Wardogs — UI Data Reference

Extracted from cooked game data (Wardogs/Content/UI, 605 JSON files holding 793 export blocks: 501 UDataAsset, 188 UObject, 92 UDataTable, 11 curve assets, 1 common input table). Values are as exported; nothing here was checked in-game. Multi-export files were split on their --- export: headers before parsing.

Scope note: this is the UI-layer data: HUD trackers and feeds, map and minimap setup, ping and radial wheels, vendor and inventory grids, tooltips, settings display, frontend scenes, localisation-tag tables, and UI audio. Gameplay numbers (cash, XP, weapon stats) live in other categories. Where a UI asset refers to a gameplay tag or entity, the tag is named but its gameplay value is not included here.


Season 02 update (2026-10-15)

Full before/after list: Season 2 Changes → World, Visuals & Audio.


1. Inventory of the Category

Top folder Export blocks Notes
Features/ 737 All screens and HUD elements; see section 1b for the breakdown
Data/ 39 Shared tables: entities, tagged icons, audio, scenes, interaction, tag-to-text
Tools/ 9 Minimap texture definitions (Tools/WorldCapture) and editor-only tracker data
Shared/ 4 Rich-text image tables
Cursors/, Input/, Prototype/ 4 Software cursor, common input actions, one prototype

1a. Most common asset types

Type Count What it is
DataTable 92 Row tables (see section 13)
WDPingActionAsset 35 One per ping-wheel entry
WDUITutorialsContentData 26 LearnToPlay tab content (all under Frontend/LearnToPlay)
WDUIContainerGridData 16 Grid size and label per container view
WDUIRadialWheelSlotTypeDataAsset 16 Radial wheel slot definitions
WDUIMaterialTrackerDataAsset 15 Map material-tracker settings (Map_Optimisation)
WDPingAction_SendTextMessage / WDPingAction_VoxRequest 15 / 15 Ping action behaviours
WDUIButtonPromptsBarData 10 Button prompt bars
WDUIMapTrackerData 12 Basic map tracker settings
WDUITooltipContainerData 10 Container tooltip layouts
WDUILineOfSightRules / WDUIWorldDistanceOpacityRules 11 / 10 Shared rule assets used by trackers and markers
WDMinimapTextureData 7 One per world minimap texture

1b. Export blocks by feature folder

Folder under Features/ Blocks Folder under Features/ Blocks
HUD 191 Popups 11
Frontend 133 Scoreboard 8
PingWheel 109 ContextDrawer, DeathRecap 9 and 6
Vendor 89 DeploymentBoard 5
Tooltips 41 GameOver 4
Map 36 PocketWorldRender, QuickRestock 3 each
Inventory_2_0 28 AccountBar, AdminPanel, FactionSelect, TVGuided 1–2 each
RadialWheel 28    
Settings 23 Wagers 5

2. Minimap and World Textures

Each DA_UI_<Map> asset (WDMinimapTextureData) binds a virtual texture to world coordinates. Map files: Tools/WorldCapture/Textures/<Map>/.

Map Texture SizeX (px) WorldUnitsPerPixel Bounds X (min → max) Bounds Y (min → max) UV max
Europe T_UI_Europe_VT 32,768 not set −1,616,000 → 16,000 −1,616,000 → 16,000 1.0
NorthAmerica T_UI_NorthAmerica_VT 32,768 not set −819,200 → 819,200 −819,200 → 819,200 1.0
Russia T_UI_Russia_VT 32,768 not set −1,632,000 → 0 −2,040,000 → −408,000 1.0
Kavkazi T_UI_Kavkazi_VT 16,384 100 −1,632,000 → 0 −2,040,000 → −408,000 1.0
Gym_Minimal T_UI_Gym_Minimal_VT 9,803 51 −250,001.7 → 249,998.5 −245,100.0 → 254,900.0 0.598
PCGBuildAutomationTestLevel T_UI_PCGBuildAutomationTestLevel_VT 4,032 not set −100,800 → 100,800 −100,800 → 100,800 0.984
Shooting_Range_4 T_UI_Shooting_Range_4_VT not set not set −100,000 → 100,000 −100,000 → 100,000 0.977

Z bounds are present on every map (for example Europe ±164,285.9; Shooting_Range_4 −30,000 → 30,000).

Derived, not stored: where SizeX and the XY bounds are both present, bounds width ÷ SizeX gives the implied world units per pixel. Europe and Russia give about 49.8, Kavkazi about 99.6 (matching its stored 100), NorthAmerica and PCGBuildAutomationTestLevel exactly 50.0, and Gym_Minimal 51.0 (matching its stored 51). Europe and Russia have no stored WorldUnitsPerPixel, so the derived figure is the only one available.


