Asset naming¶
All · reference · No code
The prefixes XenoCore's content actually uses, so you can tell an asset's type from its name in the
Content Browser. Most follow Lyra's own conventions; a few are XenoCore's. XenoCore-authored assets
also carry XenoCore after the prefix (GA_XenoCore_TargetMode), which keeps them apart from
Lyra's assets of the same kind in search results.
Counts are of the plugin content you receive (Plugins/GameFeatures/XenoCore/Content, including
ThirdParty/, excluding Dev/, which is removed before packaging), measured on 2026-10-14. Counts change as content is added.
Quick lookup¶
Alphabetical. Each prefix links to its table below.
| Prefix | Type | Prefix | Type | |
|---|---|---|---|---|
ABP_ |
Animation Blueprint | IK_ |
IK rig | |
AbilitySet_ |
Ability set | L_ |
Map | |
ALI_ |
Anim layer interface | LAS_ |
HUD layout set | |
AM_ |
Montage | M_ |
Material | |
AN_ |
Anim notify | MI_ |
Material instance | |
AS_ |
Animation sequence | NS_ |
Niagara system | |
B_, BP_ |
Blueprint | PartyMember_ |
Party member definition | |
BS_ |
Blend space | PawnData_ |
Pawn data | |
ButtonStyle_ |
Button style | PCG_ |
PCG graph | |
CA_, CameraRig_ |
Camera asset, camera rig | PHYS_ |
Physics asset | |
CFX_ |
Footstep effects library | PM_ |
Physical material | |
CT_ |
Curve table | RT_ |
Render target | |
DA_ |
Data asset | RTG_ |
IK retargeter | |
DamagePopStyle_ |
Damage number style | SK_, SKM_, SKEL_ |
Mesh and skeleton (read the VRoid warning) | |
DT_ |
Data table | SM_ |
Static mesh | |
ED_ |
Equipment definition | ST_ |
State Tree | |
EQ_ |
EQS query | SW_, sfx_ |
Sound | |
FMS_ |
Movie source | T_ |
Texture | |
GA_ |
Gameplay ability | TagRelationships_ |
Tag relationships | |
GCN_, GCNL_ |
Gameplay cue | TextStyle_ |
Text style | |
GE_ |
Gameplay effect | UFE_ |
Playlist entry | |
IA_, IMC_, InputData_ |
Input | W_ |
Widget Blueprint | |
ID_ |
Item definition |
For what the Unreal and Lyra types are, see the glossary.
Gameplay¶
| Prefix | Asset type | Count | Example |
|---|---|---|---|
GA_ |
Gameplay Ability Blueprint | 76 | Battle/Targeting/GA_XenoCore_TargetMode |
GE_ |
Gameplay Effect Blueprint | 56 | Battle/Status/GE_XenoCore_Status_Slow |
GCN_, GCNL_ |
Gameplay Cue Notify (burst, looping) | 9, 7 | GameplayCues/GCN_XenoCore_Hit |
AbilitySet_ |
Lyra ability set (abilities, effects and attribute sets granted together) | 13 | Game/AbilitySet_XenoCore_Hero |
PawnData_ |
Lyra pawn data | 15 | Characters/Enemies/Minion/PawnData_XenoCore_Minion_Melee |
TagRelationships_ |
Lyra ability tag relationship mapping | 1 | Game/TagRelationships_XenoCore |
CT_ |
Curve table | 5 | Battle/Attributes/CT_XenoCore_EnemyStats |
DT_ |
Data table | 35 | UserInterface/Foundation/DT_XenoCore_Actions |
DA_ |
Data asset (art, quest, shop, trade, drop table, weapon type, gem registry, animation profile, area, icon set) | 63 | Battle/Arts/DA_XenoCore_AirSlash |
PartyMember_ |
Party member definition (a data asset) | 19 | Characters/Party/PartyMember_Blue |
ID_ |
Lyra inventory item definition | 61 | Inventory/Items/ID_XenoCore_EtherCrystal |
ED_ |
Lyra equipment definition | 10 | Inventory/Armour/ED_XenoCore_Armour |
ST_ |
State Tree (AI) | 2 | Characters/Enemies/Core/AI/ST_XenoCore_EnemyFreeroam |
EQ_ |
Environment query (EQS) | 3 | Characters/Party/AI/EQ_XenoCore_CompanionCombatSpot |
Blueprints and experiences¶
| Prefix | Asset type | Count | Example |
|---|---|---|---|
B_ |
Actor or pawn Blueprint (Lyra's convention) | 63 | Characters/Party/B_XenoCore_PartyMember_Base |
BP_ |
Blueprint (older XenoCore convention; see below) | 11 | Characters/Party/BP_XenoCore_Party |
LAS_ |
Lyra layout-and-actions set (HUD layout for an experience) | 1 | Experiences/LAS_XenoCore_HUD |
UFE_ |
Lyra user-facing experience (playlist entry) | 1 | System/Playlists/UFE_XenoCore_Gym |
L_ |
Map | 3 | Maps/L_XenoCore_Gym |
PCG_ |
PCG graph | 3 | Environment/GaurPlain/PCG_GaurPlain_Grass |
CFX_ |
Lyra context effects library (footsteps by surface) | 1 | ContextEffects/CFX_XenoCore |
PM_ |
Physical material | 1 | Environment/PM_XenoCore_Grass |
Experiences themselves use B_ (Experiences/B_XenoCore_Experience), as Lyra's do.
