Wardogs — GameFeatures: WorldFeatures

Extracted from cooked game data (UE 5.7 export JSON). Source folder: Plugins/GameFeatures/WorldFeatures/ — 31 JSON files. Values are raw export values. StateTree internals were summarised, not decoded.


Season 02 update (2026-10-15)

  • No files were added or removed, and the file count (31) is unchanged. Row counts: DT_LootableDataTable 12 to 52 (below); the other tables are unchanged.
  • HotZoneMagnet tower-capture cash reward, HostileFactor literal (Resources[0]): 3.0 → 6.0.
  • HotZoneMagnet tower-capture XP reward, HostileReward literal (Resources[1]): 250.0 → 300.0.
  • The three ST_Challenges_SessionEvents_KOTH_HotZoneMagnet_* StateTrees and the DT_Challenges_SessionEvents_KOTH_HotZoneMagnet table have structural changes only in fields this page does not cover. Their values are otherwise unchanged.
  • DT_LootableDataTable grew from 12 rows to 52. 40 rows are new: Lootable.PreLobby and 39 rows named for a weapon or item (for example Lootable.AK74, Lootable.M4, Lootable.Mosin, Lootable.SV98). The 12 existing rows are otherwise unchanged except for the Lootable.Tower row, which lost its Id.Item.FOB entry (weight 0.5, no sub-items) from ItemsToSpawn, so that list goes from 6 entries to 5. Every other Lootable.Tower entry is identical in both seasons (Id.Item.SV98, Id.Item.M249, Id.Item.MedKit.Standard, Id.Item.M500 with its 30-round Id.Item.12g.RifledSlug sub-item, ID.Item.RepairTool.Drill.Heavy); they only sit one position earlier. Season 2 also adds a new boolean field, exported with an unresolved name (_aaabeefoaikdjpkadlplk), to every row, including the original 12. It is false on 51 rows and true on Lootable.PreLobby.

Full before/after list: Season 2 Changes → Game Modes & Maps.


1. What This Folder Holds

WorldFeatures are the in-world objectives and props that the map places: the HotZoneMagnet (tower-capture hot zone) and the Lootable containers, plus a test pack for spawn zones. Each has a GFD that adds components and data layers.

Metric Value
Files 31
GameFeatureData packs 3 (HotZoneMagnet, Lootable, SpawnZoneTest)
DataTables 10
StateTrees 3 (challenge event trees in HotZoneMagnet)
Interaction data assets 3 (HotZoneMagnet)
Crosstalk audio events 7
Audio event blueprints 2
Map tracker data assets 2

2. HotZoneMagnet

2a. Components and registries

Host Component Module
WDGameState B_HotZoneMagnetGameStateComponent HotZoneMagnet/Data
B_WDMoverPlayerCharacter WDHotZoneMagnetWidgetInteractionComponent HotZoneMagnetRuntime
WDPlayerController WDHotZoneMagnetPlayerComponent HotZoneMagnetRuntime

Data registries added by the GFD:

2b. Interactions

Three interaction data assets. Each holds an InteractionContext, behaviour, and a duration.

Asset Context tag Behaviour Duration (s)
DA_HotzoneMagnet_Interactions Interaction.Context.WorldFeatures.TowerControl Hold 10.0
DA_HotzoneMagnetHitInput_Interactions Interaction.Context.WorldFeatures.HotZoneMagnet Tap 0.3
DA_HotzoneMagnetHitPoint_Interactions Interaction.Context.WorldFeatures.HotZoneHitPoint Hold 0.5

The context type is WDHotZoneMagnetInteractionContext. Tower control is a 10-second hold. The hit-input and hit-point contexts are short tap and hold actions.

2c. Challenge rewards (DT_ChallengeRewards_SessionEvents_HotZoneMagnet)

Three rows, each with a Resources list of cash and XP.

