Questlight Studio
Docs / Settings reference

Appendix B. Settings reference

Generated from the plugin's developer settings classes. 151 settings classes with 4465 properties. Open Project Settings, then the category and section shown in each heading. Defaults are the values the class holds when the export ran. Restart marks a setting that needs an editor restart.

Editor: RPG Saga Engine Configurator

Class URSEConfiguratorSettings (module RSEEditor), Project Settings, Project, Editor. Options of the RSE Configurator editor window (D-035).

SettingTypeDefaultCategoryRestartDescription
Test Maps (TestMaps)TArray<FRSEConfiguratorTestMap>(3 entries)TestMaps listed in the Test bar, each with Open and Play buttons.
Groups (Groups)TArray<FRSEConfiguratorGroup>(46 entries)TreeDomain groups of the tree, in display order. Settings classes not listed in any group go to "Other". Empty groups are hidden.
Validate Data Assets by Default (bValidateDataAssetsByDefault)boolFalseValidationThe validation panel also loads and validates every RSE data asset (URSEPrimaryDataAsset) by default. Slower on big projects.
Validate on Open (bValidateOnOpen)boolTrueValidationRun the validation when the configurator opens.

Plugins: RPG Saga Studio

Class URSEStudioUserSettings (module RSEEditor), Project Settings, Editor, Plugins. Per-user Studio preferences (Editor Preferences -> RPG Saga Studio, saved per project for this user): the explanation level, opening the Studio at startup, the full menus, the character sheet on double click and the recent assets.

SettingTypeDefaultCategoryRestartDescription
Character Sheet Advanced (bCharacterSheetAdvanced)boolFalseCharacter SheetThe character sheet opens in Advanced mode (every field).
Open Character Sheet on Double Click (bOpenCharacterSheetOnDoubleClick)boolTrueCharacter SheetDouble-clicking a Character asset opens its character sheet (off = the generic asset editor).
Open Sheets on Double Click (bOpenSheetsOnDoubleClick)boolTrueCharacter SheetDouble-clicking an ability, item or archetype opens its sheet (off = the generic asset editor).
First Steps Hidden (bFirstStepsHidden)boolFalseFirst StepsFirst steps: hidden from the Studio's start page ("Hide this list").
First Steps Seen (bFirstStepsSeen)boolFalseFirst StepsFirst steps (D-177): the checklist opened by itself at the first startup in this project (so it opens once per project and user).
First Steps Done (FirstStepsDone)TArray<FName>(0 entries)First StepsFirst steps that leave nothing in the project to detect (Play the slice, Read Getting Started), remembered here.
Show Advanced Tools Everywhere (bShowAdvancedToolsEverywhere)boolFalseMenusShow every RPG Saga Engine tool everywhere, as before the Studio: the full main menu, the toolbar buttons and the context tools even when nothing they apply to is selected. Off = a short menu (Studio, Configurator, Validation, Help, Advanced tools) and tools that appear where they apply.
Open Studio at Startup (bOpenStudioAtStartup)boolTrueStudioOpen the Studio when the editor starts (the Studio's "Don't show at startup" box turns it off).
Detail Level (DetailLevel)ERSEStudioDetailLevelBeginnerStudioHow much the Studio explains: Beginner (explanations always visible), Normal (tooltips) or Expert (nothing).
Recent Assets (RecentAssets)TArray<FSoftObjectPath>(0 entries)StudioRecently created or edited RPG Saga assets, newest first ("Continue where you left off").
Startup Bring to Front Delays (StartupBringToFrontDelays)TArray<float>(2 entries)StudioAfter opening at startup, the Studio's window is brought to the front again at these times (seconds), so windows the editor restores later (the Plugins window after Restart Now) do not hide it (D-136). Empty = never.

RPG Saga Engine: AI

Class URSEAISettings (module RSECore), Project Settings, Project, RPG Saga Engine. Global utility AI tuning.

SettingTypeDefaultCategoryRestartDescription
Charge Interrupt Weight (ChargeInterruptWeight)float15.000000ATBATB: value for hitting a unit that is charging an ability, at intelligence 1 (interrupt its big move).
Charge Time Penalty Per Second (ChargeTimePenaltyPerSecond)float3.000000ATBATB: value lost per second of an ability's charge time (slow moves risk being wasted).
Debug History (DebugHistory)int3220DebugDecisions remembered per battle for the debugger.
Debug Top Options (DebugTopOptions)int325DebugOptions kept per decision for the debugger and the log dump.
End Turn Bias (EndTurnBias)float1.000000DecisionSmall value added to ending the turn, so the AI does not wander for negligible gains.
Revive Value (ReviveValue)float80.000000DecisionValue of bringing a fallen ally back (before the profile's HealWeight), on top of the HP it returns with.
Danger Awareness at Min Intelligence (DangerAwarenessAtMinIntelligence)float0.300000IntelligenceShare of danger awareness at intelligence 0 (it scales linearly to 1 at intelligence 1).
Enemy VIPMultiplier (EnemyVIPMultiplier)float1.500000IntelligenceDamage value multiplier against the enemy team's VIP at intelligence 1.
Focus Fire Weight (FocusFireWeight)float10.000000IntelligenceValue for focusing already-hurt targets at intelligence 1 (coordination / focus fire).
Noise Top Options (NoiseTopOptions)int323IntelligenceAt low intelligence the AI picks among this many best options (plausible mistakes, not random ones).
Temperature at Max Intelligence (TemperatureAtMaxIntelligence)float0.000000Intelligence
Temperature at Min Intelligence (TemperatureAtMinIntelligence)float12.000000IntelligenceSoftmax temperature (in score points) at intelligence 0 and 1. Higher = more varied choices.
Item Use Penalty (ItemUsePenalty)float4.000000ItemsValue lost for using up a consumable (items are a limited resource; abilities are preferred when equal).
Last Item Penalty (LastItemPenalty)float6.000000ItemsExtra value lost for the team's last one of an item, at intelligence 1 (resource management).
Full Resonance Target Multiplier (FullResonanceTargetMultiplier)float1.500000PactsDamage value multiplier against a unit with a full Resonance bar, at intelligence 1 (stop the summon).
Summon Damage Weight (SummonDamageWeight)float0.600000PactsExtra value per point of damage the summon is expected to deal over its stay (times the profile's DamageWeight). Without it a strong attack always beats the flat SummonValue and the AI never summons.
Summon Target Multiplier (SummonTargetMultiplier)float1.500000PactsDamage value multiplier against a summon, at intelligence 1 (defeating it early causes backlash).
Summon Value (SummonValue)float60.000000PactsValue of calling a Pact summon onto the field (D-013).
Max Move Candidates (MaxMoveCandidates)int3240PerformanceMost movement tiles evaluated per decision (closest to the action first). Bounds AI cost per turn.
Kill Threat Weight (KillThreatWeight)float0.000000StatusesValue per point of damage a defeated enemy would have dealt over the threat horizon, times the chance to defeat it. A defeat is worth the larger of this and the profile's flat Kill Bonus: finishing a dangerous enemy stays ahead of buffs at any level, while low-level battles keep the bonus. 0 (default) = off: the flat Kill Bonus only (the shipped content is balanced on it); raise it for an AI that hunts the most dangerous units.
Measured Status Stats (MeasuredStatusStats)TArray<FGameplayTag>(0 entries)StatusesStats whose status modifiers the AI measures through the damage estimate. Modifiers on other stats (Speed, Action Points, custom stats), granted tags and affinities get the profile's flat Status Weight instead. Empty = the combat formulas' offense and defense stats, plus Stat.Accuracy and Stat.Evasion.
Protection Urgency Floor (ProtectionUrgencyFloor)float1.000000StatusesShare of the value of HP saved on an ally (damage prevented, regeneration, shields) when it is in no danger. It rises to 1 as the damage the ally expects over the threat horizon reaches its current HP: buffing a unit nobody can hurt is worth little. 1 (default) = off: the measured relevance and the shields' cap already follow the threat; lower it for an AI that saves its protection for the units in danger.
Status Full Value HPShare (StatusFullValueHPShare)float0.200000StatusesA status earns the profile's full Status Weight when what it changes over the threat horizon (damage prevented or added, HP restored or lost) reaches this share of its bearer's max HP; less earns proportionally less, and nothing (already there, nobody in reach, the wrong damage kind) earns nothing. A status never earns more than one Status Weight, so measured statuses keep the scale the profiles were tuned on.
Threat Horizon Rounds (ThreatHorizonRounds)int323StatusesOwn turns the AI looks ahead when it measures threats: a status or a shield (the damage it would prevent or add against the units that can reach the bearer in that time) and a defeat (the damage the fallen unit will not deal). A status re-applied while it still covers these turns adds nothing.
Threat Round Discount (ThreatRoundDiscount)float0.700000StatusesWeight of each later turn of the threat horizon, relative to the turn before (later turns are less certain).
Combos (Combos)TArray<FRSEAICombo>(1 entries)TeamCombos every AI team knows (setup status, then payoff element). Content tags: set them in the project's config.
Support Threat Decay (SupportThreatDecay)float0.500000TeamHow much of the remembered threat to a Support-role unit is kept at each own turn of that unit's team (0 = forget at once, 1 = never forget). The threat (per 10% of the Support's max HP lost) feeds the profiles' PunishThreatBonus.

RPG Saga Engine: AI Debugger

Class URSEAIDebuggerSettings (module RSE), Project Settings, Project, RPG Saga Engine. The in-game AI debugger (D-056): for the unit that just decided, its best options with their score breakdown (a panel in every mode, labels on the grid tiles in Tactics).

SettingTypeDefaultCategoryRestartDescription
Chosen Color (ChosenColor)FLinearColor(R=1.000000,G=0.850000,B=0.250000,A=1.000000)Colors
Forced Color (ForcedColor)FLinearColor(R=1.000000,G=0.450000,B=0.350000,A=1.000000)Colors
Option Color (OptionColor)FLinearColor(R=0.850000,G=0.900000,B=1.000000,A=1.000000)Colors
Term Color (TermColor)FLinearColor(R=0.600000,G=0.680000,B=0.800000,A=1.000000)Colors
Enabled (bEnabled)boolTrueDebuggerCreates the debugger in game worlds (Development and Debug builds only).
Show Toggle Button (bShowToggleButton)boolTrueDebuggerShows the small "AI" toggle button during battles (otherwise only RSE.AI.Debug turns it on).
Widget Class (WidgetClass)TSoftClassPtr<URSEScreenWidget>NoneDebuggerAI debugger panel (D-052). Empty = the built-in screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEAIDebugViewModel (docs/product/custom-ui.md).
Panel Anchor (PanelAnchor)FVector2D(X=1.000000,Y=0.360000)LayoutWhere the options panel sits (normalized screen point).
Panel Width (PanelWidth)float470.000000Layout
Terms Per Option (TermsPerOption)int324LayoutScore terms shown per option in the panel (largest first).
Toggle Anchor (ToggleAnchor)FVector2D(X=1.000000,Y=0.300000)LayoutWhere the toggle button sits (normalized screen point, its alignment follows).
ZOrder (ZOrder)int3215LayoutViewport Z order (above the battle HUDs).
Tile Labels (bTileLabels)boolTrueTacticsTactics: labels on the tiles of the shown options.
Tile Label Height (TileLabelHeight)float40.000000TacticsTactics: label height above the tile.

RPG Saga Engine: Ability Info

Class URSEAbilityInfoSettings (module RSECore), Project Settings, Project, RPG Saga Engine. How abilities are described and grouped in menus (D-147, docs/design/battle-menus.md): the role rules and their labels, and the groups the battle menus use when their config has none.

SettingTypeDefaultCategoryRestartDescription
Collapse Tier Families (bCollapseTierFamilies)boolTrueMenu GroupsTier families show as one entry that opens its tiers. Off: every tier is an entry of its own.
Default Groupings (DefaultGroupings)TArray<FRSEBattleMenuGrouping>(2 entries)Menu GroupsGroups of the battle menus whose config has none (spells by element, skills by role).
Add Derived to Own Roles (bAddDerivedToOwnRoles)boolFalseRolesDerived roles also join the ability's own role tags (off: own tags replace them).
Derive Roles (bDeriveRoles)boolTrueRolesAbilities without role tags of their own get the roles of the rules below (from their effects).
Max Shown Roles (MaxShownRoles)int322RolesMost role tags a tooltip lists.
Role Labels (RoleLabels)TMap<FGameplayTag,FText>(14 entries)RolesThe short text of each role tag in menus ("Single-target damage"). A tag without a label shows its last part.
Role Rules (RoleRules)TArray<FRSEAbilityRoleRule>(18 entries)RolesTrait rules, in order: each matching rule adds its role.

RPG Saga Engine: Ability Test

Class URSEAbilityTestSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Ability Test settings (D-167): who the Test ability button uses by default and the target presets it offers.

SettingTypeDefaultCategoryRestartDescription
Caster Team (CasterTeam)FGameplayTag(TagName="Team.Player")Ability TestTeams of the caster's side and the other side in the mini battles.
Default Caster (DefaultCaster)TSoftObjectPtr<URSEPrimaryDataAsset>/RPGSagaEngine/Data/Characters/DA_Char_Kaela.DA_Char_KaelaAbility TestWho uses the ability when the test names nobody (a character or an archetype).
Default Level (DefaultLevel)int3210Ability Test
Default Preset (DefaultPreset)FNameOneEnemyAbility TestThe preset used when the test names none (its Id). Empty = the first.
Default Runs (DefaultRuns)int3250Ability Test
Grid Size (GridSize)int3213Ability TestSize of the flat grid of the grid and live tests (tiles per side).
Max Runs (MaxRuns)int321000Ability TestUpper bound on runs per test (keeps the editor responsive).
Other Team (OtherTeam)FGameplayTag(TagName="Team.Enemy")Ability Test
Presets (Presets)TArray<FRSEAbilityTestPreset>(5 entries)Ability TestTarget sets the test offers, in order.

RPG Saga Engine: Ability Toolkit

Class URSEAbilityToolkitSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Rules of the Ability Toolkit v2 (D-055, docs/design/abilities-v2.md): reactions, taunts, leaps, zones, objects, captures.

SettingTypeDefaultCategoryRestartDescription
Max Bonus Action Points (MaxBonusActionPoints)int324Action PointsMost Action Points an effect can raise a unit to, above its turn-start amount.
AIAction Point Value (AIActionPointValue)float4.000000AIValue per Action Point given to an ally or taken from an enemy.
AICapture Value (AICaptureValue)float30.000000AIValue of capturing an enemy (times the chance).
AICounter Risk Weight (AICounterRiskWeight)float1.000000AIWeight of the counterattack an attack would provoke (times the profile's danger awareness).
AIDispel Value (AIDispelValue)float8.000000AIValue per buff removed from an enemy, or debuff removed from an ally.
AIDisplacement Value (AIDisplacementValue)float1.000000AIValue per tile an enemy is moved (knockback, pull, swap) besides the damage it causes.
AIResource Value (AIResourceValue)float0.500000AIValue per point of a resource other than HP taken from an enemy or given to an ally (MP, Rage...).
AIShield Weight (AIShieldWeight)float0.800000AIValue per point of shield given to an ally (times the profile's Heal weight).
AISteal Value (AIStealValue)float8.000000AIValue of stealing from an enemy (times the chance).
AITaunt Value (AITauntValue)float10.000000AIValue of taunting an enemy (times the chance).
AITurn Shift Value (AITurnShiftValue)float20.000000AIValue of a whole turn gained by an ally or taken from an enemy (turn manipulation).
AIZone Turns (AIZoneTurns)float2.000000AITurns a unit is expected to stay in a zone (zone damage or healing per turn is multiplied by this).
Capture Needs Victory (bCaptureNeedsVictory)boolTrueCaptureCaptured units join only when the player's side wins (off: also after fleeing).
Can Target Objects (bCanTargetObjects)boolTrueFieldAbilities aimed at enemies may target a tile holding a destructible object (barrels, walls).
One Zone Per Tile (bOneZonePerTile)boolTrueFieldA new zone replaces older zones on the tiles it covers (off: zones stack and all trigger).
Max Chain Explosions (MaxChainExplosions)int3232FieldGuard against endless chain reactions: most objects that can explode from one hit.
Enemies Pay Item Costs (bEnemiesPayItemCosts)boolFalseItem CostsUnits of teams other than the player's pay the Item Costs of their abilities (ammunition) from their team's items. Off (default): enemies use such abilities freely, since encounters rarely give them a pouch.
Max Leap Chain (MaxLeapChain)int328Movement EffectsUpper bound on the hops of any leap chain (content asks for fewer).
Max Slide Tiles (MaxSlideTiles)int323Movement EffectsA knocked-back unit that lands on a slippery tile keeps sliding up to this many extra tiles (per slippery tile entered).
Reactions in Classic Modes (bReactionsInClassicModes)boolTrueReactionsReactions also work in ATB and turn-based battles (overwatch never does: nobody moves there).
Max Reaction Depth (MaxReactionDepth)int321ReactionsHow deep reactions may chain: 1 = a reaction never triggers another one (a counter is not countered). 0 = no reactions at all.
Taunt Forces Target (bTauntForcesTarget)boolFalseTauntAI units under a taunt must aim at the taunter whenever one of their actions can reach it (off: they strongly prefer it).
Taunt Target Multiplier (TauntTargetMultiplier)float3.000000TauntScore multiplier of AI options that hit the taunter (when the taunt does not force).

RPG Saga Engine: Action AI

Class URSEActionAIRules (module RSECore), Project Settings, Project, RPG Saga Engine. Real-time AI of action battles (A2, D-171; docs/design/action-battle.md).

SettingTypeDefaultCategoryRestartDescription
Stamina Reserve (StaminaReserve)float25.000000OptionsStamina a unit keeps for dodging and guarding (scaled by the profile's Resource Management): attacks that dig into it score less.
Stamina Reserve Penalty (StaminaReservePenalty)float10.000000OptionsScore lost by an option that would dig into the stamina reserve (scaled by Resource Management).
Tank Intercept Weight (TankInterceptWeight)float4.000000OptionsTank role: bonus (x the profile's Tank Interpose weight) for attacking an enemy whose attack is aimed at a fragile ally.
Travel Penalty Per Second (TravelPenaltyPerSecond)float4.000000OptionsScore lost per second of walking an option needs before it reaches its target.
Windup Penalty Per Second (WindupPenaltyPerSecond)float3.000000OptionsScore lost per second of windup (slow moves can be dodged, interrupted or wasted).
Default Party Order (DefaultPartyOrder)ERSEActionPartyOrderFreePartyThe order of party members the AI drives until a player orders otherwise (Options can change it per player).
Defend Radius (DefendRadius)float4.000000PartyDefend Me: distance kept from the leader.
Follow Distance (FollowDistance)float3.000000PartyFollow: distance kept from the leader.
Follow Engage Radius (FollowEngageRadius)float8.000000PartyFollow: only enemies this close to the leader are fought.
Free Leash Distance (FreeLeashDistance)float20.000000PartyFree: party members never wander farther than this from the leader (meters; 0 = no leash).
Hold Radius (HoldRadius)float1.000000PartyHold Position: how far from its spot the member may step.
Order Distance Weight (OrderDistanceWeight)float8.000000PartyScore lost per meter a spot is beyond where the order wants the member (leader distance, hold spot).
Order Target Bonus (OrderTargetBonus)float40.000000PartyAttack My Target / Defend Me: bonus for the target the order names (others lose half of it).
Party Intelligence (PartyIntelligence)float0.700000PartyIntelligence of party members the AI drives when the driver gives none (0-1).
Approach Scale (ApproachScale)float0.100000PositioningRanged units with an Approach weight close in: their wanted distance is divided by 1 + Approach Scale x the profile's Approach weight.
Area Margin (AreaMargin)float2.000000PositioningBounded battles: spots closer than this to the edge of the combat area start losing score.
Area Penalty (AreaPenalty)float20.000000PositioningScore lost per meter inside the margin or outside the area.
Cover Weight (CoverWeight)float3.000000PositioningCover-lite: bonus (x awareness) per ranged enemy whose line to the spot an obstacle blocks.
Crowding Weight (CrowdingWeight)float3.000000PositioningScore lost per meter of an ally inside the personal space.
Danger Scale (DangerScale)float0.150000PositioningDanger of a spot: score lost per point of the damage the enemies that reach it could deal (x the profile's Danger weight and awareness).
Flank Scale (FlankScale)float0.500000PositioningFlanking: bonus (x the profile's Flank weight and awareness) for a melee spot behind the target (full value straight behind).
Interpose Scale (InterposeScale)float3.000000PositioningTank role: bonus (x the profile's Tank Interpose weight) for a spot on the line between a fragile ally and the enemy nearest it (fades out two tiles off the line).
Kite Tolerance (KiteTolerance)float1.500000PositioningRanged units closer than their wanted distance minus this walk away first, and shoot once there (or cornered).
Melee Range Fraction (MeleeRangeFraction)float0.750000PositioningMelee units want to stand at this fraction of their reach.
Move Cost Weight (MoveCostWeight)float0.400000PositioningScore lost per meter walked (keeps units from dancing around between equal spots).
No Line Of Sight Penalty (NoLineOfSightPenalty)float15.000000PositioningA ranged unit loses this much at a spot with no line of sight to its target.
Personal Space (PersonalSpace)float1.000000PositioningRoom allies want between each other (meters, edge to edge).
Position Directions (PositionDirections)int3212PositioningDirections sampled around the unit when it picks where to stand (on each ring).
Position Rings (PositionRings)int322PositioningRings of samples (at Reposition Distance divided evenly).
Ranged Range Fraction (RangedRangeFraction)float0.600000PositioningRanged units (reach above Ranged Reach) want to stand at this fraction of their reach, unless the profile prefers a distance.
Ranged Reach (RangedReach)float4.000000PositioningAn attack reaching farther than this is ranged (meters).
Range Weight (RangeWeight)float3.000000PositioningScore lost per meter between a spot's distance to the target and the distance the unit wants to fight at.
Reach Margin (ReachMargin)float0.150000PositioningSafety margin taken off every reach (meters): "in reach" then means inside the hitbox, not on its edge.
Reposition Before Attack (RepositionBeforeAttack)float1.000000PositioningMelee units already in reach still walk to their spot first (a flank, the Tank's line) when it is farther than this and keeps them in reach.
Reposition Distance (RepositionDistance)float4.000000PositioningFarthest sampled spot from the unit (meters).
Retreat Scale (RetreatScale)float0.500000PositioningRetreating (HP under the profile's Retreat HP Percent): bonus per meter from the nearest enemy (x the profile's Retreat weight).
Stop Distance (StopDistance)float0.400000PositioningThe unit stops walking within this distance of the spot it picked.
Walk First Max Seconds (WalkFirstMaxSeconds)float1.000000PositioningSeconds a unit in reach may spend walking to a better spot (backing off, flanking) before it attacks from where it is.
Guard Hold Seconds (GuardHoldSeconds)float0.150000ReactionsA guard raised against a telegraph is held this long after the attack's active time.
Parry Min Intelligence (ParryMinIntelligence)float0.600000ReactionsParries are tried only from this intelligence up (melee attacks, when the rules and the weapon allow it).
Parry Preference (ParryPreference)float0.500000ReactionsChance (x intelligence) to answer a parryable attack with a parry instead of a dodge or a block.
Projectile Horizon (ProjectileHorizon)float1.000000ReactionsProjectiles arriving within this many seconds are answered.
React Chance at Max Intelligence (ReactChanceAtMaxIntelligence)float0.900000ReactionsChance to answer a telegraph at awareness 1.
React Chance at Min Intelligence (ReactChanceAtMinIntelligence)float0.050000ReactionsChance to answer a telegraph aimed at the unit at awareness 0 (the profile's Danger Awareness, which follows intelligence).
Reaction Jitter (ReactionJitter)float0.080000ReactionsRandom extra reaction time (up to this many seconds).
Reaction Time at Max Intelligence (ReactionTimeAtMaxIntelligence)float0.100000ReactionsSeconds from seeing a telegraph to being able to answer it, at intelligence 1.
Reaction Time at Min Intelligence (ReactionTimeAtMinIntelligence)float0.550000ReactionsSeconds from seeing a telegraph to being able to answer it, at intelligence 0.
Threat Slack (ThreatSlack)float1.000000ReactionsTelegraphs this far beyond the attack's reach are still answered (meters; the attacker may step in).
Timing Error at Max Intelligence (TimingErrorAtMaxIntelligence)float0.030000ReactionsLargest timing mistake at intelligence 1.
Timing Error at Min Intelligence (TimingErrorAtMinIntelligence)float0.300000ReactionsLargest timing mistake of a dodge or parry at intelligence 0 (seconds early or late).
Safe Reload Distance (SafeReloadDistance)float6.000000Resources
Tactical Reload Below (TacticalReloadBelow)float0.300000ResourcesReload when the magazine is below this fraction and no enemy is within Safe Reload Distance (smart units only: Resource Management above one half).
Consider Range (ConsiderRange)float40.000000ThinkingUnits farther than this are not considered as targets (meters, edge to edge).
Think Interval at Max Intelligence (ThinkIntervalAtMaxIntelligence)float0.250000ThinkingSeconds between two decisions of a unit at intelligence 1.
Think Interval at Min Intelligence (ThinkIntervalAtMinIntelligence)float0.600000ThinkingSeconds between two decisions of a unit at intelligence 0 (the slowest). Decisions are staggered across units.
Think Stagger Slots (ThinkStaggerSlots)int325ThinkingUnits are spread over this many offsets of the think interval, so a crowd never thinks on the same step.

RPG Saga Engine: Action Battle

Class URSEActionRules (module RSECore), Project Settings, Project, RPG Saga Engine. Real-time action battles (D-171, docs/design/action-battle.md).

SettingTypeDefaultCategoryRestartDescription
Default Weapon (DefaultWeapon)TSoftObjectPtr<URSEActionWeaponData>NoneComboThe weapon of units without one with action data (empty = the unit's basic attack with derived rules).
Input Buffer Seconds (InputBufferSeconds)float0.150000ComboAn attack pressed this long before a combo window opens is kept and runs when it opens.
Active Time (ActiveTime)float0.150000Derived Ability Rules
Attack Stamina Cost (AttackStaminaCost)float8.000000Derived Ability RulesStamina of a basic attack (Ability.Type.Attack).
Charge Time to Windup (ChargeTimeToWindup)float0.500000Derived Ability RulesExtra windup per second of the ability's ATB charge time.
Cooldown Base (CooldownBase)float3.000000Derived Ability Rules
Cooldown Per Cost (CooldownPerCost)float0.150000Derived Ability RulesExtra cooldown per point of resource cost (MP...).
Melee Arc Angle (MeleeArcAngle)float120.000000Derived Ability Rules
Melee Max Tiles (MeleeMaxTiles)int321Derived Ability RulesHostile abilities with a Tactics range up to this many tiles are melee.
Melee Range (MeleeRange)float2.200000Derived Ability Rules
Poise Damage (PoiseDamage)float20.000000Derived Ability Rules
Projectile Speed (ProjectileSpeed)float22.000000Derived Ability Rules
Recovery (Recovery)float0.450000Derived Ability Rules
Tile Meters (TileMeters)float1.500000Derived Ability RulesMeters per Tactics tile when converting ranges and areas.
Windup (Windup)float0.350000Derived Ability Rules
Dodge Distance (DodgeDistance)float4.000000DodgeDistance covered by a dodge when the battle moves the units itself (headless; the presentation uses root motion).
Dodge Duration (DodgeDuration)float0.500000DodgeLength of the dodge (roll, dash, step).
Dodge Invulnerable Start (DodgeInvulnerableStart)float0.030000DodgeSeconds into the dodge when invulnerability (i-frames) starts.
Dodge Invulnerable Time (DodgeInvulnerableTime)float0.300000DodgeSeconds of invulnerability: hits in this window are dodged.
Dodge Stamina Cost (DodgeStaminaCost)float25.000000Dodge--- Dodge ---
Bounded Area Radius (BoundedAreaRadius)float25.000000FramingBounded: radius of the combat area around its center (0 = no area).
Disengage Distance (DisengageDistance)float30.000000FramingOpen: the party is this far from every enemy...
Disengage Seconds (DisengageSeconds)float5.000000FramingOpen: ...for this long: the fight ends (fled).
Framing (Framing)ERSEActionFramingBoundedFramingBounded (area, banner, results) or Open (no results screen; the fight fades out when the party gets away).
Leave Area Seconds (LeaveAreaSeconds)float3.000000FramingBounded: seconds every party member must stay out of the area before it counts as fleeing (when fleeing is allowed).
Guard Enabled (bGuardEnabled)boolTrueGuardUnits may block (hold guard). Weapons may also forbid it.
Block Angle (BlockAngle)float140.000000GuardFull angle in front of the unit that its guard covers (hits from behind go through).
Block Damage Multiplier (BlockDamageMultiplier)float0.250000GuardDamage taken through a block (multiplier; poise damage too).
Block Move Multiplier (BlockMoveMultiplier)float0.500000GuardMovement speed while guarding (multiplier).
Block Regen Multiplier (BlockRegenMultiplier)float0.300000GuardStamina regeneration while guarding (multiplier).
Block Stamina Per Hit (BlockStaminaPerHit)float10.000000GuardStamina each blocked hit drains.
Block Stamina Per Poise (BlockStaminaPerPoise)float0.500000GuardExtra stamina drained per point of the hit's poise damage.
Guard Break Stagger Seconds (GuardBreakStaggerSeconds)float1.200000GuardStagger when a block runs out of stamina (the hit then lands in full).
Item Cooldown (ItemCooldown)float1.000000ItemsSeconds before the same unit can use another item.
Item Use Recovery (ItemUseRecovery)float0.300000Items
Item Use Windup (ItemUseWindup)float0.600000Items--- Items and party ---
Switch Character Cooldown (SwitchControlCooldown)float1.000000ItemsSeconds before the same player can switch character again.
Body Collision (bBodyCollision)boolTrueMovementBodies do not overlap when the battle moves units itself (headless runs, the simulator): they push each other apart.
Default Unit Radius (DefaultUnitRadius)float0.400000MovementRadius of a unit without one (meters).
Move Speed (MoveSpeed)float5.000000MovementWalking speed when the battle moves units itself (headless runs, the simulator); the presentation moves pawns itself.
Move Speed Per Speed (MoveSpeedPerSpeed)float0.000000MovementExtra meters per second per point of Speed above Move Speed Reference Speed (0 = everyone walks alike).
Move Speed Reference Speed (MoveSpeedReferenceSpeed)float10.000000Movement
Claim Burst (ClaimBurst)float16.000000NetworkAnti-abuse (A6): claims a unit may make at once above the rate (a shotgun blast, a sweep through a crowd).
Hit Claim Angle Tolerance (HitClaimAngleTolerance)float20.000000NetworkA melee claim may be this many degrees outside the swing's arc (A6; boxes: Hit Claim Range Tolerance on the width).
Hit Claim Range Tolerance (HitClaimRangeTolerance)float1.000000NetworkA hit claim may be this much farther than the attack reaches.
Hit Claim Time Tolerance (HitClaimTimeTolerance)float0.250000NetworkA hit claim may be this many seconds outside the attack's active time (latency).
Impossible Reach Margin (ImpossibleReachMargin)float4.000000NetworkAnti-abuse (A6): a claim farther than the reach + Hit Claim Range Tolerance + this, at every rewound place, is impossible, not a latency miss; it is refused as Impossible Reach and logged.
Max Claims Per Second (MaxClaimsPerSecond)float30.000000NetworkAnti-abuse (A6): hit claims each unit may make per second (a token bucket; shotgun pellets count one each).
Max Rewind Seconds (MaxRewindSeconds)float0.400000NetworkA claim is checked against the places at its time, at most this far back (A6): an older claim is checked at Now minus this (high latency gets less help, never a free hit from long ago). Also limited by Position History Seconds.
Mirror Rate Hz (MirrorRateHz)float15.000000NetworkHow often the host sends the battle's mirror (A6: a delta from the last state each guest acknowledged).
Position History Seconds (PositionHistorySeconds)float0.500000NetworkSeconds of position history the host keeps to check claims (lag compensation, A6): every unit's place at every step.
Predicted Dodge Confirm Seconds (PredictedDodgeConfirmSeconds)float1.000000NetworkPredicted dodge (A6): a guest's dodge the host has neither started nor refused after this long is undone.
Predicted Dodge Distance Tolerance (PredictedDodgeDistanceTolerance)float0.750000NetworkPredicted dodge (A6): how much farther than Dodge Distance (plus walking) a guest's dodge may go before the host corrects it.
Predicted Dodge Grace Seconds (PredictedDodgeGraceSeconds)float0.250000NetworkPredicted dodge (A6): the host takes the guest's own movement for the dodge's duration plus this much (latency), then checks how far it went (Dodge Distance + Predicted Dodge Distance Tolerance + walking).
Rewind Time Tolerance (RewindTimeTolerance)float0.100000NetworkThe victim's places this much before and after the claim's time are tried too (interpolation delay and jitter, A6).
Ability Pacing (AbilityPacing)ERSEActionAbilityPacingCooldownPacingWhat pays for abilities: their cooldowns, a gauge filled by hits, or only their resource costs.
Gauge Max (GaugeMax)float100.000000Pacing
Gauge Per Hit Dealt (GaugePerHitDealt)float8.000000Pacing
Gauge Per Hit Taken (GaugePerHitTaken)float4.000000Pacing
Gauge Per Parry (GaugePerParry)float15.000000Pacing
Gauge Segments (GaugeSegments)int324PacingSegments of the gauge (an ability's Gauge Cost counts segments).
Parry Enabled (bParryEnabled)boolTrueParryUnits may parry (a timed guard that staggers a melee attacker). Weapons may also forbid it.
Parry Angle (ParryAngle)float120.000000ParryFull angle in front of the unit that a parry covers.
Parry Recovery (ParryRecovery)float0.400000ParrySeconds after the window during which the unit cannot act (a missed parry is punishable).
Parry Stagger Seconds (ParryStaggerSeconds)float1.500000ParryStagger of an attacker whose melee hit was parried.
Parry Stamina Cost (ParryStaminaCost)float10.000000Parry
Parry Window (ParryWindow)float0.200000ParrySeconds the parry window stays open.
Poise Max (PoiseMax)float100.000000PoisePoise of every unit: hits remove their poise damage; at 0 the unit staggers.
Poise Regen Delay (PoiseRegenDelay)float1.500000PoiseSeconds after a hit before poise refills.
Poise Regen Per Second (PoiseRegenPerSecond)float25.000000Poise
Stagger Seconds (StaggerSeconds)float1.000000PoiseLength of a poise-break stagger (poise refills at its end).
Sim Arena Radius (SimArenaRadius)float18.000000SimulatorRadius of the simulated arena around the middle of the two lines (a Bounded combat area: the AI stays inside it, so nobody kites forever). 0 = the Bounded Area Radius.
Sim Cover Count (SimCoverCount)int320SimulatorRound obstacles scattered between the two lines of a simulated battle (cover for shooters; 0 = an open field).
Sim Cover Radius (SimCoverRadius)float0.800000SimulatorRadius of each simulated obstacle.
Sim Start Separation (SimStartSeparation)float10.000000SimulatorDistance between the two sides at the start of a simulated battle.
Sim Unit Spacing (SimUnitSpacing)float2.000000SimulatorDistance between units of the same side at the start.
Stamina Max (StaminaMax)float100.000000Stamina--- Stamina ---
Stamina Regen Delay (StaminaRegenDelay)float0.800000StaminaSeconds after spending stamina before it refills.
Stamina Regen Per Second (StaminaRegenPerSecond)float35.000000Stamina
Aim Assist Angle (AimAssistAngle)float10.000000TargetingPresentation: aim assist cone (full angle).
Aim Assist Strength (AimAssistStrength)float0.300000TargetingPresentation: how strongly the aim is pulled toward targets (0 = none, 1 = snaps).
Friendly Fire (bFriendlyFire)boolFalseTargetingHostile hits also hurt the user's allies (never the user).
Lock on Range (LockOnRange)float20.000000TargetingFarthest a lock-on target may be.
Seconds Per Turn (SecondsPerTurn)float5.000000TimeOne "turn" of a unit in seconds: status durations, periodic damage, summon durations and per-turn regeneration count on this clock.
Step Seconds (StepSeconds)float0.033333TimeFixed simulation step: the battle always advances in steps of this length, so a seed replays exactly.

RPG Saga Engine: Action Battle (Presentation)

Class URSEActionPresentationSettings (module RSE), Project Settings, Project, RPG Saga Engine. The presentation of real-time action battles (D-171, package A3; docs/design/action-battle.md "Presentation"): how an encounter starts in place from exploration, the camera, the controls, the hits from animations, traces and projectile actors, the combat feel (hit-stop, shake, afterimages), the HUD....

SettingTypeDefaultCategoryRestartDescription
Aim Camera (AimCamera)FRSEActionCameraProfile(Distance=250.000000,PivotOffset=(X=0.000000,Y=0.000000,Z=160.000000),ShoulderOffset=75.000000,FieldOfView=70.000000,LagSpeed=25.000000)CameraOver the shoulder while aiming.
Action Camera (bActionCamera)boolTrueCameraThe action camera follows the controlled character (off: the pawn's own camera stays, e.g. a project's own rig).
Camera Blend Seconds (CameraBlendSeconds)float0.450000CameraSeconds of the blend into the action camera and back.
Collision Radius (CollisionRadius)float14.000000CameraThe camera stays this far from walls (sphere probe radius, cm).
Combat Camera (CombatCamera)FRSEActionCameraProfile(Distance=420.000000,PivotOffset=(X=0.000000,Y=0.000000,Z=150.000000),FieldOfView=85.000000,LagSpeed=12.000000)Camera
Gamepad Look Speed (GamepadLookSpeed)float200.000000CameraGamepad look at full stick (degrees per second).
Lock on Camera (LockOnCamera)FRSEActionCameraProfile(Distance=470.000000,PivotOffset=(X=0.000000,Y=0.000000,Z=165.000000),ShoulderOffset=35.000000,FieldOfView=80.000000,LagSpeed=10.000000)CameraWhile locked on a target.
Lock on Turn Speed (LockOnTurnSpeed)float7.000000CameraHow fast the view turns to a hard-locked target.
Mouse Look Speed (MouseLookSpeed)float0.180000CameraMouse look (degrees per mouse unit).
Pitch Max (PitchMax)float40.000000Camera
Pitch Min (PitchMin)float-60.000000Camera
Profile Blend Speed (ProfileBlendSpeed)float9.000000CameraHow fast a profile change blends (per second).
Start Pitch (StartPitch)float-15.000000CameraStarting pitch of the action camera (negative = looking down).
Afterimage Count (AfterimageCount)int323Feel
Afterimage Fade Seconds (AfterimageFadeSeconds)float0.300000Feel
Afterimage Interval (AfterimageInterval)float0.060000Feel
Afterimage Material (AfterimageMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Visual/Feel/M_RSE_FXGlow.M_RSE_FXGlowFeelTranslucent material of the afterimages (empty = none).
Dodge Afterimages (bDodgeAfterimages)boolTrueFeelAfterimages behind a dodging character (needs Afterimage Material).
Finishers (bFinishers)boolTrueFeelA finisher may play on a kill by this machine's player (Paired Animations, Options -> Finishers; D-172).
Block Burst (BlockBurst)TSoftObjectPtr<UNiagaraSystem>NoneFeel
Dodge Reconcile Max Error (DodgeReconcileMaxError)float150.000000FeelCo-op (A6): corrections larger than this snap at once (cm; a teleport is not smoothed).
Dodge Reconcile Min Error (DodgeReconcileMinError)float8.000000FeelCo-op (A6): corrections smaller than this are ordinary movement noise (cm).
Dodge Reconcile Seconds (DodgeReconcileSeconds)float0.150000FeelCo-op (A6): after a guest's predicted dodge, a correction of its character's place by the host is hidden: the mesh keeps its place and slides to the corrected one over this many seconds (0 = snap).
Dodge Reconcile Watch Seconds (DodgeReconcileWatchSeconds)float0.600000FeelCo-op (A6): how long after a predicted dodge ends corrections are still smoothed (seconds).
Heavy Hit Poise (HeavyHitPoise)float30.000000FeelA hit that removes at least this much poise counts as heavy (longer hit-stop, stronger shake).
Heavy Hit Stop Seconds (HeavyHitStopSeconds)float0.120000FeelHit-stop of a heavy hit (a heavy combo step, a stagger, a parry).
Hit Burst (HitBurst)TSoftObjectPtr<UNiagaraSystem>NoneFeelBursts at the hit location (optional, tinted by "User.Color").
Hit Camera Shake (HitCameraShake)TSoftClassPtr<UCameraShakeBase>NoneFeelA camera shake asset played with the procedural one (optional; scaled by the trauma).
Hit Stop Dilation (HitStopDilation)float0.030000FeelHow slow the two actors run during the hit-stop (their time dilation).
Hit Stop Seconds (HitStopSeconds)float0.060000FeelHit-stop: both actors of a landed hit freeze briefly (their own time only, never the world's: co-op safe, D-134).
Muzzle Flash (MuzzleFlash)TSoftObjectPtr<UNiagaraSystem>/RPGSagaEngine/Visual/Weapons/NS_RSE_MuzzleFlash.NS_RSE_MuzzleFlashFeelMuzzle flash of shooters whose weapon presentation has none (D-184).
Parry Burst (ParryBurst)TSoftObjectPtr<UNiagaraSystem>NoneFeel
Shake Amplitude (ShakeAmplitude)float7.000000FeelLargest shake offset at full trauma (cm).
Shake Decay (ShakeDecay)float1.800000FeelTrauma lost per second.
Shake Frequency (ShakeFrequency)float22.000000Feel
Shake on Heavy (ShakeOnHeavy)float0.600000Feel...on a heavy hit, a stagger or a guard break near the local player.
Shake on Hit Dealt (ShakeOnHitDealt)float0.220000FeelCamera shake (0..1 trauma) when the local player's hit lands.
Shake on Hit Taken (ShakeOnHitTaken)float0.450000Feel...when the local player's character is hit.
Shake Rotation (ShakeRotation)float1.400000FeelLargest shake rotation at full trauma (degrees).
Shot Color (ShotColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=0.054299,Chroma=0.801492,Hue=12.070757,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))FeelColor of tracers, projectiles and flashes without their own.
Area Ring Spread Seconds (AreaRingSpreadSeconds)float0.700000FlowSeconds the ring takes to spread to the area's edge.
Banner Seconds (BannerSeconds)float1.600000Flow
Banner Text (BannerText)FTextNSLOCTEXT("RSEActionPresentationSettings", "Banner", "{Name}")FlowThe banner when a Bounded battle starts ({Name} = the encounter's name; empty = no banner).
Bounded Results Screen (bBoundedResultsScreen)boolTrueFlowBounded battles end on the results screen (off: the reward feed, as Open battles).
Open Loot Toasts (bOpenLootToasts)boolTrueFlowOpen battles: the spoils as toasts of the reward feed (D-128).
Show Area Ring (bShowAreaRing)boolTrueFlowBounded battles: the combat area's ring on the ground.
Director Class (DirectorClass)TSoftClassPtr<ARSEActionBattleDirector>NoneFlowThe presenter spawned for each battle (a Blueprint child may add its own reactions). Empty = ARSEActionBattleDirector.
Enemy Spawn Distance (EnemySpawnDistance)float900.000000FlowEnemies without a world actor appear this far in front of the leader (cm).
Enemy Spawn Spread (EnemySpawnSpread)float250.000000Flow...spread around that point (cm).
Entry Sound (EntrySound)TSoftObjectPtr<USoundBase>NoneFlow
Escape Text (EscapeText)FTextNSLOCTEXT("RSEActionPresentationSettings", "Escape", "You got away.")FlowShown when the party got away (empty = nothing).
Party Join Radius (PartyJoinRadius)float2000.000000FlowParty members within this distance of the leader fight from where they stand (cm).
Aim Height (AimHeight)float100.000000HitsThe AI aims at this height above its target's feet (cm).
Melee Height Reach (MeleeHeightReach)float220.000000HitsMelee: units within this height of the attacker's feet can be hit (cm).
Projectile Class (ProjectileClass)TSoftClassPtr<ARSEActionProjectileActor>NoneHitsThe projectile actor (a Blueprint child may add its own mesh, trail and impact). Empty = ARSEActionProjectileActor.
Projectile Material (ProjectileMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Visual/Feel/M_RSE_FXGlow.M_RSE_FXGlowHits
Projectile Mesh (ProjectileMesh)TSoftObjectPtr<UStaticMesh>/RPGSagaEngine/Visual/Weapons/SM_RSE_ProjectileCore.SM_RSE_ProjectileCoreHits
Projectile Visual Size (ProjectileVisualSize)float24.000000HitsSize of the default projectile's ball (cm, diameter; the collision is the ability's radius).
Shot Height (ShotHeight)float130.000000HitsShots of characters without a muzzle socket start this high above their feet (cm).
Weapon Visuals (WeaponVisuals)TArray<FRSEActionWeaponVisual>(3 entries)HitsHow weapons look in the hand (each action weapon may have one).
World Trace Channel (WorldTraceChannel)TEnumAsByte<ECollisionChannel>ECC_VisibilityHitsChannel of the hitscan and projectile traces that stop on the world (walls, props).
Crosshair Only While Aiming (bCrosshairOnlyWhileAiming)boolFalseHUDThe crosshair shows only while aiming (off: always for weapons that shoot).
Damage Numbers (bDamageNumbers)boolTrueHUDFloating damage numbers over the units.
Crosshair Color (CrosshairColor)FRSEUIColor(Token="Text",Alpha=0.900000,Lightness=0.006294,Chroma=0.000012,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))HUD
Crosshair Size (CrosshairSize)float30.000000HUDSize of the crosshair (layout units).
Gauge Color (GaugeColor)FRSEUIColor(Token="Charge",Alpha=1.000000,Lightness=-0.075148,Chroma=1.599149,Hue=95.683128,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))HUD
Gauge Width (GaugeWidth)float300.000000HUDWidth of the main gauges of the controlled character (layout units).
HUDClass (HUDClass)TSoftClassPtr<URSEActionHUDWidget>NoneHUDThe action HUD (a C++ or Blueprint child of RSE Action HUD Widget). Empty = URSEActionHUDWidget.
Layout (Layout)ERSEActionHUDLayoutChoiceAutoHUD
Lock Marker Color (LockMarkerColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.020204,Chroma=1.123482,Hue=0.300643,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))HUD
Lock Marker Size (LockMarkerSize)float44.000000HUDSize of the lock-on marker (layout units).
Poise Color (PoiseColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=0.035043,Chroma=0.961372,Hue=10.526348,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))HUD
Stamina Color (StaminaColor)FRSEUIColor(Token="Positive",Alpha=1.000000,Lightness=-0.033025,Chroma=0.865333,Hue=-11.323245,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))HUD
Ability Keys (AbilityKeys)TArray<FKey>(2 entries)InputUse the selected ability.
Aim Keys (AimKeys)TArray<FKey>(2 entries)InputHold: over the shoulder (weapons that shoot), guard (melee weapons).
Dodge Keys (DodgeKeys)TArray<FKey>(2 entries)Input
Fire Mode Keys (FireModeKeys)TArray<FKey>(2 entries)InputNext fire mode.
Guard Keys (GuardKeys)TArray<FKey>(2 entries)InputHold to guard.
Heavy Attack Keys (HeavyAttackKeys)TArray<FKey>(2 entries)Input
Input Priority (InputPriority)int326InputPriority of the action context: above exploration, so its keys win for the battle (the exploration context stays for walking and its other keys wait).
Item Keys (ItemKeys)TArray<FKey>(2 entries)InputUse the first healing item the party carries.
Light Attack Keys (LightAttackKeys)TArray<FKey>(2 entries)Input
Lock on Keys (LockOnKeys)TArray<FKey>(2 entries)InputHard lock on / off.
Look Keys (LookKeys)TArray<FKey>(2 entries)InputThe view (2D axis keys: the mouse, the right stick).
Mapping Context (MappingContext)TSoftObjectPtr<UInputMappingContext>NoneInputA mapping context asset of your own (its actions are named in the fields below by the keys' order); empty = built from the keys.
Next Ability Keys (NextAbilityKeys)TArray<FKey>(2 entries)InputSelect the next ability.
Next Target Keys (NextTargetKeys)TArray<FKey>(2 entries)InputNext target (an axis key's sign picks the side: the mouse wheel).
Parry Keys (ParryKeys)TArray<FKey>(2 entries)Input
Previous Target Keys (PreviousTargetKeys)TArray<FKey>(2 entries)Input
Reload Keys (ReloadKeys)TArray<FKey>(2 entries)Input
Stick Deadzone (StickDeadzone)float0.200000InputGamepad stick deadzone of the look and target switch.
Switch Character Keys (SwitchCharacterKeys)TArray<FKey>(2 entries)InputTake command of the next party member.
Party Order Bindings (PartyOrderBindings)TArray<FRSEActionPartyOrderBinding>(5 entries)Input|Party OrdersDirect party orders: each binding's keys give the whole party its order (one input action per binding, listed in the Controls page).
Party Order Cycle (PartyOrderCycle)TArray<ERSEActionPartyOrder>(5 entries)Input|Party OrdersThe orders Party Order Keys cycles through, in this order (empty = every order).
Party Order Keys (PartyOrderKeys)TArray<FKey>(2 entries)Input|Party OrdersParty orders (A2): gives the whole party the next order of Party Order Cycle (the members the AI drives).
Aim Trace Range (AimTraceRange)float8000.000000TargetingFarthest an aimed shot looks for what it hits (cm).
Aim Turn Speed (AimTurnSpeed)float900.000000TargetingThe character turns to the view while aiming (degrees per second).
Soft Lock Angle (SoftLockAngle)float55.000000TargetingSoft lock: attacks without a hard lock turn toward the enemy nearest the view within this angle.
Soft Lock Range (SoftLockRange)float0.000000TargetingSoft lock reach (cm; 0 = the rules' Lock On Range).
Switch Target Cooldown (SwitchTargetCooldown)float0.250000TargetingSeconds between two target switches.