3. Map and Minimap Trackers

Trackers are registered in DT_TrackerData_Minimap (17 rows), DT_TrackerData_Map (17 rows, tactical map) and DT_TrackerData_Spatial (13 rows, world-space markers). Each row binds a Trackers.Type.* tag to a tracker class and a widget (W_Tracker_Map_* or W_Tracker_Spatial_*).

3a. Tracker types on the minimap and tactical map

Tracker tag Tracker class Widget family Recreate on faction change
Trackers.Type.Character WDUIPersistentDataTracker Player Yes
Trackers.Type.Vehicle WDUIPersistentDataTracker Vehicle Yes
Trackers.Type.StationaryVehicle not captured StationaryVehicle Yes
Trackers.Type.Spawn WDUIPersistentDataTracker Spawn Yes
Trackers.Type.SafeZone WDUIPersistentDataTracker SafeZone Yes
Trackers.Type.Vendor WDUIPersistentDataTracker Vendor Yes
Trackers.Type.DeploymentBoard WDUIPersistentDataTracker DeploymentBoard Yes
Trackers.Type.RefuelStation WDUIPersistentDataTracker FuelStation No
Trackers.Type.Corpse WDUIStaticTransformTracker Corpse Yes
Trackers.Type.Deployable WDUIPersistentDataTracker Deployable (requires Id.Item) Yes
Trackers.Type.SupplyCrate / SupplyPallet WDUIPersistentDataTracker SupplyCrate / SupplyPallet Yes
Trackers.Type.AssistanceRequest WDUIPersistentDataTracker AssistanceRequest Yes
Trackers.Type.Ping WDUIPingTracker Ping Yes
Trackers.Type.Ping.Contextual WDUIPingTracker Contextual Yes
Trackers.Type.Ping.Contextual.MarkCoordinates WDUIPingTracker Marker Yes
Trackers.Type.HitMarker WDUIPersistentDataTracker HitMarker Yes

On the minimap table, four trackers require gameplay tags: Character, Vehicle and StationaryVehicle need their *.Data and *.Transforms tags (Vehicle and StationaryVehicle also need Vehicle), and Deployable needs Id.Item and Trackers.Type.Deployable. All other rows have no required tags.

3b. Per-tracker display settings (map variants)

Asset Type ZOrder Other notable values
DA_Tracker_Minimap_Spawn WDUIMapTrackerData 1 —
DA_Tracker_Minimap_Corpse WDUITimedMapTrackerData 10 —
DA_Tracker_Minimap_DeploymentBoard WDUIMapTrackerData 20 Default tracker icon set
DA_Tracker_Minimap_Vendor WDUIVendorMapTrackerData 20 VendorTextures ×2
DA_Tracker_Minimap_Vehicle WDUIVehicleMapTrackerData 25 OccupantsTextFormat, 4 assistance-request textures
DA_Tracker_Minimap_Ping WDUIPingMapTrackerData 40 2 ping colours
DA_Tracker_Minimap_AssistanceRequestPing WDUIAssistanceRequestMapTrackerData 40 1 texture, 1 ping colour, 1 tracker exception
DA_Tracker_Minimap_ContextualPing WDUIContextualMapTrackerData 40 6 textures and colours
DA_Tracker_Minimap_Player WDUIPlayerMapTrackerData 80 DefaultTexture = T_UI_FriendlyMarker_Map_Icon, SelfOrSquadTexture = T_UI_PlayerMarker_Map_Icon; 9 assistance-request and 10 acknowledged textures
DA_Tracker_Map_Player (tactical) WDUIPlayerMapTrackerData — DefaultIconScale 0.75, LowHealthColor, OverHealHealthColor
DA_Tracker_Map_HitMarker WDUITimedMapTrackerData 40 —

Material-tracker removal times (Features/Map/Map_Optimisation, 15 assets): RemovalTime = 10 on Corpse, Ping and ContextualPing. The AssistanceRequest asset no longer exports a removal time, and the others have none. Every one carries a ZoomScaleCurve.

