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. |