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Data assets

Designer · reference · No code

Generated from source — do not edit by hand.

This page is written by Docs/Manual/tools/gen_reference.py from the plugin's headers. Edit the source comment and re-run the generator instead. See Docs/Manual/tools/README.md.

The data asset types a designer creates and fills in, and the three item fragments that go on an item definition. To make a new one, right-click in the Content Browser, choose Data › Data Asset, and pick the class from the list.

Duplicate, don't start blank

For item definitions especially, duplicate a working shipped asset into your own folder (Content/MyGame/...) rather than creating an empty one. A blank asset has none of the links the shipped ones carry, and several of those fail without an error.

Type What it is
UXenoCoreAlwaysCookList No description.
UXenoCoreCharacterAnimProfile A character's own combat animation.
UXenoCoreArtDefinition Everything a designer types about one art.
UXenoCoreTalentArtDefinition An art paid for with the Talent Gauge rather than a cooldown.
UXenoCoreWeaponTypeDefinition A kind of weapon - Sword, Staff, Rifle.
UXenoCoreGemRegistry Every gem in the game, by id, and the effect that carries gem stats to a character.
UXenoCoreItemIconSet One glyph per item category, for items that carry no art of their own.
UXenoCoreDropTable One enemy type's loot: the odds of each chest tier, and what each tier can hold.
UXenoCoreAreaDefinition No description.
UXenoCorePartyMemberDefinition One asset per recruitable character.
UXenoCoreQuestDefinition One quest, as a designer authors it: its text, objectives, gates and reward.
UXenoCoreShopTable Everything one shop sells.
UXenoCoreSkillIconSet How every skill icon is drawn - so no skill icon is ever painted.
UXenoCoreTradeTable Everything one NPC will trade, and the bonus they hand over when you overpay.
UXenoCoreMenuEntrySet A list of menu entries kept in its own asset, named from Project Settings > XenoCore UI > Additional Menu Entry Sets.
UXenoCoreBattleVoiceConfig Global battle-voice settings: the rules table, pacing, and how a line is played.
UXenoCoreSkyProfile A map's day: the sun and moon path, and per-hour ambient, exposure, fog and colour curves.
UXenoCoreFragment_EquipSlots Which of XC1's six slots an item may occupy.
UXenoCoreFragment_ItemCategory Which tab an item lives under, and how many of it the party may hold.
UXenoCoreFragment_ItemDisplay The prose an item shows in a details panel.
UXenoCoreFragment_Gem Makes an item a gem: the stat it raises, its rank, its strength band and its per-character cap.

Data asset types

UXenoCoreAlwaysCookList

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/XenoCoreAlwaysCookList.h · BlueprintType

No description.

Properties

Property C++ name Type Category Specifiers Default Description
Assets Assets TArray<TSoftObjectPtr<UObject>> XenoCore › Packaging EditAnywhere Everything here is cooked into every build that includes XenoCore. Add an asset the moment code loads it by path.

UXenoCoreCharacterAnimProfile

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Animation/XenoCoreCharacterAnimProfile.h · BlueprintType

A character's own combat animation. Every slot is optional - empty falls back to the default.

Properties

Property C++ name Type Category Specifiers Default Description
Reactions Reactions TMap<FGameplayTag, FXenoCoreReactionMontages> Reactions EditAnywhere, BlueprintReadOnly, Categories=Anim.XenoCore.Reaction Per reaction, keyed by Anim.XenoCore.Reaction.* - the same tag the reaction ability carries as its ProfileKey. A reaction with no row here plays its ability's own montages.
Death Montages DeathMontages TArray<TObjectPtr<UAnimMontage>> Death EditAnywhere, BlueprintReadOnly One is picked at random on death. Empty = the pawn's own DeathMontages.
Victory Montages VictoryMontages TArray<TObjectPtr<UAnimMontage>> Victory EditAnywhere, BlueprintReadOnly Battle won: one is picked at random and played once this character has sheathed. Empty = this character does not celebrate.
Idle Breaks IdleBreaks TArray<TObjectPtr<UAnimSequence>> Idle EditAnywhere, BlueprintReadOnly This character's idle breaks out of battle. Empty = the stance's own break.
Armed Idle Breaks ArmedIdleBreaks TArray<TObjectPtr<UAnimSequence>> Idle EditAnywhere, BlueprintReadOnly This character's idle breaks with the weapon drawn. Empty = the stance's own break.
Social Expressions SocialExpressions TArray<FXenoCoreWeightedExpression> Face EditAnywhere, BlueprintReadOnly Expressions worn when facing a companion at rest.
Solo Expressions SoloExpressions TArray<FXenoCoreWeightedExpression> Face EditAnywhere, BlueprintReadOnly Expressions worn now and then while standing alone at rest.

UXenoCoreArtDefinition

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

Everything a designer types about one art.