3c. Spatial (world-space) trackers

Asset Type Key values
DA_SpatialTrackers WDUISpatialTrackersData an unnamed field (0.6); 6 WorldDistanceScoreMultipliers
DA_Tracker_Spatial_AssistanceRequest WDUIAssistanceRequestSpatialTrackerData StalkMaxYSize 300, StalkSizeChangeRate 1500, PingScaleMaxDistance 10, ZOrder 3
DA_Tracker_Spatial_ContextualPing WDUIContextualPingSpatialTrackerData StalkMaxYSize 300, StalkSizeChangeRate 1500, PingScaleMaxDistance 10
DA_Tracker_Spatial_Ping WDUIPingSpatialTrackerData StalkMinYSize 0, StalkMaxYSize 0, StalkSizeChangeRate 1500, PingScaleMaxDistance 10
DA_Tracker_Spatial_Player WDUIPlayerSpatialTrackerData bUseOcclusionFade True, OcclusionFadeDuration 0.5
DA_Tracker_Spatial_Vehicle WDUIVehicleSpatialTrackerData bHideIfDrivenByLocalPlayer True, bUseOcclusionFade True, fade 0.5
DA_Tracker_Spatial_Vehicle_LockOn WDUISpatialTrackerData bUseOcclusionFade True, fade 0.5
DA_Tracker_Spatial_ActiveZone WDUIActiveZoneData ValueSmoothingSpeed 0.5
DA_Tracker_Spatial_Interactable_* (2) WDUIInteractableActorData Second variant is screen-clamped

Spatial RuleSets and DistanceRulesets reference shared rule assets (section 9). The meaning of the Stalk* fields is inferred from their names and was not confirmed.


4. Ping Wheel

The ping wheel has 35 entries in five categories. Each entry is one DT_PingActions_* row that points to one WDPingActionAsset.

Category table Rows Category tag Preferred page
DT_PingActions_Emote 10 not captured not captured
DT_PingActions_Orders 5 UI.Features.PingWheel.Category.Squad 2
DT_PingActions_Request 10 UI.Features.PingWheel.Category.Requests 1
DT_PingActions_Social 5 not captured not captured
DT_PingActions_Squad 5 not captured not captured

4a. Orders (Squad category, page 2)

Action Slot Icon
Fortify 1 T_UI_Icon_PingWheel_fortify
Defend 2 T_UI_Icon_PingWheel_Defend_64x64
Attack 3 T_UI_Icon_PingWheel_Attack_64x64
FallBack 4 T_UI_Icon_PingWheel_FallBack_64x64
Regroup 5 T_UI_Icon_PingWheel_Regroup_64x64

4b. Requests (page 1) and their gating

Action Required player-state tag Blocked player-state tag
Backup — Driver
Ammo — Driver
Healing — Driver
Supplies — —
Pickup — ActivePassenger, and others
Dropoff ActivePassenger, Gunner, and others not captured
Repair Driver —
Refueling Driver —
GetIn Driver —
GetOut Driver —

bRequestPlayerMapCoordinates is True on Backup, Fuel, Healing, Pickup, Repair and Supplies. It is not set on Dropoff, GetIn, GetOut or Ammo, as far as the digest shows.

4c. Action asset behaviours

Asset class Count Fields that vary
WDPingActionAsset 35 Text, Icon, Actions (values 1–4), NonTriggerableDescriptions (1–2 items), LockedDescription (21 of 35), bIsWorkInProgress, bRequestPlayerMapCoordinates
WDPingAction_SendTextMessage 15 ChannelType, PingActionChatLocText
WDPingAction_VoxRequest 15 GameplayCueTag
WDPingAction_Emote 10 Emote reference
WDPingAction_CheckSquadStatus 10 bCheckIsSquadLeader True on 5
WDPingAction_ShowSpatialMarker 6 SpatialMarkerTag
WDPingAction_AssistanceRequest_* 10 One per request type (Ammo, Backup, Dropoff, Refueling, GetIn, GetOut, Healing, Pickup, Repair, Supplies). ChannelType is Vehicle on Dropoff and Team on Refueling and Supplies

Emote icons include Assault, Move_Up, Point, Surrender_Drop, Halt, Middle_Finger, Paper, Rock, Scissors and Shh. Social icons are the Nice, No, Sorry, Thanks and Yes set.


5. Radial Wheels

Wheel tag Display name / title Close action Slot table
UI.RadialWheel.Equipment “TAC-VEST” UI.Action.Feature.RadialWheel.Equipment.ToggleScene DT_RadialWheelSlotType_EquipmentData (7 rows)
UI.RadialWheel.VoiceChat “SELECT VOICE CHANNEL” (description: “Current - {TalkingChannel}”) UI.Action.Feature.RadialWheel.VoiceChat.ToggleScene DT_RadialWheelSlotType_VoiceChatData (2 rows)

DT_RadialWheelSlotType_Vehicles has 9 rows. Slot-type assets cover empty and locked states: EmptySlotTitleText, EmptySlotDescriptionText, LockedSlotTitleText, LockedSlotDescriptionText, EmptyTextureScale, LockedTextureScale, and QuantityTextAngleOverride. Voice-channel slot assets also hold ChannelType, Action, Icon and IconScale.