Input and camera¶
| Prefix | Asset type | Count | Example |
|---|---|---|---|
IA_ |
Enhanced Input action | 21 | Input/InputActions/IA_XenoCore_Interact |
IMC_ |
Input mapping context | 1 | Input/Mappings/IMC_XenoCore |
InputData_ |
Lyra input config (input action to input tag) | 1 | Input/InputData_XenoCore |
CameraRig_ |
Gameplay Cameras rig | 2 | Cameras/CameraRig_XenoCore_Explore |
CA_ |
Gameplay Cameras camera asset | 1 | Cameras/CA_XenoCore_Player |
Animation¶
| Prefix | Asset type | Count | Example |
|---|---|---|---|
ABP_ |
Animation Blueprint (including linked anim layers) | 20 | Characters/Player/ABP_XenoCore_Base |
ALI_ |
Animation layer interface | 1 | Characters/Player/AnimLayers/ALI_XenoCore_AnimLayers |
AS_ |
Animation sequence | 128 | Characters/Enemies/Minion/Animations/AS_Minion_Melee_Attack_A |
AM_ |
Animation montage | 64 | Characters/Enemies/Minion/Animations/AM_XenoCore_Minion_Attack_A |
BS_ |
Blend space | 11 | Characters/Player/BlendSpaces/BS_XenoCore_Unarmed_Locomotion |
AN_ |
Anim notify | 1 | Weapons/AN_XenoCore_WeaponHandoff |
SK_, SKM_ |
Skeletal mesh | 19, 6 | Characters/Enemies/Minion/Meshes/SKM_Minion_Melee |
SKEL_ |
Skeleton | 7 | Characters/VRoid/Dorran/Mesh/SKEL_AvatarSample_C |
PHYS_ |
Physics asset | 11 | Characters/Enemies/Minion/Meshes/PHYS_Minion_Melee |
IK_, RTG_ |
IK rig, IK retargeter | 8, 8 | Characters/VRoid/Dorran/Animation/RTG_Manny_To_AvatarSample_C |
The VRoid character folders also hold importer-generated assets with the importer's own prefixes
(VM_, VL_, VA_, SP_, POSE_, A_). Leave those names alone; the importer expects them.
VRoid characters use the importer's mesh and skeleton prefixes, which clash with Lyra's
Lyra, and everything else in this project, names a skeleton SK_ and a skeletal mesh
SKM_ (SK_Mannequin, SKM_Manny; SK_GoldSword, SKM_GoldSword). The VRoid importer names
a skeletal mesh SK_ and a skeleton SKEL_, so in Characters/VRoid/<Name>/Mesh/,
SK_AvatarSample_L is Kael's mesh and SKEL_AvatarSample_L is his skeleton. The sample
characters keep the importer's names for now. Go by the asset type shown in the Content Browser,
not by the prefix. Name your own non-VRoid assets the Lyra way.
UI¶
| Prefix | Asset type | Count | Example |
|---|---|---|---|
W_ |
Widget Blueprint | 61 | UserInterface/W_XenoCore_MenuShell |
TextStyle_ |
CommonUI text style | 2 | UserInterface/Foundation/TextStyle_XenoCore_TitleEntry |
ButtonStyle_ |
CommonUI button style | 2 | UserInterface/Foundation/ButtonStyle_XenoCore_Menu |
DamagePopStyle_ |
Lyra damage number style | 1 | UserInterface/HUD/DamagePopStyle_XenoCore |
FMS_ |
File media source (boot movie) | 1 | UserInterface/Boot/FMS_XenoCore_UnrealLogo |
RT_ |
Render target | 1 | UserInterface/Preview/RT_XenoCore_CharacterPreview |
Art and effects¶
| Prefix | Asset type | Count | Example |
|---|---|---|---|
M_ |
Material | 78 | Battle/Targeting/M_XenoCore_TargetIndicator |
MI_ |
Material instance | 477 | Characters/Enemies/Minion/Materials/MI_XenoCore_Minion_Melee |
T_ |
Texture | 520 | UserInterface/Art/T_XenoCore_TitleTreatment |
SM_ |
Static mesh | 49 | Effects/Collectables/SM_XenoCore_OrbBeam |
NS_ |
Niagara system | 23 | Effects/Footsteps/NS_XenoCore_FootstepGrass |
SW_ |
Sound wave | 1140 | Battle/Targeting/SW_XenoCore_TargetAcquired |
sfx_ |
Sound (Lyra's footstep convention) | 2 | ContextEffects/Audio/sfx_XenoCore_FS_Grass |
Exceptions you will see¶
BP_andB_both mean Blueprint. Lyra usesB_; some XenoCore Blueprints useBP_(BP_XenoCore_Party,BP_XenoCore_Progression,Inventory/Loot/BP_XenoCore_TreasureChest,Battle/Attributes/BP_XenoCoreDamageExecution). There is no difference in kind.- Party member definitions have no type prefix (
PartyMember_Blue), unlike every other data asset (DA_). - Retargeted clips keep their source names (
Characters/Player/Animations/Mixamo/Getting_Up_retargeted). - Some asset names still contain placeholder names that will change before release. The manual writes them as they appear today so you can find them.
For your own content¶
Use Lyra's prefixes (B_, GA_, GE_, W_, DA_…) and your own project tag in place of
XenoCore (GA_MyGame_Fireball), under Content/MyGame/. Then a search for your tag finds only
your assets, and a template update never collides with your names.