Wardogs: GameFeatures Skins Reference

Source: exported JSON under Wardogs/Plugins/GameFeatures/Skins (16 files, 5 folders). Numbers and tags are read from the export. Meanings of fields that are not named in the export are marked as unconfirmed.


Season 02 update (2026-10-15)

Full before/after list: Season 2 Changes → Rewards & Unlocks.


1. Layout

Folder Files Contents
FactionLogo_SkinsData 5 1 cosmetic table (3 rows), 3 WDSkinDataAsset, 1 registry source
Season01_SkinsData 6 1 cosmetic table (17 rows), 4 WDSkinDataAsset, 1 registry source
Season01_SkinsAssets 1 GameFeatureData shell, no properties exported
Season02_SkinsData 2 1 cosmetic table (8 rows), 1 registry source
SkinsInSession 2 SkinDisplayBadgeData and a component-add action

2. Cosmetic Rows

Each WDCosmeticData row links a cosmetic tag to the item or vehicle it applies to (EntityId) and to a skin asset (SkinDefinition). Table tags are shown without the Meta.Cosmetic. prefix.

Table Row Applies to (EntityId) Archetype Skin asset
FactionLogo FactionLogo.WEPN_033 Id.Item.WEPN_033 Item.Archetype.AR Skin_Supporter_Lonestar
FactionLogo FactionLogo.KH2002 Id.Item.KH2002 Item.Archetype.AR Skin_Supporter_Manticore
FactionLogo FactionLogo.A91 Id.Item.A91 Item.Archetype.AR Skin_Supporter_Valkyra
Season01_Skins BlackAndGold.AK74 Id.Item.AK74M Item.Archetype.AR Skin_BlackAndGold
Season01_Skins DigitalWood.GGX17 Id.Item.Glock17 Item.Archetype.Pistol Skin_DigitalWood
Season01_Skins DigitalWood.SportsParachute Id.Item.Parachute.Sport Item.Archetype.Parachute Skin_DigitalWood
Season01_Skins DigitalWood.SV98 Id.Item.SV98 Item.Archetype.Sniper Skin_DigitalWood
Season01_Skins DigitalWood.M4 Id.Item.M4 Item.Archetype.AR Skin_DigitalWood
Season01_Skins TwoToneDesert.Humvee Vehicle.Variant.Land.Wheeled.Humvee.Default Vehicle.Archetype.Land.Wheeled Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.Bobcat Vehicle.Variant.Land.Wheeled.Bobcat.Default Vehicle.Archetype.Land.Wheeled Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.Littlebird Vehicle.Variant.Air.Rotary.Littlebird.Default Vehicle.Archetype.Air.Rotary Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.DuneBuggy Vehicle.Variant.Land.Wheeled.DuneBuggy.Default Vehicle.Archetype.Land.Wheeled Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.A91 Id.Item.A91 Item.Archetype.AR Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.Bushmaster Id.Item.WEPN_033 Item.Archetype.AR Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.KH2002 Id.Item.KH2002 Item.Archetype.AR Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.M4 Id.Item.M4 Item.Archetype.AR Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.M249 Id.Item.M249 Item.Archetype.LMG Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.AX50 Id.Item.SR_04 Item.Archetype.Sniper Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.MP9 Id.Item.MP9 Item.Archetype.SMG Skin_TwoTone_Desert
Season01_Skins TwoToneDesert.M500 Id.Item.M500 Item.Archetype.Shotgun Skin_TwoTone_Desert
Season02_Skins BlackAndGold.Littlebird Vehicle.Variant.Air.Rotary.Littlebird.Default Vehicle.Archetype.Air.Rotary Skin_BlackAndGold
Season02_Skins TwoToneDesert.Mosin Id.Item.Mosin Item.Archetype.Sniper Skin_TwoTone_Desert
Season02_Skins TwoToneDesert.Galil Id.Item.WEPN_029 Item.Archetype.AR Skin_TwoTone_Desert
Season02_Skins TwoToneDesert.Havoc Vehicle.Variant.Air.Rotary.Havoc.Default Vehicle.Archetype.Air.Rotary Skin_TwoTone_Desert
Season02_Skins DigitalWood.M500 Id.Item.M500 Item.Archetype.Shotgun Skin_DigitalWood
Season02_Skins ChocolateChip.M14 Id.Item.WEPN_034 Item.Archetype.DMR Skin_ChocolateChip
Season02_Skins ChocolateChip.Evolys Id.Item.WEPN_036 Item.Archetype.LMG Skin_ChocolateChip
Season02_Skins ChocolateChip.TCXSPR Id.Item.WEPN_037 Item.Archetype.AR Skin_ChocolateChip

