Replace the sample content¶
Designer · 2–4 h · No code
Result: your project carries your own characters, gear, enemies and map, the sample content is gone, and the game still boots, starts a new game and plays with no missing references.
Before you start¶
- You have your own replacements working, made with the other recipes: Add a party member, Add a weapon, Add an enemy type, Build a world-partition map.
- Commit, or back up the project. Deleting assets cannot be undone from inside the editor.
What is sample and what is framework¶
The framework is the part other assets are built on. The sample is the part that is merely an example of something. Delete sample, keep framework.
Framework: keep¶
| Folder or asset | Why |
|---|---|
XenoCore (the Game Feature Data at the plugin root) |
Registers the plugin, its input and its components |
Experiences/* |
The game rules every map runs, the front end and the HUD |
Game/* except the backup pawn (see below) |
Game mode, player pawn base, ability sets, progression, save point, tag relationships |
Characters/Party/B_XenoCore_PartyMember_Base, BP_XenoCore_Party, AbilitySet_XenoCore_PartyMember, BP_AIC_XenoCore_PartyMember, AI/ |
Party bases and AI |
Characters/Enemies/Core/* |
Enemy base, AI controller, common ability set, chevron |
Characters/NPC/* |
NPC and dialogue anchor |
Characters/Player/* |
The animation Blueprint, anim layers, blend spaces and clips every character uses |
Characters/Core/Cosmetics/* |
Body-type cosmetic parts |
Battle/* |
Arts ability, effects, attributes, stat curve tables, reactions, statuses, targeting |
Inventory/BP_XenoItemDefinition, Inventory/*EquipmentStats, Inventory/Armour/ED_XenoCore_Armour, Inventory/Loot/*, Inventory/Collectables/* |
Item and equipment bases, loot chests, pickup orbs |
Weapons/B_WeaponInstance_Base, GA_XenoCore_WeaponDrawSync, AN_XenoCore_WeaponHandoff, M_XenoCore_Weapon |
Weapon bases |
Input/*, UserInterface/*, Cameras/*, ContextEffects/*, GameplayCues/*, Effects/* |
Controls, every screen, camera, footsteps, hit feedback |
Maps/L_XenoCore_FrontEnd |
The title screen, unless you replace the front end too |
Never move or rename these screens
The shop, trade, arts, save, quest and loot screens, the dialogue anchor and several popups
are found by a fixed path, not by a reference. Moved or renamed, they simply stop opening.
Keep UserInterface and Characters/NPC where they are.
Sample: replace or delete¶
| Sample | Where |
|---|---|
| The sample party (the shipped roster) | Characters/VRoid/<Name>/ (Kael, Mira, Nia, Dorran, Isolde, Sabine, Tamsin), their Battle/Attributes/GE_XenoCore_BaseStats_<Name> and their rows in CT_XenoCore_PartyStatlines and Game/DT_XenoCore_ExperienceCurves. Keep Characters/VRoid/B_XenoCore_Party_VRoid_Base, B_XenoCore_Cosmetic_VRoid_Base and M_XenoCore_VRoidLit if your characters are VRoid models |
| The twelve Mannequin colour members (examples, not in the shipped roster) | Characters/Party/PartyMember_*, B_XenoCore_Party_*, PawnData_XenoCore_Party_*, Portraits/, Materials/ |
| Sample weapons | Weapons/AmberSword, BlueSword, GoldSword, GreatSword, GreenSword, IronBlade, IvorySword, RedSword, VioletSword. Keep the sword bases (Weapons/B_XenoCore_Sword_Base, ED_XenoCore_Sword_Base, AbilitySet_XenoCore_SwordCommon) and Weapons/Types while any weapon of yours uses them |
| Sample armour and items | Inventory/Armour/ID_*, Inventory/Items/ID_* |
| Sample enemies | Characters/Enemies/Minion (including the seven types in Minion/Variants), Characters/Enemies/Dummy, Inventory/Loot/DA_XenoCore_Drops_Minion. Gaur Plain's 15 XenoCore Enemy Spawner actors point at the variants: delete the map or repoint the spawners first |
| Sample arts | Battle/Arts/DA_*, GA_* (keep any your characters still use) |
| Sample quests, shop, trade | Quests/, Shop/, Trade/ |
| Sample maps | Maps/L_XenoCore_GaurPlain, Maps/L_XenoCore_Gym, Environment/GaurPlain |
| The sample map's pack assets | ThirdParty/ElectricDreams (the cliffs, boulders, trees and their materials, reduced) |
| A leftover backup pawn | Game/B_XenoCore_Player_XC1_Backup |
Keep B_XenoCore_Player
The sample leader is Kael, a VRoid member. The colour member PartyMember_Blue uses
Game/B_XenoCore_Player as its pawn, which is also the bootstrap pawn the game falls back on
when the party has no starting roster. Keep B_XenoCore_Player even after you delete the colour
members.
