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Asset naming

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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_ and B_ both mean Blueprint. Lyra uses B_; some XenoCore Blueprints use BP_ (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.