE_Player_Weight_*) once the character’s weight passes its threshold. The effects themselves are not in this category.

8. Still Not Pulled / Limitations

  • Empty assets. DA_BipodMountingMovement and DA_DummyMovement have no exported properties. Their values, if any, are not in the dump.
  • Empty stance curves. Four of six stance-transition curves have no keys in the export (section 4b). Their intended camera motion cannot be read from this dump.
  • Priority semantics. Priority values exist on 12 states, and their ordering is not documented in the export. Whether a higher number wins, and how ties are broken, is not confirmed.
  • Description mismatch. The VehicleCritical state’s description reads “critical/dead state and in a vehicle”, but its state query lists only State.Player.Vitality.Critical. The export does not contain a Dead tag there. The discrepancy is noted as exported.
  • Unnamed keys. Some properties use hashed keys (for example the ragdoll bone lists, the body-drag trace channel, and the ragdoll value 200). Their values are reported by position and value, and their property names are not known.
  • Blueprint and referenced-only assets. B_CharacterModifier_IgnoreLookInput_C and B_CameraModifier_HeavyBreathing_C are blueprints, so their logic is not in the export. Montage choosers (CHT_*), animations (A_TP_*), gameplay effects (GE_*), and the BHFloatModifier_Operation sub-objects are referenced but not expanded here.
  • Query expansion. The AutoDescription strings are the readable form of each state query. The encoded QueryTokenStream was not decoded, so the descriptions are the source of truth for the logic in this doc.
  • Units. Speeds, stamina, heights, weights, and curve time axes have no units in the export. Values are reported as stored.
    • See docs/UNITS.md for the project-wide units reference (UE 5.7 defaults + Wardogs-specific suffixes).
  • Input resolution. The export does not say how shared keys are resolved between actions (section 5).

See also. Row-level values for the character modifier state assets, controller binding presets and door assets not listed here: Misc Gameplay Assets.