Properties

Property C++ name Type Category Specifiers Default Description
Ability Class AbilityClass TSubclassOf<class UXenoCoreGameplayAbility_Art> Art EditAnywhere, BlueprintReadOnly The ability class granted when this art is equipped. Leave it at the shared art class and an art is one asset - this definition and nothing else.
Display Name DisplayName FText Art EditAnywhere, BlueprintReadOnly Shown on the palette slot and in the arts menu.
Description Description FText Art EditAnywhere, BlueprintReadOnly The line shown under the palette, after the name - "Deals damage from behind".
Montage Montage TObjectPtr<UAnimMontage> Art › Animation EditAnywhere, BlueprintReadOnly The strike itself. Played by UXenoCoreGameplayAbility_Art - no Blueprint graph required.
Montage Play Rate MontagePlayRate float Art › Animation EditAnywhere, BlueprintReadOnly, ClampMin=0.01 1.0 Play rate of the montage. Also moves the impact, which is a fraction of the played length.
Impact Fraction ImpactFraction float Art › Animation EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=1.0 0.45 When in the montage the art lands, as a fraction of its play length.
Icon Icon TObjectPtr<UTexture2D> Art EditAnywhere, BlueprintReadOnly The art's icon in menus.
Palette Glyph PaletteGlyph TObjectPtr<UMaterialInterface> Art › Palette EditAnywhere, BlueprintReadOnly The glyph drawn on the palette slot. A material, unlike Icon above.
Glyph Colour GlyphColour FLinearColor Art › Palette EditAnywhere, BlueprintReadOnly FLinearColor::White The glyph's colour when the art is available. Grey is the unavailable look.
Palette Order PaletteOrder int32 Art › Palette EditAnywhere, BlueprintReadOnly 0 Fallback palette order for a pawn with no party record (lower is further left). Party characters use their palette slots instead.
Category Category EXenoCoreArtCategory Art EditAnywhere, BlueprintReadOnly EXenoCoreArtCategory::Physical The art's type, which sets its colour on the palette.
Base Level Up Cost BaseLevelUpCost int32 Art › Level EditAnywhere, BlueprintReadOnly, ClampMin=0 300 AP to raise this art from I to ii. Each further level multiplies it by UXenoCoreProgressionComponent::ArtLevelCostMultipliers.
Effect Type EffectType EXenoCoreArtEffect Art EditAnywhere, BlueprintReadOnly EXenoCoreArtEffect::Damage Whether the art deals damage, heals, or only applies its Effects.
Attribute Attribute EXenoCoreArtAttribute Art EditAnywhere, BlueprintReadOnly EXenoCoreArtAttribute::Physical XC1's "Attribute": which stats the damage reads.
Target Type TargetType EXenoCoreArtTargetType Art EditAnywhere, BlueprintReadOnly EXenoCoreArtTargetType::Enemy XC1's "Target". One ally opens the party selector (Light Heal); Whole party hits everyone with no choice to make; User is the caster alone.
Area Area EXenoCoreArtArea Art › Area EditAnywhere, BlueprintReadOnly EXenoCoreArtArea::Single XC1's "Range" - how many enemies it reaches.
Area Radius AreaRadius float Art › Area EditAnywhere, BlueprintReadOnly, ClampMin=0.0, EditCondition=Area != EXenoCoreArtArea::Single, Units=Centimeters 500.0 Radius of a circle, or the length of a cone. Typed in cm; the editor shows the unit.
Cone Angle ConeAngle float Art › Area EditAnywhere, BlueprintReadOnly, ClampMin=1.0, ClampMax=360.0, EditCondition=Area == EXenoCoreArtArea::Cone, Units=Degrees 90.0 Full width of a cone, in degrees.
Distance Distance float Art EditAnywhere, BlueprintReadOnly, ClampMin=0.0, Units=Centimeters 420.0 XC1's "Distance" - how close to its target the user must be for the art to strike. Used from further away, the character runs in first.
Effects Effects TArray<FXenoCoreArtEffectEntry> Art › Effects EditAnywhere, BlueprintReadOnly Every status this art applies - debuffs, buffs, and the Break / Topple / Daze reaction.
Cooldown Duration CooldownDuration FScalableFloat Art EditAnywhere, BlueprintReadOnly How long this art recharges for, in seconds.
Cooldown Tag CooldownTag FGameplayTag Art EditAnywhere, BlueprintReadOnly The tag that marks this art as recharging. Must be unique per art.
Power Power FScalableFloat Art EditAnywhere, BlueprintReadOnly The art's magnitude, scaled by art level.
Positional Bonuses PositionalBonuses TArray<FXenoCoreArtPositionalBonus> Art › Positional EditAnywhere, BlueprintReadOnly Where standing pays off - one entry per position, each with its multiplier and whether it announces a Chance. A list, so an art can reward the side and the back; it replaced a single PositionalRequirement, which migrates in on load.
Hits Hits int32 Art › Hits EditAnywhere, BlueprintReadOnly, ClampMin=1, ClampMax=10 1 How many times the art strikes. Each hit deals the full Power.
Hit Spacing HitSpacing float Art › Hits EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=1.0, EditCondition=Hits > 1 0.1 Gap between hits, as a fraction of the montage. The first lands at ImpactFraction.
Impact Event Tag ImpactEventTag FGameplayTag Art › Hits EditAnywhere, BlueprintReadOnly Every time the montage sends this event is one hit. Empty = use ImpactFraction / Hits.
Force Multiplier ForceMultiplier float Art › Hits EditAnywhere, BlueprintReadOnly, ClampMin=0.0, UIMax=5.0 1.0 How hard each hit knocks its target back, as a multiple of the target's PushDistance. 0 = none.
Lunge Multiplier LungeMultiplier float Art › Hits EditAnywhere, BlueprintReadOnly, ClampMin=0.0, UIMax=5.0 0.0 Lyra's melee lunge: the first connecting hit also drives the user into its target by the art ability's Lunge.Strength x this. 0 = none.
Talent Charge TalentCharge float Art › Talent Gauge EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=100.0 0.0 Talent Gauge gained from this art, out of 100. 0 = none.
Talent Charge Per Enemy Hit bTalentChargePerEnemyHit bool Art › Talent Gauge EditAnywhere, BlueprintReadOnly, EditCondition=TalentCharge > 0.0 false Pay TalentCharge for every enemy hit, on every hit, instead of once per cast. XC1: Stream Edge fills per enemy hit.
Threat Threat float Art › Aggro EditAnywhere, BlueprintReadOnly, ClampMin=0.0 10.0 Temporary aggro drawn from each enemy struck: this x (user's level + 14). 0 = none.
Usable By AI bUsableByAI bool Art › Companion AI EditAnywhere, BlueprintReadOnly true Untick to keep this art player-only.
AI Priority AIPriority float Art › Companion AI EditAnywhere, BlueprintReadOnly, EditCondition=bUsableByAI 1.0 Base score for companion AI. The highest-scoring usable art wins; ties go to palette order.
AI Chain Bonus AIChainBonus float Art › Companion AI EditAnywhere, BlueprintReadOnly, ClampMin=0.0, EditCondition=bUsableByAI 3.0 Extra score while this art's reaction can land - a Topple effect on a Broken target, a Daze on a Toppled one. Read from Effects; 0 = off.
AI Wait For Reaction bAIWaitForReaction bool Art › Companion AI EditAnywhere, BlueprintReadOnly, EditCondition=bUsableByAI true Hold this art until its reaction can land (a Topple art until the target is Broken, a Daze art until Toppled).
AI Conditions AIConditions TArray<FXenoCoreArtAICondition> Art › Companion AI EditAnywhere, BlueprintReadOnly, EditCondition=bUsableByAI When a companion uses this art. Empty = whenever it is ready (a Heal art implicitly waits for an ally below the heal threshold).
Cast FX CastFX TObjectPtr<UFXSystemAsset> Art › Cosmetics EditAnywhere, BlueprintReadOnly Spawned on the user when the art starts.
Cast Socket CastSocket FName Art › Cosmetics EditAnywhere, BlueprintReadOnly Socket or bone on the user's mesh the cast FX and sound attach to. Empty = the character's root.
Cast Sound CastSound TObjectPtr<USoundBase> Art › Cosmetics EditAnywhere, BlueprintReadOnly Played on the user when the art starts.
Impact FX ImpactFX TObjectPtr<UFXSystemAsset> Art › Cosmetics EditAnywhere, BlueprintReadOnly Spawned on every target, on every hit, where the strike lands.
Impact Sound ImpactSound TObjectPtr<USoundBase> Art › Cosmetics EditAnywhere, BlueprintReadOnly Played on every target, on every hit, where the strike lands.
Area FX AreaFX TObjectPtr<UFXSystemAsset> Art › Cosmetics EditAnywhere, BlueprintReadOnly, EditCondition=Area != EXenoCoreArtArea::Single Spawned once per hit at the centre of an area art, on the ground.
Area FX Authored Radius AreaFXAuthoredRadius float Art › Cosmetics EditAnywhere, BlueprintReadOnly, ClampMin=0.0, EditCondition=Area != EXenoCoreArtArea::Single, Units=Centimeters 0.0 The radius, in cm, the AreaFX was authored at - it is scaled by AreaRadius / this. 0 = never scaled.
Tint FX By Category bTintFXByCategory bool Art › Cosmetics EditAnywhere, BlueprintReadOnly true Tint the Cast, Impact and Area FX with this art's category colour (Niagara User.Color).
Hit Feedback bHitFeedback bool Art › Cosmetics EditAnywhere, BlueprintReadOnly true Play the hit shake and controller rumble when the art lands. Off for a gentle art.
Hit Camera Shake HitCameraShake TSubclassOf<UCameraShakeBase> Art › Cosmetics EditAnywhere, BlueprintReadOnly, EditCondition=bHitFeedback A different camera shake for this art's hits. Empty = the shared hit shake and rumble.

UXenoCoreTalentArtDefinition

Class · derives from UXenoCoreArtDefinition · header XenoCoreRuntime/Public/Arts/XenoCoreTalentArtDefinition.h · BlueprintType

An art paid for with the Talent Gauge rather than a cooldown. XC1 calls these Talent Arts.

Properties

Property C++ name Type Category Specifiers Default Description
Gauge Cost GaugeCost float Talent Art EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=100.0 100.0 Talent Gauge spent to use it, out of UXenoCoreStatSet::TalentGaugeMax (100).

UXenoCoreWeaponTypeDefinition

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Equipment/XenoCoreWeaponTypeDefinition.h · BlueprintType

A kind of weapon - Sword, Staff, Rifle. Items point at one; characters list the ones they may use.

Properties

Property C++ name Type Category Specifiers Default Description
Display Name DisplayName FText Identity EditAnywhere, BlueprintReadOnly What menus call this kind of weapon - "Sword", "Staff".
Description Description FText Identity EditAnywhere, BlueprintReadOnly One line for a tooltip or the item details pane. Optional.
Icon Icon TSoftObjectPtr<UTexture2D> Identity EditAnywhere, BlueprintReadOnly Small glyph for item lists and the equipment screen. Optional.
Armed Layers ArmedLayers FXenoCoreWeaponAnimLayers Animation EditAnywhere, BlueprintReadOnly The stance while the weapon is drawn. Empty = the weapon instance's Equipped Anim Set.
Sheathed Layers SheathedLayers FXenoCoreWeaponAnimLayers Animation EditAnywhere, BlueprintReadOnly The stance while it is sheathed. Empty = the weapon instance's Unequipped Anim Set.
Preview Stance PreviewStance TSoftObjectPtr<UAnimSequenceBase> Animation EditAnywhere, BlueprintReadOnly Looping stance the equipment preview holds for this weapon type. Empty = the preview's own Idle Animation.
Draw Montage DrawMontage TObjectPtr<UAnimMontage> Animation EditAnywhere, BlueprintReadOnly nullptr Played to draw. Empty = GA_XenoCore_Arm_v2's own (the greatsword draw).
Sheathe Montage SheatheMontage TObjectPtr<UAnimMontage> Animation EditAnywhere, BlueprintReadOnly nullptr Played to sheathe. Empty = GA_XenoCore_Arm_v2's own.
Attack Montages AttackMontages TArray<TObjectPtr<UAnimMontage>> Attack EditAnywhere, BlueprintReadOnly The auto-attack combo. Each needs a MeleeHit notify.
Attack Montages Stationary AttackMontagesStationary TArray<TObjectPtr<UAnimMontage>> Attack EditAnywhere, BlueprintReadOnly Full-body versions for standing still. Only read when Attack Montages is set; empty = use those.
Attack Range AttackRange float Attack EditAnywhere, BlueprintReadOnly, ClampMin=0.0, Units=cm 0.0 How far the auto-attack reaches, cm. 0 = the ability's own (420).
Default Gem Slots DefaultGemSlots int32 Gems EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=3 2 Gem sockets on a weapon of this type, unless the weapon overrides it. At most 3.

UXenoCoreGemRegistry

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Inventory/XenoCoreGemRegistry.h · BlueprintType

Every gem in the game, by id, and the effect that carries gem stats to a character.

Properties

Property C++ name Type Category Specifiers Default Description
Gems Gems TArray<TSubclassOf<ULyraInventoryItemDefinition>> XenoCore › Gems EditAnywhere, BlueprintReadOnly Every gem item definition. Each needs a XenoCore Gem fragment with a unique, non-zero Gem Id.
Gem Stats Effect GemStatsEffect TSubclassOf<UGameplayEffect> XenoCore › Gems EditAnywhere, BlueprintReadOnly The effect a character's gems are applied through. Normally GE_XenoCore_EquipmentStats.

UXenoCoreItemIconSet

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Inventory/XenoCoreItemIconSet.h · BlueprintType

One glyph per item category, for items that carry no art of their own.

