Wardogs: PvE and Settings Assets (small plugin data assets)
Source: the export files under data/Wardogs/Plugins/GameFeatures/PvE/Scenarios (StrikeDisarm_01, VIPEscort_01), data/Wardogs/Plugins/BHFramework/Content/Settings, data/Wardogs/Plugins/GameFeatures/Weapons/Pistols, Weapons/SMG, Weapons/Sniper and Items/VehicleRepairTool. Every table below is generated by _tools/pve_settings_tables.py; do not edit it by hand.
This page lists, with values, every asset in those folders whose name appears on no other published page (the generator re-checks that on every run, so an asset documented elsewhere later drops off here). Related pages: PvE feature for the scenario packs.
How to read a row
- Each row flattens the asset’s
Propertiestopath=value. Tags show as the tag name, object references as the referenced asset name. Null and empty values are dropped. A long row is cut with(+N more values); the file under the Asset link has everything. - Property names beginning
_aaab...are obfuscated names the export could not resolve; they are shown as stored, with no meaning claimed. - Animation sets are large; they show only the top-level properties with their leaf-value counts.
- What an asset type is for is inference from the engine class name and property names; the export stores no documentation.
- Left out on purpose: audio (
WDAudioDatafiles andAEB_*audio event behaviours in the same folders; voice-over rows show only the audio event tag name as stored) and UI widgets. This page documents no audio or UI widget assets.
1. Counts
| Section | Engine type | Assets | |—|—|—| | 2. Scenario voice-over entries | WDScenarioVoiceOverData | 10 | | 3. VIP tracker distance text rules | WDUIDistanceTextRules | 1 | | 4. Framework boolean settings | BHUserSettingBoolDiscreteValues | 6 | | 5. Repair tool input mapping | BHPlayerMappableKeySettings | 1 | | 6. Animation sets | BHAnimationSet | 7 | | 7. World-partition content actions | GameFeatureAction_AddWorldPartitionContent | 6 | | 8. Game feature manifests | GameFeatureData | 1 | | Total | | 32 |
2. Scenario voice-over entries
Engine type WDScenarioVoiceOverData. Subtitle string-table key and on-screen duration per voice line; the audio itself is not documented.
| Asset | Folder | Values | |—|—|—| | DA_VoiceOver_StrikeDisarm_Intro2 | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/StrikeDisarm_01/STRINGS_StrikeDisarm_01.STRINGS_StrikeDisarm_01; SubtitleText.Key=VoiceOver_Intro2; SubtitleDurationInSecond=10 | | DA_VoiceOver_StrikeDisarm_Intro3 | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/StrikeDisarm_01/STRINGS_StrikeDisarm_01.STRINGS_StrikeDisarm_01; SubtitleText.Key=VoiceOver_Intro3; SubtitleDurationInSecond=10 | | DA_VoiceOver_StrikeDisarm_Intro4 | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/StrikeDisarm_01/STRINGS_StrikeDisarm_01.STRINGS_StrikeDisarm_01; SubtitleText.Key=VoiceOver_Intro4; SubtitleDurationInSecond=10 | | DA_VoiceOver_StrikeDisarm_Laptop_Hack_End | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/StrikeDisarm_01/STRINGS_StrikeDisarm_01.STRINGS_StrikeDisarm_01; SubtitleText.Key=VoiceOver_HackEnd; SubtitleDurationInSecond=10 | | DA_VoiceOver_StrikeDisarm_Laptop_Hack_Start | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/StrikeDisarm_01/STRINGS_StrikeDisarm_01.STRINGS_StrikeDisarm_01; SubtitleText.Key=VoiceOver_HackStart; SubtitleDurationInSecond=10 | | DA_VoiceOver_StrikeDisarm_Mission_Complete | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/StrikeDisarm_01/STRINGS_StrikeDisarm_01.STRINGS_StrikeDisarm_01; SubtitleText.Key=VoiceOver_MissionComplete; SubtitleDurationInSecond=10 | | DA_VoiceOver_VIPEscort_Fail | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/VIPEscort_01/STRINGS_VIPEscort_01.STRINGS_VIPEscort_01; SubtitleText.Key=VoiceOver_Fail; SubtitleDurationInSecond=10 | | DA_VoiceOver_VIPEscort_Intro2 | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/VIPEscort_01/STRINGS_VIPEscort_01.STRINGS_VIPEscort_01; SubtitleText.Key=VoiceOver_Intro2; SubtitleDurationInSecond=10 | | DA_VoiceOver_VIPEscort_Intro3 | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/VIPEscort_01/STRINGS_VIPEscort_01.STRINGS_VIPEscort_01; SubtitleText.Key=VoiceOver_Intro3; SubtitleDurationInSecond=10 | | DA_VoiceOver_VIPEscort_Success | PvE/Scenarios | VoiceOverAudioEventTag=Audio.Event.TestBubbleSpace; SubtitleText.TableId=/VIPEscort_01/STRINGS_VIPEscort_01.STRINGS_VIPEscort_01; SubtitleText.Key=Voiceover_Success; SubtitleDurationInSecond=10 |
3. VIP tracker distance text rules
Engine type WDUIDistanceTextRules. Distance-to-text rules for the VIP tracker; data table only, no widget.
