Wardogs — Parachutes Game Feature Reference

Extracted from cooked game data (Wardogs/Plugins/GameFeatures/Parachutes, 7 JSON files, all parsed). Build ++Wardogs+Live-CL-516586, UE 5.7.

What this is: two parachute items (Basic and Sport), each with a movement profile, a vendor listing, UI text, and an inventory definition. The plugin registers its vendor and UI rows through two data registry sources.


Season 02 update (2026-10-15)

  • Basic and Sport MinFallHeightBeforeAbleToParachute: 100 → 400.
  • Sport PullUpDragAcceleration: 825 → 400.
  • Both profiles gained VerticalDragCoefficient (1.75), OpenDuration (2.0) and MinHeightOpenParachuteFromGround (1000).
  • Vendor price: Basic 100 → 500, Sport 1,000 → 700.

Full before/after list: Season 2 Changes → Player & Movement.


1. Plugin Inventory

Asset Type Role
Content/DA_ParachuteMovement_Basic WDParachuteData Basic movement profile
Content/DA_ParachuteMovement_Sport WDParachuteData Sport movement profile
Content/ID_Parachute_Basic BHInventoryItemDefinition (7 exports) Basic inventory item
Content/ID_Parachute_Sport BHInventoryItemDefinition (7 exports) Sport inventory item
Content/DT_VendorData_Ext_Parachutes DataTable (WDVendorData, 2 rows) Vendor listings
Content/DT_EntityData_UI_Ext_Parachutes DataTable (BHEntityData_UI, 2 rows) Name, description, icons
Content/Parachutes GameFeatureData + 2 GameFeatureAction_DataRegistrySource Plugin root

Item and movement IDs: Id.Item.Parachute.Basic, Id.Item.Parachute.Sport.


2. Movement Profiles (WDParachuteData)

Fields not listed for a profile are absent from its export (see section 8).

Property Basic Sport Notes
ParachutingFloorTraceDistance 1,000,000 1,000,000 Downward trace length
HorizontalDragCoefficient 1.0 1.1  
HorizontalMaxSpeed not exported 2,200  
VerticalMaxSpeed not exported 3,000  
HorizontalAcceleration 300 250  
GliderAcceleration 0 1,000  
PullUpDragAcceleration 0 400  
TurnAcceleration 60 40  
PitchSpeed 1.0 1.6  
RollSpeed 1.0 not exported  
MinPitch / MaxPitch -40 / 20 -40 / 20  
MaxRoll 30 30  
SwingForceMultiplier 5.0 4.0  
MaxPullUpStamina 0 not exported  
PullUpStaminaUsagePerSecond 0 50  
PullUpStaminaRegenPerSecond 0 30  
MinFallHeightBeforeAbleToParachute 400 400 Unit not stated (likely cm)
VerticalDragCoefficient 1.75 1.75  
OpenDuration 2.0 2.0  
MinHeightOpenParachuteFromGround 1000 1000  
VelocityDamageLookup CRV_ParachutePunishment_Damage same Damage vs fall velocity
VelocityDamageType WDFallDamageType same  

Reading the difference: the Basic chute has no pull-up stamina, no glide, no pull-up drag and no max speed caps. Sport adds all of them, with a stamina bar that drains at 50/s and regenerates at 30/s.


3. Inventory Items

Field Basic (ID_Parachute_Basic) Sport (ID_Parachute_Sport)
ItemId Id.Item.Parachute.Basic Id.Item.Parachute.Sport
DisplayName “Parachute” “Parachute”
ItemContext Inventory.Slot.Traversal, Item.Parachute, Item.Context.Equippable, Item.Archetype.Parachute same
Weight 2.5 9.0
Inventory shape 3 x 2 3 x 2
Parachute data DA_ParachuteMovement_Basic DA_ParachuteMovement_Sport
Audio data asset ID_Backpack_Audio ID_Backpack_Audio

Fragments (both items)

