Wardogs — GameFeature: Ammo Reference
Extracted from cooked game data (build ++Wardogs+Live-CL-516586, UE 5.7.4). Source: Wardogs/Plugins/GameFeatures/Ammo/ (23 JSON files). Every file was checked, and the one real export type was read in full.
Key finding: this folder does not define ammo. It holds 23 GameFeature bundles, and each one does a single thing: it adds one External Data Layer (a world-partition streaming layer) to the world. No damage, count, magazine, or per-round values are stored here. Those values are elsewhere (section 5).
Season 02 update (2026-10-15)
- New table:
DT_InfantryData_ArchetypeCaliberModifiers(link). Per-weapon-archetype multipliers by bullet caliber. For example, the AR row lists 556mm 1.0, 545mm 1.0, 308Win 0.75, 762mm 0.88. - Armour damage table changed.
DT_GlobalDamage_ArmorDatagained one modification entry each in itsArmorrow (8 to 9 entries) and itsHelmetrow (7 to 8): a new entry 3 forMeta.Damage.BulletwithMeta.Damage.Arms.HighandMeta.Damage.Weapon.Sniper, amount 28.0. The existing entries are unchanged and now sit one position later (the ArmorExplosive-85.0 entry moved from index 3 to index 4). - Infantry damage tables changed.
DT_GlobalDamage_InfantryData,DT_InfantryData_BoneDamageModifiersandDT_InfantryData_VehicleSeatDamageReductionhave value and order changes. - No GameFeature bundles were added or removed. All 23 bundles and their External Data Layers are unchanged.
Full before/after list: Season 2 Changes → Weapons & Ammo.
1. Package Contents
Every file has the same structure. Nothing differs between them except the names.
| Export | Count | Role |
|---|---|---|
GameFeatureData (one per file) | 23 | Bundle root. One action in each. |
GameFeatureAction_AddWorldPartitionContent | 23 | Adds one ExternalDataLayerAsset to the world. |
Each bundle’s Actions[0] points at its own GameFeatureAction_AddWorldPartitionContent_2. That action’s only property is ExternalDataLayerAsset.
2. Bundle-to-Layer Map
| Bundle | External Data Layer added |
|---|---|
AMMO_001 | EDL_AMMO_001 |
AMMO_002 | EDL_AMMO_002 |
AMMO_003 | EDL_AMMO_003 |
AMMO_004 | EDL_AMMO_004 |
AMMO_005 | EDL_AMMO_005 |
AMMO_006 | EDL_AMMO_006 |
AMMO_007 | EDL_AMMO_007 |
AMMO_008 | EDL_AMMO_008 |
AMMO_009 | EDL_AMMO_009 |
AMMO_010 | EDL_AMMO_010 |
AMMO_011 | EDL_AMMO_011 |
AMMO_012 | EDL_AMMO_012 |
AMMO_013 | EDL_AMMO_013 |
AMMO_014 | EDL_AMMO_014 |
AMMO_015 | EDL_AMMO_015 |
AMMO_016 | EDL_AMMO_016 |
AMMO_017 | EDL_AMMO_017 |
AMMO_018 | EDL_AMMO_018 |
AMMO_019 | EDL_AMMO_019 |
AMMO_020 | EDL_AMMO_020 |
AMMO_021 | EDL_AMMO_021 |
AMMO_022 | EDL_AMMO_022 |
AMMO_GLOBAL | EDL_AMMO_GLOBAL |
The bundles are numbered 001 to 022, plus a GLOBAL one. That numbering suggests 22 numbered groups plus a shared layer. Which content lives in each layer is not stored in these files.
3. What Each Bundle Does
When a GameFeature is activated, its action runs. For these bundles the action is “add world partition content”, which loads the named External Data Layer into the level’s streaming. Inferred from the action type: the content placed inside EDL_AMMO_xxx is brought in or out as the feature is enabled.
That is the only behaviour stored here. The layer’s contents are not in the data, so the actual ammo placed in each layer cannot be listed.
4. Relationship to the Other GameFeatures
A search of the whole data set finds no other export that names an AMMO_0xx or AMMO_GLOBAL bundle, so nothing else in the dump references them by name. They appear to be standalone world-streaming switches. Their link to gameplay would be through the External Data Layers, which are not in the dump.
5. Where the Actual Ammo Data Is
Ammo-related data assets exist elsewhere in the data. Found in this pass:
| Location | Contents |
|---|---|
Wardogs/Content/GameMechanics/DamageSystem/AmmoModifiers/ | 5 data assets: DA_AmmoModifier_ArmorPiercing, DA_AmmoModifier_ArmorPiercing_Tracer, DA_AmmoModifier_HollowPoint, DA_AmmoModifier_HollowPoint_Tracer, DA_AmmoModifier_Tracer. |
Wardogs/Content/GameMechanics/DamageSystem/DamageDataTables/DT_Helpers/ | Caliber multipliers per weapon archetype: DT_InfantryData_ArchetypeCaliberModifiers (new in Season 02). |
Wardogs/Content/Audio/Events/UI/Inventory/AE_UI_Inventory_ExtractAmmo and related | Ammo audio, including AE_UI_Request_Ammo, AE_Comms_Request_Ammo, ID_LooseAmmoBox_Audio |
The AmmoModifiers assets are the most likely source of ammo types (armour-piercing, hollow-point, tracer). Their damage and behaviour values were not checked in this pass, since they sit outside the scope of this folder.
6. Limitations
- No ammo values are in this folder. There are no damage, count, capacity, or type numbers.
- The EDL contents are not in the data. Which actors, pickups, or spawn points each layer contains cannot be listed from here.
- The purpose of the numbered groups (001 to 022) is not stated in the data. The numbering suggests separate zones or loot groups, but that is an inference.
AMMO_GLOBALis named like a shared layer. Its contents are not visible here.- The
AmmoModifiersdata assets are identified by name only in this doc. Their contents were not decoded here; a dedicated pass overContent/GameMechanics/DamageSystem/would be needed for ammo values.