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
Characteris the baseline: move, jump, sprint toggle, prone and crouch, each on a random interval.DownedCharacteradds aDownedGiveUpaction to the baseline, which exercises the downed state.TriggerHappyCharacterspawns with infinite ammo and invulnerability (WD.Player.SetInfiniteAmmo True,WD.Player.SetInvulnerable True).PrimaryUseis held for 10 s on a 0 to 5 s interval.MovementCharacteris the only sequential profile. Its input sequence is fixed: a 10 s action, then holdsWfor 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_SoloTestandB_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
Noneentries are actions with no key. Their identity comes fromInputAction, which is empty in some entries. - These are test-only assets. They are not gameplay data and do not affect the player-facing game.