RPG Saga Engine: Action Commands

Class URSEActionCommandSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Global rules of action commands.

SettingTypeDefaultCategoryRestartDescription
Defense Enabled (bDefenseEnabled)boolTrueDefensePlayer units may block instant enemy attacks with a timed press (damage reduction).
Block Good Damage Multiplier (BlockGoodDamageMultiplier)float0.750000Defense
Block Miss Damage Multiplier (BlockMissDamageMultiplier)float1.000000DefenseDamage taken multiplier per block grade.
Block Perfect Damage Multiplier (BlockPerfectDamageMultiplier)float0.500000Defense
Block Required Tag (BlockRequiredTag)FGameplayTag(TagName="Equip.Type.Shield")DefenseOnly units with this granted tag can block (prompt and damage reduction). Worn equipment grants its Equip.Type tag, so the default Equip.Type.Shield means "a shield is equipped"; a trait tag works too. Empty = anyone.
Block Window Max Seconds (BlockWindowMaxSeconds)float1.000000DefenseThe block window never lasts longer than this (real seconds, from the prompt to the end of its Good tolerance). The battle does not stop meanwhile: the attack plays on in slow motion (Battle Presentation).
Default Defense Grade (DefaultDefenseGrade)ERSEExecutionQualityUnsetDefenseGrade used when nobody blocks (AI defenders, headless). Unset = no block.
Defense Input (DefenseInput)ERSEActionCommandInputBlockDefenseThe input that blocks (D-066: Block, a key and button of its own, so Enter / A never go to a block prompt while the player is in the command menu). Confirm / Cancel / Any share the menu's keys (the old behavior).
Defense Window (DefenseWindow)FRSEActionCommandWindow(Time=0.550000,GoodTolerance=0.120000,PerfectTolerance=0.040000)Defense
Enabled (bEnabled)boolTrueOffenseOff: no prompts are shown; every command uses DefaultGrade (accessibility option).
Default Grade (DefaultGrade)ERSEExecutionQualityGoodOffenseGrade used without a player's press: AI, auto-play, headless simulations, commands turned off.
Default Window (DefaultWindow)FRSEActionCommandWindow(Time=0.600000,GoodTolerance=0.120000,PerfectTolerance=0.040000)OffenseWindow of abilities with a command but no windows of their own.
Good Bonus (GoodBonus)FRSEExecutionBonus(DamageMultiplier=1.000000,HealMultiplier=1.000000)Offense
Miss Bonus (MissBonus)FRSEExecutionBonus(DamageMultiplier=0.750000,HealMultiplier=0.750000)Offense
Perfect Bonus (PerfectBonus)FRSEExecutionBonus(DamageMultiplier=1.300000,HealMultiplier=1.250000)Offense
Default Player Mode (DefaultPlayerMode)ERSEActionCommandPlayerModeAllPlayer OptionPlayer option used until the player picks one (Options menu / RSE.ActionCommand.PlayerMode).

RPG Saga Engine: Animation & FX Library

Class URSEAnimLibrarySettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Animation & FX Library settings (D-087): Project Settings -> RPG Saga Engine -> Animation & FX Library.

SettingTypeDefaultCategoryRestartDescription
Default Impact Fraction (DefaultImpactFraction)float0.450000Dress My Abilities
Impact Notifies (ImpactNotifies)TArray<FRSEPackNamePattern>(1 entries)Dress My AbilitiesMontages built for dressed abilities: notifies that mark the hit frame (else Default Impact Fraction).
Max Attack Combo (MaxAttackCombo)int323Dress My AbilitiesClips of a style's attack combo given to a character's Attack Presentations.
Library Asset Name (LibraryAssetName)FStringDA_AnimLibraryOutputName of the library asset in the Library Folder.
Library Folder (LibraryFolder)FDirectoryPath(set per project)OutputProject folder of the library asset, the styles, the retargeted clips and the dressed looks. Project content only.
Borrowed Clips in Place (bBorrowedClipsInPlace)boolTrueRetargetingRetargeted clips play in place (root locked): battle presentations do the travelling.
Strip Borrowed Effect Notifies (bStripBorrowedEffectNotifies)boolTrueRetargetingRetargeted clips lose their particle and trail notifies (effects of another pack's look). Sounds stay.
FXTaxonomy (FXTaxonomy)TSoftObjectPtr<URSEFXTaxonomy>/RPGSagaEngine/Data/AnimLibrary/DA_FXTaxonomy_Default.DA_FXTaxonomy_DefaultTaxonomyHow effects and sounds are classified, and the Dress My Abilities rules.
Taxonomy (Taxonomy)TSoftObjectPtr<URSEAnimTaxonomy>/RPGSagaEngine/Data/AnimLibrary/DA_AnimTaxonomy_Default.DA_AnimTaxonomy_DefaultTaxonomyHow animations are classified (categories, words, slots). The plugin's generic taxonomy fits most packs.
Thumbnail Pool Size (ThumbnailPoolSize)int32128WindowRows of the library window loaded with thumbnails at once (0 = no thumbnails).
Thumbnail Size (ThumbnailSize)int3248WindowThumbnail size in the library window (pixels).

RPG Saga Engine: Attributes

Class URSEAttributeSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Which attribute registry a game uses (D-054, docs/design/attributes.md).

SettingTypeDefaultCategoryRestartDescription
Registry (Registry)TSoftObjectPtr<URSEAttributeRegistry>NoneAttributesAttribute and resource definitions. Empty = the framework's built-in definitions (HP, MP, Resonance and the standard stats), which reproduce the default rules exactly.

RPG Saga Engine: Audio

Class URSEAudioSettings (module RSE), Project Settings, Project, RPG Saga Engine. Audio (D-036, docs/design/audio.md): music per context and map, the sound catalog and the mixer.

SettingTypeDefaultCategoryRestartDescription
Channels (Channels)TMap<ERSEAudioChannel,FRSEAudioChannelSetup>(5 entries)MixerEngine route and default volume of each channel. Channels without a route get their volume as a gain on the sounds RSE plays.
Volume Change Fade Time (VolumeChangeFadeTime)float0.100000MixerFade of sound class volume changes.
Volume Mix (VolumeMix)TSoftObjectPtr<USoundMix>NoneMixerSound mix pushed at startup; the channels' sound classes get their volumes through it. Needed only for sound class routes.
Area Music Check Interval (AreaMusicCheckInterval)float0.500000MusicHow often the explorer's area is checked for area-volume music (only on maps that have such volumes).
Music Plays when Paused (bMusicPlaysWhenPaused)boolTrueMusicMusic keeps playing while the game is paused (menus).
Resume Covered Music (bResumeCoveredMusic)boolTrueMusicA track that comes back after being covered (area music after a battle) continues where it was, if its length is known.
Context Music (ContextMusic)TMap<ERSEMusicContext,FRSEMusicTrack>(5 entries)MusicDefault track of each context. A context without a track plays silence (Dialog: dialogs keep the current music).
Default Fade In (DefaultFadeIn)float1.000000MusicFade-in of tracks that do not set their own.
Default Fade Out (DefaultFadeOut)float1.000000MusicFade-out of the replaced music when the incoming track does not set its own.
Map Music (MapMusic)TMap<TSoftObjectPtr<UWorld> ,FRSEMusicTrack>(0 entries)MusicExploration music of a map, used outside area volumes with music. Maps not listed use ContextMusic[Exploration].
Preload Catalog (bPreloadCatalog)boolTrueSound EffectsLoads every catalog sound when the game starts (no delay on the first play). Off: each sound loads on first use.
Min Retrigger Time (MinRetriggerTime)float0.040000Sound EffectsThe same tag does not play again within this time (a menu rebuilt twice in a frame, a hit on many targets).
Sound Catalog (SoundCatalog)TSoftObjectPtr<URSESoundCatalog>NoneSound EffectsThe sound library: GameplayTag -> sound (Audio.UI., Audio.Battle., Audio.World.*). Empty = silent.
Battle Event Sounds (BattleEventSounds)TMap<ERSEBattleEventType,FGameplayTag>(6 entries)Sound Effects|BattleSound of each presented battle event type.
Battle Event Sounds (bBattleEventSounds)boolTrueSound Effects|BattlePresented battle events play catalog sounds (hit, miss, heal, KO, summon). Off when presentation assets play their own.
Block Sound (BlockSound)FGameplayTag(TagName="Audio.Battle.Block")Sound Effects|BattleA defensive command that was not a Miss.
Critical Hit Sound (CriticalHitSound)FGameplayTag(TagName="Audio.Battle.Crit")Sound Effects|BattlePlayed instead of the DamageDealt sound for critical hits.
Perfect Sound (PerfectSound)FGameplayTag(TagName="Audio.Battle.Perfect")Sound Effects|BattleA Perfect action command grade.

RPG Saga Engine: Balance

Class URSEBalanceSettings (module RSECore), Project Settings, Project, RPG Saga Engine. "Balance My Campaign" (D-077, docs/product/balance-tool.md): the target bands per kind of battle, the party levels the scenarios use, the knobs the proposals may turn and how long the search runs.

SettingTypeDefaultCategoryRestartDescription
Check Ability Cliffs (bCheckAbilityCliffs)boolTrueBandsFlag enemy abilities that unlock strictly inside a zone's level range (a difficulty cliff, D-068).
Check One Shots (bCheckOneShots)boolTrueBandsCheck the D-066 rule: no enemy takes a full-HP party member down with one normal hit.
Boss Win Rate (%) (BossWinRate)FRSEProgressionBand(Min=30.000000,Max=60.000000)Bands
Use Campaign Turn Bands (bUseCampaignTurnBands)boolFalseBandsParty turns per battle from the campaign's targets (TurnsPerBattle for normal / elite, KeyBattleTurns for the others). Off by default: those are zone medians over every mode, and a Tactics battle counts many more unit turns than an ATB one.
Class Swing Threshold (ClassSwingThreshold)float20.000000BandsA class is an outlier when parties with it win this many points more or less than parties without it.
Elite Win Rate (%) (EliteWinRate)FRSEProgressionBand(Min=55.000000,Max=80.000000)Bands
Key Turns (KeyTurns)FRSEProgressionBand(Min=8.000000,Max=96.000000)BandsParty turns of key, boss and ultra battles (~24 rounds of a party of four).
Key Battle Win Rate (%) (KeyWinRate)FRSEProgressionBand(Min=60.000000,Max=85.000000)Bands
Max Timeout Rate (MaxTimeoutRate)float5.000000BandsHighest acceptable share of battles stopped by the simulator's guard (percent).
Normal Win Rate (%) (NormalWinRate)FRSEProgressionBand(Min=75.000000,Max=95.000000)Bands--- Win-rate bands (percent of battles won by the standard party) ---
Regular Turns (RegularTurns)FRSEProgressionBand(Min=4.000000,Max=48.000000)BandsParty turns (every party unit's turns together) of normal and elite battles. The default allows ~12 rounds of a party of four.
Ultra Boss Win Rate (%) (UltraWinRate)FRSEProgressionBand(Min=30.000000,Max=60.000000)Bands
Tune Enemy Count (bTuneEnemyCount)boolTrueKnobsTry one enemy more or less.
Class Growth Steps (ClassGrowthSteps)TArray<float>(3 entries)KnobsClass growth steps (percent on the PerLevel of the Progression Designer's vitality and power stats).
Class Probe Scenarios (ClassProbeScenarios)int326KnobsAlternative-party scenarios a class candidate is measured on.
Enemy Count Cost (EnemyCountCost)float3.000000Knobs
Enemy Stat Cost (EnemyStatCost)float2.000000Knobs
Enemy Stat Steps (EnemyStatSteps)TArray<float>(3 entries)KnobsEnemy family steps (percent on the enemy's HP and offense), when no encounter knob lands in the band.
Intelligence Cost (IntelligenceCost)float1.500000Knobs
Intelligence Steps (IntelligenceSteps)TArray<float>(2 entries)KnobsIntelligence floors (harder) / caps (easier) tried, as steps from the encounter's current bounds.
Level Cost (LevelCost)float1.000000KnobsCost of a change when choosing between candidates that land in the band (per level, per step, per enemy, per 10%).
Max Level Step (MaxLevelStep)int323KnobsLargest level step tried on an encounter (offset or fixed level).
Min Improvement (MinImprovement)float0.400000KnobsA candidate that does not land in the band is kept only if it removes at least this share of the score.
One Shot Steps (OneShotSteps)TArray<float>(4 entries)KnobsOffense steps (percent) tried against a one-shot.
Turn Weight (TurnWeight)float2.000000KnobsScore points per party turn outside the turn band (win-rate points count 1 each).
Alternative Party Kinds (AlternativePartyKinds)TArray<ERSEEncounterBalanceRole>(1 entries)Party LevelsAlternative parties play these kinds of battle (their other flags would repeat the standard party's).
Boss Level (BossLevel)FRSEBalanceLevelRule(Fraction=1.000000)Party LevelsBosses: the zone's exit level.
Elite Level (EliteLevel)FRSEBalanceLevelRule(Fraction=0.500000)Party Levels
Key Level (KeyLevel)FRSEBalanceLevelRule(Fraction=0.500000,Rounding=Up)Party LevelsKey battles: halfway through the zone, rounded up.
Normal Level (NormalLevel)FRSEBalanceLevelRule(Fraction=0.500000)Party LevelsNormal battles: halfway through the zone's target levels, rounded down (the D-068 scenarios).
Ultra Level (UltraLevel)FRSEBalanceLevelRule(Source=OptionalTarget,Fraction=1.000000)Party LevelsUltra bosses: the recommended level of the campaign's optional content.
Report Folder (ReportFolder)FStringBalanceReportReports go to <Project>/Saved/<ReportFolder>/<timestamp>_<campaign>/ (report.md, report.json).
Max Iterations (MaxIterations)int323Simulation
Runs (Runs)int3240SimulationBattles per scenario (seeds Seed .. Seed + Runs - 1).
Runs Per Slice (RunsPerSlice)int325SimulationBattles per time slice (the editor window stays responsive between slices).
Search Runs (SearchRuns)int3220SimulationBattles per candidate while searching (the first seeds of the scenario); accepted changes are re-measured with Runs.
Slice Milliseconds (SliceMilliseconds)float40.000000SimulationTime the editor window gives the job per frame.
Time Budget Seconds (TimeBudgetSeconds)float900.000000Simulation

RPG Saga Engine: Barks

Class URSEBarkSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Project Settings -> RPG Saga Engine -> Barks (D-157): the pools every NPC falls back on and how often NPCs talk.

SettingTypeDefaultCategoryRestartDescription
Decision Window Seconds (DecisionWindowSeconds)float0.250000BudgetRequests made within this time are decided together: the speaker with the highest priority, then the nearest to the player (the most relevant) wins. 0 = decided at once, first come first served.
Global Cooldown Seconds (GlobalCooldownSeconds)float2.500000BudgetLeast time between two automatic lines starting anywhere (a crowd never talks in chorus).
Max Concurrent Lines (MaxConcurrentLines)int321BudgetMost lines said at once over NPCs' heads (automatic ones: greetings, small talk, proximity barks). 0 = no automatic lines.
Quiet After Screen Seconds (QuietAfterScreenSeconds)float2.000000BudgetNo automatic lines while a dialog, a document or any modal screen is open, and this long after it closed.
Approach Kind (ApproachKind)FGameplayTag(TagName="Bark.Kind.Greeting")ChoiceThe kind asked for when the party comes near (Bark.Kind.Greeting); lines of other kinds are used when it has none.
Talk Falls Back to Lines (bTalkFallsBackToLines)boolTrueChoiceTalking to an NPC with no dialog and no interaction gets one of its lines (off: no prompt for it).
Fallback Lines (FallbackLines)TArray<FText>(3 entries)ChoiceWhat an NPC says when it is talked to and none of its lines passes now (all conditional, none fits the hour or the weather) or its interaction / dialog had nothing to run: Talk is never silent. One is picked at random.
Repeat Memory (RepeatMemory)int323ChoiceHow many of an NPC's last lines it avoids repeating while it has others to say.
Default Pools (DefaultPools)TArray<TSoftObjectPtr<URSEBarkPoolData> >(1 entries)PoolsUsed by NPCs without pools of their own or of their NPC Type: nobody is mute.
Global Pools (GlobalPools)TArray<TSoftObjectPtr<URSEBarkPoolData> >(3 entries)PoolsShared by every NPC on top of its own (weather talk, the region's rumours).
Ambient Interval (AmbientInterval)FVector2D(X=12.000000,Y=24.000000)TimingSeconds between an NPC's small talk while the party stays near (random between the two; 0 = only on approach).
Max Seconds (MaxSeconds)float6.000000Timing
Min Seconds (MinSeconds)float2.500000Timing
Seconds Per Character (SecondsPerCharacter)float0.060000TimingHow long a line stays over the speaker (seconds per character, with a minimum and a maximum).

RPG Saga Engine: Battle

Class URSEBattleSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Global battle rules.

SettingTypeDefaultCategoryRestartDescription
ATBBack Row Physical Multiplier (ATBBackRowPhysicalMultiplier)float0.500000ATBPhysical damage multiplier when the attacker or the target stands in the back row (each applies).
ATBFill Per Speed (ATBFillPerSpeed)float2.000000ATBGauge filled per second per point of Speed.
ATBGauge Max (ATBGaugeMax)float100.000000ATBA unit gets a command when its gauge reaches this value.
ATBInitial Gauge Per Speed (ATBInitialGaugePerSpeed)float3.000000ATBGauge at battle start per point of Speed (never a full gauge).
ATBParty Size (ATBPartySize)int324ATBCharacters in an ATB party.
ATBStep Seconds (ATBStepSeconds)float0.033333ATBFixed simulation step, in seconds. Smaller = finer timing, more work.
Default ATBTime Mode (DefaultATBTimeMode)ERSEATBTimeModeWaitATBDefault time mode, used until the player picks one in the options (D-022, D-038).
Busy Commands (BusyCommands)ERSEATBBusyCommandsQueueATB|CommandsA command given while an action is still being shown: queued (runs right after it) or refused.
Flee Base Chance (FleeBaseChance)float40.000000ATB|FleeFlee chance in percent: base, plus per point of (party average Speed - enemy average Speed).
Flee Chance Per Speed (FleeChancePerSpeed)float3.000000ATB|Flee
Flee Max Chance (FleeMaxChance)float95.000000ATB|Flee
Flee Min Chance (FleeMinChance)float5.000000ATB|Flee
Active Menu Time Scale (ActiveMenuTimeScale)float1.000000ATB|TimeActive mode: time scale while the player is in a sub-list or picks a target (1 = full speed, the classic Active; 0.5 = half speed while choosing). The first command list always runs at full speed.
Wait Pauses Enemies (bWaitPausesEnemies)boolTrueATB|TimeWait mode: while time stands still, ready enemies wait too (no new enemy action starts; the one being shown finishes).
Wait Pause (WaitPause)ERSEATBWaitPauseAnyMenuATB|TimeWait mode: which open command menus stop ATB time (D-065).
Base Critical Chance (BaseCriticalChance)float5.000000DamageBase critical chance in percent.
Critical Multiplier (CriticalMultiplier)float1.500000Damage
Defense Constant (DefenseConstant)float100.000000DamageDefense reduces damage by DefenseConstant / (DefenseConstant + Defense): diminishing returns, never immune.
Max Hit Chance (MaxHitChance)float100.000000Damage
Min Damage (MinDamage)int321DamageSmallest damage of a hit that is not nullified by affinity.
Min Hit Chance (MinHitChance)float5.000000DamageHit chance bounds in percent, after Accuracy - Evasion and positional bonuses.
Variance Max (VarianceMax)float1.100000Damage
Variance Min (VarianceMin)float0.900000DamageRandom damage spread: each hit is multiplied by a value in [VarianceMin, VarianceMax].
Affinity Multipliers (AffinityMultipliers)TMap<ERSEElementAffinity,float>(5 entries)ElementsDamage multiplier per affinity. Negative values heal (absorb).
Default Encounter Mode (DefaultEncounterMode)FGameplayTag()EncountersThe mode new battles start with when the wizards and the Studio make an encounter (Battle.Mode.Tactics, ATB, Turn, Action; D-171 A7). Empty = Project Settings -> Wizards -> Default Battle Mode. A game that is mostly real-time sets Action; each encounter still decides its own mode.
Jump Down Bonus (JumpDownBonus)int321Tactics|MovementHeight steps a unit may drop beyond its Jump stat.
Back Damage Multiplier (BackDamageMultiplier)float1.500000Tactics|Positioning
Back Hit Bonus (BackHitBonus)float25.000000Tactics|Positioning
Height Damage Max (HeightDamageMax)float1.500000Tactics|Positioning
Height Damage Min (HeightDamageMin)float0.700000Tactics|Positioning
Height Damage Per Step (HeightDamagePerStep)float0.100000Tactics|PositioningDamage change per height step the attacker stands above (or below) the target.
Line Of Sight Eye Height (LineOfSightEyeHeight)float2.000000Tactics|PositioningEye height above a tile surface for line of sight, in height steps.
Side Damage Multiplier (SideDamageMultiplier)float1.250000Tactics|PositioningDamage multiplier when hitting a target from the side / from behind.
Side Hit Bonus (SideHitBonus)float10.000000Tactics|PositioningExtra hit chance (percent points) when attacking from the side / from behind.
CTThreshold (CTThreshold)int32100Tactics|Turn OrderA unit takes its turn when its CT reaches this value.
KOCountdown Turns (KOCountdownTurns)int323Tactics|Turn OrderTactics: own turns a fallen unit can wait to be revived before it leaves the battle. 0 = no countdown.
Turn CTCost Full (TurnCTCostFull)int32100Tactics|Turn OrderCT spent by a turn in which all Action Points were used. Partial use interpolates.
Turn CTCost Idle (TurnCTCostIdle)int3260Tactics|Turn OrderCT spent by a turn in which no Action Points were used.

RPG Saga Engine: Battle Feel

Class URSEBattleFeelSettings (module RSE), Project Settings, Project, RPG Saga Engine. The feel of battles (D-115, docs/product/free-tactics.md "Battle feel"): how a live battle starts (a ring spreading from the contact point, the enemies turning with a bark, the HUD fading in), the pace of every action (wind-up or cast, hit-stop, the target's reaction, recovery), the juice (element-c...

SettingTypeDefaultCategoryRestartDescription
Alert Bark Chance (AlertBarkChance)float0.600000EntryChance of each enemy after the first to bark (the first always does).
Alert Barks (AlertBarks)TArray<FText>(4 entries)EntryLines the enemies shout as they turn ("!", "There!"). A character's Battle Barks -> Alert replaces them.
Alert Bark Stagger (AlertBarkStagger)float0.180000EntrySeconds between two barks (they come one after another).
Bark Seconds (BarkSeconds)float1.400000EntrySeconds a bark stays over the unit.
Enemies Face Party (bEnemiesFaceParty)boolTrueEntryEnemies that noticed the party turn toward it at the start (not when the party surprised them). Their facing is the battle's.
Entry Sequence (bEntrySequence)boolTrueEntryA live battle starts with its entry sequence: the ring, the enemies turning, the barks, the HUD fading in. Off: at once.
Entry Min Seconds (EntryMinSeconds)float1.000000EntryThe first turn waits until the entry has played this long (real seconds; at least the ring's spread).
Entry Turn Seconds (EntryTurnSeconds)float0.400000EntryReal seconds the enemies take to turn (and a unit nudged to a free spot takes to slide there).
HUDFade Delay (HUDFadeDelay)float0.350000EntryThe battle HUD fades in after this many real seconds, over HUD Fade Seconds.
HUDFade Seconds (HUDFadeSeconds)float0.500000Entry
Max Alert Barks (MaxAlertBarks)int323EntryAt most this many enemies bark at the start.
Ring Color (RingColor)FLinearColor(R=1.000000,G=0.620000,B=0.250000,A=0.900000)Entry
Ring Fade Seconds (RingFadeSeconds)float0.600000Entry
Ring Hold Seconds (RingHoldSeconds)float0.300000EntryThe ring stays this long at its radius, then fades over Ring Fade Seconds.
Ring Material (RingMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/Battle/M_RSE_BattleRing.M_RSE_BattleRingEntryDeferred decal of the ring, the magic circles and the telegraphs (M_RSE_BattleRing: Color, Ring, Fill, Runes, Opacity).
Ring Radius (RingRadius)float10.000000EntryRadius the ring spreads to (meters). 0 = half the captured battle area.
Ring Spread Seconds (RingSpreadSeconds)float0.800000EntrySeconds (real time) the battle ring takes to spread from the contact point to its radius.
Ring Width (RingWidth)float40.000000EntryWidth of the ring's line on the ground (cm).
Show Intent (bShowIntent)boolTrueIntentOn an enemy's turn, its intent shows over it briefly (icon and bark) before it acts.
Callout Height (CalloutHeight)float230.000000IntentHeight of barks and intents above a unit's feet (cm).
Intent Bark Chance (IntentBarkChance)float0.500000IntentChance that the enemy also shouts a line with its intent.
Intent Display Seconds (IntentDisplaySeconds)float1.500000IntentSeconds the intent stays on screen.
Intent Icon Material (IntentIconMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/UI/M_RSE_IntentIcon.M_RSE_IntentIconIntentUI material of the built-in icons (M_RSE_IntentIcon: Shape, Color).
Intent Icon Size (IntentIconSize)float36.000000IntentIcon size on screen (pixels at 1080p).
Intent Lookahead (IntentLookahead)int324IntentAn enemy that walks first decides the rest of its turn this many steps ahead (spread over frames), so its intent shows what the walk is for (walk up and strike = Attack). 0 = a walk shows Move.
Intents (Intents)TMap<ERSEBattleIntent,FRSEIntentLook>(9 entries)IntentEach intent's icon, color and lines.
Intent Seconds (IntentSeconds)float0.750000IntentSeconds the enemy waits with its intent shown before acting (game seconds, follows the battle speed).
Cast Circle (bCastCircle)boolTrueJuiceSpells and supports draw a magic circle under the caster while they charge.
Impact Flash (bImpactFlash)boolTrueJuiceElement-colored flash at each hit target at the impact.
Impact Shake (bImpactShake)boolFalseJuiceA small camera shake at impacts (stronger on criticals). Off by default (D-113: the live camera never jolts); Free Tactics (Presentation) -> Action Camera Shake also turns it on.
Projectiles (bProjectiles)boolTrueJuiceSpells at a distance fly to their target (a glowing core with the element's trail) instead of landing at once.
Telegraph (bTelegraph)boolTrueJuiceWhere a spell will land is marked on the ground while it charges (its area, or the target's footprint).
Weapon Trails (bWeaponTrails)boolTrueJuiceMelee strikes leave a ribbon trail on the weapon during the swing (a presentation may turn it on or off).
Cast Circle Radius (CastCircleRadius)float120.000000Juice
Critical Scale (CriticalScale)float1.600000JuiceCriticals: larger flash, stronger shake, bigger number.
Elements (Elements)TMap<FGameplayTag,FRSEElementLook>(8 entries)JuicePer element (Element.*): color and default effects. Abilities without an element use Neutral Look.
Glow Material (GlowMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Visual/Feel/M_RSE_FXGlow.M_RSE_FXGlowJuice
Glow Mesh (GlowMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Sphere.SphereJuiceMesh and additive material of flashes and projectile cores (a sphere, M_RSE_FXGlow: Color, Intensity, Opacity).
Impact Flash Intensity (ImpactFlashIntensity)float5.000000Juice
Impact Flash Seconds (ImpactFlashSeconds)float0.240000Juice
Impact Flash Size (ImpactFlashSize)float90.000000JuiceSize of the impact flash (cm, its widest). Criticals are Critical Scale larger.
Impact Shake Amplitude (ImpactShakeAmplitude)float4.000000Juice
Impact Shake Seconds (ImpactShakeSeconds)float0.160000Juice
Neutral Look (NeutralLook)FRSEElementLook(Color=(R=1.000000,G=0.930000,B=0.800000,A=1.000000),CastEffect="/RPGSagaEngine/Visual/Feel/NS_RSE_Cast_Neutral.NS_RSE_Cast_Neutral",ImpactEffect="/RPGSagaEngin...Juice
Projectile Arc (ProjectileArc)float60.000000JuiceHeight of the projectile's arc at its middle (cm).
Projectile Min Distance (ProjectileMinDistance)float250.000000JuiceTargets closer than this (cm) get no projectile.
Projectile Size (ProjectileSize)float30.000000Juice
Support Look (SupportLook)FRSEElementLook(Color=(R=0.450000,G=1.000000,B=0.600000,A=1.000000),CastEffect="/RPGSagaEngine/Visual/Feel/NS_RSE_Cast_Support.NS_RSE_Cast_Support",ImpactEffect="/RPGSagaEngin...JuiceColor of heals and buffs (flashes, circles, telegraphs of support actions).
Telegraph Fill (TelegraphFill)float0.100000JuiceOpacity of the telegraph's fill (its outline is opaque).
Telegraph Min Radius (TelegraphMinRadius)float75.000000JuiceSmallest telegraph radius (cm): a single target's mark.
Trail Anchor (TrailAnchor)FGameplayTag(TagName="Appearance.Anchor.WeaponTip")JuiceWhere the trail is attached (Appearance.Anchor.*: the weapon tip, else the hand).
Trail Linger (TrailLinger)float0.120000JuiceThe trail keeps emitting this long after the impact.
Weapon Trail (WeaponTrail)TSoftObjectPtr<UNiagaraSystem>/RPGSagaEngine/Visual/Feel/NS_RSE_WeaponTrail.NS_RSE_WeaponTrailJuiceThe trail (a ribbon Niagara system that follows its emitter, NS_RSE_WeaponTrail).
Free Tactics Pacing (FreeTacticsPacing)FRSEActionPacingDefaults(bEnabled=True,Melee=(bOverride=True,WindUp=0.280000,ImpactHold=0.090000,HitStopDilation=0.030000,HitSlide=22.000000,Recovery=0.400000,ProjectileSpeed=1600.0000...PacingThe pace of each kind of action in Free Tactics and the floors no override goes under (D-115).
Turn Reframe Dead Zone (TurnReframeDeadZone)float3.000000PacingAt a new turn the camera glides to the active unit when it is farther than this from the view's center (meters).
Turn Reframe Seconds (TurnReframeSeconds)float0.550000PacingReal seconds of that glide (eased in and out, at the current zoom: no close-ups). 0 = the camera's own interpolation.
Wind Up Draw Back (WindUpDrawBack)float14.000000PacingMelee and ranged wind-up: the actor draws back this far (cm) before the strike.
Status Effects (bStatusEffects)boolTrueStatusesStatus effects on units while statuses last (their Loop Effect, else the visual for their tag below).
Max Status Effects Per Unit (MaxStatusEffectsPerUnit)int322StatusesAt most this many status effects on one unit at a time (the newest win).
Status Visuals (StatusVisuals)TMap<FGameplayTag,FRSEStatusVisual>(21 entries)StatusesFallback looks by status tag (Status.*; a parent tag covers its children).

RPG Saga Engine: Battle Flow UI

Class URSEBattleFlowUISettings (module RSE), Project Settings, Project, RPG Saga Engine. What happens on screen after a battle (D-030, D-031): the victory results screen and the game over screen.

SettingTypeDefaultCategoryRestartDescription
Game Over Delay (GameOverDelay)float1.500000FlowPause after the defeat banner before the game over screen opens.
Results Delay (ResultsDelay)float1.200000FlowPause after the victory banner before the results screen opens.
Results Presentation (ResultsPresentation)ERSEResultsPresentationScreenFlowD-128: how a won Tactics or ATB battle shows its rewards: the classic results screen (default), or the reward feed (floating texts and toasts over the world, Project Settings -> Reward Feed). Free Tactics battles choose with Free Tactics -> Results Mode.
Screen ZOrder (ScreenZOrder)int3220FlowViewport Z order of both screens (above the battle HUDs).
Game Over Background Color (GameOverBackgroundColor)FRSEUIColor(Token="Black",Alpha=0.750000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))LayoutCovers the screen behind the game over menu.
Game Over Menu Width (GameOverMenuWidth)float380.000000Layout
Results Width (ResultsWidth)float520.000000LayoutWidth of the rewards column of the results screen.
Statistics Number Column Width (StatisticsNumberColumnWidth)float76.000000LayoutWidth of each number column of the statistics table (dealt, taken, KOs).
Statistics Width (StatisticsWidth)float420.000000LayoutWidth of the battle statistics column of the results screen (0 = no statistics column).
Experience Bar Color (ExperienceBarColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=-0.035760,Chroma=1.293677,Hue=13.383118,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Layout|ResultsExperience bar: the part the member had before the battle.
Experience Bar Height (ExperienceBarHeight)float7.000000Layout|Results
Experience Gain Color (ExperienceGainColor)FRSEUIColor(Token="Rare",Alpha=1.000000,Lightness=-0.007420,Chroma=0.969650,Hue=-2.652298,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Layout|ResultsExperience bar: the part gained in this battle (the whole bar after a level up).
Item Columns (ItemColumns)int322Layout|ResultsItems gained are laid out in this many columns.
Member Card Width (MemberCardWidth)float230.000000Layout|ResultsWidth of one member card (name, level, experience bar, level up, new abilities).
Portrait Size (PortraitSize)float52.000000Layout|ResultsPortrait slot of a member card (the speaker portrait of the character; the initial when it has none). 0 = no portrait.
Rare Item Color (RareItemColor)FRSEUIColor(Token="Rare",Alpha=1.000000,Lightness=-0.061545,Chroma=0.675865,Hue=-151.382233,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Layout|Results
Rare Item Min Buy Price (RareItemMinBuyPrice)int32300Layout|ResultsAn item worth at least this much (buy price) is a rare drop: highlighted with RareItemColor and RareBadge. 0 = none.
Game Over Widget Class (GameOverWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreensGame over screen (D-052). Empty = built-in. A Widget Blueprint derived from RSEScreenWidget receives a RSEGameOverViewModel.
Results Widget Class (ResultsWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreensResults screen (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEResultsViewModel (docs/product/custom-ui.md).
Game Over Hint (GameOverHint)FTextNSLOCTEXT("RSEBattleFlowUI", "GameOverHint", "Up / Down: select Select: choose")Texts|Game Over
Game Over Title (GameOverTitle)FTextNSLOCTEXT("RSEBattleFlowUI", "GameOverTitle", "Game Over")Texts|Game Over--- Game over texts ---
Load Label (LoadLabel)FTextNSLOCTEXT("RSEBattleFlowUI", "Load", "Load last save")Texts|Game Over
Load Unavailable Detail (LoadUnavailableDetail)FTextNSLOCTEXT("RSEBattleFlowUI", "LoadUnavailable", "No saved games")Texts|Game OverDetail next to Load when there is no save.
Main Menu Label (MainMenuLabel)FTextNSLOCTEXT("RSEBattleFlowUI", "MainMenu", "Return to main menu")Texts|Game Over
Retry Label (RetryLabel)FTextNSLOCTEXT("RSEBattleFlowUI", "Retry", "Retry battle")Texts|Game Over
Unavailable Detail (UnavailableDetail)FTextNSLOCTEXT("RSEBattleFlowUI", "Unavailable", "Not available")Texts|Game OverDetail next to an option that cannot be used for another reason (no main menu map, nothing to retry).
Card Level Format (CardLevelFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "CardLevel", "{Term.LevelShort} {Level}")Texts|ResultsLevel on a card ({Level}).
Card Level Up Format (CardLevelUpFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "CardLevelUp", "{Term.LevelShort} {OldLevel} → {Level}")Texts|ResultsLevel on the card of a member that levelled up ({OldLevel}, {Level}).
Continue Label (ContinueLabel)FTextNSLOCTEXT("RSEBattleFlowUI", "Continue", "Continue")Texts|Results
Experience Gained Format (ExperienceGainedFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "ExperienceGained", "+{Amount} {Term.ExperienceShort}")Texts|ResultsExperience gained on a card ({Amount}).
Experience Label (ExperienceLabel)FTextNSLOCTEXT("RSEBattleFlowUI", "ExperienceLabel", "{Term.Experience}")Texts|Results
Item Count Format (ItemCountFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "ItemCount", "×{Count}")Texts|ResultsCount of an item gained ({Count}).
Item Format (ItemFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "Item", "{Item} x{Count}")Texts|ResultsOne item: {Item}, {Count}.
Items Header (ItemsHeader)FTextNSLOCTEXT("RSEBattleFlowUI", "ItemsHeader", "{Term.Items} obtained")Texts|Results
KOBadge (KOBadge)FTextNSLOCTEXT("RSEBattleFlowUI", "KOBadge", "KO")Texts|ResultsBadge of a member that ended the battle KO.
Level Up Badge (LevelUpBadge)FTextNSLOCTEXT("RSEBattleFlowUI", "LevelUpBadge", "LEVEL UP!")Texts|ResultsBadge of a member that levelled up.
Level Up Format (LevelUpFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "LevelUp", "{Name} reached level {Level}!")Texts|ResultsA level up: {Name}, {Level}.
Max Level Text (MaxLevelText)FTextNSLOCTEXT("RSEBattleFlowUI", "MaxLevel", "Maximum level")Texts|Results
Member Format (MemberFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "Member", "{Name} {Term.LevelShort} {Level} +{Amount} {Term.ExperienceShort}")Texts|ResultsOne member: {Name}, {Level}, {Amount} (experience gained).
Member KOText (MemberKOText)FTextNSLOCTEXT("RSEBattleFlowUI", "MemberKO", "{Name} {Term.LevelShort} {Level} KO: no experience")Texts|ResultsDetail of a fallen member (gets no experience).
Money Label (MoneyLabel)FTextNSLOCTEXT("RSEBattleFlowUI", "MoneyLabel", "{Term.Money}")Texts|Results
Money Value Format (MoneyValueFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "MoneyValue", "+{Money}")Texts|ResultsMoney value in the spoils ({Money}, already formatted by the Economy settings).
New Ability Format (NewAbilityFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "NewAbility", "{Name} learned {Ability}.")Texts|ResultsAn ability learned: {Name}, {Ability}.
No Items Text (NoItemsText)FTextNSLOCTEXT("RSEBattleFlowUI", "NothingFound", "Nothing found")Texts|Results
Pact Points Format (PactPointsFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "PactPoints", "{Pact}: +{Amount} Pact points")Texts|ResultsPact points: {Pact}, {Amount}.
Pact Points Label Format (PactPointsLabelFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "PactPointsLabel", "{Pact} (Pact points)")Texts|ResultsPact points row of the spoils: label ({Pact}) and value ({Amount}).
Pact Points Value Format (PactPointsValueFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "PactPointsValue", "+{Amount}")Texts|Results
Rare Badge (RareBadge)FTextNSLOCTEXT("RSEBattleFlowUI", "RareBadge", "RARE")Texts|ResultsBadge of a rare drop.
Recruited Format (RecruitedFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "Recruited", "{Name}")Texts|ResultsA character captured in the battle joined the party: label ({Name}); the value is RecruitedValue.
Recruited Value (RecruitedValue)FTextNSLOCTEXT("RSEBattleFlowUI", "RecruitedValue", "joined the party")Texts|Results
Results Hint (ResultsHint)FTextNSLOCTEXT("RSEBattleFlowUI", "ResultsHint", "Select: continue")Texts|Results
Results Title (ResultsTitle)FTextNSLOCTEXT("RSEBattleFlowUI", "ResultsTitle", "Victory")Texts|Results--- Results texts ({Name}, {Amount}, {Level}, {Ability}, {Item}, {Count}, {Pact} are filled in) ---
Spoils Header (SpoilsHeader)FTextNSLOCTEXT("RSEBattleFlowUI", "SpoilsHeader", "Spoils")Texts|ResultsTitle of the spoils section (experience, money, Pact points, items).
To Next Format (ToNextFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "ToNext", "Next level: {Amount}")Texts|ResultsExperience still needed for the next level ({Amount}).
Total Experience Format (TotalExperienceFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "TotalExperience", "{Term.Experience} earned: {Amount}")Texts|ResultsLine with the total experience.
Biggest Hit Critical Format (BiggestHitCriticalFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "BiggestHitCritical", "Biggest hit: {Amount}, critical ({Name}, {Ability})")Texts|StatisticsThe biggest hit was a critical hit.
Biggest Hit Format (BiggestHitFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "BiggestHit", "Biggest hit: {Amount} ({Name}, {Ability})")Texts|Statistics{Amount}, {Name} (who hit), {Ability} (ability or item).
Biggest Hit No Ability Format (BiggestHitNoAbilityFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "BiggestHitNoAbility", "Biggest hit: {Amount} ({Name})")Texts|StatisticsThe biggest hit has no known ability ({Amount}, {Name}).
Dealt Column (DealtColumn)FTextNSLOCTEXT("RSEBattleFlowUI", "DealtColumn", "Dealt")Texts|Statistics
Duration Format (DurationFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "Duration", "Duration: {Time}")Texts|StatisticsReal-time battles: {Time} (m:ss).
Enemies Defeated Format (EnemiesDefeatedFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "EnemiesDefeated", "{Term.Enemies} defeated: {Count}")Texts|Statistics
Items Used Format (ItemsUsedFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "ItemsUsed", "{Term.Items} used: {Count}")Texts|Statistics
KOs Column (KOsColumn)FTextNSLOCTEXT("RSEBattleFlowUI", "KOsColumn", "KOs")Texts|Statistics
Member Column (MemberColumn)FTextNSLOCTEXT("RSEBattleFlowUI", "MemberColumn", "Member")Texts|StatisticsColumn headers of the member table.
Member Fell Format (MemberFellFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "MemberFell", "{Name} (fell)")Texts|StatisticsAfter the name of a member that fell during the battle ({Name}).
Statistics Header (StatisticsHeader)FTextNSLOCTEXT("RSEBattleFlowUI", "StatisticsHeader", "Battle statistics")Texts|Statistics--- Battle statistics ({Count}, {Time}, {Amount}, {Name}, {Ability}) ---
Taken Column (TakenColumn)FTextNSLOCTEXT("RSEBattleFlowUI", "TakenColumn", "Taken")Texts|Statistics
Turns Format (TurnsFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "Turns", "Turns: {Count}")Texts|StatisticsTurn-based battles: {Count} turns of the party.
Units Lost Format (UnitsLostFormat)FTextNSLOCTEXT("RSEBattleFlowUI", "UnitsLost", "Units lost: {Count}")Texts|Statistics

RPG Saga Engine: Battle Menus

Class URSEBattleMenuSettings (module RSE), Project Settings, Project, RPG Saga Engine. Battle menus (D-122): the menu styles the game offers, the one Free Tactics uses and what its menu holds.

SettingTypeDefaultCategoryRestartDescription
Default Icons (DefaultIcons)TMap<FName,TSoftObjectPtr<UTexture2D> >(14 entries)ContentD-132: icons by id for categories and turn commands the menu data leaves without one (a category: the menu config's icon wins; an entry: its own icon wins, ids like "Door.2" use the part before the dot). Keys are category and entry ids: Move, Jump, Attack, Skills, Magic, Items, Field, Flee, Door, EndTurn, Pact... The plugin's defaults use its own glyphs.
Element Colors (ElementColors)TMap<FGameplayTag,FLinearColor>(8 entries)ContentD-147: the color of each element in tooltips (Element.*); elements without one use the text color.
Free Tactics Menu (FreeTacticsMenu)TSoftObjectPtr<URSEBattleMenuConfig>NoneContentWhat the Free Tactics menu holds (providers and categories). Empty = the built-in providers (Move, the class's commands, Flee, doors, End Turn).
Target Badges (TargetBadges)TMap<ERSEAbilityTargetKind,TSoftObjectPtr<UTexture2D> >(7 entries)ContentD-147: the badge glyph of each targeting kind (one target, area, line, cone, self, ally, allies in an area). The plugin's: /RPGSagaEngine/UI/Badges.
Player Can Choose (bPlayerCanChoose)boolTrueStylesThe options menu lets the player pick the style.
Free Tactics Style (FreeTacticsStyle)FNameRadialStylesThe style Free Tactics battles use unless the player picks another (by Style Id).
Styles (Styles)TArray<TSoftObjectPtr<URSEBattleMenuStyle> >(0 entries)StylesStyle assets the game offers (empty = the built-in List, Radial and Hotbar with their default look).

RPG Saga Engine: Battle Mode Override

Class URSEBattleModeOverrideSettings (module RSECore), Project Settings, Project, RPG Saga Engine. D-182: the battle mode override.

SettingTypeDefaultCategoryRestartDescription
Auto Deployment Rows (AutoDeploymentRows)int322FallbacksGrid fallback: rows of deployment tiles made along the zone's near edge (row 0) when the encounter has none.
Auto Deployment Tiles Per Unit (AutoDeploymentTilesPerUnit)int322FallbacksGrid fallback: deployment tiles made per deployable unit (more tiles give the player a choice).
Auto Enemy Edge Margin (AutoEnemyEdgeMargin)int321FallbacksGrid fallback: rows kept free between the far edge and the enemies laid out automatically.
Auto Front Row Size (AutoFrontRowSize)int323FallbacksClassic fallback: with every enemy in the front row, the enemies after this many go to the back row (an encounter made for another mode).
Fall Back to Own Mode (bFallBackToOwnMode)boolTrueModesWhen the encounter cannot be fought in the override's mode (it does not allow it, its data cannot, no battle site on the map): on = it is fought in its own mode (a warning in the log); off = it does not start.
Overridable Modes (OverridableModes)TArray<FGameplayTag>(5 entries)ModesThe modes an override may choose, in this order (demo menus and the mode report list them so).