6. Feeds and Notifications

6a. Reward feed (DA_RewardFeed, DT_RewardFeedActions, 52 rows)

Setting Value
InitialExpiryTime (feed) 6
XPTextFormat (entry) {XPValue}XP
Action table 52 rows, each with DisplayText, bIsTip and an optional AudioEventTag

Sample rows (tag → text):

Tag (short) Feed text Audio tag
MatchScore.KillScore Enemy Player Killed —
MatchScore.DownedScore Enemy Player Downed —
MatchScore.HealedScore Friendly Player Healed Audio.Event.UX.Cash.HealedScore
MatchScore.RevivedScore Friendly Player Revived Audio.Event.UX.Cash.RevivedScore
MatchScore.VehicleKillScore Enemy Vehicle Destroyed Audio.Event.UX.Cash.DestroyedVehicle
MatchScore.DamageAssist.Player Enemy Kill Assist Audio.Event.UX.Combat.KillAssist
MatchScore.SupplyCrateKillScore Destroyed Enemy Supply Crate Audio.Event.UX.Cash.DestroyedVehicle
MatchScore.TowerCaptured Tower Captured Audio.Event.UX.Cash.BuiltScore
MatchScore.ObjectiveScore.SpawnVehicle.ControlZoneEntered Spawn Vehicle Delivered Audio.Event.UX.Cash.DeliveredSpawnVehicle
MatchScore.DropOffPassengerSurvived Passenger Survived Audio.Event.UX.Cash.PassengerSurvived
MatchScore.SchematicBuiltScore.FinalBuilder Finished Building Audio.Event.UX.Cash.BuiltScore

The remaining rows cover friendly-fire and destroyed-friendly variants, schematic and FOB build steps, magnet zone states, deployables, supply crates and transport assists.

6b. Challenges feed (DT_ChallengesFeedActions, 68 rows)

Rows are keyed Challenges.Rewards.*. Some carry ConditionalExpressions on context tags. For example, Challenges.Rewards.PlayerKill shows “No Value Kill” when the context is Challenges.Context.RessedByEnemy, which is the feed-side counterpart of the ressed-by-enemy penalty. Challenges.Rewards.PlayerKill.CrewAssist shows “Kill Assist” and .LogisticAssist shows “Deployed Player Assist”.

6c. Tipping

DT_TippingReward (4 rows, reward-feed row type). DA_TippingData TipPromptDuration = 8.

6d. Killfeed (DA_Killfeed, DA_KillfeedEntry)

Setting Value
MaximumEntries 5
EntryDuration 10 (unit not stated; likely seconds)
Preloaded kill-context icons 8: Headshot, Falling, Default, RoadKill, Penetration, Ricochet, WeaponMelee, RangedWeaponMelee
DistanceTextFormat [{Distance} {Unit}]
DisconnectedPlayerText “Disconnected Player”

6e. Event feed (DT_EventFeedTypes, 34 rows; DA_EventFeedEntry)

Setting Value
Entry EntryDuration 5
Each type has DisplayTextSelf, DisplayTextOther, MaxDistanceForTeamEvents
Acknowledge icon T_UI_Icon_PingWheel_Affirmative_64x64

Examples: Type.Acknowledgement (“{RequestPlayerName} acknowledged {PlayerName}</>'s request"), `Type.Safezone.Exit` ("{RequestPlayerName} have left the Safe Zone"), `Type.Request.Cancelled`.

6f. Feedback and chat

Asset Key values
DA_HUDFeedback EntryDuration 4.5
DA_Chatbox MaximumCachedMessages 50, DisplayDuration 10, MaxCharactersPerMessage 64, mention prefix @, profanity filter DA_ProfanityFilter
DA_ClanTagProfanityFilter Clan-tag blocklist (WDUIProfanityFilter, 17 entries)
Chat channel tags Player name, mention-me and mention-other links, coordinate link