Row Resource Expression
Challenges.Rewards.HotZoneMagnet.TowerCaptured Attribute.Meta.Currency.Cash (1 - (clamp(LastVictimCount, 0, LastVictimCountMax) * LastVictimReductionModifier)) * (BaseReward * HostileModifier)
TowerCaptured Attribute.Meta.XP.Role (1 - (clamp(LastVictimCount, 0, LastVictimCountMax) * LastVictimReductionModifier)) * (BaseReward)
Challenges.Rewards.HotZoneMagnet.MagnetActivated Cash and XP.Role (BaseReward)
Challenges.Rewards.HotZoneMagnet.MagnetDeactivated Cash (BaseReward)

The tower-capture reward drops as more of the last victims were involved (LastVictimCount, clamped to LastVictimCountMax), by LastVictimReductionModifier per victim. The HostileModifier scales it for hostile captures. The activate and deactivate rewards are plain BaseReward.

The three ST_Challenges_SessionEvents_KOTH_HotZoneMagnet_* StateTrees (TowerCaptured, MagnetActivated, MagnetDeactivated) drive these events. They are not decoded here.

2d. Map trackers and tooltips

Asset Type Notes
DA_Tracker_Map_HotZoneMagnet WDUIMapTrackerData Standard map tracker
DA_Tracker_Map_HotZoneMagnetTower WDUIHotZoneMagnetMapTrackerData Has Title and CooldownDescription

Tracker rows: Trackers.Type.HotZoneMagnet and Trackers.Type.HotZoneMagnetTower. Tooltip rows: UI.Tooltip.Data.TacticalMap.HotZoneMagnet and …HotZoneMagnetTower.

2e. Audio

Asset Type Content
AE_Gamemode_HotZoneMagnet_Activate AEB_PlayHotzoneMagnetActivate Plays the tower-magnet MetaSound on context Audio.Context.Gamemode.HotZoneMagnet.Activate
AE_Gamemode_HotZoneMagnet_Capture_Success AEB_PlaySoundDelayed Plays MSS_Gamemode_HotZoneMagnet_Code_Correct after a 0.5 s delay, restart behaviour Always

Seven crosstalk audio events cover the activate, deactivate, capture start and stop, and the code attempt states (Clear, Incorrect, Input, Locked).


3. Lootable

Item Value
Components B_LootableComponent on WDGameFrameworkComponentReceiver
Interaction registries DT_InteractionContexts_Lootable, DT_InteractionContextData_Lootable
Contexts Interaction.Context.WorldFeatures.Lootable.Equip, …Lootable.Swap
Loot table DT_LootableDataTable (52 rows in Season 2, 12 in Season 1; the tables below list the 12 Season 1 rows)
Query EQS_FindSubLootableLocation

3a. Loot rows

Each row has bSpawnInsideControlZoneOnly.

Row Inside control zone only
Lootable.Test false
Lootable.Tower true
Lootable.AbandonedTower true
Lootable.Bandage false
Lootable.Weapon false
Lootable.Helmet false
Lootable.Armor false
Lootable.Defib.Cheap false
Lootable.Sniper false
Lootable.SniperOnly.HighValue false
Lootable.SniperOnly.MiddleValue false
Lootable.SniperOnly.LowValue false

Only the notable loot-content changes are listed in the Season 02 section. The full spawned item lists are not decoded here.


4. SpawnZoneTest

One GFD with no actions. It is a test pack and adds nothing.


5. How Values Combine

  • HotZoneMagnet rewards are one table and four StateTree events. The tower-capture cash is the only expression that depends on victims.
  • Tower and abandoned-tower loot is restricted to control zones, so it only spawns where a control zone is active.

6. Still not pulled / limitations

  • StateTree logic. The three challenge StateTrees and the full set of state nodes are summarised, not decoded. Triggers and conditions are not confirmed.
  • Expression variables. LastVictimCount, LastVictimCountMax, LastVictimReductionModifier, HostileModifier and BaseReward are named in the expression strings. Some of their literal values are in DT_ChallengeRewards in this folder. This page lists only the ones named in the Season 02 section.
  • Interaction ranges. InteractionRange is set on the interaction assets but its value was not extracted.
  • Loot contents. The full spawned item lists for each Lootable row are not decoded here.
  • Localisation keys. Some _aaa… localisation keys are present; their text is not resolved here.