Data Provenance β€’ Direct Unreal Engine Asset Serialization

Client Data Extraction & Provenance

Every weapon profile, ballistic parameter, and armor reduction coefficient on WardogTools begins with direct extraction from the game's unpacked client archives. Rather than relying on secondary rumors or subjective estimates, the extraction pipeline parses raw Unreal Engine asset definitions.

1. Client Archive Architecture & AES Decryption

The extraction engine interfaces directly with the shipping client directory:

Package Ingestion Pipeline:
  • Package Path: <GameRoot>/Wardogs/Content/Paks/
  • Archive Formats: Unreal Engine encrypted .pak index containers and streaming .ubulk asset blobs.
  • Decryption Utility: FModel configured with the official 256-bit AES encryption keys for the active shipping game version.

2. Target Schemas & Ingestion DataTables

Unpacked binary asset tables are serialized into structured JSON records across key game systems:

Engine AssetTarget PayloadExtracted Properties
DT_WeaponsWeapon platform baselinesRPM, Caliber, Magazine Size, ADS Speed, Base Damage
DT_AmmoAmmunition specificationsVelocity (m/s), Durability Wear Multipliers, Penetration Factor
DA_*_StatsRecoil & falloff definitionsPitch/Yaw Keyframes, pitchMax, DistanceDamageFalloffCurve
DT_InfantryData_BoneDamageModifiersHitbox bone scaling13-zone skeletal multipliers segmented by weapon class

3. Dual-Layer Validation Protocol

Raw data tables provide nominal values, but game engine implementation can introduce subtleties such as order-of-operation clamping, bone hierarchy overrides, and distance thresholds. For this reason, a dual-layer validation protocol is strictly maintained:

Layer 1: DataTable Serialization

Base rates of fire, projectile velocities, recoil curves, and damage scalars are ingested programmatically into the database directly from decrypted files.

Layer 2: In-Game Verification

Damage multipliers, armor durability degradation, and recoil climb patterns are confirmed through in-game firing range testing and cross-checked against live combat logs.

4. Patch Cadence & Data Provenance

Whenever the game client receives an update, the extraction pipeline re-scans the DT_Weapons and DA_*_Stats files to identify patch diffs. This guarantees that all metrics presented across the Weapons Catalog, Recoil Simulator, and Artillery Calculator remain 100% faithful to the shipping game binary.

Explore the Datasets

Access verified weapon telemetry and ballistics data

Browse detailed statistics, recoil keyframes, and hitboxes for all 31+ weapons extracted directly from the game client.