Fragment Settings
BHInventoryFragment_UserInterface (none)
BHInventoryFragment_Weight Weight as above
BHInventoryFragment_Droppable Dropped mesh: Basic Backpack_SM_Temp, Sport Backpack_SM; rotation (Pitch 0, Yaw 90, Roll 10); override relative location (-4, 0, -25); override box extent (15, 16, 22)
WDInventoryFragment_Audio ID_Backpack_Audio
BHInventoryFragment_CustomShape Dimensions 3 x 2
WDInventoryFragment_Parachute ParachuteData -> the matching movement profile

Both drop a backpack-style mesh (the Basic one is the _Temp variant). The movement profile is what distinguishes them in play.


4. Vendor Listings (DT_VendorData_Ext_Parachutes)

Row Price Amount per purchase Level to unlock Lifetime buy limit Vendor category Shown in vendor
Id.Item.Parachute.Basic 500 1 0 0 (no limit) Vendor.Category.Gear.Traversal (variation); Vendor.Category.Utility (row) yes
Id.Item.Parachute.Sport 700 1 0 0 (no limit) Vendor.Category.Gear.Traversal (variation); Vendor.Category.Utility (row) yes

Both rows have no unlock requirements (UnlockRequiredItems empty) and are not faction-specific. Both use purchase event Audio.Event.UI.InGame.Vendor.Purchase and vendor audio ID_Vest_Audio, which is not a parachute sound. That looks like a copy-over.


5. UI Text and Icons (DT_EntityData_UI_Ext_Parachutes)

Row Friendly name Description Icon
Id.Item.Parachute.Basic “Basic Parachute” ”- Single Use / - Must be manually Deployed / - Cannot be Controlled” T_UI_Icon_Parachute_Basic
Id.Item.Parachute.Sport “Sport Parachute” ”- Single Use / - Must be manually Deployed / - Can be Controlled” T_UI_Icon_Parachute_Sport

Both rows use category None and XP tags None. Each carries subtitle, description and flavour tooltip layouts; the subtitle is “Traversal”.

Flavour text:

  • Sport: “Reduces fall damage when deployed. Gives the player greater control for evading enemy fire and steering to a landing point.”
  • Basic: “Reduced Fall damage when deployed”

6. Game Feature Registration (Parachutes)

Action Registry Table
GameFeatureAction_DataRegistrySource_0 VendorData DT_VendorData_Ext_Parachutes
GameFeatureAction_DataRegistrySource_1 EntityData_UI DT_EntityData_UI_Ext_Parachutes

Both are client and server sources with asset priority 0. No curve tables are added.


7. How Values Combine

  • Fall damage: a fall only lets you open a parachute above 400 (the minimum fall height). Velocity damage is read from CRV_ParachutePunishment_Damage, which lives outside this plugin, so the exact damage at a given speed is not in this dump.
  • Sport stamina: the pull-up action costs 50 stamina per second (PullUpStaminaUsagePerSecond) and regenerates at 30 per second when not in use. The Basic profile’s stamina values are 0, so it cannot pull up.
  • Sport speed: horizontal speed caps at 2,200 and vertical at 3,000. Glide adds 1,000 acceleration; pull-up drag adds 400 when active.

8. Still Not Pulled / Limitations

  • CRV_ParachutePunishment_Damage curve values are not in this plugin. Only the reference is here.
  • Absent movement fields. Several Basic fields (max speeds, roll speed) and Sport fields (max pull-up stamina) are not exported. The runtime default is not known from the dump.
  • Unit for MinFallHeightBeforeAbleToParachute and the speed values is not stated in the export.
  • Plugin root scan rules. The GameFeatureData Parachutes has PrimaryAssetTypesToScan but was not extracted here.
  • Audio assets. ID_Backpack_Audio, ID_Vest_Audio and the purchase event are referenced by name only.
  • Other registries. Only the vendor and entity-UI registries are registered. Any other parachute-related table was not seen in this plugin.