Properties

Property C++ name Type Category Specifiers Default Description
Category Icons CategoryIcons TMap<EXenoCoreItemCategory, TObjectPtr<UMaterialInterface>> XenoCore › Inventory EditAnywhere, BlueprintReadOnly The glyph for each category.
Slot Icons SlotIcons TMap<EXenoCoreEquipSlot, TObjectPtr<UMaterialInterface>> XenoCore › Inventory EditAnywhere, BlueprintReadOnly The glyph for each equipment slot - the six tabs the Equipment category splits into on a merchant list (XC1's Buy list: Weapons, Head, Torso, Arms, Legs, Feet).

UXenoCoreDropTable

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Loot/XenoCoreDropTable.h · BlueprintType

One enemy type's loot: the odds of each chest tier, and what each tier can hold.

Properties

Property C++ name Type Category Specifiers Default Description
Silver Chance SilverChance float XenoCore › Loot EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=1.0 0.25 Chance (0-1) this enemy drops a silver chest rather than a wooden one, checked after gold.
Gold Chance GoldChance float XenoCore › Loot EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=1.0 0.02 Chance (0-1) this enemy drops a gold chest. XC1 runs roughly 1-3%.
Pools Pools TMap<EXenoCoreChestTier, FXenoCoreDropPool> XenoCore › Loot EditAnywhere, BlueprintReadOnly What each tier can contain. A tier without a pool drops an empty chest.

UXenoCoreAreaDefinition

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Map/XenoCoreAreaDefinition.h · BlueprintType

No description.

Properties

Property C++ name Type Category Specifiers Default Description
Display Name DisplayName FText Area EditAnywhere, BlueprintReadOnly Player-facing area name.
Map Texture MapTexture TObjectPtr<UTexture2D> Map EditAnywhere, BlueprintReadOnly The baked top-down image. Empty = the minimap draws its background colour and markers only.
Map World Min MapWorldMin FVector2D Map EditAnywhere, BlueprintReadOnly FVector2D(-100000.0, -100000.0) World xy (cm) at the image's top-left corner. Written by the bake.
Map World Max MapWorldMax FVector2D Map EditAnywhere, BlueprintReadOnly FVector2D(100000.0, 100000.0) World xy (cm) at the image's bottom-right corner. Written by the bake.
Weather Table WeatherTable TObjectPtr<UDataTable> Weather EditAnywhere, BlueprintReadOnly This area's weather odds. Empty = always clear.

UXenoCorePartyMemberDefinition

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Party/XenoCorePartyMemberDefinition.h · BlueprintType

One asset per recruitable character. This is the designer's entry point for the party: adding a new member is this asset plus a Blueprint, and no C++.

Properties

Property C++ name Type Category Specifiers Default Description
Display Name DisplayName FText XenoCore › Party EditDefaultsOnly, BlueprintReadOnly Shown on HUD plates, the Party screen and the equipment screen's character carousel.
Role Role EXenoCoreRole XenoCore › Party EditDefaultsOnly, BlueprintReadOnly EXenoCoreRole::None This character's battle role.
Portrait Portrait TSoftObjectPtr<UTexture2D> XenoCore › Party EditDefaultsOnly, BlueprintReadOnly Portrait for the Party screen and the HUD.
Menu Portrait MenuPortrait TSoftObjectPtr<UTexture2D> XenoCore › Party EditAnywhere, BlueprintReadOnly Full-body portrait for the main menu's party cards. Empty uses Portrait.
Member Class MemberClass TSubclassOf<AXenoCoreCombatantCharacter> XenoCore › Party EditDefaultsOnly, BlueprintReadOnly The pawn Blueprint spawned for this member. It carries the mesh, the CombatantPawnData, the statline and the level - see the class comment for why they are not duplicated here.
Controller Class ControllerClass TSubclassOf<AXenoCorePartyMemberController> XenoCore › Party EditDefaultsOnly, BlueprintReadOnly The AI controller that possesses it.
AI Profile AIProfile FXenoCoreCombatAIProfile XenoCore › AI EditAnywhere, BlueprintReadOnly How this character fights when it is a companion: decision pace, post-art cooldown, heal threshold, positioning.
Experience Curve ExperienceCurve FDataTableRowHandle XenoCore › Progression EditAnywhere, BlueprintReadOnly EXP curve this character levels on: a row of DT_XenoCore_ExperienceCurves. Empty uses the progression component's default (XC1's table).
Voice Table VoiceTable TObjectPtr<UDataTable> XenoCore › Voice EditAnywhere, BlueprintReadOnly This character's voice lines (battle cries, art call-outs, field banter). Row type: XenoCoreVoiceLineRow.

UXenoCoreQuestDefinition

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Quest/XenoCoreQuestDefinition.h · BlueprintType

One quest, as a designer authors it: its text, objectives, gates and reward.

Properties

Property C++ name Type Category Specifiers Default Description
Title Title FText XenoCore › Quest EditAnywhere, BlueprintReadOnly The quest's own name, as the offer screen titles itself.
Kind Kind EXenoCoreQuestKind XenoCore › Quest EditAnywhere, BlueprintReadOnly EXenoCoreQuestKind::Collection XC1's quest kind. A label for titles and grouping only; it changes no behaviour.
Area Area FText XenoCore › Quest EditAnywhere, BlueprintReadOnly Where the quest belongs - "Colony 9".
Requester Name RequesterName FText XenoCore › Quest EditAnywhere, BlueprintReadOnly Who is asking, for the "Requested By" line.
Requester Portrait RequesterPortrait TSoftObjectPtr<UTexture2D> XenoCore › Quest EditAnywhere, BlueprintReadOnly The face beside "Requested By".
Summary Summary FText XenoCore › Quest EditAnywhere, BlueprintReadOnly The paragraph under Requested By. Prose, so the screen draws it in NotoSans, not Orbitron.
Objectives Objectives TArray<FXenoCoreQuestObjective> XenoCore › Quest EditAnywhere, BlueprintReadOnly What the quest asks for. Every objective must be met before it can be turned in.
Gates Gates TArray<FXenoCoreQuestGate> XenoCore › Quest EditAnywhere, BlueprintReadOnly Empty means always offerable.
Reward Reward FXenoCoreQuestReward XenoCore › Quest EditAnywhere, BlueprintReadOnly What turning the quest in pays: gold, experience, items and skill branches.
Can Decline bCanDecline bool XenoCore › Quest EditAnywhere, BlueprintReadOnly true Whether Decline is offered at all.

UXenoCoreShopTable

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Shop/XenoCoreShopTable.h · BlueprintType

Everything one shop sells.

Properties

Property C++ name Type Category Specifiers Default Description
Offers Offers TArray<FXenoCoreShopOffer> XenoCore › Shop EditAnywhere, BlueprintReadOnly Everything for sale, drawn in this order within each category tab.

UXenoCoreSkillIconSet

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Skills/XenoCoreSkillIconSet.h · BlueprintType

How every skill icon is drawn - so no skill icon is ever painted.

Properties

Property C++ name Type Category Specifiers Default Description
Shape Textures ShapeTextures TMap<EXenoCoreSkillShape, TObjectPtr<UTexture2D>> XenoCore › Skills EditAnywhere, BlueprintReadOnly A filled white mask per frame; the colour is applied as a tint.
Glyph Textures GlyphTextures TMap<EXenoCoreSkillScope, TObjectPtr<UTexture2D>> XenoCore › Skills EditAnywhere, BlueprintReadOnly White on transparent: one figure, three figures, "all".
Always Colour AlwaysColour FLinearColor XenoCore › Skills EditAnywhere, BlueprintReadOnly FLinearColor(0.2, 0.55, 0.95, 1.0) XC1's blue - the skill always applies.
In Battle Party Colour InBattlePartyColour FLinearColor XenoCore › Skills EditAnywhere, BlueprintReadOnly FLinearColor(0.95, 0.5, 0.12, 1.0) XC1's orange - only while in the battle party.
Unlearnt Colour UnlearntColour FLinearColor XenoCore › Skills EditAnywhere, BlueprintReadOnly FLinearColor(0.025, 0.028, 0.035, 1.0) An unlearnt skill is a dark silhouette of its shape (Wii tutorial).
Unlearnt Glyph Colour UnlearntGlyphColour FLinearColor XenoCore › Skills EditAnywhere, BlueprintReadOnly FLinearColor(0.22, 0.24, 0.27, 1.0) The glyph on an unlearnt icon - dim, so the shape reads first.

UXenoCoreTradeTable

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Trade/XenoCoreTradeTable.h · BlueprintType

Everything one NPC will trade, and the bonus they hand over when you overpay.

Properties

Property C++ name Type Category Specifiers Default Description
Offers Offers TArray<FXenoCoreTradeOffer> XenoCore › Trade › Offers EditAnywhere, BlueprintReadOnly Everything on offer, drawn in this order.
Overtrade Bonus OvertradeBonus FXenoCoreOvertradeBonus XenoCore › Trade › Overtrade Bonus EditAnywhere, BlueprintReadOnly The extra item handed over when the player overpays, and one per NPC rather than one per row.

UXenoCoreMenuEntrySet

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/UI/XenoCoreMenuEntry.h · BlueprintType

A list of menu entries kept in its own asset, named from Project Settings > XenoCore UI > Additional Menu Entry Sets.

Properties

Property C++ name Type Category Specifiers Default Description
Entries Entries TArray<FXenoCoreMenuEntry> Menu EditAnywhere, BlueprintReadOnly The entries this set adds, or replaces by Id.

UXenoCoreBattleVoiceConfig

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/Voice/XenoCoreBattleVoiceTypes.h · BlueprintType

Global battle-voice settings: the rules table, pacing, and how a line is played.