| Asset | Folder | Values | |—|—|—| | DA_Tracker_Spatial_VIP | PvE/Scenarios | top-level properties (leaf values): / top-level properties (leaf values): State 1 / top-level properties (leaf values): bRequireRenderedComponent 1, TraceChannel 1, SquaredRange 1 / (+20 more exports) |
4. Framework boolean settings
Engine type BHUserSettingBoolDiscreteValues. Yes/no, on/off toggle definitions and two checkbox-style settings.
| Asset | Folder | Values | |—|—|—| | DA_Setting_Controls_ActionBehaviour_RotaryMouse | BHFramework/Content/Settings | BHUserSettingBoolDiscreteValues_0 Values[0].Key=True; Values[0].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[0].Value.Key=Value.Toggle.On; Values[1].Key=False; Values[1].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[1].Value.Key=Value.Toggle.Off / DA_Setting_Controls_ActionBehaviour_RotaryMouse Parameters.DefaultIndex=1; Parameters.DefaultValues=DA_Setting_Controls_ActionBehaviour_RotaryMouse:BHUserSettingBoolDiscreteValues_0; DisplayType=UserSettings.Common.DisplayType.Discrete.Switch | | DA_Setting_Toggle_Default_No | BHFramework/Content/Settings | BHUserSettingBoolDiscreteValues_0 Values[0].Key=True; Values[0].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[0].Value.Key=Value.Toggle.Yes; Values[1].Key=False; Values[1].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[1].Value.Key=Value.Toggle.No / DA_Setting_Toggle_Default_No Parameters.DefaultIndex=1; Parameters.DefaultValues=DA_Setting_Toggle_Default_No:BHUserSettingBoolDiscreteValues_0; DisplayType=UserSettings.Common.DisplayType.Discrete.Switch | | DA_Setting_Toggle_Default_Off | BHFramework/Content/Settings | BHUserSettingBoolDiscreteValues_0 Values[0].Key=True; Values[0].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[0].Value.Key=Value.Toggle.On; Values[1].Key=False; Values[1].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[1].Value.Key=Value.Toggle.Off / DA_Setting_Toggle_Default_Off Parameters.DefaultIndex=1; Parameters.DefaultValues=DA_Setting_Toggle_Default_Off:BHUserSettingBoolDiscreteValues_0; DisplayType=UserSettings.Common.DisplayType.Discrete.Switch | | DA_Setting_Toggle_Default_On | BHFramework/Content/Settings | BHUserSettingBoolDiscreteValues_0 Values[0].Key=True; Values[0].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[0].Value.Key=Value.Toggle.On; Values[1].Key=False; Values[1].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[1].Value.Key=Value.Toggle.Off / DA_Setting_Toggle_Default_On Parameters.DefaultValues=DA_Setting_Toggle_Default_On:BHUserSettingBoolDiscreteValues_0; DisplayType=UserSettings.Common.DisplayType.Discrete.Switch | | DA_Setting_Toggle_Default_Yes | BHFramework/Content/Settings | BHUserSettingBoolDiscreteValues_0 Values[0].Key=True; Values[0].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[0].Value.Key=Value.Toggle.Yes; Values[1].Key=False; Values[1].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[1].Value.Key=Value.Toggle.No / DA_Setting_Toggle_Default_Yes Parameters.DefaultValues=DA_Setting_Toggle_Default_Yes:BHUserSettingBoolDiscreteValues_0; DisplayType=UserSettings.Common.DisplayType.Discrete.Switch | | DA_Setting_Video_AllowOverkillPreset | BHFramework/Content/Settings | BHUserSettingBoolDiscreteValues_0 Values[0].Key=True; Values[0].