7. HUD Core Elements

Asset Type Key values
DA_Crosshair WDUICrosshairData Opacity 0.6, HairLength 7.5, Gap 0, SpreadMultiplier 600, BuildableCheckRadius 310, bShowDot True, RevealGraceTime 0.4, RevealAnimPlayRate 1.2, FallbackCrosshairProjectionDistance 1000. Hidden during 14 action tags (Sprint, TacSprint, Ladder, Climbing, Mantling, Vaulting, Revive, MeleeBash, Reload, ChamberRound, Swimming, Parachuting, Inspect, Prone.Crawl) and 3 gameplay tags (Vitality.Critical, Vitality.Dead, Vehicle.Role.ActivePassenger)
DA_Compass WDUICompassData 8 cardinal/intercardinal labels at 45° steps (N = 0, E = 90, S = 180, W = 270); IconSize 18×18; FadeStart 0.4; bCullPingsAtEdgeOfCompass True
DA_FadeOut WDUIFadeOutData BlackoutTransitionDurationOut 3; “Respawning in {Time}…”
DA_HUDQuickSlots WDUIHUDQuickSlotsData TimeUntilFadeStarts 4
DA_HUDPrompts WDUIHUDPromptsData ProneBlockedDisplayTime 1.2; bEnableTraversalPrompt False
DA_HUDFalling WDUIHUDFallingData MinimumGaugeActivationHeight 5; bShowGaugeWhileFallingWithoutParachute False
DA_DeathState WDUIDeathStateData TimeBetweenDistanceChecks 1; MaxBlackoutOpacity 1; MaximumDistanceToConsiderAsNearby 100
DA_EquippedItem WDUIEquippedItemData Default magazine, bullet and chamber textures; EquippedItemNameTextFormat {ItemDisplayName} // {ResourceDisplayName} // SN ...
DA_ScopeReticle WDUIScopeReticleData DeadZoneSize 0, DampenZoneSize 0 (17 reticle types in DT_ScopeReticleTypes)
DA_WeightDisplay WDUIWeightDisplayData HeaviestWeightBuffer 15
DA_VehicleFuelHealth WDUIVehicleFuelHealthData LowFuelThreshold 0.2
DA_Passengers WDUIPassengersData “PASSENGERS [{Occupants}/{Capacity}]”; PassengerCollapseThreshold 13
DA_KillfeedEntry WDUIKillfeedEntryData See 6d

Vehicle HUD assets (WDUIVehicleStateData ×2, WDUIVehicleWeaponAmmoData ×2, WDUIVehicleReloadingMinigameData, WDUIVehicleCountermeasureData, WDUIVehicleThreatIndicatorData, and others) hold icon sets, colour thresholds and a reloading minigame that uses quadrant-based inputs. Their numeric detail was not extracted (section 14).


8. Vendor, Inventory and Container Grids

8a. Container grid sizes (WDUIContainerGridData, 16 assets)

Asset Min W×H Max W×H Notes
DA_ContainerGrid_Inventory_Slot 1×1 1×1 Single-slot equipment
DA_ContainerGrid_Inventory_Slot_Weapon 1×1 1×1  
DA_ContainerGrid_Inventory_Slot_Vest 1×1 1×1  
DA_ContainerGrid_Inventory_Slot_Attachment 1×1 1×1  
DA_ContainerGrid_Vendor_Backpack 9×2 9×2 Label “Backpack”; fixed-size grid
DA_ContainerGrid_Vendor_Slot 1×1 1×2 Label “Backpack”
DA_ContainerGrid_Vendor_Slot_Weapon 1×1 1×2 Label “Backpack”
DA_ContainerGrid_Vendor_Slot_Attachment 1×1 1×1  

Subslot grids (Backpack, Storage, Vest, Vault) and the vehicle-inventory grid carry labels and bUseItemAsSlotName settings but no size bounds.

8b. Vendor panels and types

DT_VendorTypes has 4 rows:

Vendor type Default panel Swap to default on close Panel buttons
Vendor.Type.Equipment Vendor.Panel.Overview True Overview, and others
Vendor.Type.Vehicle — False Land (50×50 minimum size), and others
Vendor.Type.Garage Vendor.Panel.Garage.Overview True Overview, and others
Vendor.Type.Wager Vendor.Category.Wagers False CREATE (120×50 minimum size)

Panel data assets: WDUIVendorPanelData_Utility (2), _Gear, _Weapons, _Garage, _GarageOverview, _GarageSupplyCrate, _Overview, _Vehicles. The wager create panel is WDUIVendorPanelData_Wagers (DA_VendorPanel_Wagers_Create). Utility panels set bTryPurchaseEvenIfDesiredSlotIsUnavailable True and bCheckForSubslotSupportWhenFilteringPurchases True, and show “CAP. {Amount}/{Capacity}”.

8c. Purchasable item cards

Purchasable card assets (WDUIPurchasableItemCardData_Vendor, 5) share these texts:

Text key Value
MultipleItemsPriceTooltipFormat {Value} per Item
UnlockLevelTextFormat {Role} Lvl {Level} (vehicles and some gear); “No storage space available” (the generic purchasable card)
InsufficientFundsWarning “Not Enough Cash”
ItemAmountType EWDUIItemAmountType::InInventory

Vehicle vendor (DA_VehicleVendor): VehicleTypeFormat {Subcategory} Vehicle, bFlushInputOnEnter True.

8d. Wagers (new in Season 02)

Wagers are placed at a vendor, tracked on a match status scene, and reported by a HUD element and toasts.