RPG Saga Engine: Battle Presentation

Class URSEBattlePresentationSettings (module RSE), Project Settings, Project, RPG Saga Engine. How battles are shown (D-034): playback speed, approach movement, default timelines, camera shots, effects and cinematic moments.

SettingTypeDefaultCategoryRestartDescription
Block Prompt Text (BlockPromptText)FTextNSLOCTEXT("RSEBattlePresentation", "BlockPrompt", "Block!")Action Command UI
Good Color (GoodColor)FRSEUIColor(Token="Charge",Alpha=1.000000,Lightness=0.017993,Chroma=0.926205,Hue=-5.896690,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Action Command UI
Good Text (GoodText)FTextNSLOCTEXT("RSEBattlePresentation", "Good", "GOOD")Action Command UI
Grade Height (GradeHeight)float215.000000Action Command UIHeight above the anchor unit where the grade (Perfect / Good / Miss) shows (D-083): above the head, apart from the combat numbers at the hit point (UI -> Floating Hit Height).
Grade Pop Scale (GradePopScale)float1.350000Action Command UIThe grade starts this much larger and settles (pop).
Grade Rise (GradeRise)float22.000000Action Command UIRise of the grade over its display time, in screen units.
Grade Scale (GradeScale)float0.800000Action Command UISize of the grade as a share of the Title text style (smaller than the damage numbers).
Miss Color (MissColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.053433,Chroma=0.794947,Hue=-7.461658,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Action Command UI
Miss Text (MissText)FTextNSLOCTEXT("RSEBattlePresentation", "Miss", "MISS")Action Command UI
Perfect Color (PerfectColor)FRSEUIColor(Token="Rare",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Action Command UI
Perfect Text (PerfectText)FTextNSLOCTEXT("RSEBattlePresentation", "Perfect", "PERFECT!")Action Command UI
Prompt Height (PromptHeight)float120.000000Action Command UIHeight above the anchor unit where the prompt appears.
Prompt Text (PromptText)FTextNSLOCTEXT("RSEBattlePresentation", "Prompt", "Timing!")Action Command UI
Result Seconds (ResultSeconds)float0.700000Action Command UIHow long the grade stays on screen.
Ring Radius (RingRadius)float44.000000Action Command UIRadius of the target ring of the timing prompt.
Ring Segments (RingSegments)int3248Action Command UI
Ring Start Scale (RingStartScale)float3.000000Action Command UIThe closing ring starts this many times larger.
Ring Thickness (RingThickness)float4.000000Action Command UI
Default Body Radius (DefaultBodyRadius)float35.000000ApproachBody radius of a target whose look gives none (placeholders), for Move cues with a Reach.
Max Move Time (MaxMoveTime)float0.800000Approach
Melee Contact Depth (MeleeContactDepth)float10.000000ApproachMove cues with a Reach (D-079: the attack's measured contact reach): the attacker stops where its blow lands on the target's body: the target's body radius (its look's body preset) plus the reach, minus this depth.
Melee Stop Distance (MeleeStopDistance)float110.000000ApproachMelee attackers stop this far from their target (Move cues without a Reach).
Min Move Time (MinMoveTime)float0.150000Approach
Return Speed (ReturnSpeed)float1300.000000Approach
Run Speed (RunSpeed)float1100.000000Approach--- Approach (ATB; Tactics limits it to a step) ---
Tactics Max Contact Step (TacticsMaxContactStep)float180.000000ApproachTactics, Move cues with a Reach (D-079): the step goes as far as the blow needs to land, up to this distance (then the unit goes back to its tile). 0 = the Max Step Distance above.
Tactics Max Step Distance (TacticsMaxStepDistance)float30.000000ApproachTactics: units stay on their tiles, so Move cues toward the target become a short step of at most this distance (then the strike's lunge). 0 = no step. Grid movement itself is the battle's (UnitMoved).
Block Min Lead Seconds (BlockMinLeadSeconds)float0.300000Block WindowShortest time (real seconds) from the prompt to the ideal press. When the attack connects sooner, the impact waits for the grade (a short pause) rather than asking for an impossible press.
Block Slow Motion Dilation (BlockSlowMotionDilation)float0.250000Block WindowWhile a block window is open the enemy's attack keeps playing, slowed to this time dilation (the battle never freezes; Bogdan 2026-09-26). The ring closes when the attack connects. Reduced effects without slow motion: 1.
Block Slow Motion Ease In (BlockSlowMotionEaseIn)float0.120000Block WindowReal seconds to blend into the slow motion when the window opens.
Block Slow Motion Ease Out (BlockSlowMotionEaseOut)float0.200000Block WindowReal seconds to blend back to normal speed once the block is graded.
Avoid Camera Obstacles (bAvoidCameraObstacles)boolTrueCameraCamera shots never go into walls (D-079): each shot is probed from the subject it frames to the camera; a blocked view pulls the camera in, else tries other angles (turned sideways, the other side, higher), else the shot is skipped and the camera stays where it is. Subjects hidden behind an obstacle count as blocked too.
Camera Alternate Yaw (CameraAlternateYaw)float40.000000CameraOther angles tried: the shot turned by this much around its subject (then twice as much, the other side, higher).
Camera Probe Channel (CameraProbeChannel)TEnumAsByte<ECollisionChannel>ECC_CameraCameraCollision channel of the probes (units are ignored).
Camera Probe Radius (CameraProbeRadius)float15.000000CameraRadius of the camera probe (cm): the camera keeps this far from walls.
Camera Raise Share (CameraRaiseShare)float0.700000CameraHigher angles: the camera goes up by this share of its distance to the subject.
Close Up Distance (CloseUpDistance)float280.000000Camera
Close Up Height (CloseUpHeight)float20.000000Camera
Close Up Side Offset (CloseUpSideOffset)float80.000000Camera
Min Shot Distance (MinShotDistance)float140.000000CameraA shot pulled in closer than this to its subject is not used (another angle is tried).
Orbit Degrees Per Second (OrbitDegreesPerSecond)float30.000000Camera
Orbit Height (OrbitHeight)float280.000000Camera
Orbit Radius (OrbitRadius)float560.000000Camera
Over Shoulder Distance (OverShoulderDistance)float260.000000Camera
Over Shoulder Height (OverShoulderHeight)float150.000000Camera
Over Shoulder Side Offset (OverShoulderSideOffset)float110.000000Camera
Return Blend Time (ReturnBlendTime)float0.400000CameraBlend back to the battle camera when a timeline ends.
Shot Blend Time (ShotBlendTime)float0.350000Camera
Shot FOV (ShotFOV)float55.000000CameraField of view of cinematic shots (0 = keep the battle camera's).
Subject Height (SubjectHeight)float90.000000CameraHeight of a unit's chest above its origin: what shots look at.
Boss Special Camera (bBossSpecialCamera)boolTrueCamera PolicySpecial Only: bosses (VIP enemies) keep their cinematic camera (intro, special moves) even with enemies off.
Enemy Special Camera (bEnemySpecialCamera)boolFalseCamera PolicySpecial Only: enemies' special actions may move the camera too. Off: only the player's side (bosses: below).
Shake in Fixed View (bShakeInFixedView)boolTrueCamera PolicyCamera shakes still play in the fixed view (they do not change the perspective).
Classic Camera Policy (ClassicCameraPolicy)ERSEBattleCameraPolicySpecialOnlyCamera PolicyClassic battles (ATB, turn-based): which actions may move the camera away from the stage's fixed view. Default Special Only: attacks, skills, spells and items (the enemies' too) play in the fixed view; flagged abilities, super moves and summons may use their camera shots.
Tactics Camera Policy (TacticsCameraPolicy)ERSEBattleCameraPolicyAllCamera PolicyTactics battles: the same choice. Default All (the Ability Toolkit's shots follow leaps, dashes and fireballs, D-055).
Boss Intro (bBossIntro)boolTrueCinematicsBattles with a boss (a VIP enemy) open on it.
Hide HUDDuring Cinematics (bHideHUDDuringCinematics)boolTrueCinematicsThe battle HUD hides while a cinematic moment plays.
Boss Intro (BossIntro)TSoftObjectPtr<URSEAbilityPresentationBase>NoneCinematics
Boss Title Format (BossTitleFormat)FTextNSLOCTEXT("RSEBattlePresentation", "BossTitle", "{Name}")CinematicsBanner title of boss intros ({Name} = the boss).
Summon Entrance (bSummonEntrance)boolTrueCinematicsSummons enter with a short cinematic (camera, slow motion, banner).
Cinematic Hold Seconds (CinematicHoldSeconds)float1.400000CinematicsHow long cinematic shots hold.
Slow Motion Dilation (SlowMotionDilation)float0.350000Cinematics
Slow Motion Seconds (SlowMotionSeconds)float0.900000Cinematics
Summon Entrance (SummonEntrance)TSoftObjectPtr<URSEAbilityPresentationBase>NoneCinematicsReplaces the built-in summon entrance.
Summon Title Format (SummonTitleFormat)FTextNSLOCTEXT("RSEBattlePresentation", "SummonTitle", "{Name}")CinematicsBanner title of summon entrances ({Name} = the summon).
Super Move Prelude (SuperMovePrelude)TSoftObjectPtr<URSEAbilityPresentationBase>NoneCinematicsReplaces the built-in super move prelude (abilities with Moment = Super Move and no asset).
Action Banner Format (ActionBannerFormat)FTextNSLOCTEXT("RSEBattlePresentation", "ActionBanner", "{Caster} — {Ability}")Default TimelinesText of the default action banner, for every unit (D-065). Arguments: {Caster}, {Ability}. Empty = the ability's name only.
Banner Seconds (BannerSeconds)float1.100000Default Timelines
Show Ability Banner (bShowAbilityBanner)boolTrueDefault TimelinesShows the ability's name in a banner (abilities may turn it off).
Cast Hop Height (CastHopHeight)float30.000000Default Timelines
Cast Time (CastTime)float0.450000Default TimelinesCasting pose before the impact of in-place abilities.
Flee Action Name (FleeActionName)FTextNSLOCTEXT("RSEBattlePresentation", "FleeAction", "Flee")Default TimelinesName of the Flee command in its action banner ("Aldren — Flee", D-083). Empty = no banner for fleeing.
In Place Default (InPlaceDefault)TSoftObjectPtr<URSEAbilityPresentationBase>NoneDefault Timelines
Melee Default (MeleeDefault)TSoftObjectPtr<URSEAbilityPresentationBase>NoneDefault TimelinesOptional assets replacing the built-in default timeline of each approach.
Post Impact Wait (PostImpactWait)float0.300000Default TimelinesPause after the impact before the caster returns / the next action.
Ranged Default (RangedDefault)TSoftObjectPtr<URSEAbilityPresentationBase>NoneDefault Timelines
Shoot Recoil Distance (ShootRecoilDistance)float20.000000Default Timelines
Shoot Time (ShootTime)float0.250000Default Timelines
Strike Lunge Distance (StrikeLungeDistance)float45.000000Default Timelines
Strike Time (StrikeTime)float0.200000Default Timelines
Support Cast Anchor (SupportCastAnchor)FGameplayTag(TagName="Appearance.Anchor.WeaponTip")Default Timelines|SupportWhere on the caster (Appearance.Anchor.*: the weapon tip falls back to the hand, D-081).
Support Cast Effect (SupportCastEffect)TSoftObjectPtr<UObject>NoneDefault Timelines|SupportEffect at the caster while a support action is cast (a Niagara or legacy particle system). Empty = none.
Support Receive Effect (SupportReceiveEffect)TSoftObjectPtr<UObject>NoneDefault Timelines|SupportEffect on each target when it receives the action (a heal burst, a buff aura). Empty = none.
Support Receive Lift (SupportReceiveLift)float10.000000Default Timelines|SupportThe targets rise this much for a moment when they receive it (a small lift, not a hit reaction). 0 = no reaction.
Support Receive Time (SupportReceiveTime)float0.400000Default Timelines|Support
Reduce Camera Shake (bReduceCameraShake)boolTrueEffects
Reduce Effects (bReduceEffects)boolFalseEffectsLow-end PCs / accessibility: turns off the effects selected below.
Reduce Hit Stop (bReduceHitStop)boolTrueEffects
Reduce Optional Cues (bReduceOptionalCues)boolTrueEffectsCues marked optional (extra VFX) are skipped.
Reduce Screen Flash (bReduceScreenFlash)boolTrueEffects
Reduce Slow Motion (bReduceSlowMotion)boolFalseEffects
Effect Max Lifetime (EffectMaxLifetime)float2.500000EffectsLongest an effect of a VFX or Projectile cue lives when the cue gives no Duration (D-079). Looping systems (auras, fires, many pack effects) would otherwise run forever; they are deactivated (their particles finish) after this. One-shot systems end sooner on their own. Every effect still running stops when the battle's presentations stop.
Flash Alpha (FlashAlpha)float0.600000Effects
Flash Color (FlashColor)FRSEUIColor(Token="White",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Effects
Hit Stop Dilation (HitStopDilation)float0.030000EffectsTime dilation during a hit-stop.
Hit Stop Seconds (HitStopSeconds)float0.080000Effects
Shake Amplitude (ShakeAmplitude)float10.000000Effects
Shake Frequency (ShakeFrequency)float18.000000Effects
Shake Rotation Amplitude (ShakeRotationAmplitude)float0.800000Effects
Shake Seconds (ShakeSeconds)float0.300000Effects
Battle End Pause (BattleEndPause)float1.000000End of BattlePause after the last action of a battle has fully played (its timeline, the KO falls) before the battle's end is shown (banner, results / game over timers, music). Lets the killing blow's damage numbers finish.
Defeat Fall Seconds (DefeatFallSeconds)float0.450000End of BattlePlaceholder units: time a fallen unit takes to tip over (0 = at once).
Return to Slot (bReturnToSlot)boolTrueFormationClassic battles: units always go back to their stage slot (knocked-out ones too) once nothing animates them: after an action, a hit reaction, or a row change (Knockback / Pull / Swap), whose slot is in the new row. Tactics: units go back to their tile's center. Off = they stay wherever the presentation left them.
Slot Return Max Time (SlotReturnMaxTime)float0.800000Formation
Slot Return Min Time (SlotReturnMinTime)float0.200000Formation
Slot Return Speed (SlotReturnSpeed)float400.000000FormationSpeed of the walk back to the slot.
Slot Tolerance (SlotTolerance)float2.000000FormationA unit farther than this from its slot goes back.
Slot Yaw Tolerance (SlotYawTolerance)float3.000000FormationA unit turned farther than this from its slot's facing turns back (classic battles).
Dodge Distance (DodgeDistance)float50.000000Hit ReactionSidestep of a target that dodges (a miss).
Hit Reaction Distance (HitReactionDistance)float35.000000Hit Reaction--- Hit reactions ---
Hit Reaction Time (HitReactionTime)float0.280000Hit Reaction
Allow Skip Actions (bAllowSkipActions)boolFalsePlaybackConfirm / Cancel also skip ordinary actions (cinematic moments are always skippable).
Restore Caster on Finish (bRestoreCasterOnFinish)boolTruePlaybackWhen a timeline ends, the caster is put back where it started (row position and facing).
Fast Forward Keys (FastForwardKeys)TArray<FKey>(2 entries)PlaybackHeld: fast-forwards battle presentations.
Fast Forward Speed (FastForwardSpeed)float3.000000PlaybackSpeed while a fast-forward key is held.
Playback Speed (PlaybackSpeed)float1.000000PlaybackSpeed of every battle presentation (1 = normal).
Action Command Widget Class (ActionCommandWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneWidgetsAction command ring (D-052). Empty = the built-in screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEActionCommandViewModel (docs/product/custom-ui.md).
Banner Widget Class (BannerWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneWidgetsBanner screen: ability names, cinematic titles (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEBattleBannerViewModel (docs/product/custom-ui.md).

RPG Saga Engine: Battle Simulator

Class URSEBattleSimSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Headless battle simulator (D-041, docs/design/battle-simulator.md): defaults for scenarios that leave a value out, guards against endless battles and where reports go.

SettingTypeDefaultCategoryRestartDescription
Default Enemy Team (DefaultEnemyTeam)FGameplayTag(TagName="Team.Enemy")Defaults
Default Player Intelligence (DefaultPlayerIntelligence)float0.800000DefaultsIntelligence (0-1) of the AI playing the party. A competent player, by default.
Default Player Team (DefaultPlayerTeam)FGameplayTag(TagName="Team.Player")DefaultsTeams of inline scenarios (no encounter asset). Encounters bring their own teams.
Default Runs (DefaultRuns)int3250DefaultsBattles per batch (per sweep value) when the scenario gives no Runs.
Default Seed (DefaultSeed)int321DefaultsFirst seed of a batch when the scenario gives no Seed. Run i uses Seed + i, so sweep values share their seeds.
ATBSim Delta Seconds (ATBSimDeltaSeconds)float0.500000GuardsATB: simulated time advanced between AI checks. The battle itself steps in URSEBattleSettings::ATBStepSeconds and stops early when a unit becomes ready, so this only trades loop overhead against nothing: results do not depend on it.
Max ATBSeconds (MaxATBSeconds)float1200.000000GuardsATB: a battle still running after this much simulated time ends as a Timeout.
Max Tactics Turns (MaxTacticsTurns)int32400GuardsTactics and turn-based: a battle still running after this many unit turns (both sides) ends as a Timeout.
Histogram Bins (HistogramBins)int3210ReportsBars of the turns / duration histograms in summary.html.
Output Folder (OutputFolder)FStringBattleSimReportsReports go to Saved/<OutputFolder>/<timestamp>_<scenario>/.
Scenario Folder (ScenarioFolder)FStringConfig/BattleSimReportsScenario files (*.json) the RSE Configurator offers as one-click runs, relative to the project directory.
Generated Grid Depth (GeneratedGridDepth)int3212Tactics Grid
Generated Grid Width (GeneratedGridWidth)int3212Tactics GridGenerated grid (no zone found, or the scenario asks for one): size in tiles. Grown to fit every unit's tile.
Generated Height Noise (GeneratedHeightNoise)int320Tactics GridGenerated grid: highest random height in steps (0 = flat). Heights are smoothed so hills, not spikes.
Grid Search Maps (GridSearchMaps)TArray<FSoftObjectPath>(1 entries)Tactics GridMaps searched for the zone grid of an encounter when a scenario names no map: the first Tactics battle director whose encounter matches gives its zone's baked grid. Loading a map costs a second or two, once per batch.

RPG Saga Engine: Battle Transition

Class URSEBattleTransitionSettings (module RSE), Project Settings, Project, RPG Saga Engine. The screen transition between exploration and battles (D-083), like the classic JRPGs: the last frame of exploration breaks, whirls or rushes away with a flash, the screen goes black, then fades into the battle with an intro banner ("Battle!", "Preemptive!").

SettingTypeDefaultCategoryRestartDescription
Exit Fade in Seconds (ExitFadeInSeconds)float0.500000ExitFade from black into exploration.
Exit Fade Out Seconds (ExitFadeOutSeconds)float0.350000ExitFade to black when a battle ends, before the camera goes back to exploration.
Flash Alpha (FlashAlpha)float0.850000FlashStrength of the flash at its peak (0 = none).
Flash Color (FlashColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=0.013515,Chroma=3.687879,Hue=161.669617,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Flash--- Flash ---
Flash in Seconds (FlashInSeconds)float0.060000FlashThe flash rises in this long...
Flash Out Seconds (FlashOutSeconds)float0.300000Flash...and fades out in this long.
Back Attack Color (BackAttackColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=0.017781,Chroma=0.901999,Hue=4.368494,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Intro Banner
Back Attack Text (BackAttackText)FTextNSLOCTEXT("RSEBattleTransition", "BackAttack", "Back Attack!")Intro BannerThe enemies caught the party from behind (D-063).
Battle Text (BattleText)FTextNSLOCTEXT("RSEBattleTransition", "Battle", "Battle!")Intro Banner
Show Intro Banner (bShowIntroBanner)boolTrueIntro BannerA banner as the battle fades in.
Use Encounter Name (bUseEncounterName)boolFalseIntro BannerThe banner shows the encounter's name when it has one (and no intro text of its own), instead of Battle Text.
Intro Color (IntroColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Lightness=0.023505,Chroma=0.866576,Hue=4.106044,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Intro Banner
Intro Screen Height (IntroScreenHeight)float0.360000Intro BannerHeight of the banner on the screen (0 = top, 1 = bottom).
Intro Seconds (IntroSeconds)float1.300000Intro BannerSeconds the banner stays after the fade (it fades out over the last quarter).
Preemptive Color (PreemptiveColor)FRSEUIColor(Token="Charge",Alpha=1.000000,Lightness=0.017993,Chroma=0.926205,Hue=-5.896690,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Intro Banner
Preemptive Text (PreemptiveText)FTextNSLOCTEXT("RSEBattleTransition", "Preemptive", "Preemptive!")Intro BannerThe party struck first (D-063).
Exit Sound (ExitSound)TSoftObjectPtr<USoundBase>NoneSoundPlays as the screen goes back to exploration. Empty = none.
Start Sound (StartSound)TSoftObjectPtr<USoundBase>NoneSoundPlays as the transition into a battle starts (the classic encounter swoosh). Empty = none.
Grid Reveal Seconds (GridRevealSeconds)float0.700000Style DetailsFlash Grid (Tactics): seconds for the grid to spread from the center to the edge of the zone.
Grid Reveal Step (GridRevealStep)float0.033000Style DetailsFlash Grid: the grid grows in steps this far apart (a timer, not a tick).
Shatter Columns (ShatterColumns)int329Style DetailsShatter: shards across and down (each cell breaks into two triangles).
Shatter Fall (ShatterFall)float1.400000Style DetailsShatter: how far the shards fly, as a share of the screen height (gravity pulls them down).
Shatter Rows (ShatterRows)int326Style Details
Shatter Spin (ShatterSpin)float0.600000Style DetailsShatter: most turns a shard makes while it falls.
Swirl Resolution (SwirlResolution)int3224Style DetailsSwirl: mesh resolution (cells across; more = smoother whirl).
Swirl Turns (SwirlTurns)float1.600000Style DetailsSwirl: turns of the center by the end (the edges turn less).
Wipe Segments (WipeSegments)int3272Style DetailsRadial Wipe: segments of the sweeping darkness (smoothness).
Zoom Copies (ZoomCopies)int327Style DetailsZoom Blur: copies of the frame drawn for the blur trail.
Zoom Scale (ZoomScale)float1.800000Style DetailsZoom Blur: how much larger the frame grows by the end.
Enabled (bEnabled)boolTrueStylesPlays transitions at all (off: the camera goes straight to the battle, as before D-083).
Classic Style (ClassicStyle)ERSEBattleTransitionStyleShatterStylesInto classic battles (ATB, turn-based). An encounter's own Transition Style wins.
Reduced Style (ReducedStyle)ERSEBattleTransitionStyleFadeStylesPlayed instead of the image styles (Shatter, Swirl, Zoom Blur, Radial Wipe) when battle effects are reduced (options menu, Battle Presentation -> Reduce Effects, RSE.Battle.Presentation.ReduceEffects): no flash either.
Tactics Style (TacticsStyle)ERSEBattleTransitionStyleFlashGridStylesInto Tactics battles on the live map. An encounter's own Transition Style wins.
Black Hold Seconds (BlackHoldSeconds)float0.200000TimingBlack between the effect and the battle: the battle starts and its camera takes over here, unseen.
Capture Max Width (CaptureMaxWidth)int321280TimingWidth of the captured frame (smaller = cheaper on handhelds; the effect moves too fast to show it). 0 = full size.
Capture Timeout (CaptureTimeout)float0.350000TimingThe frame of exploration is taken before the effect; without one after this long, Fade plays instead.
Effect Seconds (EffectSeconds)float0.850000TimingThe effect itself (shards falling, the whirl, the rush, the wipe, the fade to black).
Fade in Seconds (FadeInSeconds)float0.450000TimingFade from black into the battle.
Widget Class (WidgetClass)TSoftClassPtr<URSEScreenWidget>NoneWidgetThe transition screen (D-052). Empty = the built-in one (drawn in C++). A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEBattleTransitionViewModel (the captured frame, the style, the phase and its progress, the darkness, the flash, the intro text).
ZOrder (ZOrder)int32500WidgetZ-order of the transition screen: above every HUD and screen.

RPG Saga Engine: Bestiary

Class URSEBestiarySettings (module RSECore), Project Settings, Project, RPG Saga Engine. Bestiary rules (D-047, Project Settings -> RPG Saga Engine -> Bestiary): which enemies get an entry and how much each entry reveals.

SettingTypeDefaultCategoryRestartDescription
Player Can Always Show Enemy Health (bPlayerCanAlwaysShowEnemyHealth)boolTrueBattle HUDThe players' option to always show enemy HP is offered (accessibility).
Enemy Health Reveal (EnemyHealthReveal)ERSEEnemyHealthRevealWhenScannedBattle HUDD-147: when the battle HUDs (turn order bar, target preview) show an enemy's HP. Hidden HP shows as "?". A Scan ability or item reveals the type for good (bestiary). Players may choose to always see it (Options -> Game).
Listed Stats (ListedStats)TArray<FGameplayTag>(7 entries)DisplayStats listed on an entry, in order (names from UI -> TagLabels).
Enemy Roster Only (bEnemyRosterOnly)boolTrueRecordingOnly characters whose roster is Enemy get entries (off: every non-player unit, e.g. neutral guests).
Record Summons (bRecordSummons)boolFalseRecordingSummoned (temporary) enemy units are recorded too.
Description on Encounter (bDescriptionOnEncounter)boolTrueRevealThe description shows from the first encounter (off: after DefeatsToRevealStats defeats).
Defeats to Reveal Affinities (DefeatsToRevealAffinities)int321RevealDefeats needed before the elemental weaknesses and resistances show.
Defeats to Reveal Drops (DefeatsToRevealDrops)int321RevealDefeats needed before the drops (loot table, D-042) show.
Defeats to Reveal Stats (DefeatsToRevealStats)int321RevealDefeats needed before the stats show. 0 = from the first encounter.

RPG Saga Engine: Bestiary UI

Class URSEBestiaryUISettings (module RSE), Project Settings, Project, RPG Saga Engine. The party menu's Bestiary page (D-047).

SettingTypeDefaultCategoryRestartDescription
Resist Color (ResistColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.028463,Chroma=0.871971,Hue=6.030436,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Weak Color (WeakColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=0.032983,Chroma=0.852280,Hue=15.421614,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ColorsColour of weaknesses (and of absorbed / resisted elements).
Details Width (DetailsWidth)float460.000000LayoutWidth of the details panel.
Affinities Header (AffinitiesHeader)FTextNSLOCTEXT("RSEBestiaryUI", "AffinitiesHeader", "Elements")Texts
Affinity Format (AffinityFormat)FTextNSLOCTEXT("RSEBestiaryUI", "AffinityFormat", "{Element}: {Affinity}")Texts{Element}: {Affinity}.
Affinity Names (AffinityNames)TMap<ERSEElementAffinity,FText>(4 entries)TextsAffinity names (Normal is never listed).
Category Labels (CategoryLabels)TArray<FRSEBestiaryCategoryLabel>(3 entries)TextsCategory names (content tags, in DefaultGame.ini). A category without a label shows its last tag part.
Count Format (CountFormat)FTextNSLOCTEXT("RSEBestiaryUI", "CountFormat", "{Count} {Count}|plural(one=entry,other=entries)")Texts{Count} entries.
Defeated Format (DefeatedFormat)FTextNSLOCTEXT("RSEBestiaryUI", "Defeated", "Defeated: {Count}")Texts{Count} = units defeated.
Drop Format (DropFormat)FTextNSLOCTEXT("RSEBestiaryUI", "DropFormat", "{Item} ×{Count} ({Chance}%)")Texts{Item}, {Chance} (percent), {Count} ("1" or "1-2").
Drops Header (DropsHeader)FTextNSLOCTEXT("RSEBestiaryUI", "DropsHeader", "Drops")Texts
Empty Text (EmptyText)FTextNSLOCTEXT("RSEBestiaryUI", "Empty", "No enemies met yet.")Texts
Encountered Format (EncounteredFormat)FTextNSLOCTEXT("RSEBestiaryUI", "Encountered", "Met: {Count}")Texts{Count} = units met.
Level Format (LevelFormat)FTextNSLOCTEXT("RSEBestiaryUI", "Level", "{Term.LevelShort} {Level}")Texts{Level}.
List Column Text (ListColumnText)FTextNSLOCTEXT("RSEBestiaryUI", "ListColumn", "{Term.Enemies}")Texts--- Texts ---
Locked Text (LockedText)FTextNSLOCTEXT("RSEBestiaryUI", "Locked", "??? Defeat one to learn more.")TextsInstead of a hidden section: defeat one to learn more.
Money Drop Format (MoneyDropFormat)FTextNSLOCTEXT("RSEBestiaryUI", "MoneyDrop", "{Min} - {Max}")Texts{Min} - {Max}: money dropped (formatted with the currency).
No Affinities Text (NoAffinitiesText)FTextNSLOCTEXT("RSEBestiaryUI", "NoAffinities", "No weaknesses or resistances.")Texts
No Drops Text (NoDropsText)FTextNSLOCTEXT("RSEBestiaryUI", "NoDrops", "Nothing.")Texts
Row Defeated Format (RowDefeatedFormat)FTextNSLOCTEXT("RSEBestiaryUI", "RowDefeated", "×{Count}")TextsRow detail: {Count} defeated.
Stat Format (StatFormat)FTextNSLOCTEXT("RSEBestiaryUI", "StatFormat", "{Stat} {Value}")TextsStat line: {Stat} {Value}.
Stats Header (StatsHeader)FTextNSLOCTEXT("RSEBestiaryUI", "StatsHeader", "Stats")Texts
Uncategorized Text (UncategorizedText)FTextNSLOCTEXT("RSEBestiaryUI", "Uncategorized", "Other")TextsCategory heading of enemies without a category.

RPG Saga Engine: Buildings

Class URSEBuildingSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Building entrances and interiors (D-150): Project Settings -> RPG Saga Engine -> Buildings.

SettingTypeDefaultCategoryRestartDescription
Building Size (BuildingSize)FVector2D(X=300.000000,Y=6000.000000)AnalyzerSmallest and largest footprint of a building (cm, the bounds' longer side).
Building Words (BuildingWords)TArray<FString>(22 entries)AnalyzerThe building analyzer's words (lower case, matched in actor labels, names and mesh names).
Default Template (DefaultTemplate)TSoftObjectPtr<URSEInteriorTemplateData>/RPGSagaEngine/Data/Interiors/DA_InteriorTemplate_House.DA_InteriorTemplate_HouseAnalyzer
Door Reach (DoorReach)float150.000000AnalyzerA door belongs to a building when it is this close to the building's bounds (cm).
Door Words (DoorWords)TArray<FString>(4 entries)Analyzer
Navigable Share (NavigableShare)float0.500000AnalyzerThe interior counts as navigable when this share of its floor probe points is free and walkable.
Stair Words (StairWords)TArray<FString>(3 entries)Analyzer
Templates (Templates)TArray<TSoftObjectPtr<URSEInteriorTemplateData> >(9 entries)AnalyzerThe templates the analyzer picks from (by keyword), and the one used when no keyword matches.
Default Door Height (DefaultDoorHeight)float230.000000Door Detection
Default Door Width (DefaultDoorWidth)float130.000000Door DetectionD-158: the door's size when nothing was measured (cm).
Door Detection (DoorDetection)FRSEDoorDetectionRules(MinWidth=70.000000,MaxWidth=280.000000,MinHeight=170.000000,MaxHeight=380.000000,MaxSill=80.000000,DepthTolerance=5.000000,ColumnFill=0.750000,LintelRows=2,Pre...Door DetectionD-158: what counts as a door modelled into a building's mesh (the Building Analyzer, Detect Door).
Door Zone Inside (DoorZoneInside)float25.000000Door Detection
Door Zone Outside (DoorZoneOutside)float70.000000Door DetectionD-158: the entrance's interaction zone: how far it reaches out in front of the door and into the doorway (cm).
Analyzer Generates Interiors (bAnalyzerGeneratesInteriors)boolTrueGenerated InteriorsD-158: the Building Analyzer makes generated interiors (off: copies of the templates' maps, as before).
Generated Interior Map (GeneratedInteriorMap)TSoftObjectPtr<UWorld>/RPGSagaEngine/Interiors/Generated/L_RSE_Interior_Generated.L_RSE_Interior_GeneratedGenerated InteriorsD-158: the map generated interiors load (it holds an RSE Generated Interior actor that builds the rooms).
Generation (Generation)FRSEInteriorLayoutRules(Snap=(bSnapToKitGrid=True,SnapTolerance=25.000000,bHalfModules=True,bStoreyHeightFromKit=True,MinSteps=2,GridTolerance=2.000000),Windows=(bWindows=True,bWithKi...Generated InteriorsD-158: the generator's measures (doors, walls, stairs, paths, the furniture checker).
Interior Scale (InteriorScale)float1.150000Generated InteriorsD-158: the inside's size from the outside's footprint (a roomy feel) and its limits (cm).
Lore Libraries (LoreLibraries)TArray<TSoftObjectPtr<URSELoreLibraryData> >(1 entries)Generated InteriorsD-158: lore texts for books, letters and notes in generated interiors.
Max Floors (MaxFloors)int324Generated Interiors
Max Interior Size (MaxInteriorSize)FVector2D(X=2800.000000,Y=2200.000000)Generated Interiors
Min Interior Size (MinInteriorSize)FVector2D(X=600.000000,Y=500.000000)Generated Interiors
Roof Share (RoofShare)float0.300000Generated Interiors
Storey Height (StoreyHeight)float330.000000Generated InteriorsD-158: a building's storey height outside (cm) and the share of its height that is roof: its floor count.
Auto Close Delay (AutoCloseDelay)float2.000000Real DoorsSeconds after the last member left before an auto-opened door closes (0 = it stays open).
Auto Open Radius (AutoOpenRadius)float220.000000Real DoorsReal doors open by themselves when a party member comes this close (cm; 0 = only by Interact).
Blackout Adapt Speed (BlackoutAdaptSpeed)float200.000000Separate InteriorsD-158: how fast the eye adapts under the blackout (f-stops per second; very fast = done before the screen is back).
Blackout Color (BlackoutColor)FLinearColor(R=0.000000,G=0.000000,B=0.000000,A=1.000000)Separate Interiors
Blackout Seconds (BlackoutSeconds)float0.400000Separate InteriorsSeconds of black between outside and a separate interior (0.3 to 0.5 feels like a cut, not a loading screen).
Unload on Exit (bUnloadOnExit)boolTrueSeparate InteriorsLeaving unloads the interior (off: it stays loaded for a quick return; more memory).
Default Rules (DefaultRules)FRSEInteriorRules(bSeal=True,ShellPadding=(X=1500.000000,Y=1500.000000,Z=1200.000000),bHideWorldLighting=True,ExposureEV100=1.000000,bPresetExposureOnEntry=True,ExposureHoldSeco...Separate InteriorsD-153: the rules of interiors without a template or an override of their own.
Exit Distance (ExitDistance)float180.000000Separate InteriorsWhere the party stands when it comes out: this far in front of the door (cm), facing away from it.
Exit Search Distance (ExitSearchDistance)float420.000000Separate InteriorsD-153: an exit point is searched up to this far from the door (cm) when the first spot is blocked or off the ground.
Fade Out Share (FadeOutShare)float0.400000Separate InteriorsShare of the blackout spent fading to black (the rest fades back in).
Instance Origin (InstanceOrigin)FVector(X=0.000000,Y=0.000000,Z=100000.000000)Separate InteriorsWhere the first interior's level instance sits (cm): far above the playable area (never below it: a level's Kill Z would destroy the party there).
Instance Slots (InstanceSlots)int3264Separate InteriorsHow many different places interiors use (their ids spread over them).
Instance Spacing (InstanceSpacing)FVector(X=20000.000000,Y=0.000000,Z=0.000000)Separate InteriorsThe distance between two interiors' places (cm; each interior has its own, from its id).
Point Clearance Half Height (PointClearanceHalfHeight)float88.000000Separate Interiors
Point Clearance Radius (PointClearanceRadius)float40.000000Separate InteriorsD-153: the room a character needs at an exit or entry point (capsule radius and half height, cm).
Shell Mesh (ShellMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeSeparate InteriorsD-153: the mesh the shell's slabs are made of (a box, scaled to each slab).
Void Material (VoidMaterial)TSoftObjectPtr<UMaterialInterface>/Engine/EngineDebugMaterials/BlackUnlitMaterial.BlackUnlitMaterialSeparate InteriorsD-153: the material of a sealed interior's shell (unlit black).
Asked Host Text (AskedHostText)FTextNSLOCTEXT("RSEBuildingEntrances", "AskedHost", "The host was asked to go in.")TextsA guest asked the host to enter (co-op).
Closed Text (ClosedText)FTextNSLOCTEXT("RSEBuildingEntrances", "Closed", "It\'s closed. Come back later.")Texts
Enter Prompt (EnterPrompt)FTextNSLOCTEXT("RSEBuildingEntrances", "Enter", "Enter")Texts
Exit Prompt (ExitPrompt)FTextNSLOCTEXT("RSEBuildingEntrances", "Exit", "Leave")Texts
Locked Text (LockedText)FTextNSLOCTEXT("RSEBuildingEntrances", "Locked", "The door is locked.")Texts

RPG Saga Engine: Camera Framing

Class URSECameraFramingSettings (module RSE), Project Settings, Project, RPG Saga Engine. D-183: obstruction-aware cameras (Project Settings -> RPG Saga Engine -> Camera Framing).

SettingTypeDefaultCategoryRestartDescription
Capture Max Push Out (CaptureMaxPushOut)float1500.000000CaptureHow far a capture point inside geometry may be pushed out (cm).
Capture Min Clear Distance (CaptureMinClearDistance)float400.000000CaptureA capture point without a look target is occluded when geometry stands closer than this along its view (cm).
Cinematic Battle (CinematicBattle)FRSECinematicBattleCamera(OverShoulderDistance=420.000000,ReactionDistance=360.000000,WideDistance=1100.000000,FieldOfView=50.000000,HeightOffset=40.000000,CutAngle=40.000000,BlendSecon...Cinematic Battle CameraThe cinematic battle camera (captures, trailers).
Enabled (bEnabled)boolTrueFramingCameras avoid obstructions (off = every camera keeps its own pose).
Camera Blocker Tag (CameraBlockerTag)FNameRSE.CameraBlockerFramingActors or components with this tag always block the camera (it moves instead of fading them).
Action (Action)FRSECameraFramingRules(bEnabled=True,ProbeChannel=ECC_Camera,ProbeRadius=20.000000,NearClipMargin=8.000000,bAnyGeometryObstructs=True,FocusHeights=(90.000000,160.000000),MaxFocusTarg...ModesThe action battle camera: the view stays the player's; geometry pulls it in.
ATB (ATB)FRSECameraFramingRules(bEnabled=True,ProbeChannel=ECC_Camera,ProbeRadius=24.000000,NearClipMargin=8.000000,FocusHeights=(110.000000),MaxFocusTargets=6,YawStep=10.000000,YawSteps=3,Pi...ModesThe ATB stage camera (framed once when the battle starts: the stage stays composed).
Capture (Capture)FRSECameraFramingRules(bEnabled=True,ProbeChannel=ECC_Camera,ProbeRadius=24.000000,NearClipMargin=8.000000,bAnyGeometryObstructs=True,FocusHeights=(0.000000),MaxFocusTargets=1,YawSte...ModesClip capture points: how an occluded point is fixed.
Exploration (Exploration)FRSECameraFramingRules(bEnabled=True,ProbeChannel=ECC_Camera,ProbeRadius=24.000000,NearClipMargin=8.000000,FocusHeights=(90.000000,160.000000),MaxFocusTargets=1,YawStep=20.000000,Pit...ModesThe exploration camera (tactical style): the yaw stays the player's; the angle rises and the distance comes in.
Free Tactics (FreeTactics)FRSECameraFramingRules(bEnabled=True,ProbeChannel=ECC_Camera,ProbeRadius=24.000000,NearClipMargin=8.000000,FocusHeights=(90.000000,160.000000),MaxFocusTargets=2,YawStep=20.000000,Yaw...ModesThe Free Tactics / live battle camera.
Grid Tactics (GridTactics)FRSECameraFramingRules(bEnabled=True,ProbeChannel=ECC_Camera,ProbeRadius=24.000000,NearClipMargin=8.000000,FocusHeights=(60.000000,150.000000),MaxFocusTargets=2,YawStep=15.000000,Yaw...ModesThe grid Tactics camera: the grid stays readable (steeper angles and other sides before coming in).
Shot (Shot)FRSECameraFramingRules(bEnabled=True,ProbeChannel=ECC_Camera,ProbeRadius=24.000000,NearClipMargin=8.000000,bAnyGeometryObstructs=True,FocusHeights=(90.000000,160.000000),MaxFocusTarg...ModesThe cinematic shots of battle timelines: never inside geometry while they blend.

RPG Saga Engine: Camera Occlusion

Class URSECameraOcclusionSettings (module RSE), Project Settings, Project, RPG Saga Engine. What stands between the RPG cameras (the tactical exploration camera, the Free Tactics camera) and the party (D-113, D-116): these cameras never collide with the world; what hides the party fades instead, only around the party.

SettingTypeDefaultCategoryRestartDescription
Collection (Collection)TSoftObjectPtr<UMaterialParameterCollection>/RPGSagaEngine/Materials/Camera/MPC_RSE_CameraOcclusion.MPC_RSE_CameraOcclusionFadeThe see-through circle of opted-in materials (MF_RSE_CameraOcclusion reads it). Empty = no fading, only the fallback.
Fade Function (FadeFunction)TSoftObjectPtr<UMaterialFunctionInterface>/RPGSagaEngine/Materials/Camera/MF_RSE_CameraOcclusion.MF_RSE_CameraOcclusionFadeThe material function that makes a material fade (MF_RSE_CameraOcclusion): RPG Saga -> Add Camera Occlusion Fade (the Content Browser menu of materials) multiplies the material's Opacity Mask by it.
Fade Seconds (FadeSeconds)float0.350000FadeSeconds a see-through circle takes to open or close (opted-in materials and ghosts alike): never a pop.
Hole Keep Near Target (HoleKeepNearTarget)float60.000000FadeWhat stands closer than this in front of a character is left alone (the chair beside it, cm).
Hole Radius (HoleRadius)float170.000000FadeRadius of the see-through circle at the character (cm); it keeps its size on screen toward the camera.
Hole Softness (HoleSoftness)float45.000000FadeSoft edge of the circle (cm at the character).
Marker Parameter (MarkerParameter)FNameRSE_CameraOcclusionFadeA material with this scalar parameter (the material function declares it) fades instead of hiding.
Opt in Content Roots (OptInContentRoots)TArray<FString>(1 entries)FadeD-116: content roots whose materials Add Camera Occlusion Fade may change (it changes an instance's parent material). The engine's and the plugins' materials are never changed: their objects become ghosts instead.
Ghost Fallback (bGhostFallback)boolTrueGhost FallbackObjects whose materials have no Camera Occlusion Fade get the same see-through circle while they hide the party: their materials are swapped for the Ghost Material (with their own base texture and color when found), the circle opens over Fade Seconds, and their materials come back once it closed. An instanced mesh (a tree of a forest) gets a copy of the one tree in the way. Off = they hide (Hide Fallback).
Ghost Color Parameters (GhostColorParameters)TArray<FName>(8 entries)Ghost FallbackColor parameters a ghost multiplies its texture by, in this order (none = white).
Ghost Material (GhostMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/Camera/M_RSE_CameraOcclusionGhost.M_RSE_CameraOcclusionGhostGhost FallbackThe material ghosts wear (M_RSE_CameraOcclusionGhost): masked, two-sided, the see-through circle of the Collection, with the parameters BaseTexture, BaseTint, Roughness, UseTextureAlpha, AlphaClip and RSE_GhostFade (0..1, how far the circle is open).
Ghost Material Two Sided (GhostMaterialTwoSided)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/Camera/MI_RSE_CameraOcclusionGhost_TwoSided.MI_RSE_CameraOcclusionGhost_TwoSidedGhost FallbackThe ghost of a two-sided material (leaves, cloth): the same, two-sided (MI_RSE_CameraOcclusionGhost_TwoSided). Empty = Ghost Material.
Ghost Min Coverage (GhostMinCoverage)float0.200000Ghost FallbackShare of a character's sample points (0..1) an object must cover before it turns into a ghost: a big tree touching one shoulder stays.
Ghost Neutral Color (GhostNeutralColor)FLinearColor(R=0.450000,G=0.450000,B=0.450000,A=1.000000)Ghost FallbackThe color of a ghost whose material gives neither a texture nor a color.
Ghost Roughness Parameters (GhostRoughnessParameters)TArray<FName>(3 entries)Ghost FallbackScalar parameters a ghost takes its roughness from, in this order (none = the ghost material's own).
Ghost Texture Parameters (GhostTextureParameters)TArray<FName>(15 entries)Ghost FallbackTexture parameters a ghost takes its base texture from, in this order (else the material's first color texture).
Max Ghosts (MaxGhosts)int3216Ghost FallbackGhosts at once at most (the nearest to the lines of view first); the rest fall back to hiding.
Hide Fallback (bHideFallback)boolTrueHide FallbackObjects that cannot fade nor become a ghost are hidden while they hide the party (off = they stay).
Single Instances (bHideSingleInstances)boolTrueHide FallbackD-112, D-116: single instances of instanced meshes whose materials cannot fade (one tree of an instanced forest, one rock) are handled one at a time while they hide the party: a ghost copy of that one tree (Ghost Fallback), else hidden (scaled to nothing, put back after); the rest of the forest stays. Off = instanced meshes are never touched.
Never Hide Instanced (bNeverHideInstanced)boolTrueHide FallbackInstanced meshes (foliage, forests) are never hidden or ghosted as a whole: they fade when their material is opted in, else one instance at a time (Single Instances).
Hide Min Coverage (HideMinCoverage)float0.600000Hide FallbackShare of a character's sample points (0..1) an object must cover before it is hidden: never a whole big tree for a small intrusion.
Instance Max Size (InstanceMaxSize)float1500.000000Hide FallbackInstances at least this wide on both sides are never touched (ground pieces, cliffs, big terrain meshes).
Max Hidden (MaxHidden)int3224Hide FallbackObjects hidden at once at most (the nearest to the lines of view first).
Max Hidden Instances (MaxHiddenInstances)int3232Hide FallbackInstances hidden or ghosted at once at most.
Enabled (bEnabled)boolTrueOcclusionObjects between the camera and the party fade (opted-in materials) or hide (the rest).
Trace Complex (bTraceComplex)boolTrueOcclusionThe lines of view test the meshes' real shape (their triangles), not their simple collision: a canopy over a trunk counts.
Check Interval (CheckInterval)float0.100000OcclusionSeconds between two checks of what stands in the way (the see-through circle itself moves every frame).
Floor Tolerance (FloorTolerance)float40.000000OcclusionObjects whose top is lower than this above a character's feet are ground, never hidden (cm).
Focus Height (FocusHeight)float100.000000OcclusionHeight above a character's feet of the see-through circle's center (its chest, cm).
Max Fade Size (MaxFadeSize)float1500.000000OcclusionD-183: objects at least this wide on both sides (cliffs, big terrain meshes, whole rock faces) never fade or hide: the obstruction-aware cameras move around them instead (Camera Framing). 0 = any size fades.
Max Objects Per Line (MaxObjectsPerLine)int326OcclusionObjects one line of view looks through at most (a wall, then a tree behind it...).
Max Targets (MaxTargets)int324OcclusionCharacters kept visible at most (the leader first, then the nearest party members; the active unit and the cursor in battle).
Never Fade Tag (NeverFadeTag)FNameRSE.NoFadeOcclusionActors or components with this tag never fade or hide.
Probe Channel (ProbeChannel)TEnumAsByte<ECollisionChannel>ECC_VisibilityOcclusionTrace channel of the probe (objects that ignore it never fade).
Probe Radius (ProbeRadius)float0.000000OcclusionRadius of each line of view (cm; 0 = a thin line). Wider catches more around the line.
Sample Points (SamplePoints)TArray<FVector2D>(5 entries)OcclusionD-116: the points of each character the camera must see, as its silhouette on screen: X = to the side, across the view (cm), Y = height above the feet (cm). A line of view goes from the camera to each point; an object counts by how many of them it covers (Ghost Min Coverage, Hide Min Coverage).
Ground Lift Release Speed (GroundLiftReleaseSpeed)float4.000000TerrainHow quickly the camera settles back down after it was lifted over a hill (higher = faster).
Ground Probe Distance (GroundProbeDistance)float6000.000000TerrainHow far above and below the camera the terrain is looked for (cm).
Ground Tags (GroundTags)TArray<FName>(1 entries)TerrainBesides landscapes, actors or components with one of these tags are terrain: the RPG cameras stay above them.
Hide Delay (HideDelay)float0.150000TimingAn object turns into a ghost or hides after it has been in the way this long (no flicker when brushing past).
Show Delay (ShowDelay)float0.400000TimingA ghost or a hidden object comes back after it has been out of the way this long; the see-through circles close after it too.