Faction logos: each of the three FactionLogo rows points at a Skin_Supporter_* asset, and each of those assets has one CPD_Overrides entry for the same item (section 3).


3. Skin Data Assets

Each WDSkinDataAsset holds one Skin struct with four fields: Pattern_ID_Mask (pattern texture), PossibleLUTs (colour lookup textures), DefaultCPD (a parameter block with UV placement, wear threshold and feather, and mastery colour), and CPD_Overrides (per-item overrides of the same parameter block, keyed by item tag). The name CPD is not expanded in the export; the reading here is a guess.

Asset Folder Pattern mask LUT(s) Overrides Override target tags
Skin_Supporter_Lonestar FactionLogo_SkinsData T_Pattern_Lonestar T_LUT_Lonestar 1 WEPN_033
Skin_Supporter_Manticore FactionLogo_SkinsData T_Pattern_Manticore T_LUT_Manticore 1 KH2002
Skin_Supporter_Valkyra FactionLogo_SkinsData T_Pattern_Valkyra T_LUT_Valkyra 1 A91
Skin_BlackAndGold Season01_SkinsData T_Pattern_Solid_001 T_LUT_Gold_001 3 RPG7, WEPN_033, Vehicle.Variant.Air.Rotary.Havoc.Default
Skin_DigitalWood Season01_SkinsData T_Pattern_Digital_002 T_LUT_Green_001 46 Glock17, CGM4, Parachute.Sport, M4, KH2002, A91, AK74M, RFB, M249, WEPN_027, M500, SR_04, WEPN_033, WEPN_029, WEPN_030, MMGL, Vector, WEPN_026, SKS, SMG_03, Judge, LMG_02, MK22, WEPN_028, Vehicle.Variant.Land.Wheeled.Bobcat.Default, Vehicle.Variant.Land.Wheeled.DuneBuggy.Default, Vehicle.Variant.Land.Wheeled.Kodiak.Pickup, Vehicle.Variant.Land.Wheeled.Kodiak.MachineGun, Vehicle.Variant.Land.Wheeled.Humvee.Default, Vehicle.Variant.Land.Wheeled.Humvee.MachineGun, Vehicle.Variant.Land.Wheeled.Ural.Default, Vehicle.Variant.Land.Wheeled.Ural.Battle, Vehicle.Variant.Land.Wheeled.Ural.Attack, Vehicle.Variant.Land.Tracked.TNK_01.Heavy, Vehicle.Variant.Land.Tracked.TNK_01.AntiAir, Vehicle.Variant.Land.Tracked.TNK_01.Artillery, SVDM, SV98, RPG7, CombatBow, TAR21, Mosin, Vehicle.Variant.Land.Wheeled.Kodiak.Default, WEPN_034, Vehicle.Variant.Air.Rotary.Havoc.Default, Vehicle.Variant.Air.Rotary.Littlebird
Skin_TwoTone_Desert Season01_SkinsData T_Pattern_Solid_001 T_LUT_Desert_002 8 M4, Judge, Mosin, WEPN_036, KH2002, WEPN_033, WEPN_034, Vehicle.Variant.Air.Rotary.Havoc.Default
Skin_ChocolateChip Season01_SkinsData T_Pattern_ChocolateChip T_LUT_Brown_001 56 WEPN_037, WEPN_029, MMGL, Defibrillator, M67Grenade, Vehicle.Variant.Land.Wheeled.Ural.Default, Vehicle.Variant.Land.Wheeled.Ural.Battle, Vehicle.Variant.Land.Wheeled.Ural.Attack, Vehicle.Variant.Land.Wheeled.Bobcat.Default, WEPN_030, M4, AK74M, TAR21, A91, KH2002, CombatBow, SKS, SVDM, M249, LMG_02, Judge, Glock17, WEPN_032, WEPN_026, WEPN_027, M500, MP43, SMG_03, WEPN_028, SV98, MK22, SR_04, CGM4, RPG7, Launcher_04, WEPN_036, Mosin, Vehicle.Variant.Land.Wheeled.Humvee.MachineGun, Vehicle.Variant.Land.Wheeled.DuneBuggy, Vehicle.Variant.Air.Rotary.ROT_01.Default, Vehicle.Variant.Land.Wheeled.Humvee.Minigun, Vehicle.Variant.Land.Wheeled.Kodiak.Default, Vehicle.Variant.Land.Tracked.TNK_01.Artillery, Vehicle.Variant.Land.Tracked.TNK_01.AntiAir, Vehicle.Variant.Land.Wheeled.Kodiak.Pickup, Vehicle.Variant.Land.Wheeled.Kodiak.MachineGun, Vehicle.Variant.Land.Tracked.TNK_01.Heavy, Vehicle.Variant.Air.Rotary.Littlebird.Default, Vehicle.Variant.Land.Wheeled.DuneBuggy.Default, Vehicle.Variant.Land.Wheeled.Humvee.Default, WEPN_033, MP9, RFB, Vector, WEPN_034, Vehicle.Variant.Air.Rotary.ROT_02