Asset Type Key values
DA_WagerVendor WDUIVendorData_Rework Opens from the Action.Player.AccessWagerVendor action; equipment vendor open and close audio
DA_VendorPanel_Wagers_Create WDUIVendorPanelData_Wagers Create-wager panel (Vendor.Category.Wagers): “Create new wager”, “Unlock wagers”, “Requires Wardog level {Level}”, “Minimum stake is {Amount}”, “Not enough cash - you have {Amount}”
DA_Wagers_ObjectiveSelector WDUIWagerObjectiveSelectorData Four objective archetypes: Kills, Revives, Drop Offs (Wager.Archetype.PlayersDelivered), Destroy Vehicles (Wager.Archetype.VehiclesDestroyed)
DT_SceneData_Match_Wagers (1 row) WDSceneDataTableRow Scene UI.Scene.Match.WagerStatus: UI input mode, session scene group
DA_WagerStatusScene WDUIWagerStatusSceneData Hosts the status and receipt view models; close action UI.Action.Feature.CloseScene
DA_WagerStatus WDUIWagerStatusData Title “Wager #{Handle}”; states Active, Completed, Failed
DA_WagerReceipt WDUIWagerReceiptData “Potential return”, “Paid”, “Stake lost”, “No active wager. Visit the wager vendor in spawn.”
DA_WagerHUD WDUIWagerHUDData In-match wager HUD
DA_WagerToast WDUIWagerToastData “WAGER COMPLETE”, “WAGER FAILED” and “JACKPOT WINNER” toasts; result sounds under Audio.Event.Vendor.Wager.Result.*

9. Shared Rule Assets

Rule assets are reused across trackers, markers and HUD elements. Counts are the number of assets.

Rule type Count Typical fields
WDUILineOfSightRules 11 SquaredRange (11), TraceChannel (4), Range (3), bUseAdditionalCharacterTraces, BlockedOpacity, bRequireRenderedComponent
WDUIWorldDistanceOpacityRules 10 MaximumVisibleDistance, MinimumVisibleDistance, FalloffRangeMinimum/Maximum, MaxOpacity, Targets
WDUIScreenClampingRules 9 ClampingAsPixels (5), ClampingAsPercentage (4), bClampByScreenPercentage
WDUIWorldDistanceScaleRules 7 DistanceForScalingEnd, StartScale, EndScale
WDUIScreenDistanceOpacityRules 6 MaximumVisibleDistance, FalloffRangeMaximum, OpacityRange, bInvertOpacity
WDUILocationOffsetRules 4 Offset, bDynamicOffset, DynamicOffsetDistanceCurve, AttachBone
WDUIScreenLocationOffsetRules 4 bOffsetAfterScreenClamping, bOffsetByScreenPercentage, OffsetAsPercentage
WDUIContextTextRules / WDUINameTextRules / WDUIDistanceTextRules 4 each (contexts 4, names 4, distance 4) Text state and rules
WDUIOpacityMultiplierRule / WDUIScaleMultiplierRule 2 / 1 Multiplier, Targets
WDUIFocusFadeInOpacityRules 3 Targets

Trackers reference these by RuleSets and DistanceRulesets (arrays of 1–7 entries). The exact evaluation order between rules is not known from the data.


10. Settings, Input and Cursor

Asset Key values
DA_SoftwareCursor (WDUISoftwareCursorData) FallbackCursorSize 18×21.33; DeadZoneRadius 0.15; AnalogStickResponseCurve = C_CursorAnalogStickResponseCurve; CursorInfoMap
DA_DeadZoneAnalogue Test readout text “X: {XValue}%, Y: {YValue}%” for both sticks
DA_DeadZoneTrigger “Trigger: {Percentage}%” for left and right triggers
DT_Settings_DisplayData (15 rows) Includes gamepad move-stick dead-zone presets: Preset, Centre, Axial, MaxInput
DT_SettingTypeUIData (13 rows) Display widget types: Numeric, Keybind, InputField, Rotator, Switch, SwitchConfirmed, Dropdown, Hyperlink, Button, JoystickAxis, JoystickAction, Status, RetryCommunication
WDUISettingValueData (4) bCanBeNudged (2), bCanBeContinuouslyNudged (4), NudgeCurve (4)
WDUISettingsPanelData (6), WDUISettingsData (1), WDUIInitialSettingsData (1) Settings panel pages, categories and first-run settings

Common UI input actions are in UCommonGenericInputActionDataTable (1 table) and DT_UIInputActionData (1 row).


