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.