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[0].Value.Key=Value.Toggle.On; Values[1].Key=False; Values[1].Value.TableId=/BHFramework/StringTables/STRINGS_BH_Settings_Values.STRINGS_BH_Settings_Values; Values[1].Value.Key=Value.Toggle.Off / DA_Setting_Video_AllowOverkillPreset _aaabfnfdondmilbjjiklk.Tag=UI.Popup.AllowOverkillMode; _aaabfnfdondmilbjjiklk.Type=UI.Popup.Type.Warning; _aaabfnfdondmilbjjiklk.Title.TableId=/Game/UI/StringTables/STRINGS_Popups.STRINGS_Popups; _aaabfnfdondmilbjjiklk.Title.Key=Title.AllowOverkillMode; _aaabfnfdondmilbjjiklk.Title.SourceString=Are You Sure?; _aaabfnfdondmilbjjiklk.Title.LocalizedString=Are You Sure?; _aaabfnfdondmilbjjiklk.Subtitle.TableId=/Game/UI/StringTables/STRINGS_Popups.STRINGS_Popups; _aaabfnfdondmilbjjiklk.Subtitle.Key=Subtitle.AllowOverkillMode; _aaabfnfdondmilbjjiklk.Subtitle.SourceString=These settings will affect PC performance; _aaabfnfdondmilbjjiklk.Subtitle.LocalizedString=These settings will affect PC performance; _aaabfnfdondmilbjjiklk.Description.TableId=/Game/UI/StringTables/STRINGS_Popups.STRINGS_Popups; _aaabfnfdondmilbjjiklk.Description.Key=Description.AllowOverkillMode; _aaabfnfdondmilbjjiklk.Description.SourceString=You are attempting to enable overkill without the recommended hardware specifications.; _aaabfnfdondmilbjjiklk.Description.LocalizedString=You are attempting to enable overkill without the recommended hardware specifications.; _aaabfnfdondmilbjjiklk.Options[0].Key=Right; _aaabfnfdondmilbjjiklk.Options[0].Value.ButtonText.TableId=/Game/UI/StringTables/STRINGS_Popups.STRINGS_Popups (+19 more values) |
5. Repair tool input mapping
Engine type BHPlayerMappableKeySettings. Mappable-key settings for the repair tools.
| Asset | Folder | Values | |—|—|—| | IMC_RepairingTools | Items/VehicleRepairTool | BHPlayerMappableKeySettings_1 InputTag=Input.NamedActions.HoldableItem.Inspect; Name=Input.NamedActions.HoldableItem.Inspect / IMC_RepairingTools DefaultKeyMappings.Mappings[0].Action=IA_Player_Appliable_PrimaryUse; DefaultKeyMappings.Mappings[0].Key.KeyName=LeftMouseButton; DefaultKeyMappings.Mappings[0].SettingBehavior=OverrideSettings; DefaultKeyMappings.Mappings[1].Action=IA_Player_Appliable_SecondaryUse; DefaultKeyMappings.Mappings[1].Key.KeyName=RightMouseButton; DefaultKeyMappings.Mappings[1].SettingBehavior=InheritSettingsFromAction; DefaultKeyMappings.Mappings[2].Action=IA_Player_Appliable_PrimaryUse; DefaultKeyMappings.Mappings[2].Key.KeyName=Gamepad_RightTrigger; DefaultKeyMappings.Mappings[2].SettingBehavior=InheritSettingsFromAction; DefaultKeyMappings.Mappings[3].Action=IA_Player_Appliable_SecondaryUse; DefaultKeyMappings.Mappings[3].Key.KeyName=Gamepad_LeftTrigger; DefaultKeyMappings.Mappings[3].SettingBehavior=InheritSettingsFromAction; DefaultKeyMappings.Mappings[4].Action=IA_Player_Inspect; DefaultKeyMappings.Mappings[4].Key.KeyName=I; DefaultKeyMappings.Mappings[4].SettingBehavior=OverrideSettings; DefaultKeyMappings.Mappings[4].PlayerMappableKeySettings=IMC_RepairingTools:BHPlayerMappableKeySettings_1; DefaultKeyMappings.Mappings[5].Action=IA_Player_Holdable_SecondaryUse_Release; DefaultKeyMappings.Mappings[5].Key.KeyName=RightMouseButton; DefaultKeyMappings.Mappings[5].SettingBehavior=InheritSettingsFromAction (+12 more values) |
6. Animation sets
Engine type BHAnimationSet. Large files: only top-level properties with leaf counts.
