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Folder map

All · reference · No code

Every folder in the XenoCore plugin's content, what it holds, and whether you can remove it when you replace the sample. In the Content Browser this is Plugins › XenoCore Content (turn on Show Plugin Content first). On disk it is Plugins/GameFeatures/XenoCore/Content/ in your project.

Kind tells you what removing a folder costs:

  • Framework: bases, shared effects and screens the systems need. Keep it. Duplicate from it.
  • Sample: example content that shows the framework working. Replace it with your own, then delete it once nothing of yours references it.

Where is…?

The settings designers reach for most, and the one asset each lives on. Paths are inside XenoCore Content.

I want to change… Open
Who is in the party at the start, how many fight, the leader Characters/Party/BP_XenoCore_Party › Class Defaults
Revive cost, recovery between fights, the defeat beat Characters/Party/BP_XenoCore_Party › Class Defaults
EXP per level Game/DT_XenoCore_ExperienceCurves
Art slots, Art Points, starting gold, benched EXP Game/BP_XenoCore_Progression › Class Defaults
One character's stats, Arts, AI pacing, portrait Its member definition, Characters/VRoid/<Name>/PartyMember_VRoid_*
A character's learnset Characters/Party/Learnsets/DT_XenoCore_ArtLearnset_<Name>
An Art Battle/Arts/DA_XenoCore_<Art>
Lock-on range, strafing, the target marker Battle/Targeting/GA_XenoCore_TargetMode › Class Defaults
Auto-attack speed and reach Battle/GA_XenoCore_AutoAttack › Class Defaults
When enemies notice, chase and give up Characters/Enemies/Core/BP_AIC_XenoCore_Enemy › Class Defaults
Enemy stats by level Battle/Attributes/CT_XenoCore_EnemyStats
What an enemy drops Inventory/Loot/DA_XenoCore_Drops_*
What a shop sells Shop/DA_XenoCore_Shop_*
Item rarity colours UserInterface/Items/DT_XenoCore_ItemRarities
Tutorial cards UserInterface/Tutorials/DT_XenoCore_Tutorials
Which screen opens for the shop, save, quests… Project Settings › Game › XenoCore UI
The new-game map, starting roster override, music, sounds Project Settings › Game › XenoCore Content
A map's music, minimap and weather Actors placed in that map: XenoCore Area Music, XenoCore Map Area, XenoCore Environment Director

Delete with the reference viewer, not by eye

A folder marked Sample can still be referenced by a framework asset (an ability set that grants a sample art, a party roster that lists a sample member). Before deleting, right-click the folder › Reference Viewer, or use Delete and read the list of referencing assets the editor shows you. See Replace the sample content.

Top level

Folder What's inside Kind
Audio/Battle The victory fanfare SW_XenoCore_VictoryFanfare Sample
Audio/Voice Battle voices: the voice config DA_XenoCore_BattleVoiceConfig, rules DT_XenoCore_VoiceRules, attenuation and concurrency, and one folder of lines per sample character Framework (config, rules), Sample (lines)
Audio/Weather Rain loop and thunder Sample
Battle Combat: arts, attributes and stat tables, reactions, statuses, targeting, auto-attack and hit-react abilities Framework, with sample arts
Cameras Exploration camera rig, art close-up rig, player camera asset Framework
Characters Party members, the player pawn's animation, enemies, NPCs, the VRoid sample characters Mixed; see below
ContextEffects Footstep sounds and effects by surface (CFX_XenoCore) Framework
Effects Niagara effects: collectable orbs (with the orb beam's own gradient material), footsteps, loot beam, weapon trails Framework
Environment Grass physical material, and the sample map's terrain and grass materials and procedural placement Sample (except PM_XenoCore_Grass)
Experiences The gameplay and front-end Experiences and the HUD layout Framework
Game Game mode, player pawn, ability sets, progression, save point, tag relationships Framework
GameplayCues Hit, swing and heal-number cues Framework
Input Input actions, the mapping context, input data and the abilities input triggers Framework
Inventory Item and equipment definitions, the equipment-stats effect, gems, loot and drop tables Framework, with sample items
Maps Front end, sample world, test gym, their materials, and Maps/Areas (each area's minimap image and weather table) Framework (front end) and Sample (the rest)
Movies The boot movie (.mp4) Framework; replace with your own
Quests Quest definitions Sample
Shop, Trade Shop stock and trade offers Sample
System Lyra playlist entry for the gym Sample
ThirdParty Assets from other packs the sample map places, cut down to what it uses: Electric Dreams cliffs and rocks, StyleHex grass, effect samples Sample
UserInterface Every menu screen, HUD element, popup, style and font Framework
Weapons Weapon Blueprints, the sword bases, weapon types (Weapons/Types) and each sample weapon's item, equipment and material Framework (B_WeaponInstance_Base, B_XenoCore_Sword_Base, ED_XenoCore_Sword_Base, AbilitySet_XenoCore_SwordCommon, GA_XenoCore_WeaponDrawSync, AN_XenoCore_WeaponHandoff, Types/DA_XenoCore_WeaponType_Greatsword) and Sample (each weapon folder)
World Time of day and weather: the sky profile DA_XenoCore_SkyProfile_Default, the weather table DT_XenoCore_WeatherTypes, weather icons, and the sky and moon materials and textures (Sky) Framework