Properties

Property C++ name Type Category Specifiers Default Description
Rules Rules TObjectPtr<UDataTable> Rules EditAnywhere, BlueprintReadOnly How often each category is heard. Row type: XenoCoreVoiceRuleRow.
Gap Seconds GapSeconds float Pacing EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=s 0.8 Silence after a line ends before the next may start. This is what makes seven voices take turns.
Reference Party Size ReferencePartySize int32 Pacing EditAnywhere, BlueprintReadOnly, ClampMin=1 3 The party size the AI chances are written for. XC1 fields three.
Reply Delay Seconds ReplyDelaySeconds float Pacing EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=s 0.25 Pause between a line and the Addressee's reply.
Attenuation Attenuation TSoftObjectPtr<USoundAttenuation> Playback EditAnywhere, BlueprintReadOnly Pans the voice by where the speaker stands. The listener is the camera.
Line Concurrency LineConcurrency TSoftObjectPtr<USoundConcurrency> Playback EditAnywhere, BlueprintReadOnly Limits ordinary lines. The subsystem already allows one at a time; this is the audio engine's backstop.
Effort Concurrency EffortConcurrency TSoftObjectPtr<USoundConcurrency> Playback EditAnywhere, BlueprintReadOnly Limits overlapping grunts and hurt sounds.
Sound Class SoundClass TSoftObjectPtr<USoundClass> Playback EditAnywhere, BlueprintReadOnly The sound class every imported voice line is given. Its modulation follows Lyra's Dialogue volume.
Show In Dialogue Box ShowInDialogueBox FGameplayTagContainer Playback EditAnywhere, BlueprintReadOnly, Categories=XenoCore.Voice These categories also show their line in the dialogue box over the speaker (talk-to-ally). The rest are voice only.
Dialogue Box Linger DialogueBoxLinger float Playback EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=s 1.0 How long the box stays up after a boxed line's audio ends.
Attach Socket AttachSocket FName Playback EditAnywhere, BlueprintReadOnly "head" Bone or socket on the pawn's mesh the voice is attached to, so it pans with a moving speaker.
Strong Level Gap StrongLevelGap int32 Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0 3 Battle start reads "strong" when the nearest enemy is at least this many levels above the speaker.
Weak Level Gap WeakLevelGap int32 Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0 3 Battle start reads "weak" when the nearest enemy is at least this many levels below the speaker.
Battle Start Radius BattleStartRadius float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=cm 3000.0 How far to look for the enemy a battle-start line is about.
Low Health Fraction LowHealthFraction float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 0.3 A party member says LowHP when a hit takes them below this fraction of their max HP.
Enemy Low Health Fraction EnemyLowHealthFraction float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 0.25 Enemy.Low is said when a party hit takes the enemy below this fraction of its max HP.
Close Victory Health Fraction CloseVictoryHealthFraction float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 0.25 A win is Close when someone was downed in the fight, or the leader ends below this fraction of max HP.
Victory Line Delay VictoryLineDelay float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=s 1.2 Delay after the win before the victory line, so it lands over the fanfare's tail rather than its first note.
Field Banter Interval FieldBanterInterval float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=s 20.0 How often out-of-battle banter is considered. The Field rules decide whether anything is said.
Field Scenery Chance FieldSceneryChance float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 0.3 Of the idle remarks, the share that are about the scenery (Field.Scenery) instead.
Field Exchange Chance FieldExchangeChance float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 0.35 Chance a banter tick is a two-person exchange (Field.Exchange, then Field.Reply) rather than a remark.
Field Watch Interval FieldWatchInterval float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=s 1.0 How often the party looks around for enemies and stragglers (Field.EnemySighted, Field.WaitUp). 0 = never.
Enemy Sighted Radius EnemySightedRadius float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=cm 2500.0 An enemy, not yet fighting, this close to the leader is announced once (Field.EnemySighted).
Wait Up Distance WaitUpDistance float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=cm 1500.0 A companion this far behind a moving leader calls out (Field.WaitUp).
Reinforcement After Seconds ReinforcementAfterSeconds float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=s 5.0 An enemy engaging this long after the fight started counts as reinforcements (Enemy.Reinforcement).
Aid Given Chance AidGivenChance float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 0.5 Of heal and buff casts, the share that say an Aid.Given line ("Hang on, I've got you!") instead of the art's name.
Field Travel Speed FieldTravelSpeed float Triggers EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=cm/s 150.0 Above this leader speed the party is travelling (Field.Travel), below it idle (Field.Idle).
Exchange Max Distance ExchangeMaxDistance float Who Is Speaking EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=cm 500.0 Two members further apart than this are never paired for a Field.Exchange. 0 = any distance.
Look At Addressee bLookAtAddressee bool Who Is Speaking EditAnywhere, BlueprintReadOnly true A line with an addressee makes speaker and addressee look at each other for its length.
Listener Radius ListenerRadius float Who Is Speaking EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=cm 900.0 Other companions this close to a speaker may glance at it while it talks. 0 = never.
Listener Glance Chance ListenerGlanceChance float Who Is Speaking EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 0.6 The chance each of those companions does glance at the speaker.
Attention Linger AttentionLinger float Who Is Speaking EditAnywhere, BlueprintReadOnly, ClampMin=0, Units=s 1.5 Extra seconds the looks hold after the line ends, so a reply lands while the two still face each other.

UXenoCoreSkyProfile

Class · derives from UPrimaryDataAsset · header XenoCoreRuntime/Public/World/XenoCoreSkyProfile.h · BlueprintType

A map's day: the sun and moon path, and per-hour ambient, exposure, fog and colour curves.

Properties

Property C++ name Type Category Specifiers Default Description
Sunrise Hour SunriseHour float Sun EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=24 5.0 The sun crosses the horizon rising. XC1's daytime starts 05:00.
Sunset Hour SunsetHour float Sun EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=24 19.0 ...and setting. XC1's nighttime starts 19:00.
Sun Max Elevation SunMaxElevation float Sun EditAnywhere, BlueprintReadOnly, ClampMin=5, ClampMax=90, Units=deg 62.0 Highest the sun climbs, at midday.
Sun Azimuth Swing SunAzimuthSwing float Sun EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=180, Units=deg 80.0 How far the sun swings either side of the map's authored heading between rise and set.
Sun Intensity Scale SunIntensityScale float Sun EditAnywhere, BlueprintReadOnly, ClampMin=0, UIMax=3 1.0 The sun's brightness, as a scale on the map's authored sun.
Twilight Degrees TwilightDegrees float Sun EditAnywhere, BlueprintReadOnly, ClampMin=1, ClampMax=18, Units=deg 2.0 How far below the horizon the sun keeps lighting the sky (twilight) before the moon takes over.
Twilight Sky Light Boost (in development) TwilightSkyLightBoost float Sun EditAnywhere, BlueprintReadOnly, ClampMin=0, UIMax=10 1.5 Extra sky light through twilight, while the sun is down and the moon not yet up (1 = twice as bright).
Moon Max Elevation MoonMaxElevation float Moon EditAnywhere, BlueprintReadOnly, ClampMin=5, ClampMax=90, Units=deg 48.0 Highest the moon climbs, in the middle of the night.
Moon Min Elevation (in development) MoonMinElevation float Moon EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=90, Units=deg 25.0 Lowest the moon's light sits, at the start and end of the night. 0 = it rises from the horizon.
Moon Fade In Degrees (in development) MoonFadeInDegrees float Moon EditAnywhere, BlueprintReadOnly, ClampMin=0.1, ClampMax=18, Units=deg 1.0 Once the sun is Twilight Degrees down, the moonlight reaches full over this many more degrees of sun depth (~3 in-game minutes a degree at dusk).
Moon Intensity Fraction MoonIntensityFraction float Moon EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 0.08 The moon's brightness, as a fraction of the map's authored sun.
Moon Color MoonColor FLinearColor Moon EditAnywhere, BlueprintReadOnly FLinearColor(0.62, 0.72, 1.0) The moonlight's colour.
Moon Disk Angle MoonDiskAngle float Moon EditAnywhere, BlueprintReadOnly, ClampMin=0.1, ClampMax=20, Units=deg 3.5 The moon as seen: its size on the sky. (The real moon is half a degree; a game moon reads bigger.)
Moon Disk Brightness MoonDiskBrightness float Moon EditAnywhere, BlueprintReadOnly, ClampMin=0, UIMax=50 4.0 The drawn moon's brightness (the material's Brightness).
Moon Material MoonMaterial TSoftObjectPtr<class UMaterialInterface> Moon EditAnywhere, BlueprintReadOnly The drawn moon. Empty = no moon drawn (the moonlight still shines).
Night Exposure Floor EV 100 NightExposureFloorEV100 float Night EditAnywhere, BlueprintReadOnly, UIMin=-4, UIMax=12 -2.0 Night stays night: the auto-exposure floor (EV100) at full dark. Higher = darker.
Star Material StarMaterial TSoftObjectPtr<class UMaterialInterface> Night EditAnywhere, BlueprintReadOnly Stars: the dome the director spawns round the map, faded in by darkness. Empty = no stars.
Star Brightness StarBrightness float Night EditAnywhere, BlueprintReadOnly, ClampMin=0, UIMax=40 6.0 The bright twinkling stars (the material's Brightness).
Milky Way Brightness MilkyWayBrightness float Night EditAnywhere, BlueprintReadOnly, ClampMin=0, UIMax=20 2.0 The Milky Way texture's brightness (the material's SkyBrightness).
Pole Tilt PoleTilt float Night EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=90, Units=deg 35.0 How far the sky's pole leans from straight up - the stars wheel round it through the night.
Sky Light Scale SkyLightScale FRuntimeFloatCurve Curves EditAnywhere, BlueprintReadOnly Sky light (ambient) as a scale on the map's authored value, by hour 0..24.
Exposure Offset ExposureOffset FRuntimeFloatCurve Curves EditAnywhere, BlueprintReadOnly Exposure offset in stops, by hour. Lifts the night so it reads as moonlit rather than black.
Fog Color Scale FogColorScale FRuntimeFloatCurve Curves EditAnywhere, BlueprintReadOnly Height-fog colour (and its sun-facing glow) as a scale on the authored colour, by hour.
Saturation Saturation FRuntimeFloatCurve Curves EditAnywhere, BlueprintReadOnly Colour saturation, by hour.
Sun Glow Tint SunGlowTint FRuntimeCurveLinearColor Curves EditAnywhere, BlueprintReadOnly Fog glow towards the sun, tinted by hour - warm at dawn and dusk.
Sun Glow Horizon Fade SunGlowHorizonFade float Curves EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 0.3 How much of the fog's glow towards the sun is left with the sun on the horizon (1 at 25 degrees up).
Scene Tint SceneTint FRuntimeCurveLinearColor Curves EditAnywhere, BlueprintReadOnly A colour tint over the whole picture, by hour (white = none). Night goes blue.
Light Step Minutes LightStepMinutes float Performance EditAnywhere, BlueprintReadOnly, ClampMin=0, UIMax=10 1.0 The sun moves in steps of this many in-game minutes (shadow cost).