| Asset | Folder | Values | |—|—|—| | AnimSet_RepairToolDrillHeavy | Items/VehicleRepairTool | top-level properties (leaf values): Animations 80 | | AnimSet_RepairToolDrillLight | Items/VehicleRepairTool | top-level properties (leaf values): Animations 79 | | AnimSet_RepairToolWrenchStandard | Items/VehicleRepairTool | Animations[0].Key=Animation.Asset.Holdable.Inspect; Animations[0].Value.BaseAsset.FirstPersonPlayerAnimation=AM_FP_Wrench_Inspect; Animations[0].Value.BaseAsset.FirstPersonItemAnimation=AM_Weap_Wrench_Inspect; Animations[0].Value.BaseAsset.bOverrideLength=false; Animations[0].Value.BaseAsset.OverrideLength=1; Animations[0].Value.BaseAsset.ItemBlendOutTime=0.1; Animations[0].Value.BaseAsset.PlayerBlendOutTime=0.1; Animations[0].Value.ConditionSchema=BHAnimationAssetConditionSchema; Animations[1].Key=Animation.Asset.Appliable.PrimaryUse; Animations[1].Value.BaseAsset.FirstPersonPlayerAnimation=AM_FP_Wrench_Use; Animations[1].Value.BaseAsset.ThirdPersonPlayerAnimation=AM_TP_Wrench_Use; Animations[1].Value.BaseAsset.bOverrideLength=false; Animations[1].Value.BaseAsset.OverrideLength=1; Animations[1].Value.BaseAsset.ItemBlendOutTime=0.1; Animations[1].Value.BaseAsset.PlayerBlendOutTime=0.1; Animations[1].Value.ConditionSchema=BHAnimationAssetConditionSchema; Animations[2].Key=Animation.Asset.Inventory.Weapon.Base; Animations[2].Value.BaseAsset.Asset=A_NPC_Inventory_Equipment1H_Idle; Animations[2].Value.ConditionSchema=BHAnimationAssetConditionSchema; Animations[3].Key=Animation.Asset.Holdable.DoorInteraction; Animations[3].Value.BaseAsset.FirstPersonPlayerAnimation=AM_FP_Nothing_Door_Interact (+5 more values) | | AnimSet_Judge | Weapons/Pistols | top-level properties (leaf values): Animations 61 | | AnimSet_SMG_03 | Weapons/SMG | top-level properties (leaf values): Animations 762, DefaultSchema 1 | | AnimSet_MK22 | Weapons/Sniper | top-level properties (leaf values): Animations 336, DefaultSchema 1 | | AnimSet_SR_04 | Weapons/Sniper | top-level properties (leaf values): Animations 345 |
7. World-partition content actions
Engine type GameFeatureAction_AddWorldPartitionContent. Feature actions that add world content when the weapon pack loads.
| Asset | Folder | Values | |—|—|—| | Pistol_03 | Weapons/Pistols | GameFeatureAction_AddWorldPartitionContent_0 ExternalDataLayerAsset=EDL_Pistol_03 / Pistol_03 Actions[0]=Pistol_03:GameFeatureAction_AddWorldPartitionContent_0 | | Pistol_04 | Weapons/Pistols | GameFeatureAction_AddWorldPartitionContent_0 ExternalDataLayerAsset=EDL_Pistol_04 / Pistol_04 Actions[0]=Pistol_04:GameFeatureAction_AddWorldPartitionContent_0 | | SMG_01 | Weapons/SMG | GameFeatureAction_AddWorldPartitionContent_0 ExternalDataLayerAsset=EDL_SMG_01 / SMG_01 Actions[0]=SMG_01:GameFeatureAction_AddWorldPartitionContent_0; PrimaryAssetTypesToScan[0].PrimaryAssetType=BH.Item; PrimaryAssetTypesToScan[0].AssetBaseClass.AssetPathName=/Script/BHInventory.BHInventoryItemDefinition; PrimaryAssetTypesToScan[0].bHasBlueprintClasses=false; PrimaryAssetTypesToScan[0].bIsEditorOnly=false; PrimaryAssetTypesToScan[0].Directories[0].Path=/SMG_01/Data; PrimaryAssetTypesToScan[0].Rules.Priority=-1; PrimaryAssetTypesToScan[0].Rules.ChunkId=-1; PrimaryAssetTypesToScan[0].Rules.bApplyRecursively=true; PrimaryAssetTypesToScan[0].Rules.CookRule=AlwaysCook | | SMG_04 | Weapons/SMG | GameFeatureAction_AddWorldPartitionContent_0 ExternalDataLayerAsset=EDL_SMG_04 / SMG_04 Actions[0]=SMG_04:GameFeatureAction_AddWorldPartitionContent_0 | | SMG_05 | Weapons/SMG | GameFeatureAction_AddWorldPartitionContent_0 ExternalDataLayerAsset=EDL_SMG_05 / SMG_05 Actions[0]=SMG_05:GameFeatureAction_AddWorldPartitionContent_0 | | SR_01 | Weapons/Sniper | GameFeatureAction_AddWorldPartitionContent_0 ExternalDataLayerAsset=EDL_SR_01 / SR_01 Actions[0]=SR_01:GameFeatureAction_AddWorldPartitionContent_0 |
8. Game feature manifests
Engine type GameFeatureData. Empty manifest; the export stores no properties.
| Asset | Folder | Values | |—|—|—| | Pistol_01 | Weapons/Pistols | |