Steps¶
1. Point the framework at your content first¶
Deleting something still in use leaves a broken reference. Repoint these before deleting:
Characters/Party/BP_XenoCore_Party› Class Defaults › XenoCore › Party › Starting Roster: your members only.UserInterface/W_XenoCore_TitleScreen› Class Defaults › XenoCore › Title › New Game Map: your map.- Project Settings › Game › XenoCore Content › Startup: leave Starting Roster Override and New Game Map Override empty (they replace the two settings above), and set Title Music, Fallback Field Music and Fallback Battle Music to your own tracks if you want music. The plugin ships no music; these are empty until you fill them.
- Project Settings › Packaging › List of maps to include: remove the sample maps, add yours.
- Project Settings › Game › XenoCore Save › Location Names: add an entry for each of your maps, so save rows name them, and remove the sample maps' entries.
- Any placed NPC, chest or enemy in maps you keep that uses a sample shop table, quest or drop table.
2. Delete in small batches¶
- Select one row of the sample table above in the Content Browser and press Delete.
- If the Delete Assets dialog lists references, read them. A reference from another sample asset in the same batch is fine. A reference from framework or from your own content means step 1 missed something: cancel, repoint, try again.
- When a sample asset has a like-for-like replacement of yours, use Replace References in that dialog to point everything at your asset in one go.
- After each batch, right-click the XenoCore content folder and choose Fix Up Redirectors.
Force Delete hides the problem until packaging
Force Delete removes the asset and leaves every reference to it pointing at nothing. The editor loads, and the cook or the first playthrough fails. Only force-delete when the dialog lists nothing but other sample assets.
3. Check the result¶
- Right-click the XenoCore content folder and run Validate Assets. Fix every error.
- Open Window › Output Log and Build › Map Check on each map you keep.
A Reimport warning on some retargeted clips is expected
A few retargeted animations under Characters/Player/Animations record a development folder
as their import source. The source files are not included. That is editor-only metadata: the
clips load and cook normally, and only Reimport on those clips fails.
4. Remove what you don't ship from the host¶
Your Lyra project still has Lyra's own sample game features (ShooterCore, ShooterMaps, TopDownArena and others). Whether to disable them is covered in Package a build.
Test it¶
- Close and reopen the editor. The Output Log shows no missing-package warnings on startup.
- Open
Maps/L_XenoCore_FrontEnd, press Play, choose New Game. You arrive in your map with your party. - Open every menu screen once, fight an enemy, open a chest, talk to an NPC.
- Save, return to the title, Continue. The save loads.
- Make a packaged build (Package a build) and repeat steps 2–4 in it.
If it doesn't work¶
New Game goes nowhere
New Game Map still names a deleted map, or your map isn't in the packaging list.
The party is empty
Starting Roster still lists deleted members. Its entries show as None.
A menu screen never opens
A screen found by fixed path was moved, renamed or deleted. Restore it from your backup.
Going further¶
- Package a build
- Megascans at shipping size, to keep only what your own map uses.