11. Frontend Scenes, Mastery and Tutorials

11a. Scene tables

Table Rows Example scenes
DT_SceneData_Frontend 28 Logo, Photosensitivity, Start, InitialSettings, Home, Career, Customize
DT_SceneData_Match 25 In-match scenes
DT_SceneData_Match_ShootingRange 1 Shooting-range context drawer scene (UI.Scene.Match.ContextDrawer)
DT_SceneData_Match_Wagers 1 Wager status scene (UI.Scene.Match.WagerStatus)
DT_SceneData_Shared 4 Shared scenes

Scene fields: InputMode (EWDInputMode::UI), bResetFocusOnEnter (True on the sampled rows), bShouldBlockBack (True on Logo, Photosensitivity, Start, InitialSettings; False on Home, Career, Customize), bIsFocusable.

11b. Role skill tree (DT_CharacterSkillNodes_Data, 131 rows)

Role Nodes
Infantry 29
Recon 28
Support 27
Medic 23
Driver 12
Pilot 12

Each node has a FriendlyName (for example “Medkits have more uses”), a Description and a NodeIcon. Sample Medic nodes: BuffApplicationTime, BuffDuration.Self, ChargeTime.Defibrillator, HealthierRevive, HealTime.Self, IncreaseBleedTime, MedicBag, ReviveSpeed.Standard. Driver and Pilot nodes split by vehicle class (Ground Vehicles, Air Vehicles, Mounted MG). Scene titles use {ROLENAME} MASTERY and {PLATFORMNAME} PLATFORM.

11c. LearnToPlay tutorials

All 26 WDUITutorialsContentData assets sit under Frontend/LearnToPlay/Data/ContentSceneData/TabData/. Tab folders include Introduction, UsingEquipment, Vehicles and TravelToObjective. Each carries MediaPlayer and ContentTabData references.

11d. Loading screen tips

DT_LoadingScreenTips has 110 rows. Tag prefixes: Tip.Economy.*, Tip.Items.* (including weapon examples), Tip.ControlZone.*.


12. Entities, Icons and Localisation Tags

Table Rows Role
DT_EntityData_UI_Items 296 UI entity data per Id.Item.* (e.g. Id.Item.Fists, Id.Item.Bandage, Id.Item.SuperBandage)
DT_EntityData_UI_Garage 2 Garage entities
DT_EntityData_UI_VehicleAmmo 5 Vehicle ammo entities
DT_EntityData_UI_Misc 1 Misc entity
DT_EntityData_UI_GoldExchange 1 Gold Exchange unlock entity (Meta.Unlocks.GoldExchange)
DT_InteractionContextData 86 Interaction prompt text and condition rules, e.g. Interaction.Context.Container.Loot → “Container”
DT_InteractionContexts 70 Second interaction table (BHEntityData_UI row type)
DT_TaggedIcons 63 Inventory slot and general tag icons
DT_Calibers_TaggedIcons 34 Calibre icons
DT_CaliberModifiers_TaggedIcons 6 Calibre modifier icons
DT_DamageTypes_TaggedIcons 3 Fall, Impact, Explosive
DT_LevelIcons 7 Role level icons: Wardog, Driver, Infantry, and others
DT_TooltipData 34 Tooltip widget and view-model mapping

Gameplay-tag-to-text tables (Data/GameplayTagsToText, 15 tables, 331 rows total): Categories 112, InventorySlots 37, SceneNames 38, Calibers 31, Archetypes 16, Ammunition 14, Roles 13, ServerTags 24, Damage 9, Tooltips 10, Components 7, EventLog 6, Tutorials 5, PlayerStates 5, Prompts 4.


13. Data Tables (all 92)

Grouped by row type. Row counts from the export.