Battle

Folder What's inside Kind
Battle (root) Arming, auto-attack, downed, player hit-react, topple and daze abilities Framework
Battle/Arts Art definitions (DA_), the shared art ability GA_XenoCore_Art_Base, the shared cooldown, damage and heal effects, and three sample art abilities Framework; the DA_ arts are Sample
Battle/Attributes The five curve tables (including the party statlines CT_XenoCore_PartyStatlines), the per-character and per-enemy stats effects, the damage execution Blueprint Framework; the stats effects for sample characters are Sample
Battle/Defence Guard, evade and recoil reactions Framework
Battle/Reactions Break, Topple and Daze effects and their cooldowns Framework
Battle/Status 18 status effects (buffs, debuffs, damage over time) Framework
Battle/Targeting Target mode ability, target indicator materials and sound Framework
Battle/Skills Skill tree data tables, the shared SP cost, trait and SP-reward tables, and skill abilities Framework (shared tables), Sample (each tree)

Characters

Folder What's inside Kind
Characters/Core/Cosmetics The masculine and feminine cosmetic parts that pick body mesh and animation style Framework
Characters/Party The party component Blueprint (BP_XenoCore_Party), the party member base, party AI controller, ability set, and twelve colour-mannequin sample members (definition, pawn and pawn data each) that the default roster does not use Framework (base, component, controller, ability set) and Sample (each member)
Characters/Party/AnimProfiles Character animation profiles for the colour-mannequin members Sample
Characters/Party/AI The party member State Tree Framework
Characters/Party/Learnsets Art learnset Data Tables (XenoCoreArtUnlock rows): DT_XenoCore_ArtLearnset_Default on the party base, and _Kael, _Mira, _Nia, _Dorran, _Isolde, _Sabine, _Tamsin for the seven VRoid characters Framework (Default) and Sample (per-lead tables)
Characters/Party/Materials, Portraits Sample members' colour variants and HUD portraits Sample
Characters/Player The shared character Animation Blueprint ABP_XenoCore_Base Framework
Characters/Player/AnimLayers Linked anim layers: the base, unarmed (masculine and feminine) and great-sword stances Framework
Characters/Player/BlendSpaces Locomotion blend spaces per stance Framework
Characters/Player/Animations Animation clips for stances, reactions and weapon draw Framework (the clips the layers use)
Characters/Enemies/Core The enemy base Blueprint, enemy AI controller, common enemy ability set, chevron and overhead widgets Framework
Characters/Enemies/Core/AI The enemy State Tree and a wander query Framework
Characters/Enemies/Minion The sample melee enemy: Blueprint, anim Blueprint, arts, flinch, defence and knock-down abilities, pawn data, meshes, animations Sample
Characters/Enemies/Minion/Variants The seven sample enemy types, each a child of the melee minion Sample
Characters/Enemies/Dummy A training dummy Sample
Characters/NPC The NPC Blueprint B_XenoCore_Npc and the dialogue anchor Framework
Characters/VRoid The VRoid bases (B_XenoCore_Party_VRoid_Base, B_XenoCore_Cosmetic_VRoid_Base, PawnData_XenoCore_Party_VRoid, M_XenoCore_VRoidLit), and one folder per sample character (Kael, Mira, Nia, Dorran, Isolde, Sabine, Tamsin) with its member definition, pawn, cosmetic, animation profile, portraits, mesh, materials and retarget rigs Framework (bases) and Sample (each character)

Game

Asset What it is
B_XenoCore_GameMode The game mode
B_XenoCore_PlayableCharacter_Base, B_XenoCore_Player The player-character base and the player pawn
PawnData_XenoCore_Player The player's pawn data
DT_XenoCore_ExperienceCurves EXP to next level: one row per curve, one per sample character. See Tune levelling
AbilitySet_XenoCore_Hero, AbilitySet_XenoCore_Input, AbilitySet_XenoCore_Interact The player pawn's own abilities; the input abilities every playable body gets; interact, for the leader only
BP_XenoCore_Progression The progression component Blueprint: EXP and reward curves, art slot unlock levels
BP_XenoCore_SavePoint A placeable save point
TagRelationships_XenoCore Which states block which abilities
B_XenoCore_TeamSetup Team setup for the experience
BP_XenoCore_TitleGrass Decoration for the title screen
B_XenoCore_Player_XC1_Backup A backup copy of the player pawn. Not used; ignore it. It is removed before release.