RPG Saga Engine: Cards

Class URSECardSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Card game rules (D-028).

SettingTypeDefaultCategoryRestartDescription
Max Copies Per Card (MaxCopiesPerCard)int3299CollectionMost copies of one card the collection holds (extra copies are not added).
Starting Cards (StartingCards)TMap<TSoftObjectPtr<URSECardData> ,int32>(11 entries)CollectionCards owned when a new game starts; the starting deck is auto-built from them.
Max Deck Size (MaxDeckSize)int3215DeckMost cards in a deck (the player's and every opponent's).
Min Deck Size (MinDeckSize)int321DeckFewest cards the player needs to play.
Shuffle Decks (bShuffleDecks)boolTrueMatchShuffle both decks at the start of a match. Off only for debugging (decks play in list order).
Turn Limit (TurnLimit)int3240MatchA match ends after this many turns; the player with more cards wins (equal = draw).
Rarity Tiers (RarityTiers)TArray<FRSECardRarityTier>(3 entries)RarityRarity tiers and their value ranges; card validation checks each card against its tier.
Protected Value (ProtectedValue)int327StakeCards with at least this value can never be lost as a stake.

RPG Saga Engine: Cards UI

Class URSECardUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Card game presentation (D-028): the War table, the result screen, the album / deck editor and challenge notices.

SettingTypeDefaultCategoryRestartDescription
Album Column Width (AlbumColumnWidth)float380.000000Album
Album Height (AlbumHeight)float620.000000Album
Album Width (AlbumWidth)float1100.000000Album--- Album layout ---
Protected Color (ProtectedColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.056059,Chroma=0.827640,Hue=-13.637671,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Album
Validation Error Color (ValidationErrorColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=0.019198,Chroma=0.887452,Hue=-0.115458,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Album
Validation Ok Color (ValidationOkColor)FRSEUIColor(Token="Positive",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Album
Card Back Color (CardBackColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=-0.106148,Chroma=0.976898,Hue=41.373325,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Card
Card Back Pattern Color (CardBackPatternColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=0.012852,Chroma=0.996315,Hue=41.214352,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))CardPattern colour of the card back (inner panel).
Card Corner Radius (CardCornerRadius)float8.000000Card
Card Face Bottom Color (CardFaceBottomColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Lightness=-0.032428,Chroma=0.276497,Hue=-8.469772,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Card
Card Face Color (CardFaceColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Lightness=0.046021,Chroma=0.160610,Hue=-2.762362,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))CardCard face: a gradient from CardFaceColor (top) to CardFaceBottomColor.
Card Icon Size (CardIconSize)float56.000000CardIcon size inside a card (the art is optional).
Card Name Font Size (CardNameFontSize)int3211Card
Card Size (CardSize)FVector2D(X=120.000000,Y=170.000000)CardCard size on the table (the album preview uses the same size).
Card Text Color (CardTextColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=-0.430560,Chroma=1.949115,Hue=30.887167,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))CardValue and name text on the card face.
Card Value Font Size (CardValueFontSize)int3240Card
Fallback Style (FallbackStyle)FRSECardRarityStyle(Rarity=(),FrameColor=(Token="Neutral",Alpha=1.000000,Lightness=-0.116132,Chroma=0.000002,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000)),TextColor=(Tok...CardFrame used for a rarity without a style.
Rarity Styles (RarityStyles)TArray<FRSECardRarityStyle>(3 entries)Card--- Card look ---
Small Card Size (SmallCardSize)FVector2D(X=84.000000,Y=119.000000)CardCard size in the result screen's reward list.
Auto Build Keys (AutoBuildKeys)TArray<FKey>(2 entries)InputAlbum: build the best deck.
Back Keys (BackKeys)TArray<FKey>(3 entries)InputTable: skip to the result, then close it. Album: close.
Confirm Keys (ConfirmKeys)TArray<FKey>(3 entries)InputTable: skip to the result, then close it. Album: add / remove the selected card.
Down Keys (DownKeys)TArray<FKey>(4 entries)Input
Left Keys (LeftKeys)TArray<FKey>(4 entries)Input
Right Keys (RightKeys)TArray<FKey>(4 entries)Input
Speed Keys (SpeedKeys)TArray<FKey>(3 entries)InputTable: next replay speed.
Up Keys (UpKeys)TArray<FKey>(4 entries)Input--- Input (the card screens hold keyboard focus and read keys directly, like the main menu) ---
Default Speed Index (DefaultSpeedIndex)int320PacingIndex into SpeedOptions used for the first match of a session.
Notice Duration (NoticeDuration)float2.500000PacingHow long a challenge refusal notice stays on screen.
Pacing (Pacing)FRSECardPacing(Intro=0.600000,Reveal=0.450000,Compare=0.500000,WarBanner=0.900000,FaceDown=0.150000,Decider=0.700000,Forfeit=0.900000,PileReturned=0.900000,Collect=0.450000,T...Pacing--- Pacing (seconds at speed x1) ---
Speed Options (SpeedOptions)TArray<float>(3 entries)PacingReplay speeds the speed button cycles through.
Cards Per Deck Layer (CardsPerDeckLayer)int323TableDeck piles show one back per this many cards (visual thickness).
Deck Offset (DeckOffset)FVector2D(X=-330.000000,Y=190.000000)TablePlayer's deck.
Max Visible Stack Cards (MaxVisibleStackCards)int328TableMost face-down cards drawn in a stack (the count label shows the real number).
Played Card Offset (PlayedCardOffset)FVector2D(X=0.000000,Y=115.000000)TablePlayer's revealed card (the opponent's is mirrored above the centre).
Result Panel Width (ResultPanelWidth)float560.000000Table
Stack Card Step (StackCardStep)FVector2D(X=6.000000,Y=-3.000000)TableScreen offset between two face-down cards of a war stack.
Table Color (TableColor)FRSEUIColor(Token="Secondary",Alpha=1.000000,Lightness=-0.420493,Chroma=0.888146,Hue=-34.901016,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))TableTable felt (opaque: the table hides the world and any dialog behind it). Edges darken toward TableEdgeColor.
Table Edge Color (TableEdgeColor)FRSEUIColor(Token="Secondary",Alpha=1.000000,Lightness=-0.596025,Chroma=0.501982,Hue=-31.293844,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Table
Table Light Color (TableLightColor)FRSEUIColor(Token="Secondary",Alpha=0.120000,Lightness=0.026886,Chroma=1.248798,Hue=-41.326351,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))TableSoft light over the middle of the table.
War Banner Color (WarBannerColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=-0.078838,Chroma=1.090544,Hue=-35.890274,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Table
War Stack Offset (WarStackOffset)FVector2D(X=170.000000,Y=115.000000)TablePlayer's face-down war stack, next to the revealed card.
Winner Card Scale (WinnerCardScale)float1.120000TableThe winning card is scaled up by this much while the trick is decided.
Album Column Action Text (AlbumColumnActionText)FTextNSLOCTEXT("RSECardUISettings", "AlbumColumnAction", "Collection / Deck")Texts|AlbumKey prompt actions of the album.
Album Hint Text (AlbumHintText)FTextTexts|AlbumOptional line under the album key prompts (empty = none).
Album Title (AlbumTitle)FTextNSLOCTEXT("RSECardUISettings", "AlbumTitle", "Card Album")Texts|Album
Album Toggle Action Text (AlbumToggleActionText)FTextNSLOCTEXT("RSECardUISettings", "AlbumToggleAction", "Add / Remove")Texts|Album
Auto Build Label (AutoBuildLabel)FTextNSLOCTEXT("RSECardUISettings", "AutoBuild", "Best deck")Texts|Album
Card Row Format (CardRowFormat)FTextNSLOCTEXT("RSECardUISettings", "CardRow", "[{Value}] {Name}")Texts|AlbumRow label: {Value} {Name}
Close Label (CloseLabel)FTextNSLOCTEXT("RSECardUISettings", "Close", "Close")Texts|Album
Collection Header (CollectionHeader)FTextNSLOCTEXT("RSECardUISettings", "Collection", "Collection")Texts|Album
Deck Header Format (DeckHeaderFormat)FTextNSLOCTEXT("RSECardUISettings", "DeckHeader", "Deck {Count} / {Max}")Texts|Album{Count} {Max}
Deck Invalid Card Text (DeckInvalidCardText)FTextNSLOCTEXT("RSECardUISettings", "DeckInvalidCard", "A card in the deck is missing.")Texts|Album
Deck Kept Text (DeckKeptText)FTextNSLOCTEXT("RSECardUISettings", "DeckKept", "The edited deck is not valid: your previous deck is kept.")Texts|AlbumShown when the album closes with an invalid deck: the last valid deck stays.
Deck Not Owned Text (DeckNotOwnedText)FTextNSLOCTEXT("RSECardUISettings", "DeckNotOwned", "The deck uses cards you do not own.")Texts|Album
Deck Too Large Format (DeckTooLargeFormat)FTextNSLOCTEXT("RSECardUISettings", "DeckTooLarge", "The deck holds at most {Max} {Max}|plural(one=card,other=cards).")Texts|Album
Deck Too Small Format (DeckTooSmallFormat)FTextNSLOCTEXT("RSECardUISettings", "DeckTooSmall", "The deck needs at least {Min} {Min}|plural(one=card,other=cards).")Texts|Album
Deck Total Format (DeckTotalFormat)FTextNSLOCTEXT("RSECardUISettings", "DeckTotal", "Total value {Total}")Texts|Album{Total}
Deck Valid Text (DeckValidText)FTextNSLOCTEXT("RSECardUISettings", "DeckValid", "Deck ready.")Texts|Album
Empty Collection Text (EmptyCollectionText)FTextNSLOCTEXT("RSECardUISettings", "EmptyCollection", "No cards yet.")Texts|Album
Empty Deck Text (EmptyDeckText)FTextNSLOCTEXT("RSECardUISettings", "EmptyDeck", "The deck is empty.")Texts|Album
Owned Detail Format (OwnedDetailFormat)FTextNSLOCTEXT("RSECardUISettings", "OwnedDetail", "{InDeck} / {Owned}")Texts|AlbumCollection row detail: {InDeck} {Owned}
Preview Owned Format (PreviewOwnedFormat)FTextNSLOCTEXT("RSECardUISettings", "PreviewOwned", "Owned: {Owned} In deck: {InDeck}")Texts|AlbumPreview line: {Owned} {InDeck}
Protected Marker (ProtectedMarker)FTextNSLOCTEXT("RSECardUISettings", "Protected", "Protected: never lost as a stake")Texts|AlbumPreview label of a card that cannot be lost as a stake.
Protected Owned Detail Format (ProtectedOwnedDetailFormat)FTextNSLOCTEXT("RSECardUISettings", "ProtectedOwnedDetail", "{InDeck} / {Owned} (protected)")Texts|AlbumCollection row detail of a card that cannot be lost as a stake: {InDeck} {Owned}
Refused Busy Text (RefusedBusyText)FTextNSLOCTEXT("RSECardUISettings", "RefusedBusy", "You cannot play cards now.")Texts|ChallengeBusy (battle, another card screen).
Refused Conditions Text (RefusedConditionsText)FTextNSLOCTEXT("RSECardUISettings", "RefusedConditions", "They do not want to play right now.")Texts|Challenge
Refused Host Only Text (RefusedHostOnlyText)FTextNSLOCTEXT("RSECardUISettings", "RefusedHostOnly", "Only the host can play cards in co-op.")Texts|ChallengeCo-op: this player may not play cards (the card game is the host's at launch, D-139). Also the album's deck changes.
Refused Invalid Deck Text (RefusedInvalidDeckText)FTextNSLOCTEXT("RSECardUISettings", "RefusedInvalidDeck", "Your deck is not ready. Check it in the card album.")Texts|Challenge
Refused No Opponent Text (RefusedNoOpponentText)FTextNSLOCTEXT("RSECardUISettings", "RefusedNoOpponent", "There is nobody to play with.")Texts|Challenge
Refused No Rematch Text (RefusedNoRematchText)FTextNSLOCTEXT("RSECardUISettings", "RefusedNoRematch", "They will not play you again.")Texts|Challenge
Continue Label (ContinueLabel)FTextNSLOCTEXT("RSECardUISettings", "Continue", "Continue")Texts|Result
Draw Text (DrawText)FTextNSLOCTEXT("RSECardUISettings", "Draw", "Draw")Texts|Result
End Deck Out Format (EndDeckOutFormat)FTextNSLOCTEXT("RSECardUISettings", "EndDeckOut", "{Winner} took every card.")Texts|Result{Winner}
End No Cards for War Format (EndNoCardsForWarFormat)FTextNSLOCTEXT("RSECardUISettings", "EndNoCardsForWar", "Nobody could finish the war: {Count0} to {Count1} cards.")Texts|Result{Count0} {Count1}
End Turn Limit Format (EndTurnLimitFormat)FTextNSLOCTEXT("RSECardUISettings", "EndTurnLimit", "Turn limit ({Turns}) reached: {Count0} to {Count1} cards.")Texts|Result{Turns} {Count0} {Count1}
Lost Text (LostText)FTextNSLOCTEXT("RSECardUISettings", "Lost", "Defeat")Texts|Result
No Stake Text (NoStakeText)FTextNSLOCTEXT("RSECardUISettings", "NoStake", "No card changes hands.")Texts|ResultFriendly match (no stake) or a draw.
Rewards Header (RewardsHeader)FTextNSLOCTEXT("RSECardUISettings", "Rewards", "First victory rewards:")Texts|Result
Stake Lost Format (StakeLostFormat)FTextNSLOCTEXT("RSECardUISettings", "StakeLost", "{Opponent} takes {Card} ({Rarity}).")Texts|Result{Opponent} {Card} {Rarity}
Stake Protected Text (StakeProtectedText)FTextNSLOCTEXT("RSECardUISettings", "StakeProtected", "Every card in the loser\'s deck is protected: nothing is taken.")Texts|ResultA winner, but every card of the loser was protected.
Stake Won Format (StakeWonFormat)FTextNSLOCTEXT("RSECardUISettings", "StakeWon", "You win {Card} ({Rarity}).")Texts|Result{Card} {Rarity}
Won Text (WonText)FTextNSLOCTEXT("RSECardUISettings", "Won", "Victory")Texts|Result
Deck Count Format (DeckCountFormat)FTextNSLOCTEXT("RSECardUISettings", "DeckCount", "{Count} cards")Texts|Table{Count}
Forfeit Format (ForfeitFormat)FTextNSLOCTEXT("RSECardUISettings", "Forfeit", "{Name} has no cards left for the war.")Texts|Table{Name} cannot go to war.
Pile Returned Text (PileReturnedText)FTextNSLOCTEXT("RSECardUISettings", "PileReturned", "No cards left for the war: each takes back their own.")Texts|Table
Player Label (PlayerLabel)FTextNSLOCTEXT("RSECardUISettings", "Player", "You")Texts|Table--- Texts (localizable; {named} arguments are filled by the widgets) ---
Skip Label (SkipLabel)FTextNSLOCTEXT("RSECardUISettings", "Skip", "Skip")Texts|Table
Speed Action Text (SpeedActionText)FTextNSLOCTEXT("RSECardUISettings", "SpeedAction", "Speed")Texts|TableAction of the speed key prompt.
Speed Format (SpeedFormat)FTextNSLOCTEXT("RSECardUISettings", "Speed", "Speed x{Speed}")Texts|Table{Speed}
Stack Count Format (StackCountFormat)FTextNSLOCTEXT("RSECardUISettings", "StackCount", "x{Count}")Texts|Table{Count} face-down cards in a war stack.
Table Hint Text (TableHintText)FTextTexts|Table
Turn Format (TurnFormat)FTextNSLOCTEXT("RSECardUISettings", "Turn", "Turn {Turn} / {Limit}")Texts|Table{Turn} {Limit}
War Banner Text (WarBannerText)FTextNSLOCTEXT("RSECardUISettings", "WarBanner", "War!")Texts|Table
War Detail Format (WarDetailFormat)FTextNSLOCTEXT("RSECardUISettings", "WarDetail", "Tie on {Value}: {Count} {Count}|plural(one=card,other=cards) each")Texts|TableUnder the banner. {Value} = tied value, {Count} = cards each player turns over.
Album Widget Class (AlbumWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneWidgetsCard album and deck editor (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSECardAlbumViewModel (docs/product/custom-ui.md).
Notice Widget Class (NoticeWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneWidgetsCard challenge notice (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSENoticeViewModel (docs/product/custom-ui.md).
Table Widget Class (TableWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneWidgetsCard table (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSECardTableViewModel (docs/product/custom-ui.md).
Widget ZOrder (WidgetZOrder)int3260WidgetsViewport Z order of the table and the album (above the HUDs).

RPG Saga Engine: Character Actions

Class URSECharacterActionsSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. One-click character actions (D-084, docs/product/editors-and-wizards.md): Add to Starting Party, Make Recruitable and Make Enemy on a Character asset (Content Browser right-click, RPG Saga Engine -> Content -> Character Actions, the asset's Details).

SettingTypeDefaultCategoryRestartDescription
Place Enemy in Level (bPlaceEnemyInLevel)boolTrueEnemyPlace something that starts the battle in the open level: a roaming enemy spawner (classic modes) or a battle zone (Tactics).
Enemy Battle Mode (EnemyBattleMode)FGameplayTag()EnemyBattle mode of a new encounter. Empty = Wizards -> Default Battle Mode.
Enemy Group Size (EnemyGroupSize)int322EnemyUnits of the character in a new encounter (a small group of the same enemy).
Enemy Outliner Folder (EnemyOutlinerFolder)FNameRPG Saga/EnemiesPlacementWorld Outliner folder of the placed enemy spawners.
Ground Search Distance (GroundSearchDistance)float2000.000000PlacementHow far above and below the placement point the ground is searched.
NPCOutliner Folder (NPCOutlinerFolder)FNameRPG Saga/NPCsPlacementWorld Outliner folder of the placed NPCs.
Place Distance (PlaceDistance)float500.000000PlacementNew NPCs and enemy spawners are placed this far in front of the level viewport's camera (then dropped to the ground).
Declined Line (DeclinedLine)FTextNSLOCTEXT("RSECharacterActions", "DefaultDeclined", "Suit yourself. You know where to find me.")RecruitSaid after being turned down (the player may ask again later).
Decline Option (DeclineOption)FTextNSLOCTEXT("RSECharacterActions", "DefaultDecline", "Not now.")RecruitOption that turns the character down (also the Cancel button).
Greeting Line (GreetingLine)FTextNSLOCTEXT("RSECharacterActions", "DefaultGreeting", "Well met. I\'m {Name}. I hear you could use another pair of hands.")RecruitFirst line of the recruit dialog. {Name} = the character's name.
Joined Line (JoinedLine)FTextNSLOCTEXT("RSECharacterActions", "DefaultJoined", "Then let\'s go. I\'m with you.")RecruitSaid after joining. {Name} = the character's name.
Join Option (JoinOption)FTextNSLOCTEXT("RSECharacterActions", "DefaultJoin", "Join us, {Name}.")RecruitOption that recruits the character. {Name} = the character's name.
Join Prompt (JoinPrompt)FTextNSLOCTEXT("RSECharacterActions", "DefaultPrompt", "Ask {Name} to join the party?")RecruitQuestion shown with the two options. {Name} = the character's name.
Recruit Flag Root (RecruitFlagRoot)FStringNarrative.Flag.RecruitedRecruitParent of the story flag set when a character joins ("Narrative.Flag.Recruited" -> Narrative.Flag.Recruited.Mira).
Recruit Flag Tag Source (RecruitFlagTagSource)FStringRSE_Recruits.iniRecruitTag file (Config/Tags of the project) new recruit flags are written to.
Max Starting Party Size (MaxStartingPartySize)int320Starting PartyMost characters Add to Starting Party accepts in Party -> Starting Members. 0 = the battle places (the ATB party size of the default rules profile, Battle -> ATB Party Size) plus Starting Reserve Places (D-136).
Starting Reserve Places (StartingReservePlaces)int324Starting PartyWith Max Starting Party Size 0: starting members allowed after the battle places (D-136). They are in the party from the start and are swapped into battles from the party menu (Formation); in Tactics battles every member can be deployed.

RPG Saga Engine: Character Packs

Class URSECharacterPackSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Character pack importer defaults (D-074): Project Settings -> RPG Saga Engine -> Character Packs.

SettingTypeDefaultCategoryRestartDescription
Body Preset Prefix (BodyPresetPrefix)FStringImporterPrefix of the body presets the importer writes (<Prefix><Character>_<Skin>).
Default Profile (DefaultProfile)TSoftObjectPtr<URSECharacterPackProfile>(set per project)ImporterProfile the importer starts with (the plugin's generic one fits packs with conventional clip names).
Target Root (TargetRoot)FDirectoryPath(set per project)ImporterFolder the imported characters go under (one subfolder per pack). Must be project content.
Display Name Noise Words (DisplayNameNoiseWords)TArray<FString>(26 entries)New Character from MeshWords dropped when a character's display name is made from its asset name ("samurai_warrior_3d_model" -> "Samurai Warrior"): what model exporters and stores add to file names. Case-insensitive, whole words.
New Character Default Class (NewCharacterDefaultClass)TSoftObjectPtr<URSEClassData>/RPGSagaEngine/Data/Classes/DA_Class_Warrior.DA_Class_WarriorNew Character from MeshClass New Character from Mesh offers first.
New Character Profile (NewCharacterProfile)TSoftObjectPtr<URSECharacterPackProfile>/RPGSagaEngine/Data/CharacterPacks/DA_PackProfile_Generic.DA_PackProfile_GenericNew Character from MeshProfile New Character from Mesh starts from (D-085; a copy is adjusted for the one mesh: its class, height and animation source). Empty = Default Profile.

RPG Saga Engine: Character Visuals

Class URSECharacterVisualSettings (module RSE), Project Settings, Project, RPG Saga Engine. Character Visuals

SettingTypeDefaultCategoryRestartDescription
Anchor Fallbacks (AnchorFallbacks)TArray<FRSEAnchorFallback>(2 entries)AnchorsWhere an anchor goes when a look has nothing for it, tried in order (e.g. Weapon Tip -> Right Hand for an unarmed caster, Muzzle -> Weapon Tip). A held weapon without a Weapon Tip socket gets its tip measured (the far end from the grip).
Default Blend Time (DefaultBlendTime)float0.200000AnimationBlend in / out of state and reaction animations whose own BlendTime is negative.
Hit Direction Memory (HitDirectionMemory)float3.000000AnimationA knock-out within this time of a hit falls the way the hit came from (directional Down animations); later ones use the front one.
Moving Speed Threshold (MovingSpeedThreshold)float10.000000AnimationSpeed (cm/s) above which a character counts as moving (the combat idle stops, locomotion takes over).
Speed Smoothing (SpeedSmoothing)float12.000000AnimationHow fast the measured speed follows the real one for actors moved without a movement component (grid units, cue moves). Higher = snappier, lower = smoother blends. 0 = no smoothing.
Turn Anim Min Angle (TurnAnimMinAngle)float60.000000AnimationStanding turns of at least this angle play the anim set's turn in place clip (TurnLeft90 / TurnRight90 / Turn180), and the mesh turns over the clip's length. Smaller turns stay procedural.
Turn in Place Max Angle (TurnInPlaceMaxAngle)float180.000000AnimationTurns larger than this snap (teleports, respawns).
Turn in Place Rate (TurnInPlaceRate)float720.000000AnimationFacing turns (Tactics facing, turning to a target) are shown as a smooth turn in place at this speed instead of a snap. 0 = snap.
Animated Recoil Scale (AnimatedRecoilScale)float0.400000BattleDistance scale of the procedural hit recoil on animated units (0 = only the hit animation).
Animated Units Skip Procedural Fall (bAnimatedUnitsSkipProceduralFall)boolTrueBattleUnits with an animated appearance skip the procedural tip-over on a knock-out (their Down animation shows it).
Impact from Anim Notifies (bImpactFromAnimNotifies)boolTrueBattleA Montage cue whose montage has RSEImpact notifies times its impacts with them (the damage shows on the hit frame).
Body Presets (BodyPresets)TMap<FName,FRSEBodyPreset>(43 entries)BodiesBodies by name, used by appearances that name a Body Preset instead of a mesh (the framework's starter looks use "Mannequin" and "MannequinSlim"). A missing preset leaves those characters as placeholder shapes. The New RPG Project wizard (Install the UE mannequin kit) fills them.
Empty Slot Look (EmptySlotLook)ERSEEmptySlotLookPlayerCharactersEquipmentD-128: whose looks hide their own weapon / shield while the matching equipment slot (Items -> Equipment Slots, with an Appearance Slot and Empty Hides Look Part) is empty. The paperdoll preview and the world follow every equipment change.
Tint Fallback by Team (bTintFallbackByTeam)boolTrueFallbackBattle units with the fallback look take their team color (Tactics Zone -> team colors), so the sides stay readable.
Character Appearance Overrides (CharacterAppearanceOverrides)TMap<TSoftObjectPtr<URSECharacterData> ,TSoftObjectPtr<URSECharacterAppearance> >(1 entries)FallbackLooks this project gives to characters it cannot edit (e.g. the plugin's example monsters, like the wolves of Call Wolves): used instead of the character's own Appearance, wherever it appears (battle, exploration, previews).
Fallback Appearance (FallbackAppearance)TSoftObjectPtr<URSECharacterAppearance>/RPGSagaEngine/Data/Appearance/DA_Appearance_Mannequin.DA_Appearance_MannequinFallbackLook of characters that have no Appearance (enemies made before their art, generated groups): e.g. the mannequin, so they never show as placeholder blocks next to animated characters. Empty = the placeholder shapes.
Fallback Tint Parameter (FallbackTintParameter)FNamePaint TintFallbackVector parameter of the fallback look's materials that takes the team color.
Fallback Tint Strength (FallbackTintStrength)float0.800000FallbackMultiplies the team color before it is applied (team colors are bright UI colors; a darker paint reads better on a body).
Default Idle Anims (DefaultIdleAnims)TMap<FGameplayTag,FRSECharacterAnim>(0 entries)Idle LifeIdle clips for looks whose animation set lacks a slot (Idle.Anim.*): the visible party's idle behaviours try the set, its parent slots, then these (and their parents). Loaded when the party field starts. Empty = only the sets' clips.
Idle Interrupt Blend Out (IdleInterruptBlendOut)float0.200000Idle LifeBlend out (seconds) of an idle animation cut short (the leader walks, a battle starts).
Locomotion Warping (bLocomotionWarping)boolTrueLocomotion WarpingOrientation and stride warping of the locomotion (explorer, NPCs, grid units walking): the feet follow the real movement direction and speed instead of sliding. Off = the warping nodes are skipped (their alpha is 0). Debug override: CVar RSE.Anim.Warping.
Orientation Warp Snap Angle (OrientationWarpSnapAngle)float45.000000Locomotion WarpingThe blend space plays the nearest direction on this grid (45 = the mannequin's 8 directions) and orientation warping turns the legs by the rest. 0 = the blend space gets the exact direction (no orientation warp).
Stride Warp Max Scale (StrideWarpMaxScale)float1.500000Locomotion WarpingMovement faster than the locomotion blend space's top speed (a sprint, a fast cue move) keeps the top speed's cycle and lengthens the strides (stride warping) up to this scale, instead of sliding the feet.
Cast Shadows (bCastShadows)boolTruePerformanceSkeletal parts cast dynamic shadows (off saves shadow draw calls on low-end targets).
Enable Update Rate Optimizations (bEnableUpdateRateOptimizations)boolTruePerformanceAnimation update rate optimization: distant or small characters update their animation less often.
Receive Decals (bReceiveDecals)boolFalsePerformanceCharacter parts receive decals. Off (default): the target rings and area markers on the ground (decals) do not paint the characters standing in them (D-065).
Min LODBias (MinLODBias)int320PerformanceMost detailed LOD character meshes may use (1 = never LOD0, for very weak targets). 0 = the mesh's own LOD screen sizes.
Visibility Based Anim Tick Option (VisibilityBasedAnimTickOption)EVisibilityBasedAnimTickOptionOnlyTickPoseWhenRenderedPerformanceWhen off-screen characters update their animation and bones.

RPG Saga Engine: Cinematics

Class URSECinematicSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Cinematic from Screenplay (D-078, docs/product/cinematics.md): stages a dialog as a Level Sequence (cast, cameras with a shot grammar, timing, animation, the dialog driving the sequence line by line).

SettingTypeDefaultCategoryRestartDescription
Force Custom Anim Mode (bForceCustomAnimMode)boolFalseAnimationThe animation sections take over the whole body (Sequencer's own animation mode). Off = they play on the anim set's action slot of the character's Anim Blueprint, so idle and walking stay the Blueprint's (recommended).
Gesture Min Line Seconds (GestureMinLineSeconds)float3.000000AnimationShortest line that gets a gesture.
Gesture Probability (GestureProbability)float0.350000AnimationChance of a gesture on a long line.
Gestures (Gestures)TArray<TSoftObjectPtr<UAnimSequenceBase> >(0 entries)AnimationGestures played at the start of long lines (the speaker's own animations are preferred: its anim set's Talk). Empty = none.
Aperture (Aperture)float4.000000CameraAperture with depth of field on.
Constrain Aspect Ratio (bConstrainAspectRatio)boolFalseCameraThe cameras force their aspect ratio (black bars). Off = they fill the screen; the scene overlay draws its letterbox.
Depth Of Field (bDepthOfField)boolFalseCameraDepth of field (focus on the subject). Off = no blur at all: cheap, and the right choice for low-end hardware such as the Steam Deck.
Sensor Height (SensorHeight)float13.365000Camera
Sensor Width (SensorWidth)float23.760000CameraSensor of the cine cameras (default: 16:9 digital film).
Binding Tag Prefix (BindingTagPrefix)FStringCast.OutputPrefix of the generated binding tags (the scene data binds the real actors by them).
Frame Rate (FrameRate)int3230OutputDisplay rate of new sequences.
Generated Folder Name (GeneratedFolderName)FNameRSE GeneratedOutputSequencer folder of everything the tool makes. Regeneration replaces its content; bindings and tracks outside it are kept.
Marker Prefix (MarkerPrefix)FStringRSE.OutputPrefix of the generated marked frames (Dialog start, one per line, outro). Other markers are kept.
Output Folder (OutputFolder)FDirectoryPath(set per project)OutputFolder of the generated Level Sequences (LS_<Dialog>), under /Game.
Scene Data Prefix (SceneDataPrefix)FStringDA_Scene_Cine_OutputPrefix of the generated scene data (in the Scenes folder of Content Import -> Types).
Sequence Prefix (SequencePrefix)FStringLS_Cine_OutputPrefix of a generated sequence's name.
Close Up on Emotion (bCloseUpOnEmotion)boolTrueShotsEmotional lines are framed Close instead of over the shoulder.
Default Head Height (DefaultHeadHeight)float160.000000ShotsHead height used when a character has no mesh to measure (a placeholder).
Emotional Expressions (EmotionalExpressions)FGameplayTagContainer()ShotsExpressions that make a line emotional (reaction shots, close-ups).
Head Bones (HeadBones)TArray<FName>(4 entries)ShotsBones of the head, first found wins (the head height is measured on it).
Reaction Min Line Seconds (ReactionMinLineSeconds)float2.000000ShotsShortest line that gets a reaction shot (a short line keeps its speaker).
Reaction Probability (ReactionProbability)float0.600000ShotsChance of a reaction shot (the listener, at the end of the line) on emotional lines and questions. 0 = never.
Reaction Share (ReactionShare)float0.350000ShotsThe reaction's share of the line (its end).
Shot Presets (ShotPresets)TArray<FRSECinematicShotPreset>(6 entries)ShotsFramings of the shot grammar, one per shot.
Two Shot After Exchanges (TwoShotAfterExchanges)int323ShotsAfter this many back-and-forth lines between the same two speakers, short lines use a two-shot. 0 = never.
Two Shot Max Line Seconds (TwoShotMaxLineSeconds)float3.500000ShotsLongest line of a back-and-forth that is shown as a two-shot.
Character Radius (CharacterRadius)float35.000000StagingFree radius a character needs (the free-space check).
Ground Search Above (GroundSearchAbove)float300.000000StagingHow far above a spot the ground search starts, and how far below it goes.
Ground Search Below (GroundSearchBelow)float1000.000000Staging
Group Radius (GroupRadius)float130.000000StagingRadius of the triangle and the circle.
Line Up Spacing (LineUpSpacing)float110.000000StagingSpacing of a line-up.
Max Ground Step (MaxGroundStep)float60.000000StagingLargest height step between two cast spots (a formation over a ledge is rotated or tightened).
Nav Projection Distance (NavProjectionDistance)float100.000000StagingWith a navmesh in the level, spots are projected on it (within this distance) and spots off it are refused.
Pair Distance (PairDistance)float170.000000StagingDistance between two characters facing each other.
Placement Rotations (PlacementRotations)int3212StagingRotations of the formation tried around the anchor when a spot is blocked.
Placement Scales (PlacementScales)TArray<float>(4 entries)StagingSpacing scales tried after the rotations (a tighter or wider formation).
Animation Blend Seconds (AnimationBlendSeconds)float0.250000TimingBlend in and out of the animation sections.
Choice Hold Seconds (ChoiceHoldSeconds)float4.000000TimingThe hold of a choice (on whoever chooses).
Hold Seconds (HoldSeconds)float3.000000TimingThe hold after each line: it loops while the line waits for the player.
Intro Seconds (IntroSeconds)float2.500000TimingEstablishing wide before the first line.
Line Base Seconds (LineBaseSeconds)float0.800000TimingUnvoiced lines: added to the reading time (the eye finds the text).
Max Line Seconds (MaxLineSeconds)float9.000000Timing
Min Line Seconds (MinLineSeconds)float1.500000Timing
Outro Seconds (OutroSeconds)float1.500000TimingClosing wide after the dialog ends.
Reading Characters Per Second (ReadingCharactersPerSecond)float15.000000TimingUnvoiced lines: reading speed.
Turn Seconds (TurnSeconds)float0.500000TimingHow long turning toward a new speaker takes.
Voice Tail Seconds (VoiceTailSeconds)float0.300000TimingVoiced lines: added after the voice ends.
Walk Speed (WalkSpeed)float160.000000TimingWalking speed of [move:...] directions.

RPG Saga Engine: Classic Battle UI

Class URSEATBCommandUISettings (module RSE), Project Settings, Project, RPG Saga Engine. How the classic battle command menu tells the player who acts, with what and on whom (D-065): the acting unit's turn banner, the input guard when the menu changes hands, messages near the menu, the help line of the highlighted command, the target cursor and card, and the Wait / Active label.

SettingTypeDefaultCategoryRestartDescription
Block Hint (BlockHint)FTextNSLOCTEXT("RSEATBCommandUI", "BlockHint", "Block")Enemy ActionsKey hint while a block prompt runs (Input -> Block Action).
Block Prompt Menu Opacity (BlockPromptMenuOpacity)float0.450000Enemy ActionsOpacity of the command menu and the target list while a block prompt runs (they stay where they were and come back as they were; Enter still works in them, while a mouse click passes through them to the prompt). 1 = no dimming.
Back Help (BackHelp)FTextNSLOCTEXT("RSEATBCommandUI", "BackHelp", "Back to the commands.")Help
Show Help (bShowHelp)boolTrueHelpShow the help panel for the highlighted command (description, target, cost, element, charge).
Charge Format (ChargeFormat)FTextNSLOCTEXT("RSEATBCommandUI", "Charge", "Charges {Seconds}s before it acts")HelpCharge fact (ATB). Arguments: {Seconds}.
Cost Format (CostFormat)FTextNSLOCTEXT("RSEATBCommandUI", "Cost", "Cost: {Cost}")HelpCost fact. Arguments: {Cost} (the menu's cost text, e.g. "8 MP").
Element Format (ElementFormat)FTextNSLOCTEXT("RSEATBCommandUI", "Element", "Element: {Element}")HelpElement fact. Arguments: {Element}.
Fallen Target Format (FallenTargetFormat)FTextNSLOCTEXT("RSEATBCommandUI", "FallenTarget", "{Target} (fallen)")HelpA revive ability. Arguments: {Target} (the scope line above).
Flee Help (FleeHelp)FTextNSLOCTEXT("RSEATBCommandUI", "FleeHelp", "Try to escape from the battle ({Chance}% chance). A failed try costs the turn.")HelpHelp of Flee. Arguments: {Chance}. (Top-level commands take their help from the command menu layout.)
Help Placement (HelpPlacement)ERSECommandHelpPlacementAboveMenuHelpWhere the help panel sits: right above the command menu, or as a bar at the top of the screen.
Help Top Offset (HelpTopOffset)float52.000000HelpTop placement: the help bar sits this far below the top margin (under the enemy chips).
Help Width (HelpWidth)float560.000000HelpWidth of the help panel.
Item Count Format (ItemCountFormat)FTextNSLOCTEXT("RSEATBCommandUI", "ItemCount", "In the bag: {Count}")HelpItem fact. Arguments: {Count}.
Scope All Format (ScopeAllFormat)FTextNSLOCTEXT("RSEATBCommandUI", "ScopeAll", "Target: every {Side}")Help
Scope Row Format (ScopeRowFormat)FTextNSLOCTEXT("RSEATBCommandUI", "ScopeRow", "Target: one {Side} row")Help
Scope Self Text (ScopeSelfText)FTextNSLOCTEXT("RSEATBCommandUI", "ScopeSelf", "Target: self")HelpAbilities used on the user only.
Scope Single Format (ScopeSingleFormat)FTextNSLOCTEXT("RSEATBCommandUI", "ScopeSingle", "Target: one {Side}")HelpTarget facts. Arguments: {Side} (enemy / ally / self / anyone, below).
Side Allies (SideAllies)FTextNSLOCTEXT("RSEATBCommandUI", "SideAllies", "ally")Help
Side Anyone (SideAnyone)FTextNSLOCTEXT("RSEATBCommandUI", "SideAnyone", "unit")Help
Side Enemies (SideEnemies)FTextNSLOCTEXT("RSEATBCommandUI", "SideEnemies", "enemy")Help
Side Self (SideSelf)FTextNSLOCTEXT("RSEATBCommandUI", "SideSelf", "self")Help
Max Visible Rows (MaxVisibleRows)int327Long ListsMost rows the command menu and the target list show at once; longer lists scroll with the cursor (arrows above / below show there is more) and with the mouse wheel over the list. 0 = no limit.
More Above Mark (MoreAboveMark)FTextNSLOCTEXT("RSEATBCommandUI", "MoreAbove", "▲")Long ListsMarks above / below a scrolled list.
More Below Mark (MoreBelowMark)FTextNSLOCTEXT("RSEATBCommandUI", "MoreBelow", "▼")Long Lists
Command Title Format (CommandTitleFormat)FTextNSLOCTEXT("RSEATBCommandUI", "CommandTitle", "{Name} — Command")MenuTitle of the first command list. Arguments: {Name}.
List Glyph (ListGlyph)FTextINVTEXT("›")MenuMarks the commands that open a list (Skills, Magic...).
List Title Format (ListTitleFormat)FTextNSLOCTEXT("RSEATBCommandUI", "ListTitle", "{Name} — {List}")MenuTitle of a list (Skills, Magic, Items...). Arguments: {Name}, {List}.
Target Title Format (TargetTitleFormat)FTextNSLOCTEXT("RSEATBCommandUI", "TargetTitle", "{Name} — {Action}: choose a target")MenuTitle while a target is chosen. Arguments: {Name}, {Action}.
Acting State Format (ActingStateFormat)FTextNSLOCTEXT("RSEATBCommandUI", "ActingState", "{Action}!")MessagesParty row state while the unit's command is being shown (timed prompt, prelude). Arguments: {Action}.
Dropped Format (DroppedFormat)FTextNSLOCTEXT("RSEATBCommandUI", "Dropped", "{Name}: {Action} cancelled — {Reason}")MessagesA queued command that could no longer run. Arguments: {Name}, {Action}, {Reason}.
Error Color (ErrorColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))MessagesA command that cannot be given (not enough MP, invalid target...).
Info Color (InfoColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.079403,Chroma=0.651117,Hue=-15.902557,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))MessagesInformation (command queued, time mode switched).
Message Seconds (MessageSeconds)float2.000000MessagesSeconds a message stays near the menu (refused command, queued command, cancelled command, time mode).
Queued Format (QueuedFormat)FTextNSLOCTEXT("RSEATBCommandUI", "Queued", "{Name}: {Action} — queued, acts after the current action")MessagesAccepted while an action is being shown. Arguments: {Name}, {Action}.
Queued State Format (QueuedStateFormat)FTextNSLOCTEXT("RSEATBCommandUI", "QueuedState", "QUEUED {Action}")MessagesParty row state of a unit with a queued command. Arguments: {Action}.
Hit Cursor Font Size (HitCursorFontSize)int3230TargetGlyph size over the other units the aimed ability hits (row / all).
Target Card Offset (TargetCardOffset)FVector2D(X=36.000000,Y=-20.000000)TargetThe target card (name, HP, expected result) sits this far from the cursor (pixels, right / down).
Target Card Width (TargetCardWidth)float280.000000Target
Target Cursor Bob (TargetCursorBob)float6.000000TargetCursor bob: height in pixels and cycles per second (0 = still).
Target Cursor Bob Rate (TargetCursorBobRate)float1.500000Target
Target Cursor Color (TargetCursorColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=0.066483,Chroma=1.192767,Hue=23.327459,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Target
Target Cursor Font Size (TargetCursorFontSize)int3244Target
Target Cursor Glyph (TargetCursorGlyph)FTextNSLOCTEXT("RSEATBCommandUI", "TargetCursor", "▼")TargetGlyph over the targeted unit.
All Allies Text (AllAlliesText)FTextNSLOCTEXT("RSEATBCommandUI", "AllAllies", "All allies")Target List
All Enemies Text (AllEnemiesText)FTextNSLOCTEXT("RSEATBCommandUI", "AllEnemies", "All enemies")Target ListGroup entries of row / all abilities.
Ally Side Text (AllySideText)FTextNSLOCTEXT("RSEATBCommandUI", "AllySide", "Allies")Target List
Back Row Text (BackRowText)FTextNSLOCTEXT("RSEATBCommandUI", "BackRow", "Back row")Target List
Hide Enemy Chips While Targeting (bHideEnemyChipsWhileTargeting)boolFalseTarget ListHide the enemy chips at the top while a target is chosen. Off by default: the chips are the HP overview and stay clickable; they use the same names and the same highlight as the list, so they never disagree with it.
Letter Duplicate Names (bLetterDuplicateNames)boolTrueTarget ListRSE style names (D-066): enemies sharing a character get letters in their battle order ("Raider A", "Raider B"), in the list, the chips, the log and the banners. A unique one keeps its name.
Show Target List (bShowTargetList)boolTrueTarget ListWhile a target is chosen, a list next to the command menu names what the command can be given on: each enemy (or ally, for heals and buffs), or the groups a row / all ability hits ("Front row", "All enemies"). Up / down moves the cursor in the world too; a click on a row, a unit or its chip picks it.
Duplicate Name Format (DuplicateNameFormat)FTextNSLOCTEXT("RSEATBCommandUI", "DuplicateName", "{Name} {Letter}")Target ListArguments: {Name}, {Letter}.
Duplicate Name Letters (DuplicateNameLetters)FStringABCDEFGHIJKLMNOPQRSTUVWXYZTarget ListThe letters, in order (more units than letters: numbers).
Enemy Side Text (EnemySideText)FTextNSLOCTEXT("RSEATBCommandUI", "EnemySide", "{Term.Enemies}")Target List
Everyone Text (EveryoneText)FTextNSLOCTEXT("RSEATBCommandUI", "Everyone", "Everyone")Target List
Front Row Text (FrontRowText)FTextNSLOCTEXT("RSEATBCommandUI", "FrontRow", "Front row")Target List
Row Side Format (RowSideFormat)FTextNSLOCTEXT("RSEATBCommandUI", "RowSide", "{Side}: {Row}")Target ListA row when both sides can be targeted. Arguments: {Side} (Enemy / Ally side, below), {Row}.
Target List Title Format (TargetListTitleFormat)FTextNSLOCTEXT("RSEATBCommandUI", "TargetListTitle", "{Action}: on whom?")Target ListTitle of the list. Arguments: {Action}.
Target List Width (TargetListWidth)float260.000000Target List
Active Label (ActiveLabel)FTextNSLOCTEXT("RSEATBCommandUI", "Active", "ACTIVE")Time Mode
Toggle Saves Option (bToggleSavesOption)boolTrueTime ModeSwitching in battle also stores the choice as the player's option (Options -> Battle time). Off: this battle only.
Time Mode Format (TimeModeFormat)FTextNSLOCTEXT("RSEATBCommandUI", "TimeMode", "TIME: {Mode}")Time ModeLabel of the time mode. Arguments: {Mode} (Wait / Active).
Time Running Text (TimeRunningText)FTextNSLOCTEXT("RSEATBCommandUI", "TimeRunning", "time keeps running")Time Mode
Time Stopped Text (TimeStoppedText)FTextNSLOCTEXT("RSEATBCommandUI", "TimeStopped", "time stops while you choose")Time ModeSecond line while time stands still / runs.
Toggled Format (ToggledFormat)FTextNSLOCTEXT("RSEATBCommandUI", "Toggled", "Battle time: {Mode}")Time ModeMessage after a switch. Arguments: {Mode}.
Toggle Hint (ToggleHint)FTextNSLOCTEXT("RSEATBCommandUI", "ToggleHint", "Wait / Active")Time ModeKey hint of the Wait / Active switch (Input -> ATB Time Mode Action).
Wait Label (WaitLabel)FTextNSLOCTEXT("RSEATBCommandUI", "Wait", "WAIT")Time Mode
Show Turn Banner (bShowTurnBanner)boolTrueTurnShow a banner ("Mira's turn") when the command menu opens for a party member.
Switch Input Guard Seconds (SwitchInputGuardSeconds)float0.250000TurnConfirm is ignored this long after the menu opens for another unit, so a press meant for the previous menu never picks a command for the new one.
Turn Banner Format (TurnBannerFormat)FTextNSLOCTEXT("RSEATBCommandUI", "TurnBanner", "{Name}\'s turn")TurnBanner text. Arguments: {Name}.
Turn Banner Seconds (TurnBannerSeconds)float1.200000TurnHow long the banner stays (it slides in and fades out within this time).
Turn Banner Slide (TurnBannerSlide)float120.000000TurnSlide distance of the banner as it comes in (pixels, from the left).