Item fragments

Fragments are added to a Lyra item definition's Fragments array. Each one gives the item one more kind of data.

UXenoCoreFragment_EquipSlots

Class · derives from ULyraInventoryItemFragment · header XenoCoreRuntime/Public/Inventory/XenoCoreItemFragments.h

Which of XC1's six slots an item may occupy.

Properties

Property C++ name Type Category Specifiers Default Description
Allowed Slots AllowedSlots TArray<EXenoCoreEquipSlot> XenoCore › Equipment EditDefaultsOnly Empty means the item is not equipment at all - a material, a key item, an Arts manual.
Equip Type EquipType EXenoCoreEquipType XenoCore › Equipment EditDefaultsOnly EXenoCoreEquipType::None XC1's Light / Medium / Heavy. None draws as an em dash on the details panel.
Weapon Type WeaponType TObjectPtr<const UXenoCoreWeaponTypeDefinition> XenoCore › Equipment EditDefaultsOnly nullptr The kind of weapon this is. Empty means any character may wield it.
Override Gem Slots bOverrideGemSlots bool XenoCore › Equipment EditDefaultsOnly false Weapons only: use Gem Slots below instead of the weapon type's Default Gem Slots.
Gem Slots GemSlots int32 XenoCore › Equipment EditDefaultsOnly, ClampMin=0, ClampMax=3 0 Armour: how many gems this piece holds (0 or 1). Weapons: read only when Override Gem Slots is ticked (0-3).
Fixed Gems FixedGems TArray<FXenoCoreFixedGem> XenoCore › Equipment EditDefaultsOnly Permanent gems, written into the first sockets when the item is created. They cannot be removed.

UXenoCoreFragment_ItemCategory

Class · derives from ULyraInventoryItemFragment · header XenoCoreRuntime/Public/Inventory/XenoCoreItemFragments.h

Which tab an item lives under, and how many of it the party may hold.

Properties

Property C++ name Type Category Specifiers Default Description
Category Category EXenoCoreItemCategory XenoCore › Item EditDefaultsOnly EXenoCoreItemCategory::Items The inventory tab this item is listed under.
Max Carried MaxCarried int32 XenoCore › Item EditDefaultsOnly, ClampMin=0 0 How many the party may hold. Zero means uncapped - XC1 caps collectables at 99.
Sell Value SellValue int32 XenoCore › Item EditDefaultsOnly, ClampMin=0 0 What a shop pays for one of these.
Sort Order SortOrder int32 XenoCore › Item EditDefaultsOnly 0 Where this sits in a sorted list. Lower comes first; ties fall back to bag order.
Rarity Rarity FGameplayTag XenoCore › Item EditDefaultsOnly, Categories=XenoCore.Item.Rarity How rare this item is. Empty means the lowest tier in the rarity table (Common).

UXenoCoreFragment_ItemDisplay

Class · derives from ULyraInventoryItemFragment · header XenoCoreRuntime/Public/Inventory/XenoCoreItemFragments.h

The prose an item shows in a details panel.

Properties

Property C++ name Type Category Specifiers Default Description
Description Description FText XenoCore › Display EditDefaultsOnly The item's description, shown in details panels.
Icon Icon TSoftObjectPtr<UTexture2D> XenoCore › Display EditDefaultsOnly The item's own icon. Empty uses its category's glyph from the item icon set.
Symbol Symbol FText XenoCore › Display EditDefaultsOnly A short glyph shown beside the name in the loot panel and the items list.
Symbol Colour SymbolColour FLinearColor XenoCore › Display EditDefaultsOnly FLinearColor(0.72, 0.8, 0.92, 1.0) The glyph's tint. For a gem, its colour: tints its socket icon on the equipment screen.

UXenoCoreFragment_Gem

Class · derives from ULyraInventoryItemFragment · header XenoCoreRuntime/Public/Inventory/XenoCoreItemFragments.h

Makes an item a gem: the stat it raises, its rank, its strength band and its per-character cap.

Properties

Property C++ name Type Category Specifiers Default Description
Gem Id GemId int32 XenoCore › Gems EditDefaultsOnly, ClampMin=1 0 This gem's identity inside a socket. Unique across the gem registry, never 0, never renumbered.
Rank Rank int32 XenoCore › Gems EditDefaultsOnly, ClampMin=1, ClampMax=6 1 I to vi. Display only - the band below is what the rank means.
Stat Tag StatTag FGameplayTag XenoCore › Gems EditDefaultsOnly, Categories=XenoCore.Stat The XenoCore.Stat.* this gem adds to. It must be a SetByCaller on the gem stats effect.
Min Value MinValue int32 XenoCore › Gems EditDefaultsOnly, ClampMin=0 5 The lowest strength a gem of this rank can roll. Whole numbers; a percent stat is whole percent.
Max Value MaxValue int32 XenoCore › Gems EditDefaultsOnly, ClampMin=0 10 The highest strength a gem of this rank can roll.
Cap Cap int32 XenoCore › Gems EditDefaultsOnly, ClampMin=0 0 The most every gem of this stat can add to one character, summed across all their sockets. XC1: Strength Up 150, Agility Up 50, Critical Up 25.

Structures and enums used above

FXenoCoreReactionMontages

Struct · header XenoCoreRuntime/Public/Animation/XenoCoreCharacterAnimProfile.h · BlueprintType

One reaction's clips for one character. Every slot is optional: an empty slot falls back to the reaction ability's own montage for that slot, so a profile only has to name what differs.

Properties

Property C++ name Type Category Specifiers Default Description
Front Front TObjectPtr<UAnimMontage> Reaction EditAnywhere, BlueprintReadOnly Played when the other body is in front. Empty = the ability's own Front montage.
Back Back TObjectPtr<UAnimMontage> Reaction EditAnywhere, BlueprintReadOnly Played when the other body is behind. Empty = the ability's own Back montage.
Left Left TObjectPtr<UAnimMontage> Reaction EditAnywhere, BlueprintReadOnly Played when the other body is to the left. Empty = the ability's own Left montage.
Right Right TObjectPtr<UAnimMontage> Reaction EditAnywhere, BlueprintReadOnly Played when the other body is to the right. Empty = the ability's own Right montage.
Follow Up FollowUp TObjectPtr<UAnimMontage> Reaction EditAnywhere, BlueprintReadOnly Crossfaded in after the main clip - a get-up. Empty = the ability's own FollowUpMontage.

FXenoCoreWeightedExpression

Struct · header XenoCoreRuntime/Public/Animation/XenoCoreFaceExpression.h · BlueprintType

An expression a character may pick, how likely, how strongly, and for how long.

Properties

Property C++ name Type Category Specifiers Default Description
Expression Expression FName Face EditAnywhere, BlueprintReadOnly A row of the face's ExpressionTable.
Chance Chance float Face EditAnywhere, BlueprintReadOnly, ClampMin=0 1.0 Relative chance against the other entries in the same list.
Intensity Intensity float Face EditAnywhere, BlueprintReadOnly, ClampMin=0, ClampMax=1 1.0 0..1 - how strongly the expression is worn.
Duration Duration float Face EditAnywhere, BlueprintReadOnly, ClampMin=0.1 2.5 No description.

EXenoCoreArtCategory

Enum · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

The eight art categories. Drives the palette slot's colour, per XC1's reaction colour language.

Value Shown as Description
Physical Physical No description.
Ether Ether No description.
Break Break No description.
Topple Topple Knocks a Broken target down. Green in XC1's colour language.
Daze Daze Stuns a Toppled target. Yellow in XC1's colour language.
Buff Buff Strengthens the user or the party.
Debuff Debuff No description.
Heal Heal No description.

EXenoCoreArtEffect

Enum · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

Whether the art's magnitude is dealt or restored.

Value Shown as Description
Damage Damage No description.
Heal Heal No description.
None None A pure buff or debuff - the art's Effects list is all it does.