Row type (RowStruct) Tables Total rows Covered in
BHEntityData_UI 6 375 Section 12
WDUIGameplayTagToTextTableRow 15 331 Section 12
WDMetaTreeNodeData_UI 1 131 Section 11b
WDRewardFeedActionDataTableRow 3 124 Section 6
WDLoadingScreenTips 1 110 Section 11d
WDUITaggedIconRow 5 108 Section 12
WDUIInteractionContextDataTableRow 1 86 Section 12
WDSceneDataTableRow 5 59 Section 11a
WDUITrackerDataTableRow 4 51 Section 3
RichImageRow 5 35 Not detailed
WDUIPingAction 5 35 Section 4
WDEventFeedActionDataTableRow 1 34 Section 6e
WDUITooltipDataTableRow 1 34 Section 12
WDUIActionSoundTableRow 1 20 Section 13 notes
WDUIRadialWheelSlotTypeTableRow 3 18 Section 5
WDUITaggedWidgetParamsRow 2 17 Not detailed
WDUIPopupTypeDataTableRow 2 17 Not detailed
WDUIMaterialTrackerDataTableRow 1 15 Section 13 notes
RichTextStyleRow 10 15 Not detailed
WDUIScopeReticleType 1 17 Section 7
WDUIUserSettingDisplayDataTableRow 1 15 Section 10
WDUIDeploymentBoardRejectionTableRow 1 11 Not detailed
WDUILevelTableRow 1 7 Section 12
WDUIScoreboardStatTableRow 1 5 Section 13 notes
WDUIInteractionContextStateDataTableRow 1 4 Not detailed
WDPlacementUiTextRecord 1 3 Not detailed
WDUIVendorType 1 4 Section 8b
WDUIInteractableComponentStateDataTableRow 1 2 Not detailed
WDDevMenuMapsDataTableRow 1 2 Not detailed
WDUIIndicatorTableRow 1 2 Not detailed
WDUIRadialWheelTableRow 1 2 Section 5
WDUIInputActionDataTableRow 1 1 Section 10
SDUINotificationDataRow 1 1 Not detailed
WDExperienceServerBrowserTagRow 1 19 Not detailed
WDUISquadIntentTableRow 1 12 Not detailed
WDServerBrowserRegionData 1 14 Not detailed
WDUIServerBrowserMapTextureTableRow 1 12 Not detailed
WDPlayerIdentityRow 1 5 Not detailed
WDUIPopupButtonDataTableRow 1 2 Not detailed

Counts come from a grouping of all 92 DataTable exports by RowStruct. Row types that appear in more than one table are listed once with the combined count.

Notable non-trivial tables:


14. Curves and Textures

Asset Type Use (from name)
C_CursorAnalogStickResponseCurve CurveFloat Cursor analogue-stick response; keys run from (0, ~0) to (1, 1), cubic auto tangents
C_DynamicLocationOffsetPlayerTracker / C_DynamicLocationOffsetVehicleTracker CurveFloat Dynamic location offset for tracker markers
CC_SpatialPingTimeline / CC_SpatialPingDangerTimeline CurveLinearColor Spatial ping colour timeline (normal and danger)
CC_AlphaTime / CC_LinesTimeline / CC_PulseTimeline CurveLinearColor HUD animation timelines
CA_SpatialPingTimeline / CA_SpatialPingDangerTimeline / CA_ThrobberTime CurveLinearColorAtlas Gradient atlases for the same timelines

Curve key values were not extracted, so the shapes are not documented here.


15. How the Pieces Connect

  • A tracker is defined by a row in one of the three tracker tables (section 3). It picks a widget and a data asset. The data asset chooses textures, colours and ZOrder, and points to rule assets (section 9) that decide opacity, scale, clamping and visibility by distance.
  • A ping starts from a ping-wheel row (section 4), which gates it by player state. The action asset then decides what is sent: text to a channel, a voice request, a spatial marker or a squad-status check. Pings that place a map coordinate set bRequestPlayerMapCoordinates.
  • Feeds (section 6) match an event tag to display text and an audio tag. Reward-feed rows are keyed by the same Meta.Progression.Resources.* tags that the cash and XP tables use.
  • Vendor and inventory grids (section 8) combine a container-grid size, a layout, an item card and a panel type from DT_VendorTypes.

16. Still not pulled / limitations

  • Curve keyframes (section 14) and WDUIMaterialTrackerDataAsset ZoomScaleCurve values were not extracted. Only the names are listed.
  • Field meanings not confirmed: ZOrder direction (higher drawn on top is inferred from values), RemovalTime and Duration units (seconds assumed for the 10 values, but not stated), EntryDuration units, the Stalk* spatial fields, defaults where bIsWorkInProgress is omitted, and the RuleSets evaluation order. Actions=[N] counts entries in an array of action-object references; the full per-ping list and execution semantics remain outside this pass.
  • Partially extracted: the tactical map’s SmallestViewSize and LerpZoomPresetTolerance; the full list of Actions for each ping action; the Challenges.Rewards.* condition tags; the vehicle-HUD assets in section 7.
  • Not covered in detail: DT_RichText_Style_* and DT_RichImg_* styling rows (only counted); DT_CustomEmojis and tooltip emojis (only counted); DA_Settings* category contents; WDUIMockInvestmentCardData and other mock or prototype assets; loading-screen tip text.
  • Multi-export files: 60 files contain more than one export block. They are parsed correctly by splitting on the --- export: header, but sub-objects such as WDUIViewModelExtension_HideReasons_0 appear in the same file and were counted separately.
  • Localised strings are taken from SourceString (the English source text). Localised builds may differ.
  • Nothing in this document was verified against live gameplay or the running UI.

Source directory: Wardogs/Content/UI.