RPG Saga Engine: Co-op Flow

Class URSECoopFlowSettings (module RSE), Project Settings, Project, RPG Saga Engine. How world actions behave when they arrive as commands from any player (D-138, networking.md §6): how much the authority trusts a player's position and timing, and who leads the group out of a zone.

SettingTypeDefaultCategoryRestartDescription
Interact Reach Tolerance (InteractReachTolerance)float150.000000InteractionExtra distance the authority allows between a player's pawn and the object they interact with (or the exit they take), beyond the object's own range: the pawn the authority sees may lag behind the player's screen.
Leash Enabled (bLeashEnabled)boolTrueLeashPlayers may not roam farther than Leash Radius from the anchor (warning, then a pull back). Off = free roaming.
Leash Anchor (LeashAnchor)ERSELeashAnchorHostLeashWhat the guests are tied to: the host's explorer, or the center of every player's explorer.
Leash Check Interval (LeashCheckInterval)float0.500000LeashHow often the authority measures the distances (no Tick).
Leash Grace Seconds (LeashGraceSeconds)float4.000000LeashSeconds past the radius between the warning and the pull back (coming back in time cancels it).
Leash Policy Class (LeashPolicyClass)TSoftClassPtr<URSELeashPolicy>NoneLeashDecides the anchor, the radius and when the leash applies. Empty = URSELeashPolicy (the settings above).
Leash Radius (LeashRadius)float4000.000000LeashHow far a player may go from the anchor (a map's Co-op Map Settings actor may override it).
Leash Return Distance (LeashReturnDistance)float400.000000LeashThe pull back puts the player this far from the anchor, on the side they came from.
Leash Pulled Text (LeashPulledText)FTextNSLOCTEXT("RSECoopFlow", "LeashPulled", "You were brought back to the group.")Leash|TextsNotice after the pull back.
Leash Warning Detail (LeashWarningDetail)FTextNSLOCTEXT("RSECoopFlow", "LeashDetail", "Go back, or you are brought back in {Seconds} s.")Leash|Texts
Leash Warning Title (LeashWarningTitle)FTextNSLOCTEXT("RSECoopFlow", "LeashTitle", "Too far from the group")Leash|TextsNotice to the player past the radius ({Seconds} = seconds before the pull back).
Lockpick Min Seconds Per Pin (LockpickMinSecondsPerPin)float0.150000LockpickLockpick game played on a player's own machine: a reported success is believed only if the screen was open at least this long per pin (a plausibility check, not anti-cheat). 0 = any report is believed.
Notice Color (NoticeColor)FLinearColor(R=0.550000,G=0.800000,B=1.000000,A=1.000000)Notices
Notice Repeat Seconds (NoticeRepeatSeconds)float2.000000NoticesThe same notice is not repeated within this many seconds.
Refusal Notices (RefusalNotices)ERSECoopNoticeModeInSessionNoticesWhen a refused command's reason shows as a notice to the player who sent it.
Silent Refusal Types (SilentRefusalTypes)TArray<TSoftObjectPtr<UScriptStruct> >(1 entries)NoticesCommand types whose refusals never show (their own screens explain them, or they are routine).
Warning Notice Color (WarningNoticeColor)FLinearColor(R=1.000000,G=0.700000,B=0.300000,A=1.000000)Notices
Companion Took Over Text (CompanionTookOverText)FTextNSLOCTEXT("RSECoopFlow", "TookOver", "The companion AI takes over {Member}.")Notices|TextsThe companion AI drives {Member} again.
Host Saving Text (HostSavingText)FTextNSLOCTEXT("RSECoopFlow", "HostSaving", "The host is saving the game.")Notices|TextsThe host saves the game.
Player Joined Text (PlayerJoinedText)FTextNSLOCTEXT("RSECoopFlow", "Joined", "{Player} joined the game.")Notices|Texts{Player} joined.
Player Left Text (PlayerLeftText)FTextNSLOCTEXT("RSECoopFlow", "Left", "{Player} left the game.")Notices|Texts{Player} left.
Player Reconnected Text (PlayerReconnectedText)FTextNSLOCTEXT("RSECoopFlow", "Reconnected", "{Player} is back.")Notices|Texts{Player} came back.
Refusal Notice Title (RefusalNoticeTitle)FTextNSLOCTEXT("RSECoopFlow", "RefusalTitle", "Not now")Notices|TextsHeader of a refused action.
Session Notice Title (SessionNoticeTitle)FTextNSLOCTEXT("RSECoopFlow", "SessionTitle", "Co-op")Notices|TextsHeader of session notices (joined, left, saving).
Scene Mirror End Wait Seconds (SceneMirrorEndWaitSeconds)float10.000000ScenesA guest whose scene reached its end before the host's waits this long for the host's end (then returns on its own). Keeps both machines leaving the scene together.
Scene Skip Policy Class (SceneSkipPolicyClass)TSoftClassPtr<URSESceneSkipPolicy>NoneScenesDecides who may skip. Empty = URSESceneSkipPolicy (the rule above).
Scene Skip Rule (SceneSkipRule)ERSESceneSkipRuleHostOnlyScenesWho may skip a story scene in co-op (single player: the player).
Scene Skip Vote Share (SceneSkipVoteShare)float0.500000ScenesVote rule: the share of players that must ask to skip (0.5 = half; 1 = everyone).
Scene Skip Host Only Text (SceneSkipHostOnlyText)FTextNSLOCTEXT("RSECoopFlow", "SkipHostOnly", "Only the host can skip this scene.")Scenes|TextsA guest pressed skip but only the host may ({Host}).
Scene Skip Vote Text (SceneSkipVoteText)FTextNSLOCTEXT("RSECoopFlow", "SkipVote", "{Player} wants to skip the scene ({Votes} of {Needed}).")Scenes|TextsVote progress ({Player}, {Votes}, {Needed}).
Group Travel Countdown Seconds (GroupTravelCountdownSeconds)float3.000000Zone TravelThe countdown before the host pulls the whole group to the next zone (0 = at once).
Group Travel Policy Class (GroupTravelPolicyClass)TSubclassOf<URSEGroupTravelPolicy>/Script/CoreUObject.Class'/Script/RSE.RSEGroupTravelPolicy'Zone TravelDecides what a travel request does in a multiplayer session (D-124 §6.6: the host pulls everyone after a short countdown; a guest at an exit asks the host). Single player always travels at once.
Group Travel Asked Text (GroupTravelAskedText)FTextNSLOCTEXT("RSECoopFlow", "RequestAsked", "The host decides whether the group goes to {Destination}.")Zone Travel|TextsNotice to the guest who asked: the host is asked ({Destination}).
Group Travel Cancel Hint (GroupTravelCancelHint)FTextNSLOCTEXT("RSECoopFlow", "CountdownCancel", "Menu > Options > Stay here: cancel")Zone Travel|TextsThe host's countdown screen: how to cancel.
Group Travel Cancelled Text (GroupTravelCancelledText)FTextNSLOCTEXT("RSECoopFlow", "CountdownCancelled", "The host stays here for now.")Zone Travel|TextsNotice to everyone when the host cancels the countdown.
Group Travel Countdown Detail (GroupTravelCountdownDetail)FTextNSLOCTEXT("RSECoopFlow", "CountdownDetail", "The group travels in {Seconds} s.")Zone Travel|TextsCountdown screen: the line under it ({Seconds} = seconds left).
Group Travel Countdown Title (GroupTravelCountdownTitle)FTextNSLOCTEXT("RSECoopFlow", "CountdownTitle", "Leaving for {Destination}")Zone Travel|TextsCountdown screen: the title ({Destination} = the area's name or the map).
Group Travel Declined Text (GroupTravelDeclinedText)FTextNSLOCTEXT("RSECoopFlow", "RequestDeclined", "The host stays here for now.")Zone Travel|TextsNotice to the guest who asked: the host stays ({Destination}).
Group Travel Request No (GroupTravelRequestNo)FTextNSLOCTEXT("RSECoopFlow", "RequestNo", "Not now")Zone Travel|Texts
Group Travel Request Question (GroupTravelRequestQuestion)FTextNSLOCTEXT("RSECoopFlow", "RequestQuestion", "{Player} wants to go to {Destination}. Go now, together?")Zone Travel|TextsThe host's question when a guest walks into an exit ({Player}, {Destination}).
Group Travel Request Yes (GroupTravelRequestYes)FTextNSLOCTEXT("RSECoopFlow", "RequestYes", "Go together")Zone Travel|Texts

RPG Saga Engine: Co-op Network

Class URSENetSettings (module RSENet), Project Settings, Project, RPG Saga Engine. The co-op network layer (D-140, docs/design/networking.md §3.4–3.8, docs/product/coop.md): how the state sections are replicated, the limits on players' commands, who the players are while a session runs and how often world actors update.

SettingTypeDefaultCategoryRestartDescription
Action Claim Packets Per Second (ActionClaimPacketsPerSecond)int3260Action BattleAnti-abuse: claim packets a guest may send per second (more are dropped and logged; the battle limits claims per unit too).
Action Claim Resend Interval (ActionClaimResendInterval)float0.100000Action BattleA guest repeats unanswered claims this often (seconds) even when it found no new hit.
Action Claim Resend Seconds (ActionClaimResendSeconds)float1.000000Action BattleA guest's hit claims travel unreliably and redundantly: every packet repeats the claims the host has not answered yet, for at most this long (the host answers reliably and ignores repeats).
Action Keyframe Seconds (ActionKeyframeSeconds)float2.000000Action BattleA full snapshot of the state goes reliably this often (the deltas between are based on what each guest acknowledged).
Action Max Claims Per Packet (ActionMaxClaimsPerPacket)int3224Action BattleAt most this many claims in one packet (the oldest unanswered first).
Action Mirror Budget Bytes Per Second (ActionMirrorBudgetBytesPerSecond)int3212000Action BattleBytes per second (as sent, per guest) the action battle's state may use. The unreliable deltas wait when the budget is spent (the next one carries the changes); the reliable full snapshots and the events always go.
Action Mirror Burst Seconds (ActionMirrorBurstSeconds)float0.500000Action BattleSeconds of the budget a quiet moment may save up (a burst of changes after it).
Action Mirror History (ActionMirrorHistory)int3232Action BattleStates the host (and each guest) keeps as baselines for deltas.
Battle Chunk Bytes (BattleChunkBytes)int3216384BattleThe start snapshot travels in chunks of at most this many bytes (as sent).
Battle Chunk Window (BattleChunkWindow)int324BattleChunks a guest may have unacknowledged at once (the reliable channel never overflows).
Battle Max Events Per Packet (BattleMaxEventsPerPacket)int3296BattleAt most this many events per packet (a long AI turn goes in several packets, in order).
Battle Playback Report Interval (BattlePlaybackReportInterval)float0.100000BattleHow often a guest tells the host how far its presentation got (seconds; only when it changed).
Battle Stream Interval (BattleStreamInterval)float0.050000BattleHow often the host sends the battle's new events, notices and state to the guests (seconds).
Broadcast Result Types (BroadcastResultTypes)TArray<FSoftObjectPath>(0 entries)CommandsCommand types whose results every player receives (On Peer Command Result), not only the sender: for notices such as "Player 2 opened the gate".
Max Command Bytes (MaxCommandBytes)int324096CommandsA command larger than this (bytes, encoded) is refused; a larger packet disconnects the sender.
Max Commands Per Second (MaxCommandsPerSecond)int3230CommandsCommands a guest may send per second (burst up to the same number); more are refused, not applied.
Max Queued Commands (MaxQueuedCommands)int3232CommandsCommands a guest keeps while it is not connected to the host yet (its player state has not arrived); more are refused.
Log Traffic (bLogTraffic)boolFalseDiagnosticsLogs every section sent or received and every command packet (verbose). The CVar RSE.Net.LogTraffic does the same.
Enable Coop (bEnableCoop)boolTrueGeneralInstalls the co-op layer whenever this game runs a network session (listen server host or guest): the authority mode, the command transport, the replicated state and the players' identity. Off = the project replicates on its own.
Authority Policy Class (AuthorityPolicyClass)TSubclassOf<URSEAuthorityPolicy>/Script/CoreUObject.Class'/Script/RSENet.RSENetAuthorityPolicy'PlayersDecides authority and the multiplayer rules while a session runs.
Assign Member on Join (bAssignMemberOnJoin)boolTruePlayersA joining player takes a party member from the companion AI: the lobby's choice when free, else the first member no player controls (D-124 §3.7). Off = the game assigns members itself (Assign Party Member command).
Player Provider Class (PlayerProviderClass)TSubclassOf<URSEPlayerProvider>/Script/CoreUObject.Class'/Script/RSENet.RSENetPlayerProvider'PlayersLists the players while a session runs (slots from the replicated player states; stable across reconnects).
Player Pawns Always Relevant (bPlayerPawnsAlwaysRelevant)boolTrueRelevancyPlayers' explorers are sent to every player whatever the distance.
Class Relevancy (ClassRelevancy)TArray<FRSENetClassRelevancy>(3 entries)RelevancyPer class: cull distance, update rate and priority (roaming enemies, NPCs, companions). Applied on the host.
Player Pawn Priority (PlayerPawnPriority)float3.000000Relevancy
Player Pawn Update Frequency (PlayerPawnUpdateFrequency)float60.000000RelevancyUpdate rate and priority of the explorers players drive.
Compress Sections (bCompressSections)boolTrueState SectionsCompress the sections before sending (they are save bytes: they compress well).
Change Detection Interval (ChangeDetectionInterval)float0.500000State SectionsHow often the host compares every section's bytes to catch writes that forgot to mark their section (seconds; 0 = never). Costs one serialization per section each time.
Compression Format (CompressionFormat)FNameOodleState SectionsThe compression format (Oodle, Zlib, LZ4...).
Compression Min Bytes (CompressionMinBytes)int32256State SectionsSections smaller than this are sent uncompressed (bytes).
Max Section Bytes (MaxSectionBytes)int32262144State SectionsA section larger than this (bytes, as sent) is not replicated and is reported as an error: split the system's state or give it a delta of its own.
Min Section Resend Interval (MinSectionResendInterval)float0.200000State SectionsA section that keeps changing is sent at most this often (seconds); the latest state always goes out.
Section Send Interval (SectionSendInterval)float0.100000State SectionsHow often the host looks for changed state sections to send (seconds).

RPG Saga Engine: Co-op Rules

Class URSECoopRulesSettings (module RSECore), Project Settings, Project, RPG Saga Engine. The co-op rules that live in the game logic (D-142).

SettingTypeDefaultCategoryRestartDescription
Companion Order Policy Class (CompanionOrderPolicyClass)TSoftClassPtr<URSECompanionOrderPolicy>NoneCompanionsDecides who may order which companion. Empty = URSECompanionOrderPolicy (the rule above).
Companion Orders (CompanionOrders)ERSECompanionOrderRuleAnyPlayerCompanionsWho orders the companions the AI drives.
Default Encounter Conversion (DefaultEncounterConversion)ERSECoopBattleConversionFreeTacticsEncountersWhat Tactics / ATB encounters become in a session with more than one player (an encounter's own rule wins).
Encounter Policy Class (EncounterPolicyClass)TSoftClassPtr<URSECoopEncounterPolicy>NoneEncountersDecides each encounter's battle in co-op. Empty = URSECoopEncounterPolicy (the rules above).
Guest Equipment (GuestEquipment)ERSEGuestEquipmentRuleOwnCharacterEquipmentWhose equipment and Pacts a guest may change (read by the default Items -> Permission Policy Class, URSEInventoryPermissionPolicy::CanChangeEquipment).

RPG Saga Engine: Combat Formulas

Class URSECombatFormulaSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Combat formulas as data (D-054, docs/design/attributes.md): damage per kind, healing, hit and critical chances, the critical multiplier, defense and the element step.

SettingTypeDefaultCategoryRestartDescription
Critical Chance (CriticalChance)FRSEExpression(Source="BaseCriticalChance")FormulasCritical chance in percent.
Critical Multiplier (CriticalMultiplier)FRSEExpression(Source="CriticalMultiplier")FormulasDamage multiplier of a critical hit.
Defense Factor (DefenseFactor)FRSEExpression(Source="DefenseConstant / (DefenseConstant + max(0, Defense))")FormulasShare of damage that passes the defense ("DefenseConstant / (DefenseConstant + max(0, Defense))"). Read by the damage formulas as DefenseFactor.
Final Damage (FinalDamage)FRSEExpression(Source="max(MinDamage, Damage) * Affinity")FormulasLast step (the element multiplier hook): Damage after the critical, Affinity from the target's element affinity.
Fixed Damage (FixedDamage)FRSEExpression(Source="Power")FormulasFixed damage (items such as bombs): stats, defense, position and variance usually ignored.
Healing (Healing)FRSEExpression(Source="Power * Attacker.Magic * Variance")FormulasHealing of a Magic-scaled restore (spells), before rounding. Fixed and percent restores stay as authored.
Hit Chance (HitChance)FRSEExpression(Source="Attacker.Accuracy - Target.Evasion + HitBonus")FormulasChance to hit in percent, before the battle's MinHitChance / MaxHitChance bounds.
Magical Damage (MagicalDamage)FRSEExpression(Source="Power * Offense * DefenseFactor * Position * Variance")Formulas
Physical Damage (PhysicalDamage)FRSEExpression(Source="Power * Offense * DefenseFactor * Position * Variance")FormulasDamage of a physical hit before criticals, the minimum and the element.
Magical Defense Stat (MagicalDefenseStat)FGameplayTag(TagName="Stat.Spirit")Stats
Magical Offense Stat (MagicalOffenseStat)FGameplayTag(TagName="Stat.Magic")Stats
Physical Defense Stat (PhysicalDefenseStat)FGameplayTag(TagName="Stat.Defense")Stats
Physical Offense Stat (PhysicalOffenseStat)FGameplayTag(TagName="Stat.Attack")Stats--- Which attributes feed Offense / Defense ---

RPG Saga Engine: Combat Roles

Class URSECombatRoleSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Combat roles (D-093): the role list, where asset roles are stored, the suggestion thresholds and the Combat Area checks.

SettingTypeDefaultCategoryRestartDescription
Built in Assignments (BuiltInAssignments)TMap<FSoftObjectPath,FGameplayTag>(0 entries)AssignmentsRoles of the framework's own classes and meshes (a save point, a chest), read after the registries. Keys are asset or class paths (/Script/RSE.RSEChest).
Registries (Registries)TArray<TSoftObjectPtr<URSECombatRoleRegistry> >(1 entries)AssignmentsRegistries of asset roles, read in order (the first that has an asset wins). The configurator adds its own here.
Registry Folder (RegistryFolder)FDirectoryPath(set per project)AssignmentsFolder of the registry the configurator creates when the project has none (must be under /Game).
Registry Name (RegistryName)FStringDA_CombatRolesAssignmentsName of that registry asset.
Combat Area Min Free Ratio (CombatAreaMinFreeRatio)float0.600000Combat AreasA Combat Area warns when less than this share of its tiles can be walked.
Combat Area Min Free Tiles (CombatAreaMinFreeTiles)int3224Combat AreasA Combat Area warns when fewer tiles than this can be walked.
Default Role (DefaultRole)FGameplayTag()RolesRole of objects nothing assigns a role to. Empty = none (the grid bake and placement tools keep their own rules).
Roles (Roles)TArray<FRSECombatRoleDefinition>(10 entries)RolesEvery combat role. Add a role here (with a new CombatRole.* tag) to use it in the configurator.
Suggestions (Suggestions)FRSECombatRoleSuggestionRules(NeutralMaxHeight=30.000000,HalfCoverMinHeight=80.000000,FullCoverMinHeight=150.000000,OverheadMinBottom=180.000000,FullCoverMinWidth=35.000000,AvoidMaxSize=60....SuggestionsThresholds of the automatic suggestion.

RPG Saga Engine: Command Menu

Class URSECommandMenuSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Command menu of classic battles (D-065).

SettingTypeDefaultCategoryRestartDescription
Back Label (BackLabel)FTextNSLOCTEXT("RSECommandMenu", "Back", "Back")BehaviorLabel and help of the Back entry, and of Flee inside a list.
Remember Cursor (bRememberCursor)boolTrueBehaviorMemory cursor: each unit's menus open where its cursor was last (per list). Off: always on the first entry.
Show Back Entry (bShowBackEntry)boolTrueBehaviorLists end with a Back entry (for the mouse; Cancel always goes back).
Empty Groups (EmptyGroups)ERSEEmptyCommandGroupsHideBehaviorTop-level commands with nothing in them.
Flee Label (FleeLabel)FTextNSLOCTEXT("RSECommandMenu", "Flee", "Flee")Behavior
Default Layout (DefaultLayout)TSoftObjectPtr<URSECommandMenuLayout>NoneLayoutLayout for units whose class names none. Empty = Fallback Entries below.
Fallback Entries (FallbackEntries)TArray<FRSECommandMenuEntry>(5 entries)LayoutThe layout used without a Default Layout asset (Attack, Skills, Magic, Items, Actions).

RPG Saga Engine: Commands

Class URSECommandSettings (module RSECore), Project Settings, Project, RPG Saga Engine. The command bus (D-133).

SettingTypeDefaultCategoryRestartDescription
Log Refused Commands (bLogRefusedCommands)boolTrueDebugLogs every refused command (Rejected, No Handler, Invalid, Not Allowed) as a warning. RSE.Commands.Log 1 logs all.
Handler Classes (HandlerClasses)TArray<TSoftClassPtr<URSECommandHandler> >(0 entries)HandlersHandler classes created when the game starts (Blueprint or C++ children of RSE Command Handler): each one validates and applies its command type. The framework's own commands register themselves from code.
Permission Rules (PermissionRules)TArray<FRSECommandPermissionRule>(0 entries)PermissionsPer-project permission of command types (D-139), over the handlers' own: who may save, play cards, abandon a quest, change the session's rules... The most specific rule wins (the type, then its base commands).
Max Nested Depth (MaxNestedDepth)int328SafetyHow deep commands may submit commands while they apply (a handler that sends another command runs it at once). Deeper submissions are refused as Not Allowed: a loop in content stops instead of freezing the game.

RPG Saga Engine: Common UI

Class URSECommonUISettings (module RSECommonUI), Project Settings, Project, RPG Saga Engine. Project Settings -> RPG Saga Engine -> Common UI (D-176, docs/product/common-ui.md): how the Common UI host (off by default, D-181) puts RPG Saga screens on CommonUI layers and shows key prompt icons.

SettingTypeDefaultCategoryRestartDescription
Apply Menu Input Config (bApplyMenuInputConfig)boolTrueInputScreens that read their own keys ask CommonUI for the Menu input config while active (game input blocked, cursor free). Off: our screens set the input mode themselves, as without the plugin.
Bind Action Bar (bBindActionBar)boolTrueInputD-176 C2: a screen on a layer binds its main actions (Confirm, Back, and the tab actions of screens with tabs) as CommonUI actions shown in the action bar: any Common Bound Action Bar of your layout lists them with the icons of the controller in use. The bindings do not consume the keys (the screen still reads them; an input counts once per frame). Off: no bindings.
Silence Viewport Client Check (bSilenceViewportClientCheck)boolTrueInputCommonUI logs an error when the game viewport client is not a CommonGameViewportClient. Our layers work without it (our screens read their keys; CommonUI's back action needs it), and the plugin enables CommonUI in every project (D-181), so the check is turned off at startup. Off: CommonUI's default (the error per player when the viewport client is not a CommonGameViewportClient).
Keyboard Icons (bKeyboardIcons)boolFalseKey PromptsIcons for keyboard / mouse keys too (when a controller data for Mouse And Keyboard has them). Off: text caps on keyboard.
Use Common Input Key Prompts (bUseCommonInputKeyPrompts)boolFalseKey PromptsKey prompts use the CommonInput controller data for icons (gamepad glyphs instead of text caps). Off by default (D-181).
Controller Data (ControllerData)TArray<TSoftClassPtr<UCommonInputBaseControllerData> >(0 entries)Key PromptsController data asked first (your platform icon sets: Blueprints derived from Common Input Base Controller Data). Then the platform's controller data from Project Settings -> Common Input, then the generic glyphs.
Generic Controller Data (GenericControllerData)TSoftClassPtr<UCommonInputBaseControllerData>/Script/RSECommonUI.RSEGenericControllerDataKey PromptsThe last resort: generic glyphs without platform logos (face buttons as a diamond, shoulders, triggers, sticks, D-pad). Empty: text caps.
Generic Glyph Resolution (GenericGlyphResolution)int3264Key PromptsSize in pixels of the generated generic glyph textures.
Route Screens (bRouteScreens)boolFalseLayersScreens shown with Show Screen (options, save slots, shops, maps...) go onto the CommonUI layers. Off (the default, D-181): the viewport, as without Common UI.
Default Screen Layer (DefaultScreenLayer)ERSECommonUILayerMenuLayersThe layer of a screen not listed in Screen Layers.
Layer Transition Duration (LayerTransitionDuration)float0.000000LayersTransition of our layer stacks when a screen is pushed or popped, seconds (0 = instant).
Layout Class (LayoutClass)TSoftClassPtr<URSECommonUILayout>NoneLayersThe layout made for each local player when the project registers no stacks of its own (Register Layer Stack): a Widget Blueprint derived from RSE Common UI Layout may bind its own stacks (GameLayer, GameMenuLayer, MenuLayer, ModalLayer). Empty: ours.
Layout ZOrder (LayoutZOrder)int3250LayersViewport order of our layout (above the HUD; our viewport screens use 2 to 40).
Party Menu Host (PartyMenuHost)ERSECommonUIHostModeOffLayersWho hosts the party menu (see the values). Off by default (D-181): the framework's own hosts.
Party Menu Layer (PartyMenuLayer)ERSECommonUILayerGameMenuLayersThe layer of the party menu.
Screen Host Class (ScreenHostClass)TSoftClassPtr<URSECommonScreenHost>/Script/RSECommonUI.RSECommonScreenHostLayersThe activatable widget that wraps one RPG Saga screen (a Widget Blueprint derived from RSE Common Screen Host may add a frame or animations).
Screen Layers (ScreenLayers)TMap<TSoftClassPtr<URSEScreenWidget> ,ERSECommonUILayer>(1 entries)LayersLayers of particular screen classes (subclasses included; the most derived listed class wins).

RPG Saga Engine: Content Budgets

Class URSEContentBudgetSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Content budgets (D-048): the RSE Configurator's validation (Validate All) warns about static / skeletal meshes, textures and, optionally, materials over the budget of their category.

SettingTypeDefaultCategoryRestartDescription
Enabled (bEnabled)boolTrueBudgetsMaster switch of the budget checks in the configurator.
Categories (Categories)TArray<FRSEContentBudgetCategory>(7 entries)Budgets
Excluded Folders (ExcludedFolders)TArray<FDirectoryPath>(2 entries)BudgetsNever checked (placeholders like /Game/Characters/Mannequins, imported samples...).
Included Folders (IncludedFolders)TArray<FDirectoryPath>(3 entries)BudgetsOnly assets under these folders are checked (e.g. /Game/MyRPG).
Check Material Statistics (bCheckMaterialStatistics)boolFalseMaterialsAlso compiles base materials in the checked folders to count their instructions and texture samples. Slow on first use (shader compilation), so off by default.
Max Materials Per Validation (MaxMaterialsPerValidation)int3250MaterialsUpper limit of materials compiled per validation.

RPG Saga Engine: Content Import

Class URSEContentImportSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Content import/export (D-053): author DataAssets in spreadsheets (CSV) or JSON and import them without code.

SettingTypeDefaultCategoryRestartDescription
AIPack Examples (AIPackExamples)int323AI PackReal rows from the project used as examples in each prompt (0 = none).
AIPack Folder (AIPackFolder)FStringSaved/AIPackAI PackWhere Export AI Pack writes the prompt packs (one folder per type plus the extra packs). Relative to the project folder.
AIPack Max Listed Values (AIPackMaxListedValues)int32400AI PackLongest list of live values (tags, Ids) written into a prompt; longer lists are cut with "... and N more".
Forbidden Terms (ForbiddenTerms)TArray<FString>(8 entries)AI PackNames and terms generated content must never use (trademarks of other games...). Listed in every self-check.
Report Folder (ReportFolder)FStringSaved/ContentImportAI PackWhere every import writes its last report and, after errors, the fix prompt (LastReport.txt, FixPrompt.md). Relative to the project folder.
Default Source Folder (DefaultSourceFolder)FStringTemplates/Content/ExampleFoldersDefault source folder shown in the configurator. Relative to the project folder or absolute.
Example Folder (ExampleFolder)FStringTemplates/Content/ExampleFoldersFull export of the project's content as a working example. Relative to the project folder.
Export Folder (ExportFolder)FStringSaved/ContentExportFoldersDefault folder of Export in the configurator. Relative to the project folder.
Root Folder (RootFolder)FDirectoryPath(set per project)FoldersBase folder of new assets for types without their own Folder (e.g. /Game/Data -> /Game/Data/Abilities).
Templates Folder (TemplatesFolder)FStringTemplates/ContentFoldersEmpty template sheets (header, hints, one commented example row per type). Relative to the project folder.
Save After Apply (bSaveAfterApply)boolTrueImportApply saves the created and changed assets (only those). Off = they stay dirty in the editor.
Validate After Apply (bValidateAfterApply)boolTrueImportApply runs IsDataValid on the touched assets and reports the problems as warnings.
Localization Namespace Prefix (LocalizationNamespacePrefix)FStringFFContentImportLocalization namespace of imported texts = prefix + "." + type name; key = row Id + "." + field path.
Max Positional Fields (MaxPositionalFields)int323ImportSmall structs of plain values are written positionally ("Fire:Weak" instead of "(Element=Fire,Affinity=Weak)") when they have at most this many fields. 0 = always named. Both forms are always accepted on import.
New Tag Roots (NewTagRoots)TArray<FString>(20 entries)ImportTag roots under which imported content may name tags that do not exist yet (story flags, variables, class, status and speaker tags...): a dry run lists them as warnings, Apply adds them to New Tag Source first (D-068). Unknown tags under any other root stay errors (elements, stats, battle modes have meaning in code or settings).
New Tag Source (NewTagSource)FStringFF_Content.iniImportTag file (in Config/Tags) that receives the tags an import creates.
Types (Types)TArray<FRSEContentTypeDef>(48 entries)TypesThe content types (sheets). Order = order of export and of the report.

RPG Saga Engine: Dialog

Class URSEDialogSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Dialog rules (Project Settings -> RPG Saga Engine -> Dialog).

SettingTypeDefaultCategoryRestartDescription
Host May Control Any Dialog (bHostMayControlAnyDialog)boolTrueCo-opThe host may also advance and answer any player's dialog (a speaker who left or is away).
Control Policy Class (ControlPolicyClass)TSoftClassPtr<URSEDialogControlPolicy>NoneCo-opWho may advance a dialog and pick its options in co-op (a Blueprint or C++ child of RSE Dialog Control Policy). Empty = the built-in rules below. Single player is never affected.
Story Choice Decider (StoryChoiceDecider)ERSEDialogChoiceDeciderHostCo-opStory choices (choices of dialog assets whose Decider is Default): who picks.
System Choice Decider (SystemChoiceDecider)ERSEDialogChoiceDeciderSpeakerCo-opPuzzle and system prompts ("Use the key?", "Go to the harbor?", generated at run time): who picks.
Vote Timeout Seconds (VoteTimeoutSeconds)float20.000000Co-opA vote ends after this long with the votes cast so far (0 = waits for every player; the host can always end it).
Auto Advance After Voice Seconds (AutoAdvanceAfterVoiceSeconds)float0.500000FlowAuto-advance wait after a voiced line's audio ends.
Auto Advance Base Seconds (AutoAdvanceBaseSeconds)float1.000000FlowAuto-advance wait after a line is fully shown: base + per character.
Auto Advance Per Character Seconds (AutoAdvancePerCharacterSeconds)float0.030000Flow
Default Fast Forward (DefaultFastForward)ERSEDialogFastForwardModeReadLinesOnlyFlow
Max Call Depth (MaxCallDepth)int328FlowDeepest nesting of Jump nodes with bReturnAfter (sub-dialogs calling sub-dialogs).
Max Steps Without Input (MaxStepsWithoutInput)int32256FlowLoop guard: nodes the runner may pass through without player input before it aborts the dialog.
Backlog Size (BacklogSize)int32100SubsystemLines kept in the backlog (history screen).
Max Concurrent Barks (MaxConcurrentBarks)int324SubsystemBarks running at once; the oldest is dropped when a new one starts.
Default Characters Per Second (DefaultCharactersPerSecond)float40.000000TextTypewriter speed when the player has not chosen one.
Default Unknown Name (DefaultUnknownName)FTextNSLOCTEXT("RSEDialog", "UnknownSpeaker", "???")TextName shown for a speaker whose name the player has not learned yet and who has no UnknownName.
Leader Variable Name (LeaderVariableName)FNameLeaderTextText variable holding the party leader's name ({Leader}). None = not provided.
Text Speed Steps (TextSpeedSteps)TArray<float>(4 entries)TextSpeeds offered in the player's options (characters per second; 0 = instant).
Text Variables (TextVariables)TMap<FName,FGameplayTag>(0 entries)TextText variables backed by story variables: {Gold} in a line shows Narrative.Var.Gold. Key = variable name used in the text, value = Narrative.Var.* tag.

RPG Saga Engine: Dialog UI

Class URSEDialogUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Look and controls of the dialog presentation (Project Settings -> RPG Saga Engine -> Dialog UI).

SettingTypeDefaultCategoryRestartDescription
Additional Cue Handlers (AdditionalCueHandlers)TArray<TSoftClassPtr<URSEDialogCueHandler> >(0 entries)ClassesExtra cue handlers (a handler for a cue class replaces the built-in one for that class and its subclasses).
Dialog Widget Class (DialogWidgetClass)TSoftClassPtr<URSEScreenWidget>/Script/RSE.RSEDialogWidgetClassesDialog screen: box, choices, backlog, barks (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEDialogViewModel (docs/product/custom-ui.md).
Widget ZOrder (WidgetZOrder)int3250ClassesZ-order of the dialog widget in the viewport (above the battle HUD).
Coop Host Decides Text (CoopHostDecidesText)FTextNSLOCTEXT("RSEDialogUI", "CoopHostDecides", "The host decides.")Co-opStatus line of a choice the host makes.
Coop Speaker Decides Text (CoopSpeakerDecidesText)FTextNSLOCTEXT("RSEDialogUI", "CoopSpeakerDecides", "{Player} decides.")Co-opStatus line of a choice the speaker makes ({Player}).
Coop Speaking Text (CoopSpeakingText)FTextNSLOCTEXT("RSEDialogUI", "CoopSpeaking", "{Player} is speaking.")Co-opStatus line when another player speaks ({Player}).
Coop Status Color (CoopStatusColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.084389,Chroma=0.564952,Hue=-10.903101,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Co-op
Coop Vote Text (CoopVoteText)FTextNSLOCTEXT("RSEDialogUI", "CoopVote", "Vote: {Votes} of {Voters}")Co-opStatus line of a vote ({Votes}, {Voters}).
Coop Vote Timer Text (CoopVoteTimerText)FTextNSLOCTEXT("RSEDialogUI", "CoopVoteTimer", "Vote: {Votes} of {Voters} - {Seconds} s")Co-opStatus line of a vote with its timer ({Votes}, {Voters}, {Seconds}).
Auto on Color (AutoOnColor)FRSEUIColor(Token="Positive",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Backlog Background Color (BacklogBackgroundColor)FRSEUIColor(Token="Primary",Alpha=0.970000,Lightness=-0.434893,Chroma=0.431964,Hue=7.769177,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Bark Color (BarkColor)FRSEUIColor(Token="Text",Alpha=0.950000,Lightness=0.002652,Chroma=3.155339,Hue=165.510986,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Bark Text Color (BarkTextColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=-0.190085,Chroma=0.150423,Hue=21.873074,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Box Border Color (BoxBorderColor)FRSEUIColor(Token="Primary",Alpha=0.900000,Lightness=0.209728,Chroma=0.457120,Hue=3.533296,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Box Color (BoxColor)FRSEUIColor(Token="Primary",Alpha=0.930000,Lightness=-0.412186,Chroma=0.525066,Hue=10.617354,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ColorsDialog box fill: a gradient from BoxTopColor (top) to BoxColor (bottom).
Box Top Color (BoxTopColor)FRSEUIColor(Token="Primary",Alpha=0.920000,Lightness=-0.242851,Chroma=0.783509,Hue=8.252986,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Choice Chosen Color (ChoiceChosenColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=0.009067,Chroma=0.979660,Hue=0.020606,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ColorsOptions marked "already asked".
Choice Disabled Color (ChoiceDisabledColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=-0.108759,Chroma=1.064321,Hue=5.894447,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Choice Selected Background (ChoiceSelectedBackground)FRSEUIColor(Token="Primary",Alpha=0.850000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Choice Selected Color (ChoiceSelectedColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Choice Text Color (ChoiceTextColor)FRSEUIColor(Token="Text",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Emphasis Color (EmphasisColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Lightness=0.024543,Chroma=0.667459,Hue=-0.452705,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Help Text Color (HelpTextColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Hint Color (HintColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=-0.023320,Chroma=0.520770,Hue=-23.612774,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Inactive Portrait Tint (InactivePortraitTint)FLinearColor(R=0.450000,G=0.450000,B=0.500000,A=1.000000)ColorsMultiplies the portrait of the speaker who is not talking (a darkening factor, not a style color: it stays a plain color).
Letterbox Color (LetterboxColor)FRSEUIColor(Token="Black",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Named Colors (NamedColors)TMap<FName,FRSEUIColor>(3 entries)Colors<color=Name> styles: the text names a style, the look lives here.
Name Plate Color (NamePlateColor)FRSEUIColor(Token="Primary",Alpha=0.970000,Lightness=-0.303408,Chroma=0.664660,Hue=7.087053,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Narrator Text Color (NarratorTextColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=-0.039856,Chroma=4.377486,Hue=-11.871398,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Placeholder Portrait Tint (PlaceholderPortraitTint)FLinearColor(R=0.350000,G=0.350000,B=0.350000,A=1.000000)ColorsPortrait placeholder when a speaker has no texture: the speaker's name color (a data color) times this factor (a plain color).
Shake Color (ShakeColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=0.039194,Chroma=0.506467,Hue=-16.092417,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors<shake> / <wave> (drawn as a colored style for now; animated effects come later).
Shout Color (ShoutColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=0.069764,Chroma=0.625954,Hue=9.481684,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Text Color (TextColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=0.006938,Chroma=0.986032,Hue=0.001201,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Wave Color (WaveColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.084389,Chroma=0.564952,Hue=-10.903101,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Whisper Color (WhisperColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=0.044332,Chroma=1.182665,Hue=3.650277,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Camera Cues Outside Cinematic (bCameraCuesOutsideCinematic)boolFalseCuesCamera cues also work outside Cinematic dialogs (the recommended default is Cinematic only).
Camera Shots (CameraShots)TMap<FGameplayTag,FRSEDialogCameraShot>(0 entries)CuesDialog.Shot.* -> framing. A camera cue with an unknown shot uses DefaultShot.
Default Shot (DefaultShot)FRSEDialogCameraShot(Distance=250.000000,TargetHeight=60.000000,CameraHeight=20.000000,YawOffset=25.000000,FieldOfView=50.000000,SpreadDistanceScale=1.200000)Cues
Emote Balloons (EmoteBalloons)TMap<FGameplayTag,FText>(0 entries)CuesEmote.* -> balloon glyph shown above the speaker ("!", "?", "..."). A speaker's emote set may override it.
Player Speaker Tags (PlayerSpeakerTags)FGameplayTagContainer()CuesSpeakers played by the possessed pawn (the party leader's speaker tags), for cues and barks.
Screen Fx (ScreenFx)TMap<FGameplayTag,FRSEDialogScreenFxStyle>(0 entries)CuesDialog.Fx.* -> what it does.
Advance Keys (AdvanceKeys)TArray<FKey>(4 entries)InputCompletes the line, then continues. Also confirms a choice.
Auto Advance Keys (AutoAdvanceKeys)TArray<FKey>(2 entries)Input
Backlog Keys (BacklogKeys)TArray<FKey>(2 entries)Input
Click to Advance (bClickToAdvance)boolTrueInputA mouse click on the dialog box advances.
Cancel Keys (CancelKeys)TArray<FKey>(3 entries)InputPicks the choice's cancel option; closes the backlog.
Down Keys (DownKeys)TArray<FKey>(4 entries)Input
Fast Forward Keys (FastForwardKeys)TArray<FKey>(2 entries)InputHeld: fast-forwards through lines already read (URSEDialogSettings::DefaultFastForward).
Skip Scene Keys (SkipSceneKeys)TArray<FKey>(2 entries)InputSkips a skippable scene (bSkippable) up to its next choice.
Up Keys (UpKeys)TArray<FKey>(4 entries)Input
Backlog Size (BacklogSize)FVector2D(X=900.000000,Y=560.000000)Layout
Balloon World Height (BalloonWorldHeight)float150.000000Layout
Bark Fallback Anchor (BarkFallbackAnchor)FVector2D(X=0.030000,Y=0.200000)LayoutBarks whose speaker has no actor in the world: normalized screen point where they stack.
Bark Max Distance (BarkMaxDistance)float2500.000000LayoutBarks farther than this from the camera are not shown.
Bark Max Width (BarkMaxWidth)float320.000000Layout
Bark World Height (BarkWorldHeight)float130.000000LayoutWorld height above the speaker's origin where barks and emote balloons appear.
Box Border Thickness (BoxBorderThickness)float2.000000Layout
Box Bottom Margin (BoxBottomMargin)float40.000000Layout
Box Min Height (BoxMinHeight)float130.000000Layout
Box Padding (BoxPadding)float18.000000Layout
Box Width Fraction (BoxWidthFraction)float0.700000LayoutWidth of the dialog box as a fraction of the screen.
Portraits in Cinematic (bPortraitsInCinematic)boolFalseLayoutPortraits in Cinematic dialogs (faces are on camera there).
Choice Width (ChoiceWidth)float560.000000Layout
Cinematic Box Min Height (CinematicBoxMinHeight)float96.000000Layout
Cinematic Box Width Fraction (CinematicBoxWidthFraction)float0.600000LayoutCinematic dialogs use a thinner box.
Inactive Portrait Scale (InactivePortraitScale)float0.900000LayoutThe portrait of the speaker who is not talking is scaled by this.
Letterbox Height Fraction (LetterboxHeightFraction)float0.110000LayoutLetterbox bar height as a fraction of the screen height (Cinematic).
Portrait Size (PortraitSize)FVector2D(X=180.000000,Y=180.000000)Layout
Media Panel Full Screen Padding (MediaPanelFullScreenPadding)FMargin()Layout|Media PanelFull-screen layout: space kept free around the clip (the dialog box stays readable below).
Media Panel Margin (MediaPanelMargin)FVector2D(X=48.000000,Y=48.000000)Layout|Media PanelSide layout: the panel's distance from the top screen corner opposite the speaker.
Media Panel Size (MediaPanelSize)FVector2D(X=560.000000,Y=315.000000)Layout|Media PanelSize of a line's media panel in the Side layout (D-075; 16:9 clips fit 560 x 315).
Balloon Font Size (BalloonFontSize)int3230Text
Bark Font Size (BarkFontSize)int3215Text
Reserve Unrevealed Text (bReserveUnrevealedText)boolTrueTextKeep unrevealed characters laid out (invisible) so words never jump lines while typing.
Choice Font Size (ChoiceFontSize)int3218Text
Dialog Font (DialogFont)TSoftObjectPtr<UObject>NoneTextFont asset (composite, with culture fallbacks). Empty = the UI theme's body font (UI Theme -> Fonts -> Body).
Emphasis Typeface (EmphasisTypeface)FNameItalicTextTypeface used for <em> and the narrator.
Hint Font Size (HintFontSize)int3213Text
Line Font Size (LineFontSize)int3220Text
Name Font Size (NameFontSize)int3218Text
Regular Typeface (RegularTypeface)FNameRegularText
Shout Size Scale (ShoutSizeScale)float1.200000Text<shout> text size relative to the line size.
Shout Typeface (ShoutTypeface)FNameBoldText
Title Card Font Size (TitleCardFontSize)int3234Text
Whisper Size Scale (WhisperSizeScale)float0.900000Text<whisper> text size relative to the line size.
Advance Indicator (AdvanceIndicator)FTextNSLOCTEXT("RSEDialogUI", "AdvanceIndicator", "▼")TextsIndicator while the line is complete and more follows / at the last line.
Auto Action Format (AutoActionFormat)FTextNSLOCTEXT("RSEDialogUI", "AutoAction", "Auto {AutoState}")TextsAuto-advance prompt. Argument: {AutoState} (AutoOnText / AutoOffText).
Auto Off Text (AutoOffText)FTextNSLOCTEXT("RSEDialogUI", "AutoOff", "off")Texts
Auto on Text (AutoOnText)FTextNSLOCTEXT("RSEDialogUI", "AutoOn", "ON")Texts
Backlog Choice Format (BacklogChoiceFormat)FTextNSLOCTEXT("RSEDialogUI", "BacklogChoiceFormat", "» {Option}")TextsA chosen option in the backlog. Argument: {Option}.
Backlog Title (BacklogTitle)FTextNSLOCTEXT("RSEDialogUI", "BacklogTitle", "Log")Texts
Chosen Marker (ChosenMarker)FTextNSLOCTEXT("RSEDialogUI", "ChosenMarker", "✓")Texts
Continue Action Text (ContinueActionText)FTextNSLOCTEXT("RSEDialogUI", "ContinueAction", "Continue")TextsKey prompts of the help bar under the box (the keys are those of the active device).
Fast Action Text (FastActionText)FTextNSLOCTEXT("RSEDialogUI", "FastAction", "Fast")Texts
Key Separator (KeySeparator)FTextNSLOCTEXT("RSEDialogUI", "KeySeparator", " / ")TextsSeparator between the keyboard and gamepad key names in the help bar.
Locked Marker (LockedMarker)FTextNSLOCTEXT("RSEDialogUI", "LockedMarker", "✕ ")Texts
Log Action Text (LogActionText)FTextNSLOCTEXT("RSEDialogUI", "LogAction", "Log")Texts
Media Panel Skip Hint (MediaPanelSkipHint)FTextNSLOCTEXT("RSEDialogUI", "MediaSkipHint", "Confirm: skip")TextsHint under a clip the line waits for.
Selected Marker (SelectedMarker)FTextNSLOCTEXT("RSEDialogUI", "SelectedMarker", "▶ ")Texts
Skip Action Text (SkipActionText)FTextNSLOCTEXT("RSEDialogUI", "SkipAction", "Skip scene")TextsShown only when the scene can be skipped.
Unselected Marker (UnselectedMarker)FTextNSLOCTEXT("RSEDialogUI", "UnselectedMarker", " ")Texts
Balloon Pop Seconds (BalloonPopSeconds)float0.150000TimingPop-in scale time of an emote balloon.
Balloon Seconds (BalloonSeconds)float1.400000Timing
Bark Min Seconds (BarkMinSeconds)float2.500000TimingBarks stay at least this long.
Blip Every Characters (BlipEveryCharacters)int323TimingOne blip every N revealed characters (unvoiced lines with a speaker blip sound).
Camera Return Blend Seconds (CameraReturnBlendSeconds)float0.500000TimingBlend back to the gameplay camera after a Cinematic dialog.
Close Seconds (CloseSeconds)float0.150000Timing
Fast Forward Line Seconds (FastForwardLineSeconds)float0.080000TimingTime each read line stays while fast-forwarding.
Indicator Pulse Seconds (IndicatorPulseSeconds)float0.800000TimingPulse period of the advance indicator.
Letterbox Seconds (LetterboxSeconds)float0.400000Timing
Open Seconds (OpenSeconds)float0.150000TimingBox open / close animation.
Title Card Fade Seconds (TitleCardFadeSeconds)float0.500000TimingTitle card of a Cinematic scene: fade in + hold + fade out. The first line waits for it.
Title Card Hold Seconds (TitleCardHoldSeconds)float1.800000Timing

RPG Saga Engine: Difficulty

Class URSEDifficultySettings (module RSECore), Project Settings, Project, RPG Saga Engine. Adaptive difficulty (CLAUDE.md 2.8, D-007).