Override targets for Skin_ChocolateChip cover 56 items, the largest set. Skin_DigitalWood covers 46. The other five assets override 1 to 8 items each. Each override sets its own DisplaySkin, WearThreshold, DisplayMastery and MasteryColour, so one skin can look different on each item.


4. Wiring

Feature file Action Effect
FactionLogo_SkinsData DataRegistrySource Adds DT_Cosmetics_FactionLogo to registry CosmeticData (priority 0, client and server)
Season01_SkinsData DataRegistrySource Adds DT_Cosmetics_Season01_Skins to registry CosmeticData (priority 0, client and server)
Season02_SkinsData DataRegistrySource Adds DT_Cosmetics_Season02_Skins to registry CosmeticData (priority 0, client and server)
Season01_SkinsAssets GameFeatureData No properties exported; its role is not confirmed
SkinsInSession AddComponents Adds WDActorSkinComponent to BHItem, BHBaseVehiclePawn, WDDroppedItem (client and server, one entry per actor class)
SkinsInSession SkinDisplayBadgeData Preview material: MM_SkinsPreview

5. How the Values Combine

  • Equipping a cosmetic: the row’s EntityId gives the item; the row’s SkinDefinition gives the skin asset.
  • Applying the skin to a specific item: the DefaultCPD block applies, and a matching CPD_Overrides entry for that item replaces the fields it sets.
  • Cosmetic rows are read through the CosmeticData registry, which the two DataRegistrySource actions add to.

6. Still Not Pulled / Limitations

  • Prices, unlock conditions and rarity for cosmetics are not in this folder.
  • Texture and material contents (what T_Pattern_*, T_LUT_* and MM_SkinsPreview look like) are not decoded.
  • CPD field meanings. The UV, wear and mastery field names are as exported. Their effect on rendering is not confirmed.
  • Component class WDActorSkinComponent and the SkinsInSession runtime are only named here, not decoded.

Change log

Date Change
2026-10-18 data/ re-exported with the v2 usmap (names only; values unchanged): the row key is spelled EntityId.