Add Y-to-sort to an item list¶
Designer · 10 min · No code (a small Blueprint edit) · Last tested: 2026-10-04
Result: pressing Y on your screen cycles how its item list is ordered, and the action bar shows Sort: Rarity (or whichever mode is current). The cursor stays on the same item when the order changes.
The Items menu (UserInterface/W_XenoCore_ItemMenu) and the equipment swap list
(UserInterface/W_XenoCore_ItemSwapList) already have this. Use this recipe for a new screen of
your own, or to change which modes those two offer. Open either of them to see a finished example.
Before you start¶
- A menu screen of your own with a List View showing items. See Add a menu screen.
How it works¶
UserInterface/Foundation/W_XenoCore_ItemSortControl is a widget you place inside your
screen. It draws nothing on its own. While your screen is open it puts the Y prompt on the
action bar, and when Y is pressed it re-sorts the list you name.
| Mode | Order |
|---|---|
| Default | The order the bag holds them in, oldest first. Lists drew this before sorting existed |
| Most Recent | Newest first |
| Name | A to Z |
| Rarity | Rarest first, then A to Z |
| Value | Highest sell value first |
| Stat | The slot's own number, highest first: max Attack for a weapon, Physical Def for armour. Other items sort by value |
Ties always keep bag order, so equal items never swap places when you re-sort.
Steps¶
1. Place the control¶
- Open your screen's Widget Blueprint and switch to the Designer tab.
- In the Palette, search for
W XenoCore Item Sort Controland drag it into the screen's root panel. Its size and position don't matter. - In the Hierarchy, rename it
SortControl.
2. Set it up¶
Select SortControl. In Details › XenoCore › Sort:
| Setting | Value |
|---|---|
| Target List Name | The name of your List View in the Hierarchy, for example ItemList (the default). It must match exactly |
| Modes | Which modes Y cycles through, in order. The first is the order the screen opens in. Two or more entries |
| Sort Action | Already set to DT_XenoCore_Actions › MerchantSort (Y), the same button as the shop's sort. Leave it |
| Prompt Format | Optional. Empty gives Sort: {0}, where {0} is the mode's name |
3. Make the list open sorted¶
- Switch to the Graph tab.
- Find each Set List Items node that takes its items from Get Items For Slot or Get Items For Category. There may be more than one; check every function and event.
- Drag
SortControlfrom Variables into the graph and, from it, place a Sort Items node. - Put it on the wire: Get Items For … → Sort Items → Set List Items.
- Compile and Save.
Without this step Y still works, but the list opens in bag order each time.
Test it¶
- Press Play and open your screen. The action bar shows Sort: Default (or your first mode).
- Press Y (pad) or the keyboard key shown in the prompt. The prompt names the next mode and the list re-orders. The highlighted item stays highlighted.
- Press Y through every mode. On Rarity, Legendary items are at the top.
- Close the screen and reopen it. It opens in your first mode again.
If it doesn't work¶
Fails silently: no prompt on the action bar
Sort Action is empty, or Modes has fewer than two entries. Nothing is logged. Check both
on SortControl.
Fails silently: the prompt changes but the list doesn't
Target List Name doesn't match your List View's name in the Hierarchy. Copy the name across exactly.
The list reopens in an unsorted order. One Set List Items still reads straight from Get Items For … without going through Sort Items. Find it and route it through.
Going further¶
- Set and style item rarity: what the Rarity mode sorts by.
- Add a menu screen.