SettingTypeDefaultCategoryRestartDescription
Dead Zone (DeadZone)float0.050000AdjustmentAverage scores within 0.5 +- DeadZone change nothing (the player is on par).
Gain (Gain)float0.200000AdjustmentIntelligence change per point of average score away from 0.5 ("on par"), before the step limits.
Max Step Down (MaxStepDown)float0.030000AdjustmentLargest drop per battle. Smaller than the rise on purpose (D-007: slow decrease, anti-exploit).
Max Step Up (MaxStepUp)float0.050000AdjustmentLargest rise per battle.
Min Battles to Adjust (MinBattlesToAdjust)int323AdjustmentNo adjustment until the window holds at least this many battles (one lucky battle changes nothing).
Window Size (WindowSize)int325AdjustmentBattles remembered per mode; the adjustment follows their weighted average score.
Record Escapes (bRecordEscapes)boolFalseDefeatWhether escaping an ATB battle is recorded. Off: escapes are ignored (the player may just skip a fight).
Defeat Score (DefeatScore)float0.000000DefeatScore of a defeat.
Escape Score (EscapeScore)float0.350000DefeatScore of an escape when recorded.
Retry Weight Falloff (RetryWeightFalloff)float0.500000DefeatWeight of a defeat in the average is RetryWeightFalloff ^ retries: repeated quick losses count less, so losing on purpose cannot drag the AI down (D-007 anti-exploit).
Enabled (bEnabled)boolTrueGeneralOff: intelligence never changes and each encounter uses its own Intelligence value.
Max Intelligence (MaxIntelligence)float1.000000Limits
Min Intelligence (MinIntelligence)float0.150000LimitsGlobal bounds of the adaptive value. Encounters narrow them further (MinIntelligence / MaxIntelligence).
ATB (ATB)FRSEDifficultyModeTuning(StartIntelligence=0.500000,TargetTurnsPerEnemy=4.000000,WorstTurnsPerEnemy=10.000000)Modes
Tactics (Tactics)FRSEDifficultyModeTuning(StartIntelligence=0.500000,TargetTurnsPerEnemy=4.000000,WorstTurnsPerEnemy=10.000000)Modes
Damage Weight (DamageWeight)float1.000000ScoreWeight of damage taken in a victory's score.
Fallen Weight (FallenWeight)float1.000000ScoreWeight of fallen player units in a victory's score.
Retry Penalty (RetryPenalty)float0.100000ScoreScore lost per retry before a victory (a win after several defeats was hard).
Target Damage Taken Share (TargetDamageTakenShare)float0.350000ScoreDamage taken, as a share of the party's total max HP, that counts as "on par" (score 0.5).
Target Fallen Share (TargetFallenShare)float0.100000ScoreShare of player units that fell (at least once) that counts as "on par".
Tempo Weight (TempoWeight)float1.000000ScoreWeight of tempo (player turns per opposing unit) in a victory's score.
Worst Damage Taken Share (WorstDamageTakenShare)float1.000000ScoreDamage taken share that counts as a full struggle (score 0). Must exceed the target.
Worst Fallen Share (WorstFallenShare)float0.750000ScoreShare of fallen player units that counts as a full struggle. Must exceed the target.

RPG Saga Engine: Economy

Class URSEEconomySettings (module RSECore), Project Settings, Project, RPG Saga Engine. Economy rules (D-042, docs/design/economy.md): the currency, selling, inns and the money cap.

SettingTypeDefaultCategoryRestartDescription
Battle Money Cap (BattleMoneyCap)FRuntimeFloatCurve(EditorCurveData=(Keys=((Time=1.000000,Value=600.000000),(Time=10.000000,Value=1000.000000),(Time=24.000000,Value=2500.000000),(Time=38.000000,Value=5000.000000...Battle MoneyMost money one battle gives (Y) for the level of its strongest defeated enemy (X). Linear between the keys, flat beyond the ends. The defaults sit above the starter campaign's boss rewards of each zone.
Cap Battle Money (bCapBattleMoney)boolTrueBattle MoneyOne battle never gives more money than Battle Money Cap allows for its strongest defeated enemy's level. Loot tables are shared between zones: a late boss's table on an early enemy would otherwise pay a fortune.
Currency Name (CurrencyName)FTextNSLOCTEXT("RSEEconomy", "CurrencyName", "Crowns")CurrencyName of the one currency, in menus ("Crowns").
Currency Symbol (CurrencySymbol)FTextNSLOCTEXT("RSEEconomy", "CurrencySymbol", "cr")CurrencyShort symbol shown after amounts ("cr").
Max Money (MaxMoney)int329999999CurrencyThe party never holds more than this; extra money is lost.
Money Format (MoneyFormat)FTextNSLOCTEXT("RSEEconomy", "MoneyFormat", "{Amount} {Symbol}")CurrencyHow an amount is written. {Amount} = the number, {Symbol} = CurrencySymbol, {Name} = CurrencyName.
Starting Money (StartingMoney)int32200CurrencyMoney of a new game (and of saves made before the economy existed).
Inn Revives KO (bInnRevivesKO)boolTrueInnsResting also revives fallen members. Off = KO members stay KO (a revive item or save point is needed).
Default Inn Cost (DefaultInnCost)int3250InnsPrice of a night when the Rest At Inn effect does not set one.
Buy Price Multiplier (BuyPriceMultiplier)float1.000000ShopsBuy prices of every shop are multiplied by this (chapter inflation, a rules profile's "hard" economy).
Sell Ratio (SellRatio)float0.500000ShopsSell price = buy price x this, rounded down, unless the item sets its own sell price.

RPG Saga Engine: Economy UI

Class URSEEconomyUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Presentation of the economy (D-042): the shop screen, chests, the inn fade and the money shown in menus.

SettingTypeDefaultCategoryRestartDescription
Chest Empty Text (ChestEmptyText)FTextNSLOCTEXT("RSEEconomyUI", "ChestEmpty", "It\'s empty.")ChestOpened again, or opened with nothing inside.
Chest Full Text (ChestFullText)FTextNSLOCTEXT("RSEEconomyUI", "ChestFull", "You cannot carry any more.")Chest
Chest Item Format (ChestItemFormat)FTextNSLOCTEXT("RSEEconomyUI", "ChestItemFormat", "Found {Item} ×{Count}.")ChestPickup line per item: {Item}, {Count}.
Chest Key Used Format (ChestKeyUsedFormat)FTextNSLOCTEXT("RSEEconomyUI", "ChestKeyUsedFormat", "Used the {Item}.")ChestThe key was used up: {Item}.
Chest Locked Text (ChestLockedText)FTextNSLOCTEXT("RSEEconomyUI", "ChestLocked", "It\'s locked.")ChestLocked and the chest sets no lines of its own.
Chest Money Format (ChestMoneyFormat)FTextNSLOCTEXT("RSEEconomyUI", "ChestMoneyFormat", "Found {Money}.")ChestPickup line for money: {Money}.
Chest Open Seconds (ChestOpenSeconds)float0.600000ChestSeconds the lid takes to open.
Chest Placeholder Mesh (ChestPlaceholderMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeChestPlaceholder chest body when the chest has no mesh (engine cube by default).
Chest Prompt Text (ChestPromptText)FTextNSLOCTEXT("RSEEconomyUI", "ChestPrompt", "Open")ChestPrompt of a chest without its own PromptText.
Inn Fade Color (InnFadeColor)FLinearColor(R=0.000000,G=0.000000,B=0.000000,A=1.000000)Inn
Inn Fade in Seconds (InnFadeInSeconds)float0.800000Inn
Inn Fade Out Seconds (InnFadeOutSeconds)float0.800000Inn--- Inn ---
Inn Hold Seconds (InnHoldSeconds)float1.200000InnBlack screen between the fades.
Party Menu Money Format (PartyMenuMoneyFormat)FTextNSLOCTEXT("RSEEconomyUI", "PartyMenuMoneyFormat", "{Money}")MenusParty menu header: {Money} (formatted with the currency).
Results Money Format (ResultsMoneyFormat)FTextNSLOCTEXT("RSEEconomyUI", "ResultsMoneyFormat", "{Term.Money}: +{Money}")MenusResults screen line: {Money}.
Quantity Big Step (QuantityBigStep)int3210ShopQuantity step of Left / Right in the quantity selector (Up / Down step by 1).
Shop Backdrop Color (ShopBackdropColor)FRSEUIColor(Token="Primary",Alpha=0.700000,Lightness=-0.526921,Chroma=0.679858,Hue=0.163523,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Shop
Shop Height (ShopHeight)float600.000000Shop
Shop List Width (ShopListWidth)float460.000000ShopWidth of the item list; the details take the rest.
Shop Widget Class (ShopWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneShopShop screen (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEShopViewModel (docs/product/custom-ui.md).
Shop Width (ShopWidth)float1000.000000Shop
Shop ZOrder (ShopZOrder)int3255ShopZ-order in the viewport (above the HUDs and the party menu).
All Category Text (AllCategoryText)FTextNSLOCTEXT("RSEEconomyUI", "AllCategory", "All")Shop|Text
Bought Format (BoughtFormat)FTextNSLOCTEXT("RSEEconomyUI", "BoughtFormat", "Bought {Item} ×{Count} for {Money}.")Shop|TextAfter a purchase: {Item}, {Count}, {Money} (the total).
Buy Action Text (BuyActionText)FTextNSLOCTEXT("RSEEconomyUI", "BuyAction", "Buy")Shop|Text
Buy Tab Text (BuyTabText)FTextNSLOCTEXT("RSEEconomyUI", "BuyTab", "Buy")Shop|Text
Cannot Equip Text (CannotEquipText)FTextNSLOCTEXT("RSEEconomyUI", "CannotEquip", "Cannot equip")Shop|TextComparison line of a member that cannot wear the item.
Category Action Text (CategoryActionText)FTextNSLOCTEXT("RSEEconomyUI", "CategoryAction", "Category")Shop|Text
Compare Header (CompareHeader)FTextNSLOCTEXT("RSEEconomyUI", "CompareHeader", "{Term.Party}")Shop|TextEquipment comparison heading.
Consumables Category Text (ConsumablesCategoryText)FTextNSLOCTEXT("RSEEconomyUI", "ConsumablesCategory", "{Term.Items}")Shop|Text
Documents Category Text (DocumentsCategoryText)FTextNSLOCTEXT("RSEEconomyUI", "DocumentsCategory", "Documents")Shop|Text
Equipment Category Text (EquipmentCategoryText)FTextNSLOCTEXT("RSEEconomyUI", "EquipmentCategory", "{Term.Equipment}")Shop|Text
Inventory Full Text (InventoryFullText)FTextNSLOCTEXT("RSEEconomyUI", "InventoryFull", "You cannot carry any more of that.")Shop|Text
Key Items Category Text (KeyItemsCategoryText)FTextNSLOCTEXT("RSEEconomyUI", "KeyItemsCategory", "{Term.KeyItems}")Shop|Text
Leave Action Text (LeaveActionText)FTextNSLOCTEXT("RSEEconomyUI", "LeaveAction", "Leave")Shop|Text
No Change Text (NoChangeText)FTextNSLOCTEXT("RSEEconomyUI", "NoChange", "No change")Shop|TextComparison line when nothing changes.
Not Enough Money Text (NotEnoughMoneyText)FTextNSLOCTEXT("RSEEconomyUI", "NotEnoughMoney", "Not enough money.")Shop|Text
Nothing for Sale Text (NothingForSaleText)FTextNSLOCTEXT("RSEEconomyUI", "NothingForSale", "Nothing for sale right now.")Shop|Text
Nothing to Sell Text (NothingToSellText)FTextNSLOCTEXT("RSEEconomyUI", "NothingToSell", "Nothing to sell.")Shop|Text
Owned Format (OwnedFormat)FTextNSLOCTEXT("RSEEconomyUI", "OwnedFormat", "Owned: {Count}")Shop|TextDetails: how many the party holds. {Count}.
Quantity Action Text (QuantityActionText)FTextNSLOCTEXT("RSEEconomyUI", "QuantityAction", "Quantity")Shop|Text
Quantity Format (QuantityFormat)FTextNSLOCTEXT("RSEEconomyUI", "QuantityFormat", "Quantity: ◀ {Count} ▶")Shop|TextQuantity selector: {Count}.
Sell Action Text (SellActionText)FTextNSLOCTEXT("RSEEconomyUI", "SellAction", "Sell")Shop|Text
Sell Tab Text (SellTabText)FTextNSLOCTEXT("RSEEconomyUI", "SellTab", "Sell")Shop|Text
Sold Format (SoldFormat)FTextNSLOCTEXT("RSEEconomyUI", "SoldFormat", "Sold {Item} ×{Count} for {Money}.")Shop|TextAfter a sale: {Item}, {Count}, {Money}.
Sold Out Text (SoldOutText)FTextNSLOCTEXT("RSEEconomyUI", "SoldOut", "Sold out")Shop|Text
Stock Format (StockFormat)FTextNSLOCTEXT("RSEEconomyUI", "StockFormat", "In stock: {Count}")Shop|TextDetails: stock left of a limited entry. {Count}.
Switch Tab Action Text (SwitchTabActionText)FTextNSLOCTEXT("RSEEconomyUI", "SwitchTabAction", "Buy / Sell")Shop|Text
Total Format (TotalFormat)FTextNSLOCTEXT("RSEEconomyUI", "TotalFormat", "Total: {Money}")Shop|TextQuantity selector: {Money} = the total.

RPG Saga Engine: Encounters

Class URSEEncounterSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Random encounters v2 (D-063, docs/design/random-encounters.md): generated groups, encounter rate effects, the player's battle frequency option, contact initiative and the grace periods of visible enemies.

SettingTypeDefaultCategoryRestartDescription
Allow Back Attack (bAllowBackAttack)boolTrueContactA chasing enemy that touches the party from behind starts a Back Attack (the enemies' gauges start filled).
Allow Preemptive (bAllowPreemptive)boolTrueContactTouching an unaware enemy from behind starts a Preemptive battle (the party's ATB gauges start filled).
Behind Half Angle (BehindHalfAngle)float60.000000ContactHalf angle of the "behind" cone of a pawn (0 = exactly behind, 90 = the whole back half).
Flee Grace Seconds (FleeGraceSeconds)float6.000000ContactAfter the party flees a visible group, the group ignores the party for this long (no immediate re-contact).
Initiative Gauge Fraction (InitiativeGaugeFraction)float1.000000ContactATB gauge (share of full) of the side that has the initiative; 1 = ready at once.
Post Battle Grace Seconds (PostBattleGraceSeconds)float2.000000ContactAfter any battle, no visible enemy may start a battle for this long.
Surprised Gauge Fraction (SurprisedGaugeFraction)float0.000000ContactATB gauge (share of full) of the surprised side.
Frequency Affects Visible Enemies (bFrequencyAffectsVisibleEnemies)boolTrueFrequencyThe frequency option also changes how many visible enemy groups spawners place.
Default Frequency Index (DefaultFrequencyIndex)int321FrequencyThe level a new player starts with (index into Frequency Levels).
Frequency Levels (FrequencyLevels)TArray<FRSEEncounterFrequencyLevel>(3 entries)FrequencyThe choices of the "Battle frequency" option, in menu order.
Default Enemy Team (DefaultEnemyTeam)FGameplayTag(TagName="Team.Enemy")Generated GroupsEnemy side of generated groups whose pool leaves it empty (global).
Default Player Team (DefaultPlayerTeam)FGameplayTag(TagName="Team.Player")Generated GroupsPlayer side of generated groups whose pool leaves it empty (global).
Elite Chance Multiplier (EliteChanceMultiplier)float1.000000Generated GroupsMultiplies every pool's elite chance (0 = no elite groups).
Max Group Size (MaxGroupSize)int326Generated GroupsMost enemies a generated group may have, whatever its pool says (the ATB stage has a limited number of slots).
Multiply Different Sources (bMultiplyDifferentSources)boolFalseRate EffectsEffects of different sources multiply each other. Off: a new effect replaces every active one (classic Repel / Lure).
Rate Scales Enemy Detection (bRateScalesEnemyDetection)boolTrueRate EffectsVisible enemies see and hear less while the rate is below 1 (detection radius x rate; 0 = they never notice the party).
Max Active Effects (MaxActiveEffects)int324Rate EffectsMost rate effects active at once (the oldest ones end first).
Max Rate Multiplier (MaxRateMultiplier)float5.000000Rate EffectsThe total multiplier (effects x traits x player frequency) never goes above this.
Same Source Stacking (SameSourceStacking)ERSEEncounterRateStackingRefreshRate EffectsWhat a rate effect does to an active one of the same source (same item or ability).
Trait Rate Multipliers (TraitRateMultipliers)TMap<FGameplayTag,float>(2 entries)Rate EffectsPassive traits (Trait.* tags granted by the equipment of the party's battle formation, their statuses or Pacts) that multiply the encounter rate, e.g. Trait.Encounter.Half -> 0.5. Each trait counts once, however many members have it.
World Step Length (WorldStepLength)float100.000000Rate EffectsDistance walked that counts as one step for rate effect durations and step-based respawns, everywhere in the world (global).

RPG Saga Engine: Encounters (World)

Class URSEEncounterPresentationSettings (module RSE), Project Settings, Project, RPG Saga Engine. Visible enemies in the world (D-063, docs/design/random-encounters.md): update rates, sleeping far from the player, the placeholder body, the alert above the leader and the debug colors.

SettingTypeDefaultCategoryRestartDescription
Alert Color (AlertColor)FLinearColor(R=1.000000,G=0.850000,B=0.100000,A=1.000000)Alert
Alert Height (AlertHeight)float40.000000AlertHeight of the alert above the top of the capsule.
Alert Text Size (AlertTextSize)float60.000000AlertWorld size of the alert text.
Default Alert Text (DefaultAlertText)FTextNSLOCTEXT("RSEEncounterPresentation", "Alert", "!")AlertAlert text when a behavior sets none.
Capsule Half Height (CapsuleHalfHeight)float88.000000Body
Capsule Radius (CapsuleRadius)float34.000000Body--- Body ---
Follower Catch Up (FollowerCatchUp)float1.100000BodyFollowers walk this much faster than their leader, to keep up after turns.
Follower Spacing (FollowerSpacing)float140.000000BodyFollowers keep this distance behind the leader.
Max Followers (MaxFollowers)int322BodyMost followers shown behind a leader (the rest of the group is only in the battle).
Placeholder Mesh (PlaceholderMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cylinder.CylinderBodyShown while the enemy has no animated appearance (its character's Appearance, D-046).
Placeholder Scale (PlaceholderScale)FVector(X=0.600000,Y=0.600000,Z=1.700000)Body
Turn Rate (TurnRate)float540.000000BodyHow fast enemies turn toward where they walk.
Debug Chase Color (DebugChaseColor)FColor(B=40,G=60,R=255,A=255)Debug
Debug Hearing Color (DebugHearingColor)FColor(B=255,G=180,R=80,A=255)Debug
Debug Segments (DebugSegments)int3224DebugSegments of the debug circles and cones.
Debug Sight Color (DebugSightColor)FColor(B=40,G=200,R=255,A=255)Debug--- Debug (RSE.Encounter.Debug) ---
Acceptance Radius (AcceptanceRadius)float50.000000UpdatesDistance at which a move counts as arrived.
Activation Check Interval (ActivationCheckInterval)float1.000000UpdatesHow often spawners check the explorer's distance to wake or put their groups to sleep.
Activation Radius (ActivationRadius)float5000.000000UpdatesGroups farther than this from the explorer sleep: no thinking, no movement (Steam Deck budget). 0 = never sleep.
Use Navigation (bUseNavigation)boolTrueUpdatesMoves use the navigation mesh when the map has one; without it (or off) enemies walk straight to their target.
Step Sample Interval (StepSampleInterval)float0.250000UpdatesHow often the world step counter (rate effect durations, step respawns) samples the explorer.
Think Interval (ThinkInterval)float0.200000UpdatesHow often a visible enemy decides what to do (detection, chase, give up). No per-frame tick.

RPG Saga Engine: Exploration

Class URSEExplorationSettings (module RSE), Project Settings, Project, RPG Saga Engine. Exploration (D-026, D-113): input assets, movement, the exploration camera (tactical or third person) and the hand-off to battles.

SettingTypeDefaultCategoryRestartDescription
ATBEnd Check Interval (ATBEndCheckInterval)float0.100000Battle TransitionHow often a running ATB battle is checked for the player leaving it.
Battle Start During Story (BattleStartDuringStory)ERSEBattleStartDuringStoryWaitBattle TransitionD-120: what a battle start does while a story scene or a blocking dialog is on screen. Every start path asks the battle start gate (encounter triggers, roaming contact, Free Tactics detection, the Start Battle effect, dev commands).
Hide Explorer During Tactics (bHideExplorerDuringTactics)boolTrueBattle TransitionHide the explorer (and its collision) during Tactics battles, so it does not stand on the grid.
Return on Interact (bReturnOnInteract)boolTrueBattle TransitionInteract skips the wait after a Tactics battle.
Camera Blend Time (CameraBlendTime)float0.600000Battle TransitionBlend between the exploration camera and the tactical camera, both ways.
Tactics Camera Pawn Class (TacticsCameraPawnClass)TSoftClassPtr<ARSETacticsCameraPawn>/Script/RSE.RSETacticsCameraPawnBattle TransitionCamera pawn possessed during Tactics battles started from exploration.
Tactics Return Delay (TacticsReturnDelay)float2.500000Battle TransitionSeconds after a Tactics battle's result is shown before returning to exploration. 0 = wait for Interact.
Clear Battle Area (bClearBattleArea)boolTrueBattle Transition|Clear Battle AreaBattles on the live map clear their area while they run: the explorer, the visible group that started the battle and the chosen actors on the stage or in the battle camera's view are hidden (no collision, no movement) and come back afterwards. A defeated group despawns as usual (D-063).
Hide Explorer During Classic (bHideExplorerDuringClassic)boolTrueBattle Transition|Clear Battle AreaHide the explorer during classic (ATB / turn-based) battles: the party stands on the stage instead.
Hide NPCs (bHideNPCs)boolTrueBattle Transition|Clear Battle AreaHide NPCs in the battle area or the battle camera's view.
Hide Roaming Enemies (bHideRoamingEnemies)boolTrueBattle Transition|Clear Battle AreaHide other visible enemies in the battle area or the battle camera's view.
Hide Source Group (bHideSourceGroup)boolTrueBattle Transition|Clear Battle AreaHide the whole visible group whose contact started the battle, wherever it stands.
Clear Delay (ClearDelay)float0.150000Battle Transition|Clear Battle AreaSeconds after the battle starts before the area is cleared: the camera blend leaves the explorer first. 0 = at once.
Clear Radius (ClearRadius)float800.000000Battle Transition|Clear Battle AreaAdded to the room the battle's formation needs: candidates closer than that to the battle's center are hidden.
Clear View Distance (ClearViewDistance)float6000.000000Battle Transition|Clear Battle AreaCandidates the battle camera sees closer than this are hidden too (0 = only the area).
Clear View Margin (ClearViewMargin)float8.000000Battle Transition|Clear Battle AreaThe camera's view is widened by this on every side (an actor at the frame's edge still shows).
Extra Classes to Hide (ExtraClassesToHide)TArray<TSoftClassPtr<AActor> >(0 entries)Battle Transition|Clear Battle AreaOther actor classes hidden the same way (animals, props that move, your own actors).
Keep Visible Tag (KeepVisibleTag)FNameRSE.KeepInBattleBattle Transition|Clear Battle AreaActors with this tag are never hidden (a guard that watches the fight, a scripted witness). None = no exception.
Camera Style (CameraStyle)ERSEExplorationCameraStyleTacticalCameraD-113: the party RPG camera (Tactical: high, tactical angle, zoom, rotation around the party, occluders fade) or the classic third person camera (D-026, the values below). A level may override it (RSE Exploration Camera actor); Interior Volumes still use their close profiles.
Tactical Camera (TacticalCamera)FRSETacticalCameraSettings(MinDistance=700.000000,MaxDistance=2600.000000,StartDistance=1600.000000,ZoomStep=220.000000,bZoomStepIsRelative=True,ZoomSmoothSpeed=8.000000,PitchAtMinDistan...Camera|TacticalD-113: the tactical camera (Camera Style = Tactical).
Camera Collision (bCameraCollision)boolTrueCamera|Third PersonThird person: the camera is pulled in front of walls (its collision probe). The tactical camera never collides.
Enable Camera Lag (bEnableCameraLag)boolTrueCamera|Third Person
Invert Look Y (bInvertLookY)boolFalseCamera|Third Person
Camera Distance (CameraDistance)float480.000000Camera|Third PersonDistance from the character to the camera (third person; also the start of an interior profile's blend).
Camera Lag Speed (CameraLagSpeed)float10.000000Camera|Third PersonHigher follows the character more tightly.
Camera Probe Size (CameraProbeSize)float12.000000Camera|Third PersonRadius of the probe that pulls the camera in front of walls.
Camera Rotation Lag Speed (CameraRotationLagSpeed)float0.000000Camera|Third Person0 = the camera turns instantly with the input.
Camera Target Offset (CameraTargetOffset)FVector(X=0.000000,Y=0.000000,Z=60.000000)Camera|Third PersonPoint the camera looks at, relative to the character's origin (height above the capsule center).
Default Pitch (DefaultPitch)float-15.000000Camera|Third PersonCamera pitch when exploration starts (negative looks down).
Field Of View (FieldOfView)float70.000000Camera|Third Person
Look Sensitivity (LookSensitivity)FVector2D(X=1.000000,Y=1.000000)Camera|Third PersonDegrees per unit of Look input (mouse counts or scaled stick), X = yaw, Y = pitch.
Max Pitch (MaxPitch)float15.000000Camera|Third Person
Min Pitch (MinPitch)float-60.000000Camera|Third Person
Recover from Falls (bRecoverFromFalls)boolTrueFall RecoveryA safety net for gaps in a level's collision: an explorer (the leader or a visible party member) that falls for too long, ends up under the terrain, below the level's Kill Z or outside its map bounds is put back where it last stood on solid ground. Nothing happens during battles, and only where the explorer really lost its footing.
Recover from Under Terrain (bRecoverFromUnderTerrain)boolTrueFall RecoveryAn explorer with a landscape above its feet (it slipped under the terrain) is put back.
Fall Check Interval (FallCheckInterval)float0.500000Fall RecoveryHow often the explorers are checked (a timer, no tick).
Kill ZMargin (KillZMargin)float5000.000000Fall RecoveryPut back an explorer this close above the level's Kill Z (before the engine destroys it).
Map Bounds Margin (MapBoundsMargin)float2000.000000Fall RecoveryPut back an explorer outside the map's bounds (an RSE Map Bounds Volume): beyond its sides or this far below its floor.
Max Fall Seconds (MaxFallSeconds)float3.000000Fall RecoveryFalling longer than this counts as falling out of the level (a jump or a ledge takes far less).
Recovery Lift (RecoveryLift)float30.000000Fall RecoveryThe explorer comes back this high above the spot it last stood on.
Block Pawn Input Under Screens (bBlockPawnInputUnderScreens)boolTrueInputD-152, a safety net under the input contexts and the focus: while a menu or another modal screen of its player is open (URSEModalScreenSubsystem, per local player), the explorer ignores movement, camera and action input, so the character never walks under an open map or menu. Other local players keep moving.
Hide Cursor While Exploring (bHideCursorWhileExploring)boolTrueInputHide the mouse cursor while exploring, so the mouse turns the camera (shown again in battles and menus). The tactical camera with Mouse Rotation "While Dragging" keeps the cursor visible (the drag turns the view).
Distract Action (DistractAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_Distract.IA_DistractInputAims and throws a distraction (D-109): hold to aim with the camera, release to throw (Exploration RPG settings).
Exploration Mapping Context (ExplorationMappingContext)TSoftObjectPtr<UInputMappingContext>/RPGSagaEngine/Input/IMC_Exploration.IMC_ExplorationInputMapping context active while exploring. The tactics context is removed meanwhile (both use WASD).
Exploration Mapping Priority (ExplorationMappingPriority)int320Input
Interact Action (InteractAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_Interact.IA_InteractInputExamine / talk (Phase 7) and "continue" after a battle.
Look Action (LookAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreLook.IA_ExploreLookInputAxis2D: X = yaw, Y = pitch (positive looks up). Gamepad mappings should scale by delta time.
Menu Check Interval (MenuCheckInterval)float0.100000InputHow often exploration checks whether the party menu opened or closed (to swap input contexts).
Move Action (MoveAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreMove.IA_ExploreMoveInputAxis2D: X = right, Y = forward, relative to the camera.
Party Command Action (PartyCommandAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_PartyCommand.IA_PartyCommandInputOpens the radial menu of delegated party commands (D-097).
Run Action (RunAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreRun.IA_ExploreRunInputHeld: switches between walking and running (see bRunByDefault).
Sneak Action (SneakAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreSneak.IA_ExploreSneakInputToggles sneaking (D-097): a slow walk the visible enemies notice much later (Stealth settings).
Switch Leader Action (SwitchLeaderAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_SwitchLeader.IA_SwitchLeaderInputAxis1D or button: the next (positive) / previous party member becomes the leader (D-097, the visible party).
Invert Camera Tilt (bInvertCameraTilt)boolFalseInput|CameraD-129: the project's default for the player's Invert Camera Tilt option (up looks down). The player's choice wins (Options).
Camera Drag Action (CameraDragAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreCameraDrag.IA_ExploreCameraDragInput|CameraD-113, tactical camera: held, the mouse turns the view (right or middle mouse button; LB: the right stick pans).
Camera Gamepad Speed (CameraGamepadSpeed)float1.000000Input|CameraD-150: the project's default for the player's Camera speed (gamepad) option: multiplies Tactical Camera -> Rotate Speed.
Camera Mouse Speed (CameraMouseSpeed)float1.000000Input|CameraD-150: the project's default for the player's Camera speed (mouse) option: multiplies Tactical Camera -> Mouse Rotate Sensitivity (1 = as set). The player's choice wins (Options -> Controls).
Camera Pan Action (CameraPanAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreCameraPan.IA_ExploreCameraPanInput|CameraD-113, tactical camera: Axis2D, pans the view away from the leader (arrow keys).
Camera Rotate Action (CameraRotateAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreCameraRotate.IA_ExploreCameraRotateInput|CameraD-113, tactical camera: Axis1D, turns the view (positive = right; Q / R, the right stick): -1..1 at Rotate Speed.
Camera Speed Option Range (CameraSpeedOptionRange)FVector2D(X=0.250000,Y=2.000000)Input|CameraD-150: the range the player's camera speed options offer (Options -> Controls), and their step.
Camera Speed Option Step (CameraSpeedOptionStep)float0.050000Input|Camera
Camera Tilt Action (CameraTiltAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreCameraTilt.IA_ExploreCameraTiltInput|CameraD-129, tactical camera: Axis1D, tilts the view a little (positive = up, toward the horizon; Page Up / Page Down, the right stick up / down): -1..1 at Tactical Camera -> Tilt Speed. The mouse tilts while Camera Drag is held (vertical movement).
Camera Tilt Reset Action (CameraTiltResetAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreCameraTiltReset.IA_ExploreCameraTiltResetInput|CameraD-129, tactical camera: puts the tilt back to the zoom's angle (Home; LB + right stick click). A double click of Camera Drag does too.
Camera Zoom Action (CameraZoomAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_ExploreCameraZoom.IA_ExploreCameraZoomInput|CameraD-113, tactical camera: Axis1D, the mouse wheel (positive zooms in; notches: a trigger or stick mapping scales by delta time). D-129: RT / LT on the gamepad.
Run by Default (bRunByDefault)boolTrueMovementRSE style: run unless the Run action is held (then walk). False: walk unless Run is held.
Run Speed (RunSpeed)float550.000000Movement
Turn Rate (TurnRate)float720.000000MovementHow fast the character turns toward its movement direction.
Walk Speed (WalkSpeed)float220.000000Movement--- Movement ---
Placeholder Mesh (PlaceholderMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cylinder.CylinderMovement|PlaceholderPlaceholder body until real characters exist (e.g. /Engine/BasicShapes/Cylinder). Empty = none.
Placeholder Mesh Scale (PlaceholderMeshScale)FVector(X=0.700000,Y=0.700000,Z=1.800000)Movement|PlaceholderScale of the placeholder mesh (the engine basic shapes are 100 cm).
Random Encounter Sample Interval (RandomEncounterSampleInterval)float0.200000Random EncountersHow often random encounter areas measure the distance walked.

RPG Saga Engine: Exploration RPG

Class URSEExploreRPGSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Exploration RPG rules (D-109): skills, traps, locks, stealing, dialog battles, distractions and fallen members.

SettingTypeDefaultCategoryRestartDescription
Choice Opening (ChoiceOpening)ERSEFreeOpeningPlayerSurpriseDialog Battles"From Context" battles started by a dialog choice (the player strikes first).
NPCBattle Encounter (NPCBattleEncounter)TSoftObjectPtr<URSEEncounterData>/RPGSagaEngine/Data/Explore/DA_Encounter_NPCFight.DA_Encounter_NPCFightDialog BattlesThe encounter a Start Battle effect without one uses when only NPCs fight (teams, objectives, rewards; a Free Tactics encounter without enemies: the NPCs are its enemies).
Scene Radius (SceneRadius)float1500.000000Dialog BattlesScene NPCs: combatant NPCs this close to the party join a dialog battle that asks for the scene (cm).
Speaker Line Opening (SpeakerLineOpening)ERSEFreeOpeningEnemySurpriseDialog Battles"From Context" battles started by a speaker's line or node (the speaker's side strikes first).
Alerted Ignore Distractions (bAlertedIgnoreDistractions)boolTrueDistractionsEnemies already chasing the party ignore distractions.
Distractions (bDistractions)boolTrueDistractionsThe party may throw a distraction (the Distract action).
Cooldown (Cooldown)float4.000000DistractionsSeconds before the next throw.
Investigate Seconds (InvestigateSeconds)float6.000000DistractionsSeconds an enemy looks around at the point before it goes back.
Noise Radius (NoiseRadius)float1200.000000DistractionsVisible enemies within this distance of the landing point hear it and come to look (cm).
Throw Item (ThrowItem)TSoftObjectPtr<URSEItemData>NoneDistractionsEach throw uses one of this item (a stone, a bottle). Empty = free.
Throw Range (ThrowRange)float1500.000000DistractionsFarthest throw from the leader (cm).
After Battle (AfterBattle)ERSEFallenAfterBattleGetUpFallen MembersAfter a won or fled battle, the fallen get up (Get Up) or stay down until revived.
Help Up Without Item (bHelpUpWithoutItem)boolFalseFallen MembersStay Down: a standing member may help a fallen one up without any item or spell ("Help up"), with Help Up HP. Off = only a revive item, a revive spell, an inn or a rest.
Carry Distance (CarryDistance)float2500.000000Fallen MembersStay Down: the party carries a fallen member it walked this far away from (cm): the body stops lying there. 0 = never.
Get Up HP (GetUpHP)int321Fallen MembersGet Up: HP they get up with (at least this many).
Get Up HPShare (GetUpHPShare)float0.000000Fallen MembersGet Up: share of their max HP they get up with (the larger of the two counts; 0 = only Get Up HP).
Help Up HP (HelpUpHP)int321Fallen Members
Base Pins (BasePins)int322LocksMinigame: pins for a lock of difficulty 0; one more pin per Difficulty Per Pin (at most Max Pins).
Difficulty Per Pin (DifficultyPerPin)float15.000000Locks
Lockpick Mode (LockpickMode)ERSELockpickModeMinigameLocksPicking a lock by hand: the small game, or a chance from the best member's score.
Max Pins (MaxPins)int325Locks
Max Sweet Spot (MaxSweetSpot)float0.400000Locks
Min Sweet Spot (MinSweetSpot)float0.070000LocksMinigame: narrowest and widest sweet spot.
Misses Allowed (MissesAllowed)int322LocksMinigame: misses allowed before the attempt fails (a failure breaks a pick if the lock says so).
Sweep Seconds (SweepSeconds)float1.400000LocksMinigame: seconds for the marker to cross the bar once (it goes back and forth).
Sweet Spot Per Point (SweetSpotPerPoint)float0.006000LocksMinigame: sweet spot width gained per point of score above the difficulty (lost below).
Sweet Spot Width (SweetSpotWidth)float0.180000LocksMinigame: width of the sweet spot (share of the bar) when the member's score equals the difficulty.
Visible Members Perceive (bVisibleMembersPerceive)boolTruePerceptionThe visible party members check too (off = only the leader looks).
Perception Interval (PerceptionInterval)float0.300000PerceptionSeconds between the passive perception checks while exploring (a timer, no Tick).
Perception Radius (PerceptionRadius)float600.000000PerceptionA member notices hidden traps within this distance of itself (cm).
Search Bonus (SearchBonus)float15.000000PerceptionThe delegated command "Search here" adds this to the searcher's perception around the point.
Search Radius (SearchRadius)float800.000000Perception... within this distance of the searched point (cm).
Search Seconds (SearchSeconds)float20.000000Perception... for this many seconds after the search.
Sneak Perception Bonus (SneakPerceptionBonus)float5.000000PerceptionSneaking members pay more attention: this is added to their perception.
Chance at Equal Score (ChanceAtEqualScore)float0.600000SkillsChance of an attempt whose score equals the difficulty (disarming, auto lockpicking, stealing).
Chance Per Point (ChancePerPoint)float0.030000SkillsChance gained per point of score above the difficulty (lost per point below).
Disarm (Disarm)FRSEExploreSkillRule(StatWeights=(((TagName="Stat.Accuracy"), 0.250000),((TagName="Stat.Speed"), 0.250000)),PerLevel=1.000000,TagBonuses=(((TagName="Class.Archer"), 4.000000),((Tag...SkillsDisarming traps.
Lockpick (Lockpick)FRSEExploreSkillRule(StatWeights=(((TagName="Stat.Accuracy"), 0.200000),((TagName="Stat.Speed"), 0.300000)),PerLevel=1.000000,TagBonuses=(((TagName="Class.Archer"), 3.000000),((Tag...SkillsPicking locks.
Max Chance (MaxChance)float0.950000SkillsHighest chance of any attempt (1 = a master never fails).
Min Chance (MinChance)float0.050000SkillsLowest chance of any attempt the member may make.
Perception (Perception)FRSEExploreSkillRule(StatWeights=(((TagName="Stat.Accuracy"), 0.300000),((TagName="Stat.Speed"), 0.200000)),PerLevel=1.000000,TagBonuses=(((TagName="Class.Archer"), 6.000000),((Tag...SkillsSpotting hidden traps.
Pickpocket (Pickpocket)FRSEExploreSkillRule(StatWeights=(((TagName="Stat.Speed"), 0.400000),((TagName="Stat.Evasion"), 0.200000)),PerLevel=1.000000,TagBonuses=(((TagName="Class.Archer"), 2.000000),((TagN...SkillsStealing from NPCs.
Attempts Per NPC (AttemptsPerNPC)int323StealingAttempts on the same NPC allowed per game day after a failure that was not noticed (0 = no limit).
Behind Angle (BehindAngle)float110.000000StealingThe thief must be behind the NPC: the angle between the NPC's facing and the direction to the thief is at least this.
Steal Requires Sneaking (bStealRequiresSneaking)boolTrueStealingThe thief must be sneaking.
Busy Activities (BusyActivities)FGameplayTagContainer(GameplayTags=((TagName="NPC.Activity.Work"),(TagName="NPC.Activity.Chat"),(TagName="NPC.Activity.Eat")))StealingActivities during which an NPC counts as busy (NPC.Activity.*).
Busy Bonus (BusyBonus)float5.000000StealingScore bonus when the NPC is busy (working, talking with someone else: an activity in Busy Activities).
Caught on Failure (CaughtOnFailure)float0.700000StealingChance that a failed attempt is noticed (0 = a failure is only a failure).
Steal Reach (StealReach)float180.000000StealingFarthest a thief may stand from the NPC (cm).
Found Traps Spare Party in Battle (bFoundTrapsSparePartyInBattle)boolTrueTrapsIn Free Tactics, traps the party has found go off only for the enemies (the party steps around them).
Traps Can KO (bTrapsCanKO)boolFalseTrapsTraps can knock party members out in exploration (off = they leave at least 1 HP).
Traps in Free Tactics (bTrapsInFreeTactics)boolTrueTrapsTraps that were not found yet also go off in Free Tactics battles on the live map.

RPG Saga Engine: Exploration RPG (Presentation)

Class URSEExploreRPGUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Presentation of the exploration RPG actions (D-109): how traps, locks, stealing, distractions and fallen members look and what the notifications say.

SettingTypeDefaultCategoryRestartDescription
Aim Hint (AimHint)FTextNSLOCTEXT("RSEExploreRPG", "AimHint", "Aim with the camera, release to throw.")DistractionsHint while aiming.
Aim Marker Material (AimMarkerMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/Explore/M_RSE_ExploreMarker.M_RSE_ExploreMarkerDistractions
Aim Marker Mesh (AimMarkerMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cylinder.CylinderDistractionsMesh of the landing marker while aiming. Empty = /Engine basic cylinder, flattened.
Toggle Aim (bToggleAim)boolFalseDistractionsPress the Distract action once to aim and again to throw (off = hold to aim, release to throw).
Investigate Mark (InvestigateMark)FTextNSLOCTEXT("RSEExploreRPG", "InvestigateMark", "?")DistractionsOver an enemy that comes to look.
Nothing to Throw Text (NothingToThrowText)FTextNSLOCTEXT("RSEExploreRPG", "NothingToThrow", "Nothing to throw.")Distractions"Nothing to throw." (Throw Item missing).
Throw Arc Height (ThrowArcHeight)float250.000000DistractionsHeight of the arc (cm).
Throw Flight Seconds (ThrowFlightSeconds)float0.700000DistractionsSeconds the throw flies.
Thrown Mesh (ThrownMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Sphere.SphereDistractionsThe thrown thing (a small stone). Empty = /Engine basic sphere.
Thrown Scale (ThrownScale)float0.120000Distractions
Carried Text (CarriedText)FTextNSLOCTEXT("RSEExploreRPG", "Carried", "The party carries {Name}.")Fallen Members"The party carries {Name}."
Got Up Text (GotUpText)FTextNSLOCTEXT("RSEExploreRPG", "GotUp", "{Name} is back on their feet.")Fallen Members"{Name} is back on their feet."
Needs Revive Text (NeedsReviveText)FTextNSLOCTEXT("RSEExploreRPG", "NeedsRevive", "{Name} needs a revive item or spell.")Fallen Members"{Name} needs a revive item or spell."
Revive Prompt (RevivePrompt)FTextNSLOCTEXT("RSEExploreRPG", "RevivePrompt", "Revive {Name}")Fallen MembersPrompt at a fallen member: "Revive {Name}".
Key Used Text (KeyUsedText)FTextNSLOCTEXT("RSEExploreRPG", "KeyUsed", "Opened with the {Key}.")Locks"Opened with the {Key}."
Lockable Placeholder Mesh (LockablePlaceholderMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeLocksBody and lid of a lockable without meshes of its own (a box). Empty = /Engine basic cube.
Locked Text (LockedText)FTextNSLOCTEXT("RSEExploreRPG", "Locked", "It\'s locked.")Locks"It's locked." (nobody may pick it, no key).
Lockpick Help (LockpickHelp)FTextNSLOCTEXT("RSEExploreRPG", "LockpickHelp", "Press Confirm (or click) while the marker is in the green spot to set each pin. Back gives up.")LocksLine under the bar: how to play.
Lockpick Title (LockpickTitle)FTextNSLOCTEXT("RSEExploreRPG", "LockpickTitle", "Locked")LocksTitle of the lockpick screen when the lock has no Display Name.
Lockpick Widget Class (LockpickWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneLocksLockpick screen (D-052). Empty = the built-in screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSELockpickViewModel (docs/product/custom-ui.md).
Lockpick ZOrder (LockpickZOrder)int3255Locks
Open Seconds (OpenSeconds)float0.600000LocksSeconds the lid / door takes to open.
Pick Broke Text (PickBrokeText)FTextNSLOCTEXT("RSEExploreRPG", "PickBroke", "The {Item} broke.")Locks"The {Item} broke."
Picked Text (PickedText)FTextNSLOCTEXT("RSEExploreRPG", "Picked", "{Member} picked the lock.")Locks"{Member} picked the lock."
Pick Failed Text (PickFailedText)FTextNSLOCTEXT("RSEExploreRPG", "PickFailed", "{Member} could not pick the lock.")Locks"{Member} could not pick the lock."
Unlock Prompt (UnlockPrompt)FTextNSLOCTEXT("RSEExploreRPG", "UnlockPrompt", "Unlock")LocksPrompt on a locked door or chest: "Unlock".
Caught Text (CaughtText)FTextNSLOCTEXT("RSEExploreRPG", "Caught", "{Name}: Thief!")Stealing"{Name}: Thief!"
Nothing Left Text (NothingLeftText)FTextNSLOCTEXT("RSEExploreRPG", "NothingLeft", "Nothing left to take.")Stealing"Nothing left to take."
Steal Failed Text (StealFailedText)FTextNSLOCTEXT("RSEExploreRPG", "StealFailed", "Not this time... nobody noticed.")Stealing"Not this time..." (nobody noticed).
Steal Prompt (StealPrompt)FTextNSLOCTEXT("RSEExploreRPG", "StealPrompt", "Steal")StealingPrompt behind an NPC while sneaking: "Steal".
Stolen Money Text (StolenMoneyText)FTextNSLOCTEXT("RSEExploreRPG", "StolenMoney", "{Member} lifted {Money} coins.")Stealing"{Member} lifted {Money} coins."
Stolen Text (StolenText)FTextNSLOCTEXT("RSEExploreRPG", "Stolen", "{Member} lifted {Item}.")Stealing"{Member} lifted {Item}."
Default Trap Mesh (DefaultTrapMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cylinder.CylinderTrapsMesh of traps without one (a flat plate). Empty = /Engine basic cylinder.
Disarmed Text (DisarmedText)FTextNSLOCTEXT("RSEExploreRPG", "Disarmed", "{Member} disarmed the {Trap}.")Traps"{Member} disarmed the {Trap}."
Disarm Failed Text (DisarmFailedText)FTextNSLOCTEXT("RSEExploreRPG", "DisarmFailed", "{Member} could not disarm the {Trap}.")Traps"{Member} could not disarm it." (the trap did not go off).
Disarm Prompt (DisarmPrompt)FTextNSLOCTEXT("RSEExploreRPG", "DisarmPrompt", "Disarm {Trap}")TrapsPrompt on a spotted trap: "Disarm {Trap}".
Spotted Text (SpottedText)FTextNSLOCTEXT("RSEExploreRPG", "Spotted", "{Member} spotted a trap: {Trap}.")Traps"{Member} spotted a {Trap}."
Sprung Mesh Seconds (SprungMeshSeconds)float0.000000TrapsSeconds a trap's mesh shows after it went off unseen (0 = it stays).
Trap Damage Text (TrapDamageText)FTextNSLOCTEXT("RSEExploreRPG", "TrapDamage", "{Member} takes {Damage} damage.")Traps"{Member} takes {Damage} damage."
Trap Marker Color (TrapMarkerColor)FLinearColor(R=1.000000,G=0.250000,B=0.150000,A=1.000000)Traps
Trap Marker Material (TrapMarkerMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/Explore/M_RSE_ExploreMarker.M_RSE_ExploreMarkerTrapsMaterial of the marker (a bright translucent red works best). Empty = the mesh's own.
Trap Marker Mesh (TrapMarkerMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cylinder.CylinderTrapsThe marker over a spotted trap (a ring on the ground). Empty = /Engine basic cylinder, flattened.
Trap Marker Text (TrapMarkerText)FTextNSLOCTEXT("RSEExploreRPG", "TrapMarker", "!")TrapsText floating over a spotted trap.
Trap Meshes (TrapMeshes)TMap<FGameplayTag,TSoftObjectPtr<UStaticMesh> >(0 entries)TrapsMesh of a trap by its Kind (Trap.PressurePlate -> a flat plate). A trap actor's own mesh wins. Missing = Default Trap Mesh.
Triggered Text (TriggeredText)FTextNSLOCTEXT("RSEExploreRPG", "Triggered", "{Trap}!")Traps"{Trap}!" when a trap goes off and the trap has no text of its own.

