Wardogs — Vehiclesmith Game Feature Reference

Extracted from cooked game data (Wardogs/Plugins/GameFeatures/Vehiclesmith, 12 JSON files, all parsed). Build ++Wardogs+Live-CL-516586, UE 5.7.

What this is: Vehiclesmith is the vehicle-customisation mode (the vehicle counterpart of Gunsmith), built on the shared Itemsmith UI framework. Almost everything here is UI configuration: scene layout, tabs, browser pages, camera modes, data layers and input bindings. There are no combat or balance numbers in this plugin.


Season 02 update (2026-10-15)

  • No files added or removed. The one changed file is the popup table below.
  • Popup options (DT_VehiclesmithPopupOptions) went from 0 rows to 5, the same five popups as the Gunsmith popup table:
    • UI.Popup.SaveBlueprint: Info, Cancel / OK.
    • UI.Popup.DeleteBlueprint: Warning, “Do you wish to permanently delete this blueprint?” (“This cannot be undone”), Cancel / OK.
    • UI.Popup.RenameItem: Itemsmith rename type, RENAME / Cancel.
    • UI.Popup.FullBlueprintItems: Warning, OK.
    • UI.Popup.ChangeComponent: Warning, Apply / Cancel.

Full before/after list: Season 2 Changes → Vehicles.

1. Plugin Inventory

Asset Type Role
Vehiclesmith.json (root) GameFeatureData Vehiclesmith + BHGameFeatureAction_AddInputContextMapping + GameFeatureAction_DataRegistrySource Registers input contexts and data registry sources
Content/Data/DT_SceneData_Frontend_Vehiclesmith DataTable (WDSceneDataTableRow) Frontend scene entry UI.Scene.Frontend.Vehiclesmith
Content/Data/DT_Vehiclesmith_DevMenuMaps DataTable (WDDevMenuMapsDataTableRow) Dev-menu map entry DevMaps.Vehiclesmith
Content/UI/Scene/Data/DA_Vehiclesmith_Scene WDUIVehiclesmithSceneData Scene root: tabs, pages, data layers, camera
Content/UI/Scene/Data/DA_Vehiclesmith_PersistentActions WDUIItemsmithCancelEditDecalPlacementAction (13 exports) Bottom-bar persistent actions (12 entries)
Content/UI/Scene/Data/DT_VehiclesmithPopupOptions DataTable (WDUIPopupOptionDataTableRow) Popup options; 5 rows
Content/UI/ItemSelect/Data/DA_Vehiclesmith_AirItemSelect WDUIItemsmithItemSelectData Airframe browser (air archetypes)
Content/UI/ItemSelect/Data/DA_Vehiclesmith_LandItemSelect WDUIItemsmithItemSelectData Ground browser (land archetypes)
Content/UI/ItemSelect/Data/DA_Vehiclesmith_BrowserList WDUIItemsmithBrowserData Browser list layout
Content/UI/ItemSelect/Data/DA_Vehiclesmith_BrowserEntry WDUIItemsmithBrowserItemData Browser entry item
Content/UI/VariantSelect/Data/DA_Vehiclesmith_VariantSelect WDUIItemsmithItemSelectData Saved-variant (blueprint) picker
Content/UI/BuildOverview/Data/DA_Vehiclesmith_BuildOverview WDUIItemsmithBuildData Build page settings

2. Root Game Feature

2a. Input context mappings

11 input mapping contexts are added, all at priority 0 (bRegisterWithSettings is set on the first entry; the others were not checked):

Context Purpose (from name)
IMC_Itemsmith Scene base
IMC_Itemsmith_PlayerController Player controller
IMC_Itemsmith_ItemSelect Browser pages (priority 11 on the browser page data)
IMC_Itemsmith_BlueprintSelect Variant picker (priority 1 on the variant page)
IMC_Itemsmith_Dev Dev controls
IMC_Itemsmith_BasicPaintSelect Basic paint
IMC_Itemsmith_Flair, _FlairOverview, _FlairItemPaint, _FlairDecalOverview, _FlairDecalSelect Flair (paint and decal) sub-modes

2b. Named action map

InputActionTagsMap maps 46 Input.NamedActions.ItemSmith.* tags to IA_* assets. Grouped:

Group Tags (examples) Assets (examples)
Camera RotateView, ZoomIn, ZoomOut, PanCamera.Up/Down/Left/Right, FlipView, ResetCamera, EnableRotateView IA_RotateView, IA_ZoomIn, IA_ZoomOut, IA_PanCameraUp…, IA_FlipView, IA_ResetCamera, IA_AllowRotateView
Node navigation Node.Up/Down/Left/Right, MoveFocus.Up/Down/Left/Right/Forwards/Backwards, SelectNode, MovePreview.Up IA_NodeUp…, IA_MoveFocusUp…, IA_SelectNode, IA_MovePreviewUp
Pages and tabs Next, Previous (and .Alternative), Tab, HeroTitle, HideShowUI, ExpandStats IA_Itemsmith_Next, IA_Itemsmith_Tab, IA_Itemsmith_HeroTitle, IA_Itemsmith_HideShowUI, IA_Itemsmith_ExpandStats
Flair FlairOverview.EnterPaint, FlairOverview.EnterDecals, Flair.ApplyPaint, Flair.ClearDecalLayer, Flair.EditDecalPlacement, Flair.CancelEditDecalPlacement, Flair.ClearPaint IA_Itemsmith_FlairOverview_EnterPaint, IA_Itemsmith_ApplyPaint, …
Blueprint RemoveBlueprint, SaveBlueprint, TestingGround IA_Itemsmith_RemoveBlueprint, IA_Itemsmith_SaveBlueprint, IA_Itemsmith_TestingGround

Full list is 46 entries; the table is abbreviated.

2c. Data registry sources

One GameFeatureAction_DataRegistrySource adds two sources:

Registry Data table
DevMenuMapsData DT_Vehiclesmith_DevMenuMaps (client source on, server source off)
UISceneData_Frontend DT_SceneData_Frontend_Vehiclesmith

3. Frontend Scene Entry (DT_SceneData_Frontend_Vehiclesmith)

Field Value
Row UI.Scene.Frontend.Vehiclesmith
Input mode EWDInputMode::UI
Reset focus on enter true
Should block back false
Should preload false
Focusable true
Layer / Z-order EWDWidgetLayer::Normal / 1
Widget class /Vehiclesmith/UI/Scene/W_VehiclesmithScene
View model WDUIVehiclesmithSceneViewModel on DA_Vehiclesmith_Scene
Show scene title / back button / seasonal countdown all false

4. Dev Menu Map (DT_Vehiclesmith_DevMenuMaps)

Field Value
Row DevMaps.Vehiclesmith
Map name “Vehiclesmith”
Map to load /Vehiclesmith/Maps/Vehiclesmith_Main_P
Loading screen W_VehiclesmithLoadingScreen

5. Scene Root (DA_Vehiclesmith_Scene)

5a. Tabs and type

Field Value
Item system type EWDUIItemsmithType::Vehiclesmith
Land tab text set (LandTabText; its string key was not extracted)
Air tab text Vehiclesmith.Tab.Air
Build tab text Itemsmith.Build.Title
Flair tab text Itemsmith.Flair.Title
Environment option -> family tag Air -> Vehicle.Variant.Air; Land -> Vehicle.Variant.Land
Default item-family background Vehicle.Variant.Land

5b. Pages

Page Widget class Scene widgets shown
ItemSelect W_Itemsmith_ItemSelectGrid (browser)
Build W_Itemsmith_Build BuildFlair, Stats, BaseInfo, HeroTitle, NavigationBar (5)
Variants W_Itemsmith_ItemSelectGrid Stats, BaseInfo, HeroTitle, NavigationBar (4)

5c. Data layers per family

Family Background data layer Test-drive data layer
Vehicle.Variant.Land DL_Vehiclesmith_Garage_Background DL_Vehiclesmith_Land_TestDrive
Vehicle.Variant.Air DL_Vehiclesmith_Hangar_Background DL_Vehiclesmith_Air_TestDrive

5d. Camera, controls and misc

Field Value
Dpad controls angle 55
Scene mapping context IMC_Itemsmith
Dev controls mapping context IMC_Itemsmith_Dev
Persistent-action data DA_Vehiclesmith_PersistentActions
Popup data table DT_VehiclesmithPopupOptions (5 rows, see the Season 02 update)