EXenoCoreArtAttribute

Enum · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

Whether an art is physical or ether. Separate from Category, which is the art's type colour. An ether art uses Ether and Ether Defence instead of Strength and Physical Defence.

Value Shown as Description
Physical Physical No description.
Ether Ether No description.

EXenoCoreArtTargetType

Enum · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

Who the art is aimed at: the enemy, the user, one ally, or the whole party.

Value Shown as Description
Enemy Enemy No description.
User User The caster.
Ally Ally One party member, chosen with the ally selector.
Party Party Every active party member at once.

EXenoCoreArtArea

Enum · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

XC1's "Range" line - how many it reaches. Only meaningful for an Enemy-targeted art.

Value Shown as Description
Single Single No description.
CircleAroundUser Circle Around User No description.
CircleAroundTarget Circle Around Target No description.
Cone Cone No description.

FXenoCoreArtEffectEntry

Struct · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

One status an art applies - a debuff, a buff, or a reaction.

Properties

Property C++ name Type Category Specifiers Default Description
Effect Effect TSubclassOf<class UGameplayEffect> Effect EditAnywhere, BlueprintReadOnly The status - pick from GE_XenoCore_Status_* or GE_XenoCore_Reaction_*.
Chance Chance float Effect EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=1.0 1.0 Probability, 0 to 1, that this status is applied when the art lands.
Duration Duration FScalableFloat Effect EditAnywhere, BlueprintReadOnly Seconds, scaled by art level, sent as XenoCore.Status.Duration. Leave at 0 only for a status with its own fixed duration, such as a reaction.
Magnitude Magnitude FScalableFloat Effect EditAnywhere, BlueprintReadOnly Strength, scaled by art level; what it means is the status's own. 0 = not sent.
Condition Condition EXenoCoreArtEffectCondition Effect EditAnywhere, BlueprintReadOnly EXenoCoreArtEffectCondition::Always No description.
Recipient Recipient EXenoCoreArtEffectRecipient Effect EditAnywhere, BlueprintReadOnly EXenoCoreArtEffectRecipient::Target Who this status lands on: each target hit, the user, or the whole party.
Announce Chance bAnnounceChance bool Effect EditAnywhere, BlueprintReadOnly true For a positional condition (front / side / behind / in position): light the palette's Chance while the user stands there. So Air Slash's "Slow from the side" is announced like Back Slash's double damage from behind.

FXenoCoreArtPositionalBonus

Struct · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

A reward for where the user stands - XC1's "Chance".

Properties

Property C++ name Type Category Specifiers Default Description
Position Position EXenoCoreArtPositional Positional EditAnywhere, BlueprintReadOnly EXenoCoreArtPositional::Back Where the user must stand relative to the target to earn this bonus.
Power Multiplier PowerMultiplier float Positional EditAnywhere, BlueprintReadOnly, ClampMin=0.0 2.0 Power x this when the user is in Position. 1 = no damage bonus (a Chance for its Effects only).
Announce Chance bAnnounceChance bool Positional EditAnywhere, BlueprintReadOnly true Light the palette's blue ! and the "Chance!" wordmark while the user is in Position.

FXenoCoreArtAICondition

Struct · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

One AI condition on an art. Required conditions gate the art; bonus conditions add to its score.

Properties

Property C++ name Type Category Specifiers Default Description
Check Check EXenoCoreArtAICheck AI EditAnywhere, BlueprintReadOnly EXenoCoreArtAICheck::TargetHasTag What this condition checks.
Tag Tag FGameplayTag AI EditAnywhere, BlueprintReadOnly For the tag checks.
Percent Percent float AI EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=100.0 50.0 For the health checks, 0-100.
Still Active On Impact bStillActiveOnImpact bool AI EditAnywhere, BlueprintReadOnly false For "Target has tag": pass only if the tag will still be on the target when this art lands.
Required bRequired bool AI EditAnywhere, BlueprintReadOnly true Required: the art is not used unless this passes. Unticked: passing adds Bonus to its score.
Bonus Bonus float AI EditAnywhere, BlueprintReadOnly, EditCondition=!bRequired 1.0 Score added when an optional condition passes.

FXenoCoreWeaponAnimLayers

Struct · header XenoCoreRuntime/Public/Equipment/XenoCoreWeaponTypeDefinition.h · BlueprintType

Which linked anim layer a stance uses: the first matching rule, else the default.

Properties

Property C++ name Type Category Specifiers Default Description
Rules Rules TArray<FXenoCoreWeaponAnimLayerRule> Animation EditAnywhere, BlueprintReadOnly Checked in order; the first rule whose Required Tags the character has wins.
Default Layer DefaultLayer TSubclassOf<UAnimInstance> Animation EditAnywhere, BlueprintReadOnly Used when no rule matches.

EXenoCoreItemCategory

Enum · header XenoCoreRuntime/Public/Inventory/XenoCoreItemFragments.h · BlueprintType

XC1's four inventory tabs.

Value Shown as Description
Equipment Equipment Weapons and armour. Anything carrying UXenoCoreFragment_EquipSlots belongs here.
Items Items Legacy catch-all. Kept at value 1 so existing assets do not silently change meaning.
Collectables Collectables Field pickups. Trade fodder at 10x value.
Key Key Story items. Cannot be sold or discarded.
Gems Gems Gem crafting output. Slotted into equipment.
Crystals Crystals Ether crystals - gem crafting input, dropped by enemies.
Materials Materials Enemy-dropped crafting and trade materials.
ArtManuals Art Manuals Intermediate and Advanced Arts Manuals.

EXenoCoreEquipSlot

Enum · header XenoCoreRuntime/Public/Equipment/XenoCoreEquipmentComponent.h · BlueprintType

XC1's equipment slots. One weapon and five pieces of armour, per character.

Value Shown as Description
Weapon Weapon No description.
Head Head No description.
Chest Chest No description.
Arms Arms No description.
Legs Legs No description.
Feet Feet No description.

EXenoCoreChestTier

Enum · header XenoCoreRuntime/Public/Loot/XenoCoreDropTable.h · BlueprintType

XC1's three chest tiers.

Value Shown as Description
Wooden Wooden One or two materials.
Silver Silver Materials, normal weapons, ether crystals.
Gold Gold Weapons, unique weapons, armour, Arts Manuals.

FXenoCoreDropPool

Struct · header XenoCoreRuntime/Public/Loot/XenoCoreDropTable.h · BlueprintType

What one tier of chest can contain, and how many items it rolls.

Properties

Property C++ name Type Category Specifiers Default Description
Min Items MinItems int32 XenoCore › Loot EditAnywhere, BlueprintReadOnly, ClampMin=0 1 Fewest items a chest from this pool rolls.
Max Items MaxItems int32 XenoCore › Loot EditAnywhere, BlueprintReadOnly, ClampMin=0 2 Most items a chest from this pool rolls.
Entries Entries TArray<FXenoCoreDropEntry> XenoCore › Loot EditAnywhere, BlueprintReadOnly The candidate items, each with its relative weight and optional level band.
Guarantee One Of Rarity GuaranteeOneOfRarity FGameplayTag XenoCore › Loot EditAnywhere, BlueprintReadOnly, Categories=XenoCore.Item.Rarity Every chest from this pool holds at least one item of this rarity or rarer. Empty = off.
No Duplicate Equipment bNoDuplicateEquipment bool XenoCore › Loot EditAnywhere, BlueprintReadOnly false A piece of equipment can come out of one chest at most once. Materials still repeat.

EXenoCoreRole

Enum · header XenoCoreRuntime/Public/Party/XenoCoreRole.h · BlueprintType

A character's battle role.

Value Shown as Description
None None Unset. A member that has not been given a role - drawn as nothing, never as "Attacker".
Attacker Attacker Damage. Avoids aggro.
Defender Defender Holds enemy attention: slower threat decay, and the Burst bonus.
Healer Healer Recovery and revival. Avoids aggro, despite healing generating it at ×1.25.

FXenoCoreCombatAIProfile

Struct · header XenoCoreRuntime/Public/AI/XenoCoreCombatAIProfile.h · BlueprintType

How one AI combatant - companion or enemy - behaves in a fight: decision pace, post-art cooldown, heal threshold, positioning.

