MW4 Operators

About this database: what it is, where the codenames come from, what the statuses mean

What it is

A list of the Call of Duty: Modern Warfare 4 (2026) multiplayer operators, their skins, and the in-game id (codename) of each skin, with the name of the first-person arms model that belongs to it. It exists so that the right arms can be pulled from the game files without guessing.

Squigle maintains it (OnSet). Everyone else reads it only: if something is missing or wrong, tell Squigle instead of editing it.

How the codenames are found

  • Cordycep loads the game's files and lists the models in them. Saluki exports a model as a .cast file plus its textures.
  • The operator list (the 34 names and their order) is the starting point. Fandom's Call of Duty wiki gave each operator's page and, where its skins table lists one, a skin id.
  • Ids were then checked against the game: Cordycep searches such as *body_mp* show which body models really exist, and Saluki exports of the arms show the real arms names.
  • mw4.gg pictures were matched to the exported arms by eye, and Squigle confirmed each match (or checked the skin in a Saluki preview or in game).

How the names fit together

  • A skin codename is <code>_<n>_<n>, e.g. blackwell_4_1. The code is not always the operator's name (Coffey = kofi, Cho = chow, Kyle = code), and some operators mix codes (Reece: reece_1_1 and beta_1_1). The numbers never tell you a skin's name or which one is the default.
  • prestige_* skins are prestige rewards shared by all operators, so they belong to no operator.
  • Milsim operators add milsim_ to their asset names (rex_vm_arms_mp_milsim_sk_ct_1_1) but not to the codename (sk_ct_1_1).
  • The arms model is rex_vm_arms_mp_<stem> and the full body is rex_body_mp_<stem>, where the stem is the codename (plus milsim_ for milsim operators).
  • The arms reuse the outfit's materials from the full-body model, so many arms materials and textures carry body names (e.g. rex_body_mp_milsim_sk_ct_1_1_shirt); others are only hashes (material_1f67…). Some parts of the body outfit (jackets, badges) only exist on the full body, not on the arms.

What the statuses mean

  • confirmed · files (confirmed_files): the asset loads in Cordycep under this codename.
  • confirmed · preview (confirmed_preview): the skin was matched by eye: Saluki preview, in game, or the mw4.gg picture next to a render of the exported arms, with Squigle's OK.
  • source listed / conflict / unknown: only a website says so, sources disagree, or no id is known. Only confirmed_* counts as real.
  • Arms name source: exported_file = taken from a real exported file; derived_not_checked = built from the codename pattern and may not exist.
  • Arms check (matches / to check / flagged): Squigle's visual comparison of the shaded arms with the picture. A ⚠ line lists a known gap (e.g. badges that only exist on the full body).

Pictures

The skin pictures come from mw4.gg, for reference only and internal use only (OnSet); do not redistribute them. mw4.gg can be wrong: a picture is a hint, not proof that a codename is right.

How to look something up

  • Type an operator, alias, skin name or codename in the search box; click a codename to copy it.
  • Scripts and AI: lookup.ps1 next to this page (e.g. .\lookup.ps1 -Operator Blackwell -Skin "Wade Walker"), or read operators.json / skins.csv directly. AGENTS.md explains every field.