6. Persistent Actions (bottom bar, DA_Vehiclesmith_PersistentActions)

12 entries. Left-aligned (EWDUIPersistentActionAlignment::Left) and right-aligned (Right):

Alignment Action tag
Left Itemsmith.Actions.Persistent.Favourite
Left Itemsmith.Actions.Persistent.DeleteVariant
Left Itemsmith.Actions.Persistent.TestingGround
Left Itemsmith.Actions.Persistent.HideUI
Left Itemsmith.Actions.Persistent.RestoreUI
Left Itemsmith.Actions.Persistent.SaveVariant
Left Itemsmith.Actions.Persistent.FavouriteVariant
Left Itemsmith.Actions.Persistent.FavouritePaint
Right Itemsmith.Actions.Persistent.ClearDecalLayer
Right Itemsmith.Actions.Persistent.EditDecalPlacement
Right Itemsmith.Actions.Persistent.CancelEditDecalPlacement
Right Itemsmith.Actions.Persistent.ClearPaint

Display strings come from STRINGS_Itemsmith_PersistentActions and STRINGS_Vehiclesmith_PersistentActions (the test-drive action uses the Vehiclesmith table, key Vehiclesmith.Actions.TestDrive).


7. Browser Pages

7a. Air browser (DA_Vehiclesmith_AirItemSelect)

Field Value
Default archetype Vehicle.Archetype.Air.Rotary
Camera mode EItemsmithCameraMode::FixedSideOn
Camera focus offset (0, 0, 5.5)
Input mapping context IMC_Itemsmith_ItemSelect, priority 11
Browser filters Favourited-archetype filter, plus archetype filter(s)

7b. Land browser (DA_Vehiclesmith_LandItemSelect)

Field Value
Default archetype Vehicle.Archetype.Land.Wheeled
Camera mode FixedSideOn
Input mapping context IMC_Itemsmith_ItemSelect, priority 11
Browser filters Archetype Vehicle.Archetype.Land.Wheeled, archetype Vehicle.Archetype.Land.Tracked, Favourited archetype Vehicle.Archetype.Land

7c. Variant picker (DA_Vehiclesmith_VariantSelect)

Field Value
Page type EWDUIItemsmithPages::Variants
Default archetype Vehicle.Archetype
Camera mode FixedSideOn, focus offset (0, 0, 5.5)
Input mapping context IMC_Itemsmith_BlueprintSelect, priority 1
Browser filters Favourited variants (Itemsmith.Variants.Tabs.Favourite); Saved variants (Itemsmith.Variants.Tabs.Saved), with “create new” button tag Itemsmith.Variants.CreateNewButton

7d. Browser list and entry

Field Value
Entry view model WDUIItemsmithBrowserEntryViewModel on DA_Vehiclesmith_BrowserEntry
Entry width x height 270 x 125
Items per page 6
Entry widget W_ItemsmithBrowserEntry
Entry icon type UI.Icon.Vendor
Entry icon stretch ScaleToFitX
Default persistent actions on entries Itemsmith.Actions.Persistent.Favourite

8. Build Overview (DA_Vehiclesmith_BuildOverview)

Field Value
Input mapping context priority 11

Only one property is set in the export. The build page widgets come from the scene’s Build page preference (section 5b).


9. How Values Combine

This plugin does not change vehicle stats. What it does:

  • Archetype filter narrows the browser to one vehicle family (air rotary, land wheeled, land tracked). The default archetype is the first thing a player sees.
  • Environment option picks the family (air or land), which then sets the background and test-drive data layer (section 5c).
  • Persistent actions appear in the bottom bar, aligned left or right by the table in section 6.

10. Still Not Pulled / Limitations

  • Vehicle stats and part lists are not here. They are defined in the vehicle category (see the Vehicles reference).
  • String and icon assets (STRINGS_Vehiclesmith_*, W_VehiclesmithScene, T_UI_*) are referenced by key or path. The text itself is not in this export.
  • Lists of variant and filter ids beyond the ones above (for example every Vehicle.Archetype.* tag) are not enumerated here.
  • The 46 named-action entries are summarised by group in section 2b rather than listed one by one.
  • Input bindings for the IMC_Itemsmith_* contexts are in their own assets, not in this plugin folder. Their key assignments are not covered here.
  • Data layer and map assets (DL_Vehiclesmith_*, Vehiclesmith_Main_P) are referenced by path only.