Properties

Property C++ name Type Category Specifiers Default Description
Decision Interval DecisionInterval float AI EditAnywhere, BlueprintReadOnly, ClampMin=0.1, Units=Seconds 1.5 Seconds between art decisions. The auto-attack keeps swinging in between.
Decision Jitter DecisionJitter float AI EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=0.9 0.3 Random spread on each interval, as a fraction: 0.3 = 70-130 % (XC3's jitter). Stops companions acting in lockstep.
Post Art Cooldown PostArtCooldown float AI EditAnywhere, BlueprintReadOnly, ClampMin=0.0, Units=Seconds 3.0 After using an art, choose no other for this long - on top of the art's own cooldown. (XC3's IntervalArts.)
Heal Threshold HealThreshold float AI EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=100.0, Units=Percent 30.0 An ally below this much health makes heal arts eligible. 30 is XC2's number; XC1's is unsourced.
Reliability Reliability float AI EditAnywhere, BlueprintReadOnly, ClampMin=0.0, ClampMax=100.0, Units=Percent 100.0 Chance to act at all on a decision, 0-100. Below 100 makes a character less dependable, as XC2 does on purpose.
Seek Positional Bonus bSeekPositionalBonus bool AI EditAnywhere, BlueprintReadOnly true Move behind or beside the target for an art's positional bonus before using it (XC3). Off = fire from wherever it stands (XC1).
Positional Timeout PositionalTimeout float AI EditAnywhere, BlueprintReadOnly, ClampMin=0.0, EditCondition=bSeekPositionalBonus, Units=Seconds 2.0 Give up on reaching position after this long and use the art anyway. Never circles.
Attacking Me Weight AttackingMeWeight float Target Choice EditAnywhere, BlueprintReadOnly 3.0 Engage at Will: score for an enemy that is attacking this character.
Attacking Ally Weight AttackingAllyWeight float Target Choice EditAnywhere, BlueprintReadOnly 1.5 Engage at Will: score for an enemy that is attacking another party member. Raise it on a defender.
Leader Target Weight LeaderTargetWeight float Target Choice EditAnywhere, BlueprintReadOnly 1.0 Raise it to stay with the player's fight.
Current Target Weight CurrentTargetWeight float Target Choice EditAnywhere, BlueprintReadOnly 2.0 Engage at Will: score for the enemy this character is already fighting - stops it flip-flopping.
Per Ally On Target Weight PerAllyOnTargetWeight float Target Choice EditAnywhere, BlueprintReadOnly -1.0 Engage at Will: added once per other companion already on an enemy. Negative spreads the party out.
Distance Penalty Per Metre DistancePenaltyPerMetre float Target Choice EditAnywhere, BlueprintReadOnly, ClampMin=0.0 0.1 Engage at Will: subtracted per metre of distance, so the near enemy wins a tie.
Target Reconsider Interval TargetReconsiderInterval float Target Choice EditAnywhere, BlueprintReadOnly, ClampMin=0.1, Units=Seconds 1.0 Engage at Will: how often the choice is reconsidered. A dead target is replaced at once regardless.

EXenoCoreQuestKind

Enum · header XenoCoreRuntime/Public/Quest/XenoCoreQuestDefinition.h · BlueprintType

XC1's quest taxonomy.

Value Shown as Description
Collection Collection No description.
Material Material No description.
Monster Monster No description.
Challenge Challenge No description.
Search Search No description.
Normal Normal No description.
Story Story No description.

FXenoCoreQuestObjective

Struct · header XenoCoreRuntime/Public/Quest/XenoCoreQuestDefinition.h · BlueprintType

One objective of a quest: what to do, how many times, and how it is drawn.

Properties

Property C++ name Type Category Specifiers Default Description
Description Description FText XenoCore › Quest EditAnywhere, BlueprintReadOnly The prose line. Player-facing, so FText - it wraps, and it localises.
Counter Label CounterLabel FText XenoCore › Quest EditAnywhere, BlueprintReadOnly The noun for the counter row, singular - "Rabbit Diode" draws as "Rabbit Diode 0/2".
Kind Kind EXenoCoreObjectiveKind XenoCore › Quest EditAnywhere, BlueprintReadOnly EXenoCoreObjectiveKind::CollectItem What this objective asks for: collect, defeat, talk or reach. Decides which target field is used.
Item Target ItemTarget TSubclassOf<ULyraInventoryItemDefinition> XenoCore › Quest EditAnywhere, BlueprintReadOnly, EditCondition=Kind == EXenoCoreObjectiveKind::CollectItem What to count. Required for CollectItem, ignored otherwise.
Enemy Target EnemyTarget TSoftClassPtr<AActor> XenoCore › Quest EditAnywhere, BlueprintReadOnly, EditCondition=Kind == EXenoCoreObjectiveKind::DefeatEnemy What to defeat. Required for DefeatEnemy, ignored otherwise.
Target Id TargetId FName XenoCore › Quest EditAnywhere, BlueprintReadOnly, EditCondition=Kind == EXenoCoreObjectiveKind::TalkToNpc || Kind == EXenoCoreObjectiveKind::ReachLocation Who to talk to (an NPC's Quest Id) or where to go (a Quest Location's Location Id).
Required Count RequiredCount int32 XenoCore › Quest EditAnywhere, BlueprintReadOnly, ClampMin=1 1 How many times the objective must be met (items held, enemies defeated, talks, visits).
Consume On Turn In bConsumeOnTurnIn bool XenoCore › Quest EditAnywhere, BlueprintReadOnly, EditCondition=Kind == EXenoCoreObjectiveKind::CollectItem true Whether turning the quest in takes the items away.
Icon Source IconSource EXenoCoreObjectiveIcon XenoCore › Quest EditAnywhere, BlueprintReadOnly EXenoCoreObjectiveIcon::FromItem Which icon is drawn beside this objective, wherever it is listed.
Icon Category IconCategory EXenoCoreItemCategory XenoCore › Quest EditAnywhere, BlueprintReadOnly, EditCondition=IconSource == EXenoCoreObjectiveIcon::FromCategory EXenoCoreItemCategory::Items Used when IconSource is FromCategory.
Icon Texture IconTexture TSoftObjectPtr<UTexture2D> XenoCore › Quest EditAnywhere, BlueprintReadOnly, EditCondition=IconSource == EXenoCoreObjectiveIcon::Custom Used when IconSource is Custom.

FXenoCoreQuestGate

Struct · header XenoCoreRuntime/Public/Quest/XenoCoreQuestDefinition.h · BlueprintType

One condition that must hold before a quest is offered at all.

Properties

Property C++ name Type Category Specifiers Default Description
Kind Kind EXenoCoreQuestGateKind XenoCore › Quest EditAnywhere, BlueprintReadOnly EXenoCoreQuestGateKind::PartyLevel Which condition this gate checks. Decides which of the fields below is used.
Required Level RequiredLevel int32 XenoCore › Quest EditAnywhere, BlueprintReadOnly, ClampMin=1, EditCondition=Kind == EXenoCoreQuestGateKind::PartyLevel 1 PartyLevel: the level the party must have reached.
Required Quest RequiredQuest TObjectPtr<UXenoCoreQuestDefinition> XenoCore › Quest EditAnywhere, BlueprintReadOnly, EditCondition=Kind == EXenoCoreQuestGateKind::QuestCompleted QuestCompleted: the quest that must have been turned in first.

FXenoCoreQuestReward

Struct · header XenoCoreRuntime/Public/Quest/XenoCoreQuestDefinition.h · BlueprintType

What completing a quest pays.

Properties

Property C++ name Type Category Specifiers Default Description
Gold Gold int32 XenoCore › Quest EditAnywhere, BlueprintReadOnly, ClampMin=0 0 Quests are one of only two gold sources in XC1; the other is selling to shops.
Experience Experience int32 XenoCore › Quest EditAnywhere, BlueprintReadOnly, ClampMin=0 0 Banked for the whole roster through UXenoCoreProgressionComponent::AwardExperience.
Items Items TArray<TSubclassOf<ULyraInventoryItemDefinition>> XenoCore › Quest EditAnywhere, BlueprintReadOnly One entry is one item - the bag stores no stacks. Ten of a thing is ten entries here.
Skill Branches SkillBranches TArray<FXenoCoreSkillBranchUnlock> XenoCore › Quest EditAnywhere, BlueprintReadOnly Skill branches this quest opens - XC1's 4th and 5th arrive this way.

FXenoCoreShopOffer

Struct · header XenoCoreRuntime/Public/Shop/XenoCoreShopTable.h · BlueprintType

One thing a shop sells.

Properties

Property C++ name Type Category Specifiers Default Description
Item Item TSoftClassPtr<ULyraInventoryItemDefinition> XenoCore › Shop EditAnywhere, BlueprintReadOnly What the shop sells.
Price Override PriceOverride int32 XenoCore › Shop EditAnywhere, BlueprintReadOnly, ClampMin=0 0 What it costs, or 0 to charge the item's own buy price (SellValue x 10).
Resolved Price PreviewPrice int32 XenoCore › Shop VisibleAnywhere, Transient 0 Read-only: what this row actually costs, once 0 has been resolved.

EXenoCoreSkillShape

Enum · header XenoCoreRuntime/Public/Skills/XenoCoreSkillTypes.h · BlueprintType

XC1's five frames. Picks the frame a skill cell draws; Diamond skills can never be linked.

Value Shown as Description
Circle Circle No description.
Square Square No description.
Hexagon Hexagon No description.
Star Star No description.
Diamond Diamond "Skills with a diamond frame are for that character only."

EXenoCoreSkillScope

Enum · header XenoCoreRuntime/Public/Skills/XenoCoreSkillTypes.h · BlueprintType

The icon's glyph in XC1: one figure, three figures, or "all".

Value Shown as Description
Self Self No description.
BattleParty Battle Party No description.
WholeParty Whole Party No description.

FXenoCoreTradeOffer

Struct · header XenoCoreRuntime/Public/Trade/XenoCoreTradeTable.h · BlueprintType

One thing an NPC will part with.

Properties

Property C++ name Type Category Specifiers Default Description
Item Item TSoftClassPtr<ULyraInventoryItemDefinition> XenoCore › Trade EditAnywhere, BlueprintReadOnly What the NPC hands over.
Price Override PriceOverride int32 XenoCore › Trade EditAnywhere, BlueprintReadOnly, ClampMin=0 0 What they want for it, or 0 to use the item's own trade value.
Resolved Price PreviewPrice int32 XenoCore › Trade VisibleAnywhere, Transient 0 Read-only: what this row actually costs, once 0 has been resolved to the item's own value.
Overtrade At PreviewOvertradeAt int32 XenoCore › Trade VisibleAnywhere, Transient 0 Read-only: what the player must offer for this row to also earn the table's bonus. 0 when the table has no bonus.

