Wardogs: Tests Data Reference

Extracted from cooked game data (Wardogs/Content/Tests, 2 files). These are automated load-test profiles, not gameplay data.

Scope: the load-test (bot) setup: how many clients to launch per server profile, and what each automated client does. These are the test profiles the Random Scatter orchestrator uses.


1. File Map

File Row struct Rows
LoadTests/Data/DT_ServerTestingProfiles.json WDAutomatedTestServerProfile 11
LoadTests/Orchestrators/RandomScatter/Data/DT_ClientTestingProfiles.json WDAutomatedTestClientProfile 4

2. Server Profiles (DT_ServerTestingProfiles)

Each row sets how many automated clients join a test server, and which orchestrator blueprint runs the test.

Profile Total clients Clients opt in Orchestrator Custom player controller
Default 100 yes B_Default default
SoloTest 1 yes B_SoloTest default
Default10Players 10 yes B_Default10Players default
100Players 100 yes B_100Players default
100GroundVehicles 100 yes B_100GroundVehicles default
100TrackedVehicles 100 yes B_100TrackedVehicles default
100Helicopters 100 yes B_100Helicopters default
30BotOrchestra 30 yes B_30BotOrchestra default
MovementMedley 100 yes B_MovementMedley default
Macarena 100 yes B_Macarena default
InputTest 5 yes B_InputTest PC_AutomatedPlayerController_C

Client counts run from 1 (SoloTest) to 100 (the Default, 100* and MovementMedley / Macarena profiles). InputTest uses the automated player controller (PC_AutomatedPlayerController) with 5 clients.


3. Client Profiles (DT_ClientTestingProfiles)

Each client profile is a sequence of automated inputs for the test pawn B_WDMoverPlayerCharacter. An input is either a key press or an action (InputAction) fired at a random interval and held for a random duration, drawn from the Min to Max ranges.

Client profile Input method Custom spawn Custom test function Console commands Inputs Automated inputs (interval, duration)
Character Asynchronous no none none 5 IA_Player_MoveDirectional every 2-2 s for 1-3 s; IA_Player_Jump every 2-2 s for 0-0 s; IA_Player_Sprint_Toggle every 2-2 s for 1-3 s; IA_Player_Prone every 3-5 s for 0.5-1 s; IA_Player_Crouch every 1-2 s for 0.5-1 s
DownedCharacter Asynchronous no B_AutoTestFunc_DownedPlayer none 6 IA_Player_MoveDirectional every 2-2 s for 1-3 s; IA_Player_Jump every 2-2 s for 0-0 s; IA_Player_Sprint_Toggle every 2-2 s for 1-3 s; IA_Player_Prone every 3-5 s for 0.5-1 s; IA_Player_Crouch every 1-2 s for 0.5-1 s; IA_Player_DownedGiveUp every 1-2 s for 0.5-5 s
TriggerHappyCharacter Asynchronous yes B_AutoTestFunc_TriggerHappyPlayer WD.Player.SetInfiniteAmmo True, WD.Player.SetInvulnerable True 2 IA_Player_MoveDirectional every 0-0 s for 1-1 s; IA_Player_PrimaryUse every 0-5 s for 10-10 s
MovementCharacter Sequential yes B_AutomatedTestFunc_CustomSpawner none 3 (unset) every 10-10 s for 10-10 s; W every 20-20 s for 20-20 s; (unset) every 10-10 s for 10-10 s

Notes

  • Character is the baseline: move, jump, sprint toggle, prone and crouch, each on a random interval.
  • DownedCharacter adds a DownedGiveUp action to the baseline, which exercises the downed state.
  • TriggerHappyCharacter spawns with infinite ammo and invulnerability (WD.Player.SetInfiniteAmmo True, WD.Player.SetInvulnerable True). PrimaryUse is held for 10 s on a 0 to 5 s interval.
  • MovementCharacter is the only sequential profile. Its input sequence is fixed: a 10 s action, then holds W for 20 s, then a 10 s action.

4. Still Not Pulled / Limitations

  • Orchestrator and test-function blueprints are not in this dump. The B_Default, B_SoloTest and B_AutoTestFunc_* logic (how clients are spawned and scattered) is not available.
  • Interval and duration values are the ranges as exported. The random distribution inside a range is not in the data.
  • Input None entries are actions with no key. Their identity comes from InputAction, which is empty in some entries.
  • These are test-only assets. They are not gameplay data and do not affect the player-facing game.