RPG Saga Engine: Features

Class URSEFeatureSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Feature toggles (D-165).

SettingTypeDefaultCategoryRestartDescription
Action Combat (bActionCombat)boolTrueBattleReal-time action battles (D-171). Off: action encounters refuse to start.
Grid Tactics (bGridTactics)boolTrueBattleTactics battles on a tile grid. Off: grid encounters refuse to start.
Live Tactics (bLiveTactics)boolTrueBattleFree (live) Tactics on the live map. Off: its subsystem is not created and its encounters refuse to start.
ATB / Turn-Based (bTurnBased)boolTrueBattleClassic battles on a stage (ATB, turn-based, CTB). Off: classic encounters refuse to start and the ATB options row is hidden.
Economy (bEconomy)boolTrueCharacters and ItemsCurrency, shops, inns and the economy screens.
Growth / Progression (bGrowth)boolTrueCharacters and ItemsProgression systems (points, the Growth Board) and the Growth page.
Inventory (bInventory)boolTrueCharacters and ItemsInventory rules, the Items and Equipment pages and the inventory options.
Adaptive Difficulty (bAdaptiveDifficulty)boolTrueExtrasThe adaptive AI parameter that follows the player's results. Off: the AI keeps the fixed intelligence of its profile.
Bestiary (bBestiary)boolTrueExtrasThe bestiary (entries, the Bestiary page, the enemy HP option).
Cards (bCards)boolTrueExtrasThe card minigame.
Tutorials (bTutorials)boolTrueExtrasContextual tutorials, the Help page and the tutorials option.
Online and Co-op (bOnline)boolTrueOnlineOnline sessions, lobbies and the co-op transport. Off: the online subsystems are not created.
Dialog (bDialog)boolTrueStoryDialog runner and dialog screens. Off: dialogs do not run; quest givers cannot talk.
Quests (bQuests)boolTrueStoryQuests, the quest tracker and the Journal page.
Story Scenes (bScenes)boolTrueStoryStory scenes (Level Sequences played by the story).
Living NPCs (bLivingNPCs)boolTrueWorldLiving NPCs: routines, barks and their world subsystems.
Map and Minimap (bMapMinimap)boolTrueWorldArea maps, the minimap and the compass, the Map page and their options.
Puzzles (bPuzzles)boolTrueWorldPuzzles (state and screens).
Stealth (bStealth)boolTrueWorldStealth detection and ambushes.
Time and Weather (bTimeWeather)boolTrueWorldTime of day and weather, the clock HUD and the night lights.

RPG Saga Engine: Free Tactics

Class URSEFreeTacticsSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Free Tactics (D-091, docs/design/free-tactics.md): turn-based battles with free movement in meters on the live map.

SettingTypeDefaultCategoryRestartDescription
AICandidate Positions (AICandidatePositions)int3240AICandidate positions the AI samples in its reachable area per decision (plus rings around the targets).
AICover Weight (AICoverWeight)float4.000000AIValue of ending in partial cover from the enemies (full cover counts double), times the profile's danger awareness.
AICrowding Weight (AICrowdingWeight)float6.000000AID-127: value lost per meter a position cuts into an ally's personal space (0 = units may stand shoulder to shoulder).
AIHeight Weight (AIHeightWeight)float2.000000AIValue per meter of height above the nearest enemy (capped at the height damage bonus), times danger awareness.
AIJump Min Saving (AIJumpMinSaving)float2.000000AID-121: a jump to a place walking also reaches is considered only when it saves at least this much movement (meters).
AIJump Samples (AIJumpSamples)int3224AID-121: points the AI tries for a jump (Free Tactics Field -> Jumping) on three rings up to its jump reach. A jump is considered where walking does not go or costs more (see AI Jump Min Saving). 0 = the AI never jumps.
AIMin Move Distance (AIMinMoveDistance)float0.500000AIThe AI does not consider moves shorter than this (meters).
AIOpportunity Risk Weight (AIOpportunityRiskWeight)float1.000000AID-127: positions weigh the opportunity attacks walking there would provoke: their expected damage times this, the profile's danger weight (at least a quarter) and its danger awareness. 0 = the AI walks out of reach regardless.
AIOverwatch Risk Weight (AIOverwatchRiskWeight)float1.000000AID-146: positions weigh the enemy Overwatch reactions walking there would provoke (expected damage times this, the profile's danger weight, at least a quarter, and its danger awareness). 0 = the AI ignores enemy watches.
AIOverwatch Weight (AIOverwatchWeight)float1.000000AID-146: value of going on Overwatch for an AI unit, per point of the damage its watch reaction is expected to do, times the profile's damage weight. Only offered when it is sensible: the unit has nothing to attack from where it stands or could walk to this turn, and an enemy could step into its watch next turn (a ranged unit without a good target, a guard at a choke). 0 = the AI never uses Overwatch.
AIPersonal Space (AIPersonalSpace)float1.000000AID-127: room the AI keeps between a unit and its allies (meters, edge to edge), plus Personal Space Per Radius times the two units' radii together (big units keep more room). Positions inside it lose AI Crowding Weight per meter.
AIPersonal Space Per Radius (AIPersonalSpacePerRadius)float0.500000AID-127: extra personal space per meter of the two units' radii together.
AIReposition Min Distance (AIRepositionMinDistance)float1.500000AID-156: after acting, the movement left is used only for a reposition at least this far (meters): into cover, out of reach.
AIReposition Min Gain (AIRepositionMinGain)float2.000000AID-156: ...and only when it is worth at least this much more than staying (the AI's position score: cover, danger, distance).
AIRing Samples Per Target (AIRingSamplesPerTarget)int328AIPoints sampled on the ring around each potential target at the unit's best attack range.
AISingle Move (bAISingleMove)boolTrueAID-156: an AI unit walks once, in one continuous move, to the spot it chose with its follow-up in mind (spacing, cover, Overwatch, the reach of its abilities): after a walk that arrived it acts or ends its turn, never takes a small corrective step. A walk stopped short (an Overwatch, a slip, a trap) is planned again. Off = every step weighs moving again (before D-156).
Back Arc (BackArc)float90.000000CombatAttacks from within this arc behind the target hit its back (full angle, degrees).
Areas Include Unit Radius (bAreasIncludeUnitRadius)boolTrueCombatArea abilities also catch units whose footprint only overlaps the area (off = the unit's center must be inside).
Front Arc (FrontArc)float120.000000CombatAttacks from within this arc around the target's facing are frontal (full angle, degrees). Side and back multipliers are in Battle.
Height Advantage Threshold (HeightAdvantageThreshold)float0.500000CombatHeight advantage below this difference does not count (uneven ground).
Height Damage Max (HeightDamageMax)float1.300000Combat
Height Damage Min (HeightDamageMin)float0.700000Combat
Height Damage Per Meter (HeightDamagePerMeter)float0.100000CombatDamage change per meter the attacker stands above (+) or below (-) the target.
Height Hit Bonus Max (HeightHitBonusMax)float15.000000Combat
Height Hit Bonus Per Meter (HeightHitBonusPerMeter)float5.000000CombatHit chance change (percent points) per meter of height advantage.
Cover Distance (CoverDistance)float1.500000CoverPartial cover counts only for blockers this close to the target (a low wall far away does not protect it).
Cover Provider (CoverProvider)TSoftClassPtr<URSECoverProvider>NoneCoverDecides the cover a blocker gives and whether it blocks sight. Empty = the built-in rules below (the blocker's own cover, else its height). A project (or the asset combat roles) may plug in its own class.
Full Cover Min Height (FullCoverMinHeight)float1.500000CoverBuilt-in rule: a blocker at least this high above the ground blocks sight (full cover).
Partial Cover Damage Multiplier (PartialCoverDamageMultiplier)float1.000000CoverDamage multiplier against a target in partial cover.
Partial Cover Hit Penalty (PartialCoverHitPenalty)float20.000000CoverHit chance lost (percent points) against a target in partial cover.
Partial Cover Min Height (PartialCoverMinHeight)float0.800000CoverBuilt-in rule: a blocker at least this high (and below full) gives partial cover. Lower obstacles give none.
AIDoor Open Value (AIDoorOpenValue)float6.000000DoorsThe AI opens a closed door in reach when that opens a way to its enemies; this is the option's value. 0 = never.
Doors in Battle (bDoorsInBattle)boolTrueDoorsUnits can open and close doors during a battle (a door command). Off = doors stay as the battle found them.
Door Action Cost (DoorActionCost)ERSEFreeActionCostBonusActionDoorsSeparate budgets: what opening or closing a door costs (an action, a bonus action or nothing).
Door Action Point Cost (DoorActionPointCost)int321DoorsShared budget: Action Points a door costs.
Door Reach (DoorReach)float1.000000DoorsA unit reaches a door this close (meters, from its edge to the nearest part of the doorway).
Fleeing (bFleeing)boolTrueFleeingThe party's units can run away with the Flee command (the encounter's Can Flee must allow it too). A unit that flees leaves the battle; when every standing party member got away, the battle ends as an escape. Off = no running away from Free Tactics battles.
Flee Provokes Opportunity Attacks (bFleeProvokesOpportunityAttacks)boolTrueFleeingThe Flee command's own walk provokes opportunity attacks like any move (off = fleeing disengages safely).
Escape Hidden Radius (EscapeHiddenRadius)float3.000000FleeingAn enemy that cannot see the unit (walls, full cover) stops it from fleeing only this close (meters, edge to edge).
Escape Radius (EscapeRadius)float8.000000FleeingFlee needs this much room (meters, edge to edge): no enemy that sees the unit may stand closer. The unit can walk out first (a Move, or the Flee command's own walk), and a unit engaged in melee is always inside it.
Escape Rounds (EscapeRounds)int320FleeingRounds a fleeing unit must then stay out of every enemy's Escape Radius before it leaves (checked at the start of each round; an enemy coming close starts the count again, an action cancels the escape). 0 = it leaves at once.
Pursuit Leash Radius (PursuitLeashRadius)float20.000000FleeingPursuit limit of the AI: an enemy never moves farther than this from where it entered the battle (it may still walk back), so it gives up the chase of a party that runs. 0 = no limit. The party's own units are never limited.
Join at Next Round (bJoinAtNextRound)boolTrueJoiningEnemies who notice the battle while it runs join at the start of the next round (off = at once, at the next turn).
Call for Help Radius (CallForHelpRadius)float12.000000JoiningEnemies within this distance of those who noticed the party are called in: they join the battle from the start ("call for help"). The others keep patrolling. 0 = only the group that noticed the party.
Party Join Radius (PartyJoinRadius)float20.000000JoiningParty members within this distance of the leader enter the battle from where they stand; the others stay out of it.
Any Angle Paths (bAnyAnglePaths)boolTrueNavigationAny-angle paths (straight lines across open ground) instead of 8-direction steps. Off = classic grid A*.
Climb Cost Per Meter (ClimbCostPerMeter)float1.000000NavigationExtra movement cost per meter climbed (1 = climbing one meter costs as much as walking one more meter).
Layer Snap Tolerance (LayerSnapTolerance)float1.000000NavigationSeveral floors (D-110): a point belongs to the highest floor at most this far above its height. Keep it above the step height and below the height between two floors.
Max Search Cells (MaxSearchCells)int32200000NavigationSearch guard: most cells a path or reach search may expand (0 = no limit).
Max Step Down (MaxStepDown)float1.000000NavigationDeepest drop a unit walks down between two neighbouring cells.
Max Step Up (MaxStepUp)float0.500000NavigationHighest step a unit walks up between two neighbouring cells (stairs, curbs).
Snapshot Cell Size (SnapshotCellSize)float0.250000NavigationCell size of the navigation snapshot captured from the battle area. Smaller = finer paths, more memory and time.
Surprise Opener Acts First (bSurpriseOpenerActsFirst)boolTrueOpeningsIndividual order: the side that opens with a surprise starts with full Charge Time, so it acts first (fastest first).
Surprise Rounds (bSurpriseRounds)boolTrueOpeningsSurprise rounds: when one side attacks the other unseen (the party sneaks up, or an ambush), the surprised units lose their first turn. Off = every battle opens normally.
Surprise Bonus Side (SurpriseBonusSide)ERSESurpriseBonusSidePartyOpeningsD-151: which side's surprise earns the opener's bonus below (its first turn in round 1).
Surprise Opener Bonus Actions (SurpriseOpenerBonusActions)int320OpeningsD-151: extra actions of each opener unit in its first turn (Separate Budgets).
Surprise Opener Bonus AP (SurpriseOpenerBonusAP)int321OpeningsD-151: extra Action Points of each opener unit in its first turn (the shared budget; in Separate Budgets they add movement).
Surprise Opener Bonus Movement (SurpriseOpenerBonusMovement)float0.000000OpeningsD-151: extra movement of each opener unit in its first turn (meters).
Built in Opportunity Attack (bBuiltInOpportunityAttack)boolTrueOpportunity AttacksUnits without their own Left Melee Range reaction still strike with their basic attack.
Opportunity Attacks (bOpportunityAttacks)boolFalseOpportunity AttacksLeaving an enemy's melee reach triggers its opportunity attack reactions (Left Melee Range). D-146: off by default in the live mode; reactions then come only from Overwatch abilities (an ability's Free Tactics Rules -> Overwatch). On = the D-091 / D-127 rule (every setting below).
Built in Opportunity Rule (BuiltInOpportunityRule)ERSEBuiltInOpportunityRuleMeleeFightersOpportunity AttacksD-127: who gets the built-in opportunity attack. The traits Trait.Reaction.OpportunityAttack and Trait.Reaction.NoOpportunityAttack (class, character, equipment or status) decide for their unit whatever this says.
Max Opportunity Attacks Per Move (MaxOpportunityAttacksPerMove)int321Opportunity AttacksD-127: one move provokes at most this many opportunity attacks (the nearest units first), so walking past a group costs one strike, not one per enemy. 0 = every unit left behind strikes.
Melee Reach Max (MeleeReachMax)float2.000000Opportunity AttacksAn ability reaching at most this far (meters, edge to edge) is a melee ability: its range is the unit's melee reach.
Opportunity Attacks Per Turn (OpportunityAttacksPerTurn)int321Opportunity AttacksBuilt-in opportunity attacks per unit between two of its own turns (0 = unlimited).
Opportunity Power Multiplier (OpportunityPowerMultiplier)float1.000000Opportunity AttacksPower multiplier of the built-in opportunity attack.
Aim Height (AimHeight)float1.000000SpaceHeight above a target's ground that attacks aim at (its chest): where line of sight ends.
Default Unit Radius (DefaultUnitRadius)float0.400000SpaceFootprint radius of a unit whose spawn does not set one.
Destination Max Shift (DestinationMaxShift)float0.750000SpaceD-127: farthest a move order's point is shifted to keep Destination Min Gap (meters).
Destination Min Gap (DestinationMinGap)float0.400000SpaceD-127: a move order keeps this much room (meters, edge to edge) from the other units: a point picked right next to an ally moves the least it needs to (at most Destination Max Shift). 0 = the exact point.
Eye Height (EyeHeight)float1.500000SpaceHeight of a unit's eyes above its ground: where line of sight starts.
Max Start Nudge (MaxStartNudge)float1.500000SpaceD-115: a unit that starts a battle where it cannot stand (touching another unit, its footprint against a wall) is moved to the nearest free spot within this distance; farther than that it stays where it is. Battles on the live map start in place: nobody is pulled somewhere else (the presentation slides the few centimeters, it never teleports). 0 = never moved.
Meters Per Tile (MetersPerTile)float1.500000SpaceMeters per grid tile: converts Tactics rules (ranges, areas) and tile positions (encounters, simulator) to meters.
Start Min Gap (StartMinGap)float0.300000SpaceD-127: units that start a battle closer than this to another unit (meters, edge to edge) slide apart to the nearest spot that keeps it, within Max Start Nudge (a short slide, never a teleport). 0 = they start exactly where they stand.
Unit Height (UnitHeight)float1.800000SpaceHow tall a unit is (D-110): units whose feet are this far apart in height stand on different floors and do not block each other, a door or an opportunity attack does not reach across floors.
AISummon Placement Samples (AISummonPlacementSamples)int3224SummonsPoints the AI tries around itself when it places a summon (rings toward the enemy; the valid one nearest the enemy wins).
Summon Placement Needs Sight (bSummonPlacementNeedsSight)boolTrueSummonsThe summoner must see the point (from its eyes to the summon's chest).
Summons at Chosen Point (bSummonsAtChosenPoint)boolTrueSummonsSummons (a Pact's creature, Summon Units) are placed at a point the summoner picks on the ground, within Summon Placement Range. Off = next to the summoner, as on the grid.
Default Summon Radius (DefaultSummonRadius)float0.000000SummonsA summoned unit's footprint radius when its Pact or effect sets none (0 = Default Unit Radius).
Summon Placement Range (SummonPlacementRange)float6.000000SummonsHow far from the summoner's edge the summon may appear (meters, to the summon's center).
Action Model (ActionModel)ERSEFreeActionModelSeparateBudgetsTurns--- Turns ---
Actions Per Turn (ActionsPerTurn)int321TurnsSeparate budgets: actions per turn (abilities whose Action Cost is Action).
Items Use Bonus Action (bItemsUseBonusAction)boolTrueTurnsSeparate budgets: using a consumable costs a bonus action instead of an action.
Bonus Actions Per Turn (BonusActionsPerTurn)int321TurnsSeparate budgets: bonus actions per turn (abilities whose Action Cost is Bonus Action).
Derived Bonus Action Max Cost (DerivedBonusActionMaxCost)int320TurnsSeparate budgets, abilities without their own Free Tactics rules: those whose Tactics Action Point cost is at most this become bonus actions (-1 = none; 0 = only free abilities). Consumables follow Items Use Bonus Action.
Meters Per AP (MetersPerAP)float1.500000TurnsMeters of movement per Action Point (shared budget), and per point of the Action Points stat (separate budgets, From Action Points).
Movement Meters (MovementMeters)float9.000000TurnsSeparate budgets, Fixed: movement allowance per turn.
Movement Source (MovementSource)ERSEFreeMovementSourceFixedTurnsSeparate budgets: where the movement allowance comes from.
Team Order (TeamOrder)ERSEFreeTeamOrderPlayerFirstTurns
Turn Order (TurnOrder)ERSEFreeTurnOrderIndividualCTTurns
Turn Share Action (TurnShareAction)float0.600000TurnsSeparate budgets: share of the turn (for the Charge Time spent at its end) that using the action, a bonus action and the whole movement stand for. The Charge Time spent follows Battle -> Turn CT Cost (nothing used .. everything used).
Turn Share Bonus Action (TurnShareBonusAction)float0.200000Turns
Turn Share Movement (TurnShareMovement)float0.200000Turns

RPG Saga Engine: Free Tactics (Co-op)

Class URSEFreeTacticsCoopSettings (module RSE), Project Settings, Project, RPG Saga Engine. Free Tactics in co-op (D-141, docs/design/networking.md §3.6, docs/product/coop.md): who commands which unit, how long a turn may wait for a player, how far players are pulled into a battle that starts away from them, and how guests present the host's battle.

SettingTypeDefaultCategoryRestartDescription
Actor Binding Wait Seconds (ActorBindingWaitSeconds)float1.000000GuestsA unit that joins on a guest's screen waits this long for the host's world actor to arrive (a reinforcement running in) before the guest shows a stand-in of its own.
Pull in Far Players (bPullInFarPlayers)boolTrueJoiningPlayers whose explorer is farther than the party's join radius (Free Tactics -> Party Join Radius) when the battle starts are brought next to the leader (with a short fade on their screen) instead of staying out of it.
Reconnect Retakes Unit at Once (bReconnectRetakesUnitAtOnce)boolFalseJoiningA player who reconnects during a battle gets their unit back at once (it was the AI's meanwhile). Off = they watch until the battle ends, then take a member (D-124 §6.3).
Pull in Fade Seconds (PullInFadeSeconds)float0.350000JoiningThe fade of a player brought into the battle (seconds, out then in).
Catch Up Backlog (CatchUpBacklog)int3224PacingA guest that falls this many events behind the host plays the backlog faster (Catch Up Playback Rate).
Catch Up Playback Rate (CatchUpPlaybackRate)float2.000000Pacing
Guest Playback Wait Max (GuestPlaybackWaitMax)float4.000000PacingThe host's battle goes on (the AI acts, the next turn starts) only once every guest has shown the events so far, or after this many seconds (a slow or stalled guest never holds the battle longer). 0 = never wait for guests.
Companion Units (CompanionUnits)ERSEFreeCoopCompanionUnitsAITurnsParty units that no player plays (the companions): the AI, or the host.
Turn Timeout Action (TurnTimeoutAction)ERSEFreeTurnTimeoutActionHostTakesOverTurns
Turn Timeout Seconds (TurnTimeoutSeconds)float45.000000TurnsSeconds a guest's turn waits for their command before Turn Timeout Action applies (0 = forever). Counted while the battle waits only for that player (not during animations).

RPG Saga Engine: Free Tactics (Presentation)

Class URSEFreeTacticsPresentationSettings (module RSE), Project Settings, Project, RPG Saga Engine. How Free Tactics battles on the live map look and feel (D-097, docs/design/free-tactics.md): the seamless entry, the tactical camera, the ground overlay (movement area, ability areas, path), the pacing, and the exit.

SettingTypeDefaultCategoryRestartDescription
Area Participant Margin (AreaParticipantMargin)float8.000000Battle Area
Area Size (AreaSize)float44.000000Battle AreaSize of the area captured around the battle (meters, square): units cannot walk out of it; escapes happen inside it.
Grow Area to Participants (bGrowAreaToParticipants)boolTrueBattle AreaD-113: the captured area grows past Area Size (up to Max Area Size) so that every unit of the battle stands inside it with Area Participant Margin to spare: nobody starts at, or is pulled in from, beyond the area's edge. Units never leave the area.
Hide World Labels (bHideWorldLabels)boolTrueBattle AreaHide the world labels (Text Render components) around the battle while it lasts: they face the exploration camera.
Max Area Size (MaxAreaSize)float120.000000Battle Area
Action Camera (ActionCamera)ERSEFreeActionCameraOffCameraD-113, the camera during actions. Off (default): the tactical camera stays, no close-up cuts. Subtle Reframe: it glides to keep the actor and the target on screen at the current zoom. Cinematic: the actions' camera shots (the classic modes' close shots stay available there whatever this says).
Action Camera Shake (bActionCameraShake)boolFalseCameraD-113: actions may shake the camera (hits, explosions). Off: the view never jolts (Cinematic shakes as its shots say).
Focus Actions (bFocusActions)boolTrueCameraSubtle Reframe and Cinematic: the camera glides to each action's target while it plays.
Focus Active Unit (bFocusActiveUnit)boolTrueCameraThe camera glides to the unit whose turn starts.
Hide Occluders (bHideOccluders)boolTrueCameraObjects between the camera and the active unit or the cursor fade (opted-in materials) or hide (the rest): walls, trees, roofs. The camera never collides with them. How: Project Settings -> RPG Saga Engine -> Camera Occlusion (D-113).
Inherit Exploration Zoom (bInheritExplorationZoom)boolFalseCameraD-113: the battle camera starts from the exploration camera's angle and zoom (it is the same camera, taking over) and glides to its own angle; on: it also keeps the exploration zoom (clamped), instead of gliding to Camera Start Distance.
Keep Exploration Tilt (bKeepExplorationTilt)boolTrueCameraD-129: the battle camera keeps the tilt the player gave the exploration camera (degrees around Camera Pitch, within the exploration's tilt limits). Off: it glides to Camera Pitch. Inside interiors the interior's pitch wins.
Camera Field Of View (CameraFieldOfView)float55.000000CameraD-113: the camera's field of view (degrees; the exploration camera's tactical view uses 55). 0 = the exploration camera's.
Camera Focus Height (CameraFocusHeight)float100.000000CameraThe camera orbits a point this high above the ground it looks at (a unit's chest): its probe never starts in the ground.
Camera Interp Speed (CameraInterpSpeed)float6.000000CameraHow quickly the camera glides to its target (focus, yaw, zoom).
Camera Max Distance (CameraMaxDistance)float4200.000000Camera
Camera Min Distance (CameraMinDistance)float900.000000Camera
Camera Min Height Above Terrain (CameraMinHeightAboveTerrain)float150.000000CameraD-113: the camera never goes below the terrain (landscapes, Camera Occlusion -> Ground Tags); at least this high (cm).
Camera Motion Blur (CameraMotionBlur)float0.000000CameraD-113: motion blur of the battle camera (0 = none: it stays sharp while it glides; 1 = the engine's).
Camera Pan Speed (CameraPanSpeed)float1400.000000CameraPan speed (cm/s at the start distance; faster zoomed out).
Camera Pawn Class (CameraPawnClass)TSoftClassPtr<APawn>NoneCameraTactical camera pawn (a subclass of ARSEFreeTacticsCameraPawn). Empty = the built-in one.
Camera Pitch (CameraPitch)float54.000000CameraDownward angle of the camera (degrees below the horizon).
Camera Rotate Step (CameraRotateStep)float45.000000CameraDegrees per rotate press (keys, shoulder buttons).
Camera Start Distance (CameraStartDistance)float2300.000000Camera
Camera Zoom Step (CameraZoomStep)float180.000000CameraDistance change per zoom step.
Ability Effect Scale (AbilityEffectScale)float1.600000EffectsD-120: multiplies the size of ability effects in Free Tactics (look timelines, projectiles, impacts, cast and status effects of the battle feel). The live battle camera sits farther than the Tactics one, so the packs' effects, made for close-ups, need to be bigger to read.
Seamless Camera Hand Off (bSeamlessCameraHandOff)boolTrueEntryD-127: the battle starts on exactly the picture the player saw: the view is frozen while control passes from the explorer to the battle camera, and the battle camera takes over from that very view (location, angle, field of view), so nothing jumps (before, the explorer's camera swung behind the leader for the length of the blend). Off = the D-113 hand-over.
Camera Blend Seconds (CameraBlendSeconds)float0.900000EntrySeconds the camera takes to move from the explorer to the tactical view.
Decal Warm Up Delay (DecalWarmUpDelay)float1.000000EntryD-127: seconds after the map starts before the warm-up (the player's camera exists by then).
Decal Warm Up Seconds (DecalWarmUpSeconds)float0.500000EntryD-127: seconds the battle's ground decal materials (the entry ring, the surfaces, the movement overlay) are drawn once, invisibly small, soon after a map starts. A decal material's first draw in a session fell back to the engine's default decal material for a frame (a pale wash over the whole battle area at the first battle start). 0 = off.
Enemy Surprise Text (EnemySurpriseText)FTextNSLOCTEXT("RSEFreeTacticsPresentation", "EnemySurprise", "Ambush!")Entry
Entry Slow Motion (EntrySlowMotion)float0.250000EntryTime runs this slow the moment a battle starts, then eases back to normal (a seamless "freeze"). 1 = no slow motion.
Entry Slow Motion Seconds (EntrySlowMotionSeconds)float0.800000EntryReal seconds the slow motion takes to ease back to normal.
Entry Sound (EntrySound)TSoftObjectPtr<USoundBase>NoneEntrySound when a battle starts (optional).
Normal Opening Text (NormalOpeningText)FTextEntryBanner of each opening (empty = none): "Ambush!", "Surprise attack!". {Name} = the encounter's name.
Player Surprise Text (PlayerSurpriseText)FTextNSLOCTEXT("RSEFreeTacticsPresentation", "PlayerSurprise", "Surprise attack!")Entry
Unit Look Wait Seconds (UnitLookWaitSeconds)float5.000000EntryD-141 addendum: when the battle starts, the looks of its units that are still loading (stand-ins spawned for enemies without a world actor, a pawn whose look is not in yet) load ahead of everything else, and the first turn waits for them up to this many real seconds (under the entry), so no unit fights as a placeholder. A look that takes longer still shows the moment it is in. 0 = no wait (the looks still load first).
Corpse Mode (CorpseMode)ERSEFreeCorpseModeFadeExit
Corpse Seconds (CorpseSeconds)float12.000000ExitFade: seconds before fallen enemies disappear.
Escape Text (EscapeText)FTextNSLOCTEXT("RSEFreeTacticsPresentation", "Escaped", "You got away.")ExitBanner after an escape (empty = none).
Result Banner Seconds (ResultBannerSeconds)float3.000000ExitSeconds the victory banner stays.
Results Mode (ResultsMode)ERSEFreeResultsModeFeedExitHow a victory shows (D-128: the reward feed by default; Project Settings -> Reward Feed).
Area Color (AreaColor)FRSEUIColor(Token="Negative",Alpha=0.450000,Lightness=-0.007488,Chroma=1.143559,Hue=21.617987,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground OverlayWhere an ability would hit (friendly abilities use Area Support Color).
Area Support Color (AreaSupportColor)FRSEUIColor(Token="Positive",Alpha=0.450000,Lightness=-0.005095,Chroma=1.046268,Hue=2.276912,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground Overlay
Move Edge Color (MoveEdgeColor)FRSEUIColor(Token="Info",Alpha=0.850000,Lightness=0.031412,Chroma=1.025162,Hue=-12.566440,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground OverlayEdge of the movement area.
Move Fill Color (MoveFillColor)FRSEUIColor(Token="Info",Alpha=0.180000,Lightness=-0.056104,Chroma=1.581283,Hue=-1.063226,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground OverlayFilled and Cells styles: inside of the movement area.
Overlay Cell Size (OverlayCellSize)float0.500000Ground OverlayCell size of the overlay (meters): a multiple of Free Tactics -> Snapshot Cell Size; smaller = smoother edges, more upload.
Overlay Edge Boost (OverlayEdgeBoost)float2.500000Ground OverlayFilled style: opacity multiplier of the range and area outlines (the movement edge has its own color).
Overlay Edge Width (OverlayEdgeWidth)float0.120000Ground OverlayFilled style: width of the outline inside each area (0 = no outline; the mask goes from 0.5 at the edge to 1 inside).
Overlay Glow (OverlayGlow)float1.200000Ground OverlayEmissive strength of the overlay (reads in shadow).
Overlay Height Tolerance (OverlayHeightTolerance)float35.000000Ground OverlayGround more than this above or below a cell is not painted (walls, props).
Overlay Material (OverlayMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/Battle/M_RSE_FreeOverlay.M_RSE_FreeOverlayGround OverlayDeferred decal material of the ground overlay; it must match Overlay Style (see there).
Overlay Smoothing (OverlaySmoothing)int322Ground OverlaySubtle and Filled styles: how far the edges are softened (overlay cells; 0 = the cell outline, only straightened).
Overlay Sort Order (OverlaySortOrder)int325Ground Overlay
Overlay Style (OverlayStyle)ERSEFreeOverlayStyleSubtleGround OverlayHow the overlay looks. Subtle (D-113, default): a thin soft outline around the movement area, an almost invisible fill, lighter ability areas (Subtle Look). Filled: filled areas with a clear outline (the colors below). Both read a blurred mask (Overlay Material = M_RSE_FreeOverlay). Cells: solid squares of Overlay Cell Size (Overlay Material is the Tactics grid decal, M_RSE_GridDecal, D-088).
Range Color (RangeColor)FRSEUIColor(Token="Warning",Alpha=0.220000,Lightness=0.069987,Chroma=0.969670,Hue=21.024740,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground OverlayThe ability's range (where it can be aimed from here).
Subtle Look (SubtleLook)FRSEFreeOverlaySubtleLook(MoveOutlineColor=(Token="Info",Alpha=0.800000,Lightness=0.088866,Chroma=0.532645,Hue=-11.446269,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000)),MoveFil...Ground Overlay|SubtleThe Subtle style's colors, outline width and softness.
AIReach Cells Per Frame (AIReachCellsPerFrame)int32800PacingD-111: before an AI decision, the unit's movement circle is computed this many cells per frame (spread over a few frames instead of one ~15 ms frame on a 9 m circle; a Steam Deck is ~3.5x slower). 0 = all at once.
AIThink Delay (AIThinkDelay)float0.450000PacingPause before each AI decision, so the player can follow.
End Pause (EndPause)float0.800000PacingSeconds of the pause after the last hit before the battle ends.
Event Pause (EventPause)float0.300000PacingPause after an event without a timeline (a turn lost, a unit joining).
Unit Walk Speed (UnitWalkSpeed)float380.000000PacingWalking speed of units along their paths (cm/s).
Confirm Hazardous Moves (bConfirmHazardousMoves)boolTrueRoute HazardsAsk the player before a walk that crosses (or ends in) a dangerous surface, or a jump that lands in one (Free Tactics Field -> Route Hazards decides when). The project's default; every player may turn it off in Options ("Confirm dangerous moves").
Hazard Cancel Text (HazardCancelText)FTextNSLOCTEXT("RSEFreeTacticsPresentation", "HazardNo", "Pick another path")Route Hazards
Hazard Continue Text (HazardContinueText)FTextNSLOCTEXT("RSEFreeTacticsPresentation", "HazardYes", "Yes")Route Hazards
Hazard Prompt Title (HazardPromptTitle)FTextNSLOCTEXT("RSEFreeTacticsPresentation", "HazardTitle", "Danger")Route HazardsThe warning's title and its two answers.
Disabled Menu Row Opacity (DisabledMenuRowOpacity)float0.600000UIOpacity of a command menu row that cannot be used now (the action or bonus action is spent, not enough points), on top of the disabled text color and the reason in its cost column (D-106).
HUDWidget Class (HUDWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneUIThe Free Tactics battle HUD (turn order, commands, forecast). Empty = the built-in one.
Sneaking Text (SneakingText)FTextNSLOCTEXT("RSEFreeTacticsPresentation", "Sneaking", "Sneaking")UIThe explorer's sneak indicator (shown while sneaking).
Turn Order Count (TurnOrderCount)int328UIUnits shown in the turn order bar.
Detection Alert Color (DetectionAlertColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.067218,Chroma=1.455528,Hue=8.830938,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))UI|Detection Meter
Detection Back Color (DetectionBackColor)FRSEUIColor(Token="Black",Alpha=0.550000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))UI|Detection Meter
Detection Meter Color (DetectionMeterColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=0.053951,Chroma=1.144979,Hue=19.771044,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))UI|Detection Meter
Detection Meter Height (DetectionMeterHeight)float60.000000UI|Detection MeterHeight of the meter above the enemy's head (cm).
Detection Meter Size (DetectionMeterSize)FVector2D(X=64.000000,Y=9.000000)UI|Detection MeterDetection meter above visible enemies (D-097): size on screen (pixels) and colors.

RPG Saga Engine: Free Tactics Capture

Class URSEFreeTacticsCaptureSettings (module RSE), Project Settings, Project, RPG Saga Engine. How the world is read into a Free Tactics navigation snapshot (D-091).

SettingTypeDefaultCategoryRestartDescription
Only Pawn Blocking Surfaces (bOnlyPawnBlockingSurfaces)boolTrueCaptureOnly surfaces that block pawns count (grass, ivy and other walk-through decoration are skipped).
Use Combat Roles (bUseCombatRoles)boolTrueCaptureThe capture follows combat roles (D-093, D-097): decoration and clutter are looked through, rough ground costs its role's multiplier, standable objects are ground, and blockers get their role's cover (full, half, none for obstacles).
Floor Tag (FloorTag)FNameRSE.FloorCaptureActor or component tag of surfaces that are always floor, however narrow (D-110): stair steps, a plank bridge. The combat role Standable does the same through the asset.
Ground Min Surface Size (GroundMinSurfaceSize)float400.000000CaptureA surface at least this wide (its bounds' shorter side) is ground: floors, landscape, platforms. Narrower ones are objects.
Ignore Tag (IgnoreTag)FNameRSE.FreeTacticsIgnoreCaptureActors or components with this tag are ignored (actor or component tag).
Max Floors (MaxFloors)int324CaptureMost floors a cell may hold (D-110): the ground, upper floors, balconies, a bridge over a path, a roof. 1 = only the top floor of each cell is read (a plain heightfield). Separate floors need separate collision (one slab per actor or component): the capture looks under a surface by ignoring the object it hit.
Max Layers (MaxLayers)int324CaptureMost surfaces read per floor of a cell (the floor plus objects stacked on it).
Min Opening Height (MinOpeningHeight)float30.000000CaptureA gap at least this tall between two stacked objects is an opening (D-110): a window between a sill and a lintel, a door under its lintel. Sight passes through it; what floats above it (the lintel, a balcony) is the ceiling of the floor below.
Min Walkable Normal Z (MinWalkableNormalZ)float0.700000CaptureSurfaces steeper than this (normal Z below it) are not walkable.
Required Headroom (RequiredHeadroom)float180.000000CaptureFree space a unit needs above the ground (a table or a low beam makes the cell unwalkable).
Trace Channel (TraceChannel)TEnumAsByte<ECollisionChannel>ECC_VisibilityCaptureChannel of the vertical traces.
Trace Depth Below (TraceDepthBelow)float1500.000000Capture
Trace Height Above (TraceHeightAbove)float1500.000000CaptureTraces start this far above the area's plane and end this far below it.
Window Tag (WindowTag)FNameRSE.WindowCaptureActor or component tag of windows (D-110): the object blocks movement but not sight (a glass pane, bars). A gap in a wall (a low wall under a lintel with room above the floor) is a window without any tag.

RPG Saga Engine: Free Tactics Field

Class URSEFreeTacticsFieldSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Free Tactics Field (D-108): surfaces and their interactions, destructible objects, positional effects in meters, jumping, falling and the AI's use of them.

SettingTypeDefaultCategoryRestartDescription
AIExplosive Weight (AIExplosiveWeight)float1.000000AIWeight of shooting an explosive object: the blast's expected damage on enemies, minus on allies.
AISurface Combo Weight (AISurfaceComboWeight)float1.000000AIWeight of what an ability's surfaces and elements would do to units (combos: igniting oil under enemies).
AISurface Danger Weight (AISurfaceDangerWeight)float1.000000AIWeight of the damage harmful surfaces would do to the unit where it would stand (times its danger awareness).
Jumping (bJumping)boolTrueJumpingUnits can jump (a movement option: up ledges, over gaps and low obstacles).
Jump Provokes Opportunity Attacks (bJumpProvokesOpportunityAttacks)boolFalseJumpingJumping out of an enemy's reach provokes its opportunity attack (off: a jump disengages, as in many party tactics games).
Jump Arc Height (JumpArcHeight)float1.000000JumpingHow high the arc rises above the higher end (meters): obstacles lower than the arc are jumped over.
Jump Base Distance (JumpBaseDistance)float3.000000JumpingLongest jump (meters) before the unit's Jump stat: reach = base + per point x Jump.
Jump Base Height (JumpBaseHeight)float1.250000JumpingHighest ledge (meters) a unit jumps up to, before its Jump stat: base + per point x Jump.
Jump Cost (JumpCost)ERSEFreeJumpCostMovementJumpingWhat a jump costs in the separate budgets model (the shared budget pays Action Points for the movement).
Jump Distance Per Jump Stat (JumpDistancePerJumpStat)float0.500000Jumping
Jump Height Per Jump Stat (JumpHeightPerJumpStat)float0.250000Jumping
Jump Min Distance (JumpMinDistance)float1.000000JumpingShortest jump (meters): anything nearer is a walk.
Jump Movement Multiplier (JumpMovementMultiplier)float1.500000JumpingMovement a jump costs per meter of its length.
Destructible Objects (bDestructibleObjects)boolTrueObjectsWorld objects whose combat role is Destructible (and objects placed by abilities) can be targeted and broken.
Target Objects (bTargetObjects)boolTrueObjectsAbilities aimed at an explosive may target it directly (off: only area abilities and pushes break objects).
Min Explosion Radius (MinExplosionRadius)float2.000000ObjectsBlast radius (meters) of an exploding object whose data sets none: its Explosion Radius tiles x Meters Per Tile, at least this.
Spawned Object Height (SpawnedObjectHeight)float1.000000Objects
Spawned Object Radius (SpawnedObjectRadius)float0.450000ObjectsFootprint radius and height of an object placed by an ability (Spawn Object) when its data sets none.
Fall Damage (bFallDamage)boolTruePositionalFalls (pushed off a ledge, a jump down) hurt.
Fall Damage Curve (FallDamageCurve)FRuntimeFloatCurve(EditorCurveData=(Keys=((Time=2.000000),(Time=3.000000,Value=10.000000),(Time=6.000000,Value=35.000000),(Time=10.000000,Value=80.000000),(Time=15.000000,Value=1...PositionalFall damage: meters dropped (X) -> percent of the unit's max HP (Y). Drops below the first key's X do nothing. Default: harmless up to 2 m, 10% at 3 m, 35% at 6 m, 80% at 10 m, 100% at 15 m.
Push Max Climb (PushMaxClimb)float0.350000PositionalA push stops at a rise higher than this (meters): it hits it like a wall.
Hazard Aware Routes (bHazardAwareRoutes)boolTrueRoute HazardsPaths go around dangerous surfaces when the movement left allows it (the walk shown, the walk taken and the AI's routes): each meter inside a surface weighs its Route Avoid Cost on top of its movement cost. A route that still crosses one (not enough movement to go around, or no way around) is shown in Hazard Color and the player is asked first. Off = the shortest path, as before D-156.
Warn Destination in Hazard (bWarnDestinationInHazard)boolTrueRoute HazardsThe player is warned when the chosen destination itself lies in a dangerous surface (the walk ends there).
Warn Landing in Hazard (bWarnLandingInHazard)boolTrueRoute HazardsThe player is warned when a jump lands, or an ability carries the user (Leap, Dash, Teleport), into a dangerous surface.
Harmful Avoid Cost (HarmfulAvoidCost)float8.000000Route HazardsRoute Avoid Cost of a surface that hurts (damage or a harmful status) and has none of its own (meters of detour per meter inside).
Slippery Avoid Cost (SlipperyAvoidCost)float2.000000Route HazardsRoute Avoid Cost of a surface that only makes units slip (ice, oil) and has none of its own.
Enter Effects on Create (bEnterEffectsOnCreate)boolTrueSurfacesUnits standing where a surface appears (or changes) get its enter effects at once (lightning electrifies water under them).
Surfaces (bSurfaces)boolTrueSurfacesSurfaces work in Free Tactics battles (Create Zone effects lay them; off = Create Zone uses its classic fallback).
Contact Margin (ContactMargin)float0.150000SurfacesA unit is in a surface when its center is inside, grown by this margin (meters).
Default Slip Chance (DefaultSlipChance)float50.000000SurfacesSlippery tile zones without their own chance (bSlippery): chance to slip (percent).
Default Slip Status (DefaultSlipStatus)TSoftObjectPtr<URSEStatusData>/RPGSagaEngine/Data/Statuses/DA_Status_Prone.DA_Status_ProneSurfacesStatus of a unit that slips when the surface names none (prone).
Element Hit Radius (ElementHitRadius)float0.750000SurfacesRadius an element hit from a single-target ability reaches on the ground (it can ignite oil or electrify water there).
Height Tolerance (HeightTolerance)float1.000000SurfacesA surface covers the ground within this height of where it was laid (meters): fire on the road does not burn the wall top above it.
Interactions (Interactions)TArray<FRSESurfaceInteraction>(18 entries)SurfacesWhat happens when a surface meets a trigger: another surface, an element, the weather. The first matching row wins (a row for Zone.Fire also matches Zone.Fire.Big). The plugin ships fire + oil, lightning + water, fire + ice / water, cold + water, rain on fire.
Max Chain Reactions (MaxChainReactions)int324SurfacesSurfaces changed by a surface change react in turn (burning oil lights the next puddle) up to this many times.
Max Surfaces (MaxSurfaces)int3264SurfacesMost surfaces at once (the oldest go first).
Point Surface Radius (PointSurfaceRadius)float1.250000SurfacesRadius of a surface laid by a single-target ability (or on the aimed point only, Use Ability Area off).
Slide Meters (SlideMeters)float1.500000SurfacesA unit pushed onto a slippery surface slides this much further (meters).

RPG Saga Engine: Free Tactics Field (Presentation)

Class URSEFreeTacticsFieldPresentationSettings (module RSE), Project Settings, Project, RPG Saga Engine. How the Free Tactics field looks (D-108): surface decals and their light effects, breaking and exploding objects, the tactical clarity overlay (cover icons, the forecast from a destination, the line of fire, tooltips) and the camera cutaway.