FXenoCoreOvertradeBonus

Struct · header XenoCoreRuntime/Public/Trade/XenoCoreTradeTable.h · BlueprintType

The extra item an NPC throws in when the player overpays.

Properties

Property C++ name Type Category Specifiers Default Description
Item Item TSoftClassPtr<ULyraInventoryItemDefinition> XenoCore › Trade EditAnywhere, BlueprintReadOnly The item handed over as a bonus. Leave empty for an NPC who never gives one.
Value Override ValueOverride int32 XenoCore › Trade EditAnywhere, BlueprintReadOnly, ClampMin=0 0 How much extra the player must offer, on top of an item's price, to be given the bonus - or 0 to use the bonus item's own trade value.
Resolved Value PreviewValue int32 XenoCore › Trade VisibleAnywhere, Transient 0 Read-only: the value added to every row's price, once 0 is resolved.

FXenoCoreMenuEntry

Struct · header XenoCoreRuntime/Public/UI/XenoCoreMenuEntry.h · BlueprintType

One entry in the in-game menu: what it says, and what pressing it opens or runs.

Properties

Property C++ name Type Category Specifiers Default Description
Id Id FName Menu Entry EditAnywhere, BlueprintReadWrite A stable name for the entry. An entry set with the same Id replaces this one.
Label Label FText Menu Entry EditAnywhere, BlueprintReadWrite The button's text.
Description Description FText Menu Entry EditAnywhere, BlueprintReadWrite One line describing the entry, shown at the bottom of the main menu while it is highlighted.
Icon Icon TSoftObjectPtr<UTexture2D> Menu Entry EditAnywhere, BlueprintReadWrite An optional icon. Only a button that implements the Menu Button interface draws it.
Screen Screen TSoftClassPtr<UCommonActivatableWidget> Menu Entry EditAnywhere, BlueprintReadWrite The screen pushed when the entry is pressed. Ignored when Action is set.
Layer Layer FGameplayTag Menu Entry EditAnywhere, BlueprintReadWrite, Categories=UI.Layer The UI layer Screen is pushed onto. Empty means UI.Layer.Menu.
Action Action TSoftClassPtr<UXenoCoreMenuAction> Menu Entry EditAnywhere, BlueprintReadWrite Runs instead of pushing Screen - for entries that do something other than open a screen.
Sort Order SortOrder int32 Menu Entry EditAnywhere, BlueprintReadWrite 0 Lower sorts higher in the menu. The shipped entries are 100 apart, so new ones can go between.
Visible If VisibleIf TSoftClassPtr<UXenoCoreMenuCondition> Menu Entry EditAnywhere, BlueprintReadWrite Shows the entry only while this condition says so. Empty means always shown.
Starts Group bStartsGroup bool Menu Entry EditAnywhere, BlueprintReadWrite false No description.
Hidden bHidden bool Menu Entry EditAnywhere, BlueprintReadWrite false Leaves the entry out of the menu without deleting it.

EXenoCoreEquipType

Enum · header XenoCoreRuntime/Public/Inventory/XenoCoreItemFragments.h · BlueprintType

XC1's armour weight class - the "Type Medium" row on the item details panel.

Value Shown as Description
None None Declares nothing. Draws as an em dash.
Light Light No description.
Medium Medium No description.
Heavy Heavy No description.

FXenoCoreFixedGem

Struct · header XenoCoreRuntime/Public/Inventory/XenoCoreItemFragments.h · BlueprintType

A gem fixed into a piece of equipment from the moment it exists. It can never be removed.

Properties

Property C++ name Type Category Specifiers Default Description
Gem Gem TSubclassOf<ULyraInventoryItemDefinition> XenoCore › Gems EditDefaultsOnly, BlueprintReadOnly The gem's item definition. It must carry a XenoCore Gem fragment and be in the gem registry.
Value Value int32 XenoCore › Gems EditDefaultsOnly, BlueprintReadOnly, ClampMin=1 1 Its strength. Clamped into the gem's own band when the item is created.

EXenoCoreArtEffectCondition

Enum · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

When an Effects entry applies.

Value Shown as Description
Always Always No description.
InPosition In Position The art's own PositionalRequirement is met.
FromSide From Side No description.
FromBehind From Behind The user is behind the target.
TargetBroken Target Broken No description.
TargetToppled Target Toppled No description.
TargetDazed Target Dazed No description.
FromFront From Front No description.

EXenoCoreArtEffectRecipient

Enum · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

Who an Effects entry lands on.

Value Shown as Description
Target Target Each target the art hits.
User User The caster - a self buff riding an attack.
Party Party Every active party member.

EXenoCoreArtPositional

Enum · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

Where the user must be standing relative to the target for the art's rider to apply.

Value Shown as Description
None None No description.
Back Back No description.
Side Side No description.
Front Front In front of the target. Appended last so saved values of the others do not change.

EXenoCoreArtAICheck

Enum · header XenoCoreRuntime/Public/Arts/XenoCoreArtDefinition.h · BlueprintType

What a companion checks before using an art.

Value Shown as Description
TargetHasTag Target Has Tag The enemy carries Tag - a reaction (Break/Topple/Daze), a status, an aura, a phase.
TargetLacksTag Target Lacks Tag No description.
TargetHealthBelow Target Health Below The enemy's health is below Percent.
TargetHealthAbove Target Health Above No description.
IHoldTargetAggro I Hold Target Aggro The enemy's current target (its highest aggro) is this companion.
IDoNotHoldTargetAggro I Do Not Hold Target Aggro No description.
TargetFacingMe Target Facing Me The enemy faces this companion (within its front arc).
TargetNotFacingMe Target Not Facing Me No description.
AllyHealthBelowHealThreshold Ally Health Below Heal Threshold Some living party member is below the companion's Heal Threshold (its AI profile).
RecipientLacksTag Recipient Lacks Tag Whoever the art lands on - the chosen ally, or the user for a self/party art - lacks Tag. Stops re-buffing.

FXenoCoreWeaponAnimLayerRule

Struct · header XenoCoreRuntime/Public/Equipment/XenoCoreWeaponTypeDefinition.h · BlueprintType

One anim-layer rule: this layer, when the character's cosmetic tags include all of these.

Properties

Property C++ name Type Category Specifiers Default Description
Layer Layer TSubclassOf<UAnimInstance> Animation EditAnywhere, BlueprintReadOnly The linked anim layer class to use when this rule matches.
Required Tags RequiredTags FGameplayTagContainer Animation EditAnywhere, BlueprintReadOnly E.g. Cosmetic.AnimationStyle.Feminine.

FXenoCoreDropEntry

Struct · header XenoCoreRuntime/Public/Loot/XenoCoreDropTable.h · BlueprintType

One candidate item, and how heavily it is favoured against the others in its pool.

Properties

Property C++ name Type Category Specifiers Default Description
Item Def ItemDef TSoftClassPtr<ULyraInventoryItemDefinition> XenoCore › Loot EditAnywhere, BlueprintReadOnly No description.
Weight Weight float XenoCore › Loot EditAnywhere, BlueprintReadOnly, ClampMin=0.0 1.0 Relative weight within the pool. Not a percentage - the pool normalises.
Min Level MinLevel int32 XenoCore › Loot EditAnywhere, BlueprintReadOnly, ClampMin=0 0 The entry only drops from an enemy of at least this level. 0 = no lower bound.
Max Level MaxLevel int32 XenoCore › Loot EditAnywhere, BlueprintReadOnly, ClampMin=0 0 The entry only drops from an enemy of at most this level. 0 = no upper bound.

EXenoCoreObjectiveKind

Enum · header XenoCoreRuntime/Public/Quest/XenoCoreQuestDefinition.h · BlueprintType

What one objective asks for.

Value Shown as Description
CollectItem Collect Item Hold N of an item. Counted from the party bag.
DefeatEnemy Defeat Enemy Defeat N of an enemy class. Counted from XenoCore.Enemy.Message.Defeated.
TalkToNpc Talk To Npc Talk to the NPC whose Quest Id is Target Id.
ReachLocation Reach Location Walk into the Quest Location whose Location Id is Target Id.

EXenoCoreObjectiveIcon

Enum · header XenoCoreRuntime/Public/Quest/XenoCoreQuestDefinition.h · BlueprintType

Where an objective's icon comes from.

Value Shown as Description
FromItem From Item The target item's own art, and failing that its category's glyph.
FromCategory From Category The glyph for IconCategory, whatever the objective is counting.
Custom Custom IconTexture, exactly as authored.

EXenoCoreQuestGateKind

Enum · header XenoCoreRuntime/Public/Quest/XenoCoreQuestDefinition.h · BlueprintType

No description.

Value Shown as Description
PartyLevel Party Level No description.
QuestCompleted Quest Completed No description.

FXenoCoreSkillBranchUnlock

Struct · header XenoCoreRuntime/Public/Skills/XenoCoreSkillTypes.h · BlueprintType

One branch a quest opens. XC1's 4th and 5th branches each arrive with a quest.

Properties

Property C++ name Type Category Specifiers Default Description
Member Member TObjectPtr<UXenoCorePartyMemberDefinition> Skills EditAnywhere, BlueprintReadOnly nullptr The party member whose tree gains the branch.
Branch Branch FName Skills EditAnywhere, BlueprintReadOnly The branch's row name in the member's Skill Tree table - not its display name. Checked when the quest is saved.