Inventory

Folder What's inside Kind
Inventory (root) BP_XenoItemDefinition (the item definition base), the equipment-stats ability, effect and ability set Framework
Inventory/Items Sample consumables and collectables Sample
Inventory/Armour The shared armour equipment definition ED_XenoCore_Armour, and sample armour items Framework (ED_XenoCore_Armour) and Sample (items)
Inventory/Collectables The collectable orb Blueprint Framework
Inventory/Gems The gem registry DA_XenoCore_GemRegistry and the sample gems, three ranks of six types Framework (registry) and Sample (gems)
Inventory/Loot Treasure chest Blueprint, open-chest ability, chest label, chest meshes, and sample drop tables (DA_XenoCore_Drops_Minion and one per enemy family: Grunt, Skirmisher, Bulwark, Brute) Framework, with sample drop tables

UserInterface

Folder What's inside
UserInterface (root) The menu shell and top-level screens: items, equipment, party, quest log, save, title, confirm popup
UserInterface/Foundation Shared building blocks: buttons, rows, stat block, text and button styles, the action data table, item icon set
UserInterface/Items The item rarity table DT_XenoCore_ItemRarities, rarity pip and gem socket icons
UserInterface/Input The keyboard controller data and keycap icons for button prompts
UserInterface/Tutorials The tutorial card table DT_XenoCore_Tutorials
UserInterface/HUD The HUD layout and every HUD element: plates, palette slot, prompts, banners, dialogue box, overhead health, number styles, shop and trade screens
UserInterface/Arts The Arts screen and its rows
UserInterface/Skills The Skills screen
UserInterface/Boot Boot screens and loading screen
UserInterface/Preview The 3D character preview used in menus
UserInterface/Status Status effect icons
UserInterface/Art, FX Title art and UI particle effects

All of UserInterface is framework: restyle it rather than delete it. See Restyle the menus.

Maps and environment

Asset or folder What it is Kind
Maps/L_XenoCore_FrontEnd Boot and title screen Framework; restyle it
Maps/L_XenoCore_GaurPlain The sample world. New Game starts here. Sample
Maps/L_XenoCore_Gym A small arena with enemies, for testing Sample, but useful to keep while you build
Maps/Materials Floor and title materials Framework
Maps/Areas Gaur Plain's area definition (minimap image and bounds), minimap texture and weather table Sample
Environment/GaurPlain The sample world's grass and ground materials, PCG graphs (cliffs, grass, scatter), and granite Sample
Environment/PM_XenoCore_Grass Physical material that makes footsteps sound like grass Framework

The sample world also places assets from the Electric Dreams pack (Megascans cliffs, boulders and trees). Only the 179 it uses are shipped, reduced to 1K textures, under ThirdParty/ElectricDreams. See Use Megascans assets.

Not in your copy

The plugin is developed alongside a development-only test folder that is removed before release. If you see /XenoCore/Dev under Directories to Never Cook in your packaging settings, that line is harmless; leave it or delete it.

Reimport is not available on some retargeted clips

The retargeted clips in Characters/Player/Animations/Mixamo and two get-up clips in Characters/Player/Animations/Reactions record a development folder as their import source. That is editor-only metadata: the clips load and cook normally. Only Reimport on those clips fails, because the source files are not included.

Outside the plugin

Location What it is Yours to change?
Content/ Lyra's own content: mannequins, UI toolkit, shooter sample No; reference only
Plugins/GameFeatures/ (other folders) Lyra's sample game features (shooter modes) No
Plugins/GameFeatures/XenoCore/Config/Tags/ XenoCore's gameplay tags ini No; add your own tag file
Plugins/GameFeatures/XenoCore/Source/ XenoCore C++ Subclass, don't edit
Plugins/VRM4U/ The VRM4U plugin the VRoid party needs No
Content/MyGame/ (you create it) Your own content Yes

See Tour of the project for the big picture.