SettingTypeDefaultCategoryRestartDescription
Cutaway (bCutaway)boolTrueCamera CutawayRoofs, upper floors and tree canopies that hide the active unit or the cursor are hidden while they do.
Cutaway Ceiling (CutawayCeiling)float3000.000000Camera CutawayHow far above the focus to look for overhead parts (cm).
Cutaway Min Height (CutawayMinHeight)float200.000000Camera CutawayOnly parts starting this high above the focus are cut (upper floors, roofs; not the walls around it).
Cutaway Probe Radius (CutawayProbeRadius)float80.000000Camera CutawayRadius of the cutaway probes (cm).
Cutaway Tags (CutawayTags)TArray<FName>(1 entries)Camera CutawayActor or component tags that mark something the camera may cut away (roles with Cutaway set count too).
Cover Icons (bCoverIcons)boolFalseClarityCover icons (full / half shield) all along the movement area where the unit would be in cover. D-113: off by default; the shields show only at the hovered destination (Destination Preview), on the side of each threat.
Destination Preview (bDestinationPreview)boolTrueClarityWhile a destination is hovered: each enemy's hit chance from there and the unit's cover against it.
Line Of Fire (bLineOfFire)boolTrueClarityThe line of fire while aiming (clear, covered, blocked), and from a hovered destination to the enemies it could hit.
Tooltips (bTooltips)boolTrueClarityHovering a surface or an object shows what it is and does.
Cover Icon Opacity (CoverIconOpacity)float0.700000ClarityOpacity of the cover icons along the movement area (D-113; the hovered destination's icon is always opaque).
Cover Icon Size (CoverIconSize)float12.000000ClaritySize of a cover icon along the movement area on screen (pixels; D-113: small and discreet).
Cover Icon Spacing (CoverIconSpacing)float1.750000ClaritySpacing of the cover icons (meters) and the most shown.
Destination Cover Icon Size (DestinationCoverIconSize)float22.000000ClaritySize of the cover icons at the hovered destination (pixels).
Destination Enemy Chips (DestinationEnemyChips)ERSEFreeEnemyChipsFocusedClarityD-120: which enemies show their chip (hit chance, "Exposed to it") over their head while a destination is hovered. Focused: only the enemy under the cursor, the aimed one, or the one last hovered this turn (the shields at the destination and the lines of fire still show every threat).
Destination Shield Merge Angle (DestinationShieldMergeAngle)float40.000000Clarity...and enemies within this angle of each other share one shield (the weaker cover wins).
Destination Shield Offset (DestinationShieldOffset)float110.000000ClarityD-113: at the hovered destination one shield stands on the side of each threat it has cover from (full / half), this far from the destination toward the enemy (cm)...
Exposed Text (ExposedText)FTextNSLOCTEXT("RSEFreeTacticsField", "Exposed", "Exposed to it")Clarity
Flanked Color (FlankedColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.022824,Chroma=1.155754,Hue=7.402624,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ClarityA spot some enemy sees with no cover in the way.
Font Size (FontSize)int3213ClarityFont size of the clarity texts (pixels).
Full Cover Color (FullCoverColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=-0.025899,Chroma=1.312299,Hue=1.460616,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Clarity
Full Cover Text (FullCoverText)FTextNSLOCTEXT("RSEFreeTacticsField", "Hidden", "Hidden from it")Clarity
Half Cover Color (HalfCoverColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=0.053951,Chroma=1.144979,Hue=19.771044,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Clarity
Half Cover Text (HalfCoverText)FTextNSLOCTEXT("RSEFreeTacticsField", "HalfCover", "Half cover from it")Clarity
Hit Chance Format (HitChanceFormat)FTextNSLOCTEXT("RSEFreeTacticsField", "HitChip", "{Hit}% hit, {Crit}% crit")ClarityTexts (localized): the chip over an enemy ("{Hit}% hit, {Crit}% crit"), the cover names, the jump label, a surface's rounds.
Line Blocked Color (LineBlockedColor)FRSEUIColor(Token="Negative",Alpha=0.900000,Lightness=-0.041562,Chroma=1.260038,Hue=0.818512,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Clarity
Line Clear Color (LineClearColor)FRSEUIColor(Token="Positive",Alpha=0.900000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Clarity
Line Cover Color (LineCoverColor)FRSEUIColor(Token="Warning",Alpha=0.900000,Lightness=0.053951,Chroma=1.144979,Hue=19.771044,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Clarity
Line Thickness (LineThickness)float2.500000Clarity
Max Cover Icons (MaxCoverIcons)int3240Clarity
Rounds Left Format (RoundsLeftFormat)FTextNSLOCTEXT("RSEFreeTacticsField", "RoundsLeft", "{Name} ({Rounds} rounds left)")Clarity
Top Margin (TopMargin)float90.000000ClarityScreen band (pixels, from the top) kept free for the turn order bar: enemy chips and tooltips stay below it (an enemy off screen keeps its chip at the screen's edge).
Break Effect (BreakEffect)TSoftObjectPtr<UNiagaraSystem>/RPGSagaEngine/Visual/Field/NS_RSE_ObjectBreak.NS_RSE_ObjectBreakObjectsEffect when a destructible object breaks (its field visual's End Effect wins).
Debris Mesh (DebrisMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeObjectsMesh of a debris piece (a small cube by default) and its size (cm).
Debris Pieces (DebrisPieces)int328ObjectsDebris pieces thrown by a breaking object (0 = none) and how long they last.
Debris Seconds (DebrisSeconds)float1.600000Objects
Debris Size (DebrisSize)float14.000000Objects
Explosion Effect (ExplosionEffect)TSoftObjectPtr<UNiagaraSystem>/RPGSagaEngine/Visual/Field/NS_RSE_Explosion.NS_RSE_ExplosionObjectsEffect when an object explodes (its field visual's End Effect wins).
Explosion Sound (ExplosionSound)TSoftObjectPtr<USoundBase>NoneObjectsSound of an explosion (optional).
Placed Object Mesh (PlacedObjectMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cylinder.CylinderObjectsMesh of an object placed by an ability when its field visual names none (the engine cylinder by default).
Loop Effect Spacing (LoopEffectSpacing)float2.000000SurfacesLoop effects (the surface visual's Loop Effect: embers, sparks, bubbles) are spawned on a lattice of this spacing.
Max Loop Effects (MaxLoopEffects)int3224SurfacesMost loop effect components at once (Steam Deck budget). 0 = none.
Surface Cell Size (SurfaceCellSize)float0.250000SurfacesTexel size of the surface texture (meters; a multiple of the snapshot cell). Smaller = rounder edges, more upload.
Surface Glow (SurfaceGlow)float3.000000SurfacesEmissive strength of glowing surfaces (fire, electricity).
Surface Material (SurfaceMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/Battle/M_RSE_FreeSurfaces.M_RSE_FreeSurfacesSurfacesDeferred decal material of the surfaces (M_RSE_FreeSurfaces): one decal over the battle area reads a color texture.
Surface Opacity (SurfaceOpacity)float1.000000SurfacesOpacity of the surface decals (times each surface's Color alpha).
Surface Smoothing (SurfaceSmoothing)int322SurfacesHow far the surface edges are softened (texels).
Surface Sort Order (SurfaceSortOrder)int323Surfaces

RPG Saga Engine: Free Tactics Targeting

Class URSEFreeTacticsTargetingSettings (module RSE), Project Settings, Project, RPG Saga Engine. D-146: single-target aiming, the ability previews of the battle menus and the dotted walk line in the live mode.

SettingTypeDefaultCategoryRestartDescription
Style (Style)TSoftObjectPtr<URSETargetingStyle>/RPGSagaEngine/Data/Presentation/DA_RSE_TargetingStyle.DA_RSE_TargetingStyleLookThe look (null = the built-in defaults of URSETargetingStyle).
Click Away Confirms (bClickAwayConfirms)boolFalsePickingA click away from every unit confirms the chosen target anyway (off: it says to click a target or press Confirm).
Focus Offscreen Targets (bFocusOffscreenTargets)boolTruePickingThe camera glides to a target chosen with Next / Previous only when it is off screen.
Unit Picking (bUnitPicking)boolTruePickingSingle-target abilities pick a unit (rings, Next / Previous target) instead of aiming at the ground under the cursor.
Cycle Order (CycleOrder)ERSEFreeTargetCycleOrderDistancePickingThe order Next / Previous target (Tab, arrows, D-pad) walks the valid targets in.
Hostile Auto Pick (HostileAutoPick)ERSEFreeHostileAutoPickNearestPickingThe enemy an attack highlights first.
Pick Radius (PickRadius)float110.000000PickingThe mouse picks the unit whose body is nearest the cursor on screen within this many pixels (at 1080 lines; scaled with the screen), not only the one under it.
Support Auto Pick (SupportAutoPick)ERSEFreeSupportAutoPickMostNeedingPickingThe ally a support ability highlights first.
Legacy Line Of Fire (bLegacyLineOfFire)boolFalsePreviewsThe straight line of fire from the unit to the cursor while aiming (before D-146; the arc and the rings replace it).
Menu Hover Preview (bMenuHoverPreview)boolTruePreviewsHovering or highlighting an ability in a battle menu shows its reach around the active unit and the targets in reach.
Show Enemy Watches (bShowEnemyWatches)boolTruePreviewsThe watch range of enemies on Overwatch shows while you choose where to walk.
Path Preview (PathPreview)ERSEFreePathPreviewWhenNotBrowsingPreviewsWhen the dotted line of a walk shows.

RPG Saga Engine: GAS Export

Class URSEGASExportSettings (module RSEGASEditor), Project Settings, Project, RPG Saga Engine. Defaults of the Export to GAS tool (G3, docs/product/gas-interop.md): where the generated Gameplay Effects and Abilities go, which maps they read, and how battle turns become seconds.

SettingTypeDefaultCategoryRestartDescription
Ability Map (AbilityMap)TSoftObjectPtr<URSEGASAbilityMap>NoneMapping
Attribute Map (AttributeMap)TSoftObjectPtr<URSEGASAttributeMap>NoneMappingThe attribute map the export reads when the run names none. Empty = the sample attribute set's rows.
Seconds Per Turn (SecondsPerTurn)float3.000000MappingA battle turn in seconds: status durations and periods (GAS has no turns).
Status Map (StatusMap)TSoftObjectPtr<URSEGASStatusMap>NoneMapping
Ability Folder (AbilityFolder)FStringAbilitiesOutputSub-folders of the output folder.
Ability Prefix (AbilityPrefix)FStringGA_Output
Effect Folder (EffectFolder)FStringEffectsOutput
Effect Prefix (EffectPrefix)FStringGE_Output
Output Folder (OutputFolder)FDirectoryPath(set per project)OutputFolder of the generated assets: Abilities, Effects and Statuses sub-folders. A folder of the project.
Status Folder (StatusFolder)FStringStatusesOutput
Ability Tag Root (AbilityTagRoot)FStringAbility.RSETagsGameplay tag root of the generated abilities' own tags (Ability.RSE.<Name>), when no Ability Map row gives them.
Cooldown Tag Root (CooldownTagRoot)FStringCooldown.RSETagsGameplay tag root of the generated cooldown effects' tags (Cooldown.RSE.<Name>).
Tag Source (TagSource)FNameNoneTagsThe Gameplay Tag list the missing tags are added to (empty = the project's default list).

RPG Saga Engine: Game Flow

Class URSEGameFlowSettings (module RSE), Project Settings, Project, RPG Saga Engine. Front-end flow (D-026): which maps the main menu and a new game use, the menu's texts, input keys, layout and transitions.

SettingTypeDefaultCategoryRestartDescription
Show Continue (bShowContinue)boolTrueFlowOffer Continue (load the most recent save) at the top of the menu when a save exists.
Show Title Screen (bShowTitleScreen)boolTrueFlowShow a "press any key" title screen before the menu.
Fade Color (FadeColor)FRSEUIColor(Token="Black",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Flow
Fade in Duration (FadeInDuration)float0.600000FlowFade from black when the main menu opens. 0 = no fade.
Fade Out Duration (FadeOutDuration)float0.500000FlowFade to black before a map change or quitting. 0 = immediate.
Screen Keys Toggle (bScreenKeysToggle)boolTrueInputD-116: a screen opened by a key closes with the same key (the area map with M / View, the party menu and its journal with the menu key); Back (Esc / B) always closes too. Off = those keys only open.
Menu Back Keys (MenuBackKeys)TArray<FKey>(3 entries)InputReturns from the menu to the title screen.
Menu Confirm Keys (MenuConfirmKeys)TArray<FKey>(3 entries)Input
Menu Down Keys (MenuDownKeys)TArray<FKey>(4 entries)Input
Menu Left Keys (MenuLeftKeys)TArray<FKey>(4 entries)InputChanges the value of an option row (options screen, D-038).
Menu Next Tab Keys (MenuNextTabKeys)TArray<FKey>(3 entries)Input
Menu Prev Tab Keys (MenuPrevTabKeys)TArray<FKey>(3 entries)InputPrevious / next tab of tabbed menu screens (options).
Menu Right Keys (MenuRightKeys)TArray<FKey>(4 entries)Input
Menu Up Keys (MenuUpKeys)TArray<FKey>(4 entries)Input--- Input (the main menu reads keys directly: it has no pawn and no mapping context) ---
Background Color (BackgroundColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=-0.448875,Chroma=0.275618,Hue=10.644761,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))LayoutBottom of the full-screen background gradient. Lower the alpha to show the map's scene behind it.
Background Glow Colors (BackgroundGlowColors)TArray<FRSEUIColor>(2 entries)LayoutSoft lights drifting slowly behind the title (none = a still background).
Background Glow Drift (BackgroundGlowDrift)float140.000000LayoutHow far the lights drift from their place.
Background Glow Size (BackgroundGlowSize)float1100.000000LayoutDiameter of the drifting lights.
Background Top Color (BackgroundTopColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=-0.286595,Chroma=0.658696,Hue=8.438069,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))LayoutTop of the full-screen background gradient.
Menu Vertical Anchor (MenuVerticalAnchor)float0.650000LayoutNormalized screen height of the menu's (and the "press any key" text's) center.
Menu Width (MenuWidth)float380.000000Layout
Title Font Size (TitleFontSize)int320LayoutTitle size; 0 = the theme's Display font size (UI Theme -> Fonts -> Display).
Title Vertical Anchor (TitleVerticalAnchor)float0.300000LayoutNormalized screen height of the title's center.
Vignette Opacity (VignetteOpacity)float0.850000LayoutDarkening toward the screen corners (0 = none).
Main Menu Map (MainMenuMap)TSoftObjectPtr<UWorld>(set per project)MapsMap with the main menu (game mode ARSEFrontEndGameMode). Also the project's Game Default Map.
New Game Map (NewGameMap)TSoftObjectPtr<UWorld>(set per project)MapsMap opened by New Game, after the party is reset.
Menu Extensions (MenuExtensions)TArray<TSoftClassPtr<URSEMenuExtension> >(0 entries)MenusEntries a project adds to the main menu and the in-game menu (D-142): each class is a URSEMenuExtension child (C++ or Blueprint). Modules add theirs from code (RSEOnline: Host Game, Join Game, Invite).
Main Menu Widget Class (MainMenuWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreensTitle screen and main menu (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEMainMenuViewModel (docs/product/custom-ui.md).
Continue Label (ContinueLabel)FTextNSLOCTEXT("RSEGameFlowSettings", "Continue", "Continue")Texts
Game Title (GameTitle)FTextNSLOCTEXT("RSEDemo", "DemoTitle", "RPG Saga Engine Demo")TextsThe title on the main menu. Empty = the project's name.
Load Label (LoadLabel)FTextNSLOCTEXT("RSEGameFlowSettings", "Load", "Load")Texts
Load Unavailable Detail (LoadUnavailableDetail)FTextNSLOCTEXT("RSEGameFlowSettings", "LoadNoSaves", "No saved games")TextsDetail next to Load when there is no save to load.
Menu Hint Text (MenuHintText)FTextTextsHint line under the menu; hidden when empty.
New Game Label (NewGameLabel)FTextNSLOCTEXT("RSEGameFlowSettings", "NewGame", "New Game")Texts
New Game Map Missing Text (NewGameMapMissingText)FTextNSLOCTEXT("RSEGameFlowSettings", "NewGameMapMissing", "No new game map is set (Project Settings -> RPG Saga Engine -> Game Flow).")TextsShown when New Game is chosen but NewGameMap is not set.
Options Label (OptionsLabel)FTextNSLOCTEXT("RSEGameFlowSettings", "Options", "Options")TextsOpens the options screen (D-038). Empty = no Options entry.
Press Any Key Text (PressAnyKeyText)FTextNSLOCTEXT("RSEGameFlowSettings", "PressAnyKey", "Press any key")Texts
Quit Label (QuitLabel)FTextNSLOCTEXT("RSEGameFlowSettings", "Quit", "Quit")Texts
Subtitle (Subtitle)FTextTextsLine under the title; hidden when empty.
Version Text (VersionText)FTextTextsShown in the bottom-right corner; hidden when empty.

RPG Saga Engine: Game Foundation

Class URSEFoundationSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Game Foundation and archetype tools (D-095).

SettingTypeDefaultCategoryRestartDescription
Report Settings References (bReportSettingsReferences)boolTrueChange SafetyAlso report framework settings (Pacts, Bestiary, Progression Designer...) that name a tag the foundation drops.
Managed Tag Roots (ManagedTagRoots)TArray<FString>(7 entries)Change SafetyTag roots the foundation defines. Content tags under them that the foundation does not list are reported as broken references before applying (change safety).
Library Folders (LibraryFolders)TArray<FString>(2 entries)LibraryFolders searched for foundation presets and archetypes (the plugin's first).
Applied Foundation (AppliedFoundation)TSoftObjectPtr<URSEGameFoundation>NoneProjectThe foundation the project was last set up from (written by Apply Foundation To Project; shown by the Studio).
New Tag Source (NewTagSource)FStringRSE_Foundation_Project.iniProjectTag file (Config/Tags/<name>) that receives tags a foundation needs and the project does not have yet.
Project Foundation Folder (ProjectFoundationFolder)FString(set per project)ProjectFolder in /Game where applying a foundation writes the project's attribute registry and command menu layout.
Starter Content Folder (StarterContentFolder)FString(set per project)ProjectFolder in /Game that receives a preset's starter content (one subfolder per preset, D-100).
Starter Enemy Intelligence (StarterEnemyIntelligence)float-1.000000Starter BalanceAI intelligence of the starter enemies; negative = as a new game resolves it (the encounter's adaptive start value).
Starter Grid Size (StarterGridSize)int3212Starter BalanceSide length of the generated Tactics grid.
Starter Player Intelligence (StarterPlayerIntelligence)float0.500000Starter BalanceAI intelligence playing the starter party.
Starter Runs (StarterRuns)int3240Starter BalanceBattles per starter encounter (seeds 1..N).
Starter Win Rate Max (StarterWinRateMax)float0.850000Starter Balance
Starter Win Rate Min (StarterWinRateMin)float0.600000Starter BalanceTarget band of the starter party's win rate at each battle's party level.
Test Accuracy (TestAccuracy)float95.000000Test BattleHit chance style attributes (named Accuracy in the registry) start here so hits land.
Test Action Points (TestActionPoints)float6.000000Test BattleAction Points and Jump of the test units (Tactics).
Test Grid Size (TestGridSize)int328Test BattleSide length of the generated Tactics grid.
Test Intelligence (TestIntelligence)float0.600000Test BattleAI intelligence of both sides.
Test Jump (TestJump)float2.000000Test Battle
Test Life Value (TestLifeValue)float120.000000Test BattleBase value of the life resource's maximum attribute (e.g. Max HP).
Test Resource Value (TestResourceValue)float40.000000Test BattleBase value of other resources' maximum attributes (Max MP, Max Energy...).
Test Runs (TestRuns)int324Test BattleBattles per mode (different seeds).
Test Skill Cost (TestSkillCost)float6.000000Test Battle
Test Skill Power (TestSkillPower)float1.500000Test BattlePower of the test skill (magical, the foundation's first element) and its cost in the first spendable resource.
Test Speed (TestSpeed)float10.000000Test BattleSpeed of the test units (the side's units get +1 each, so turns do not tie).
Test Stat Value (TestStatValue)float14.000000Test BattleBase value of every other plain attribute (offense, defense, accuracy...).
Test Units Per Side (TestUnitsPerSide)int323Test BattleUnits per side.

RPG Saga Engine: Game Terms

Class URSEGameTermsSettings (module RSECore), Project Settings, Project, RPG Saga Engine. The game's vocabulary (D-095, Game Foundation step 1): what the game calls things ("Party", "Class", "Magic", "Gold") and the player-facing names of tags (elements, equipment kinds, item and ability categories).

SettingTypeDefaultCategoryRestartDescription
Tag Names (TagNames)TMap<FGameplayTag,FText>(0 entries)TermsPlayer-facing names of tags (Element.Fire -> "Fire", Equip.Type.Weapon.Firearm -> "Firearm").
Terms (Terms)TMap<FName,FText>(0 entries)TermsWords by id (Party, Class, Level, Experience, Abilities, Magic, Items, Equipment, Money...).

RPG Saga Engine: Generated Art

Class URSEArtSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Where the generated art of read-only content is found (D-075).

SettingTypeDefaultCategoryRestartDescription
Libraries (Libraries)TArray<TSoftObjectPtr<URSEArtLibrary> >(1 entries)Generated ArtArt libraries read after an asset's own Portrait / Icon field, in order. The Portrait & Icon Studio adds its library here when it creates one. Empty = only the assets' own fields.

RPG Saga Engine: Grid

Class URSEGridSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Global rules of the tactical grid.

SettingTypeDefaultCategoryRestartDescription
Height Step Size (HeightStepSize)float50.000000DimensionsHeight of one height step, in cm. Tile heights are stored as whole steps. Global only.
Tile Size (TileSize)float100.000000DimensionsEdge length of one tile, in cm. Global only (levels are built for it).
Cost Rules (CostRules)FRSEGridCostRules(ClimbCostPerStep=1,bLevitateIgnoresTerrainCost=True)MovementHeight costs (climbing, dropping) and levitation rules, for every unit and terrain.
Default Terrain (DefaultTerrain)FGameplayTag(TagName="Terrain.Ground")TerrainTerrain assigned to tiles that have no explicit terrain (when grids are built). Global only.
Fallback Terrain Rules (FallbackTerrainRules)FRSETerrainRules(MoveCost=1)TerrainRules for terrains missing from TerrainRules.
Terrain Rules (TerrainRules)TMap<FGameplayTag,FRSETerrainRules>(8 entries)TerrainMovement rules per terrain type. Terrains not listed use FallbackTerrainRules.

RPG Saga Engine: Growth UI

Class URSEGrowthUISettings (module RSE), Project Settings, Project, RPG Saga Engine. The progression screens (D-144): the Growth page of the party menu (points or board), the teacher screen, the results lines and the New Game question.

SettingTypeDefaultCategoryRestartDescription
Available Glow Scale (AvailableGlowScale)float1.350000BoardGlow ring around nodes that can be unlocked now, in node sizes.
Available Node Kind Tint (AvailableNodeKindTint)float0.600000Board
Board Token Colors (BoardTokenColors)FRSEGrowthBoardTokenColors(ReferenceStyle="/RPGSagaEngine/UI/Styles/DA_UIStyle_Classic.DA_UIStyle_Classic",HueFollow=1.000000,ChromaFollow=1.000000,LightnessFollow=0.350000,MaxChromaRati...BoardP65: how board style assets with Color Mode "Follow UI Style" (the default) follow the UI style: the token each color follows, the reference style their colors were made for (Classic), and how strongly they follow.
Show Board Title (bShowBoardTitle)boolTrueBoardThe board's name and the selected member's points drawn in the board's top corner.
Show Controls Hint (bShowControlsHint)boolTrueBoardThe pan / zoom controls (Board Controls Hint) drawn in the board's bottom corner.
Show Gate Labels (bShowGateLabels)boolFalseBoardLabels of gates are shown only for the selected or hovered node (their details say what opens them).
Show Help Button (bShowHelpButton)boolTrueBoardD-154: a small Help button in the member strip that shows the legend of node kinds over the board.
Show Hub Labels (bShowHubLabels)boolFalseBoardLabels of crossings (hubs) are shown only for the selected or hovered node.
Show Legend (bShowLegend)boolFalseBoardThe legend of node kinds always drawn in the board's corner. D-154: off (each kind's purpose is in the node card; the strip's Help button shows the legend on demand).
Center Light Steps (CenterLightSteps)int3228BoardRings of the soft light behind the board's center (more = smoother).
Circle Segments (CircleSegments)int3228BoardSegments of a round node (smoothness).
Current Glow Scale (CurrentGlowScale)float2.200000BoardThe glow around the character's current node, in node sizes.
Default Kind Icons (DefaultKindIcons)TMap<ERSEGrowthNodeKind,TSoftObjectPtr<UTexture2D> >(4 entries)BoardNode icons per kind for boards whose style names none (the plugin's glyphs by default). Ability and passive nodes show their ability's icon first.
Edge Thickness (EdgeThickness)float3.000000Board
Fallback Look (FallbackLook)int320BoardWhich fallback look (index).
Fallback Looks (FallbackLooks)TArray<FRSEGrowthBoardLook>(3 entries)BoardBuilt-in looks of boards without a style asset (Progression Systems -> Default Board Style empty too). Original designs: a night sky, roots and a circuit.
Fit Padding (FitPadding)float0.700000BoardRoom around the whole board when the view is fitted (board units).
Fit Readable Zoom (FitReadableZoom)float0.360000BoardA board that fits the view only below this zoom opens at this zoom instead, centered on its open part (the nodes that are open or can be opened); the whole board is one press away (right stick click). 0 = always the whole board.
Follow Speed (FollowSpeed)float10.000000BoardHow fast the view glides to the cursor node (0 = jump).
Glow Steps (GlowSteps)int325BoardRings of a soft glow (more = smoother, slower).
Icon Scale (IconScale)float0.580000BoardIcons are drawn at this share of the node size.
Label Min Zoom (LabelMinZoom)float0.300000BoardLabels are drawn under nodes from this zoom on (the selected node's label always).
Locked Node Kind Tint (LockedNodeKindTint)float0.300000BoardD-154: how much of its kind's color a closed node shows (0 = the look's Locked Node Color, 1 = the kind's color), so every node reads clearly; nodes that can be opened now use the second value.
Marker Scale (MarkerScale)float0.500000BoardMarker size (the character's place), in node sizes.
Max Zoom (MaxZoom)float1.600000BoardD-154: 1.6 by default, so nodes stay proportionate when zoomed in (Look Node Size x Pixels Per Board Unit x zoom).
Min Node Pixels (MinNodePixels)float34.000000BoardNodes are never drawn smaller than this on screen (pixels at 1080p), so a fitted large board stays readable.
Minor Label Font Size (MinorLabelFontSize)int320BoardFont size of minor nodes' labels (0 = the theme's smallest size).
Minor Label Min Zoom (MinorLabelMinZoom)float1.600000BoardMinor nodes (stat boosts) show their label from this zoom on (always when selected or hovered).
Min Zoom (MinZoom)float0.050000Board
Nebula Clouds (NebulaClouds)TArray<FRSEGrowthNebulaCloud>(3 entries)BoardSoft clouds behind boards whose style names none (depth).
Nebula Steps (NebulaSteps)int3226BoardRings of a nebula cloud (smoothness).
Overview Min Node Pixels (OverviewMinNodePixels)float9.000000BoardThe whole-board overview of a board too large to read whole (right click / R3) keeps true proportions, nodes never below this.
Pixels Per Board Unit (PixelsPerBoardUnit)float120.000000BoardScreen pixels per board unit at zoom 1.
Selected Ring Thickness (SelectedRingThickness)float4.000000Board
Socket Darkness (SocketDarkness)float0.620000BoardHow dark the socket is (0 = the node's color, 1 = black).
Socket Scale (SocketScale)float0.740000BoardThe dark socket inside a node that holds its icon, as a share of the node size (0 = none).
Stick Dead Zone (StickDeadZone)float0.250000Board
Stick Pan Per Second (StickPanPerSecond)float900.000000BoardPan speed of the right stick (pixels per second).
Trigger Zoom Per Second (TriggerZoomPerSecond)float1.600000BoardZoom change per second with a gamepad trigger fully pressed (left out, right in).
Wheel Zoom Step (WheelZoomStep)float0.120000BoardZoom change per mouse wheel notch (multiplier minus one).
Zoom Smooth Speed (ZoomSmoothSpeed)float12.000000BoardHow fast the zoom glides to its target (wheel, triggers, fit); 0 = jump.
Card Fill Color (CardFillColor)FRSEUIColor(Token="Primary",Alpha=0.920000,Lightness=-0.327827,Chroma=0.363428,Hue=8.707818,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Board|ColorsD-162: more colors of the board page, so every one of them can be set (and follows the UI style).
Dim Text Color (DimTextColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=0.044332,Chroma=1.182665,Hue=3.650277,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Board|ColorsA disabled menu entry and the counter at zero.
Locked Label Color (LockedLabelColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=0.052537,Chroma=1.162014,Hue=3.667405,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Board|ColorsThe labels of locked nodes.
Menu Pill Color (MenuPillColor)FRSEUIColor(Token="Primary",Alpha=0.920000,Lightness=-0.293923,Chroma=0.304596,Hue=9.952320,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Board|ColorsFill of a node menu entry.
Negative Stat Color (NegativeStatColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=0.019198,Chroma=0.887452,Hue=-0.115458,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Board|ColorsA stat that goes down in the preview.
Unaffordable Color (UnaffordableColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.056368,Chroma=1.144359,Hue=1.275545,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Board|ColorsA cost you cannot pay, a requirement not met.
Node Menu Key Hint (bNodeMenuKeyHint)boolTrueBoard|Node MenuD-154: the small key hint ([Confirm] Choose [Back] Cancel) under the node menu.
Show Node Card (bShowNodeCard)boolTrueBoard|Node MenuThe hover card next to the node under the mouse or the cursor (name, kind and purpose, cost, effect).
Neighbour Frame Share (NeighbourFrameShare)float0.750000Board|Node MenuD-152: when a node is selected or its menu opens, the view frames the node with its neighbours in the board's free part (beside the docked card or the details panel), zooming out down to Min Zoom if they would not fit this share of it.
Node Card Margin (NodeCardMargin)float12.000000Board|Node MenuD-152: the docked card's distance from the board's edges (pixels at 1080p).
Node Card Placement (NodeCardPlacement)ERSEGrowthNodeCardPlacementSidePanelBoard|Node MenuD-152: the node card docked at the board's side (default: the middle stays free) or beside the node.
Node Card Width (NodeCardWidth)float340.000000Board|Node MenuWidest the hover card gets (pixels at 1080p).
Node Menu Dim (NodeMenuDim)float0.120000Board|Node MenuD-154: how much the board darkens behind an open node menu (0 = not at all).
Node Menu Font Share (NodeMenuFontShare)float0.320000Board|Node MenuD-154: the node menu is sized from its node: its font is this share of the node's drawn diameter (clamped to Node Menu Min / Max Font Size), so the menu stays proportional to the node at any zoom.
Node Menu Gap (NodeMenuGap)float8.000000Board|Node MenuThe node menu (D-149): gap between the node's ring and the menu, pixels at 1080p. D-154: 8 (close to its node).
Node Menu Layout (NodeMenuLayout)ERSEGrowthNodeMenuLayoutColumnBoard|Node MenuD-152: the node menu's layout (a compact column by default).
Node Menu Max Font Size (NodeMenuMaxFontSize)float13.000000Board|Node Menu
Node Menu Min Font Size (NodeMenuMinFontSize)float10.000000Board|Node Menu
Node Menu Padding (NodeMenuPadding)FVector2D(X=9.000000,Y=3.000000)Board|Node MenuD-154: room inside each menu entry around its text (pixels at 1080p, horizontal and vertical).
Node Menu Ring Scale (NodeMenuRingScale)float1.300000Board|Node MenuD-154: the ring around the node while its menu is open, in node radii.
Node Menu Spread (NodeMenuSpread)float38.000000Board|Node MenuAngle between the menu's entries around the node (degrees).
Points Count Seconds (PointsCountSeconds)float0.600000Board|PointsSeconds the counter takes to count to a new value.
Points Font Scale (PointsFontScale)float2.400000Board|PointsThe points counter on the board (D-149): its number is this many times the theme's heading size.
Points Gain Color (PointsGainColor)FRSEUIColor(Token="Positive",Alpha=1.000000,Lightness=0.024962,Chroma=0.662686,Hue=-1.154955,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Board|PointsFlash colors of the counter when points are gained and spent.
Points Pulse Scale (PointsPulseScale)float0.250000Board|PointsHow much the counter grows at the pop (share of its size).
Points Pulse Seconds (PointsPulseSeconds)float0.700000Board|PointsSeconds of the pop and flash when the points change.
Points Spend Color (PointsSpendColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=0.011733,Chroma=0.718531,Hue=-11.985731,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Board|Points
Region Label Min Zoom (RegionLabelMinZoom)float0.040000Board|RegionsRegion names are written from this zoom on.
Region Padding (RegionPadding)float0.900000Board|RegionsRoom around a region's nodes inside its tint (board units).
Region Tint Strength (RegionTintStrength)float0.150000Board|RegionsThemed regions: how strongly their tint shows behind their nodes (multiplies the region color's alpha; 0 = none).
Board Details Open by Default (bBoardDetailsOpenByDefault)boolFalseLayoutThe board page opens with its details panel shown (else the node menu's Details opens it).
Board Show All Stats (bBoardShowAllStats)boolTrueLayoutThe board page lists every stat now and after under the details (off: only the stats the selected node changes, in its Effect).
Board Details Width (BoardDetailsWidth)float340.000000LayoutThe board page: details narrower (the board takes the room; members move to a strip above it).
Details Backing Color (DetailsBackingColor)FRSEUIColor(Token="Primary",Alpha=0.960000,Lightness=-0.309960,Chroma=0.330729,Hue=9.426590,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))LayoutBacking of the details panel (it floats over the board on the board page).
Details Width (DetailsWidth)float420.000000Layout
Member Column Width (MemberColumnWidth)float280.000000Layout--- Layout ---
Portrait Fallback Color (PortraitFallbackColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=-0.038524,Chroma=0.484163,Hue=3.557762,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))LayoutBackground of a member portrait slot without art (the member's initial is written on it).
Strip Action Gap (StripActionGap)float4.000000LayoutD-154: space between two strip actions (pixels at 1080p).
Strip Action Padding (StripActionPadding)FMargin(Left=10.000000,Top=3.000000,Right=10.000000,Bottom=3.000000)Layout
Strip Action Text Role (StripActionTextRole)ERSETextRoleCaptionLayoutD-154: the member strip's action buttons (Undo, Auto, Reset points, Details, Help): small and discreet. Their text role and the room around their text (pixels at 1080p).
Strip Portrait Size (StripPortraitSize)float76.000000LayoutMember strip (D-149): portrait size in pixels at 1080p (names and points under / on it; no level).
Teacher Height (TeacherHeight)float640.000000Layout
Teacher Width (TeacherWidth)float1180.000000LayoutWidth of the teacher window.
New Game Prompt Timeout (NewGamePromptTimeout)float30.000000New GameSeconds the New Game question waits for the game to be ready (party, no dialog) before giving up.
Result Learned Format (ResultLearnedFormat)FTextNSLOCTEXT("RSEGrowthUI", "ResultLearned", "{Name} learned {Ability}!")Result Texts{Name} {Ability}
Result Mastery Format (ResultMasteryFormat)FTextNSLOCTEXT("RSEGrowthUI", "ResultMastery", "{Name}: +{Amount} mastery")Result Texts{Name} {Amount}
Result Points Format (ResultPointsFormat)FTextNSLOCTEXT("RSEGrowthUI", "ResultPoints", "{Name}: +{Amount} {Currency}")Result Texts{Name} {Amount} {Currency}
Result Rank Format (ResultRankFormat)FTextNSLOCTEXT("RSEGrowthUI", "ResultRank", "{Name}: {Ability} grew stronger")Result Texts{Name} {Ability}
Screen Widget Class (ScreenWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreensThe Growth page of the party menu (a Widget Blueprint derived from RSE Screen Widget). Empty = the built-in screen.
Teacher Widget Class (TeacherWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreensThe teacher screen. Empty = the built-in screen.
Can Learn Text (CanLearnText)FTextNSLOCTEXT("RSEGrowthUI", "CanLearn", "Can learn")Teacher Texts
Close Button (CloseButton)FTextNSLOCTEXT("RSEGrowthUI", "Close", "Leave")Teacher Texts
Confirm Learn Format (ConfirmLearnFormat)FTextNSLOCTEXT("RSEGrowthUI", "ConfirmLearn", "Teach {Ability} to {Name} for {Price}?")Teacher Texts{Ability} {Name} {Price}
Guest Text (GuestText)FTextNSLOCTEXT("RSEGrowthUI", "GuestFixed", "Guest: fixed build")Teacher TextsA guest (Character -> Guest) keeps the build it came with: shown instead of a refusal.
Known Text (KnownText)FTextNSLOCTEXT("RSEGrowthUI", "Known", "Already known")Teacher Texts
Learn Button (LearnButton)FTextNSLOCTEXT("RSEGrowthUI", "Learn", "Learn")Teacher Texts
Learned Format (LearnedFormat)FTextNSLOCTEXT("RSEGrowthUI", "Learned", "{Name} learned {Ability}!")Teacher Texts{Name} {Ability}
Price Item Format (PriceItemFormat)FTextINVTEXT("{Amount}")Teacher Texts{Amount}
Price Items Format (PriceItemsFormat)FTextNSLOCTEXT("RSEGrowthUI", "PriceItems", "{Count}x {Item}")Teacher Texts{Item} {Count}
Required Level Format (RequiredLevelFormat)FTextNSLOCTEXT("RSEGrowthUI", "RequiredLevel", "Level {Level}")Teacher Texts{Level}
Respec Offer Text (RespecOfferText)FTextNSLOCTEXT("RSEGrowthUI", "RespecOffer", "Reset a hero\'s points")Teacher Texts
Teacher Learner Header (TeacherLearnerHeader)FTextNSLOCTEXT("RSEGrowthUI", "TeacherLearner", "Who learns")Teacher Texts
Teacher Offers Header (TeacherOffersHeader)FTextNSLOCTEXT("RSEGrowthUI", "TeacherOffers", "Lessons")Teacher Texts--- Teacher texts ---
Already Open Text (AlreadyOpenText)FTextNSLOCTEXT("RSEGrowthUI", "AlreadyOpen", "Already open.")TextsSaid when an open node is chosen again.
Attributes Header (AttributesHeader)FTextNSLOCTEXT("RSEGrowthUI", "AttributesHeader", "Attributes")Texts
Auto Button (AutoButton)FTextNSLOCTEXT("RSEGrowthUI", "Auto", "Auto")Texts
Auto Done Format (AutoDoneFormat)FTextNSLOCTEXT("RSEGrowthUI", "AutoDone", "{Name} spent the points ({Count} steps).")Texts
Available Text (AvailableText)FTextNSLOCTEXT("RSEGrowthUI", "Available", "Available")Texts
Board Controls Hint (BoardControlsHint)FTextNSLOCTEXT("RSEGrowthUI", "BoardControls", "Drag / right stick: pan Wheel / triggers: zoom Right click / R3: whole board")TextsThe pan / zoom controls drawn on the board (Show Controls Hint).
Board Progress Format (BoardProgressFormat)FTextNSLOCTEXT("RSEGrowthUI", "BoardProgress", "{Open} / {Total} open")Texts{Open} {Total}: how much of the board is open, under the points (Show Board Title). Empty = not shown.
Bought Format (BoughtFormat)FTextNSLOCTEXT("RSEGrowthUI", "Bought", "{Name} learned {Ability}!")Texts
Buy Button (BuyButton)FTextNSLOCTEXT("RSEGrowthUI", "Buy", "Learn")Texts
Cap Format (CapFormat)FTextNSLOCTEXT("RSEGrowthUI", "Cap", "{Points}/{Cap}")Texts{Points} {Cap}
Catalog Header (CatalogHeader)FTextNSLOCTEXT("RSEGrowthUI", "CatalogHeader", "Abilities to learn")Texts
Classic Note (ClassicNote)FTextNSLOCTEXT("RSEGrowthUI", "ClassicNote", "Your heroes grow with their levels: stats rise and abilities are learned on their own.")Texts
Confirm Auto Format (ConfirmAutoFormat)FTextNSLOCTEXT("RSEGrowthUI", "ConfirmAuto", "Spend all of {Name}\'s points automatically?")Texts{Name}
Confirm Buy Format (ConfirmBuyFormat)FTextNSLOCTEXT("RSEGrowthUI", "ConfirmBuy", "Learn {Ability}? It costs {Cost} of your {Currency}.")Texts{Ability} {Cost} {Currency}
Confirm Raise Format (ConfirmRaiseFormat)FTextNSLOCTEXT("RSEGrowthUI", "ConfirmRaise", "Raise {Stat} by {Count}? It costs {Cost} of your {Currency}.")Texts{Count} {Stat} {Cost} {Currency}
Confirm Respec Format (ConfirmRespecFormat)FTextNSLOCTEXT("RSEGrowthUI", "ConfirmRespec", "Reset every point {Name} spent? {Price}")Texts{Name} {Price}
Confirm Respec Penalty Format (ConfirmRespecPenaltyFormat)FTextNSLOCTEXT("RSEGrowthUI", "ConfirmRespecPenalty", "Reset every point {Name} spent?\nYou get back {Back} of {Spent} {Currency}: {Lost} ({Percent}%) are lost for g...Texts{Name} {Back} {Spent} {Lost} {Percent} {Currency} {Price}: the reset question when it costs points (Respec Point Penalty).
Confirm Unlock Format (ConfirmUnlockFormat)FTextNSLOCTEXT("RSEGrowthUI", "ConfirmUnlock", "{Verb} {Node}? It costs {Cost} of your {Currency}.")Texts{Verb} {Node} {Cost} {Currency}
Cost Format (CostFormat)FTextNSLOCTEXT("RSEGrowthUI", "Cost", "Cost {Cost}")Texts{Cost} {Currency}
Currency Names (CurrencyNames)TMap<FGameplayTag,FText>(3 entries)TextsNames of point currencies (Progression.Points.*); board points use the board's Points Term when it has one.
Default Board Term (DefaultBoardTerm)FTextNSLOCTEXT("RSEGrowthUI", "BoardTerm", "Growth Board")Texts
Default Node Term (DefaultNodeTerm)FTextNSLOCTEXT("RSEGrowthUI", "NodeTerm", "Node")Texts
Default Unlock Verb (DefaultUnlockVerb)FTextNSLOCTEXT("RSEGrowthUI", "UnlockVerb", "Unlock")Texts
Delta Format (DeltaFormat)FTextNSLOCTEXT("RSEGrowthUI", "Delta", "{Current} > {After}")Texts{Current} {After}
Details Button (DetailsButton)FTextNSLOCTEXT("RSEGrowthUI", "DetailsButton", "Details")Texts
Details Header (DetailsHeader)FTextNSLOCTEXT("RSEGrowthUI", "DetailsHeader", "Details")Texts
Effect Header (EffectHeader)FTextNSLOCTEXT("RSEGrowthUI", "EffectHeader", "Effect")Texts
Element Format (ElementFormat)FTextNSLOCTEXT("RSEGrowthUI", "Element", "Element: {Element}")Texts{Element}
Free Text (FreeText)FTextNSLOCTEXT("RSEGrowthUI", "Free", "Free")Texts
Gate Level Format (GateLevelFormat)FTextNSLOCTEXT("RSEGrowthUI", "GateLevel", "Opens at level {Level}")Texts{Level}
Help Button (HelpButton)FTextNSLOCTEXT("RSEGrowthUI", "HelpButton", "Help")TextsD-154: the strip's Help button (shows the legend of node kinds).
Junction Purpose Format (JunctionPurposeFormat)FTextNSLOCTEXT("RSEGrowthUI", "JunctionPurpose", "Free waypoint: opens {Count} paths, choose one.")Texts{Count}: a junction's purpose with the number of paths it opens.
Legend Title (LegendTitle)FTextNSLOCTEXT("RSEGrowthUI", "LegendTitle", "Node kinds")TextsD-154: the title of the legend Help shows.
Level Format (LevelFormat)FTextNSLOCTEXT("RSEGrowthUI", "Level", "Level {Level}")Texts{Level}
Locked Text (LockedText)FTextNSLOCTEXT("RSEGrowthUI", "Locked", "Locked")Texts
Mastered Format (MasteredFormat)FTextNSLOCTEXT("RSEGrowthUI", "Mastered", "{Ability}: learned")Texts{Ability}
Mastery Format (MasteryFormat)FTextNSLOCTEXT("RSEGrowthUI", "Mastery", "Teaches {Ability}: {Points}/{Need}")Texts{Ability} {Points} {Need}
Mastery Header (MasteryHeader)FTextNSLOCTEXT("RSEGrowthUI", "MasteryHeader", "Mastery")Texts
No Button (NoButton)FTextNSLOCTEXT("RSEGrowthUI", "No", "No")Texts
No Cap Format (NoCapFormat)FTextINVTEXT("{Points}")Texts{Points}
Node Kind Names (NodeKindNames)TMap<ERSEGrowthNodeKind,FText>(6 entries)Texts
Node Kind Purposes (NodeKindPurposes)TMap<ERSEGrowthNodeKind,FText>(6 entries)TextsWhat each node kind is for, one line (legend and hover card). D-149.
Node Menu Cancel (NodeMenuCancel)FTextNSLOCTEXT("RSEGrowthUI", "MenuCancel", "Cancel")Texts
Node Menu Choose (NodeMenuChoose)FTextNSLOCTEXT("RSEGrowthUI", "MenuChoose", "Choose")TextsThe key hint under the node menu: [Confirm] this.
Node Menu Details (NodeMenuDetails)FTextNSLOCTEXT("RSEGrowthUI", "MenuDetails", "Details")Texts
Node Menu Unlock Format (NodeMenuUnlockFormat)FTextNSLOCTEXT("RSEGrowthUI", "MenuUnlock", "{Verb} {Cost} {Currency}")Texts{Verb} {Cost} {Currency}: the Unlock entry of the node menu.
No Plan Text (NoPlanText)FTextNSLOCTEXT("RSEGrowthUI", "NoPlan", "This character grows with its levels only.")Texts
No Requirements Text (NoRequirementsText)FTextNSLOCTEXT("RSEGrowthUI", "NoRequirements", "Next to an open node.")Texts
No Respec Text (NoRespecText)FTextNSLOCTEXT("RSEGrowthUI", "NoRespec", "Points cannot be reset here.")Texts
Nothing to Undo Text (NothingToUndoText)FTextNSLOCTEXT("RSEGrowthUI", "NothingToUndo", "Nothing to take back.")Texts
Open Text (OpenText)FTextNSLOCTEXT("RSEGrowthUI", "Open", "Open")Texts
Owned Text (OwnedText)FTextNSLOCTEXT("RSEGrowthUI", "Owned", "Known")Texts
Page Label (PageLabel)FTextNSLOCTEXT("RSEGrowthUI", "PageLabel", "Growth")Texts--- Texts ---
Passive Text (PassiveText)FTextNSLOCTEXT("RSEGrowthUI", "PassiveText", "Passive: always active")Texts
Points Cost Format (PointsCostFormat)FTextINVTEXT("{Cost} {Currency}")Texts{Cost} {Currency}
Points Header (PointsHeader)FTextNSLOCTEXT("RSEGrowthUI", "PointsHeader", "Points")Texts
Prerequisites Format (PrerequisitesFormat)FTextNSLOCTEXT("RSEGrowthUI", "Prereq", "Needs {List}")Texts{List}
Preview Header (PreviewHeader)FTextNSLOCTEXT("RSEGrowthUI", "PreviewHeader", "After")TextsHeader of the stat preview (current -> after).
Raise Button (RaiseButton)FTextNSLOCTEXT("RSEGrowthUI", "Raise", "Raise")Texts
Raised Format (RaisedFormat)FTextNSLOCTEXT("RSEGrowthUI", "Raised", "{Name}: {Stat} raised.")Texts
Range Format (RangeFormat)FTextNSLOCTEXT("RSEGrowthUI", "Range", "Range: {Min}-{Max}")Texts{Min} {Max} (Tactics range of an ability).
Range Single Format (RangeSingleFormat)FTextNSLOCTEXT("RSEGrowthUI", "RangeSingle", "Range: {Range}")Texts{Range} when the minimum and maximum are the same.
Rank Format (RankFormat)FTextNSLOCTEXT("RSEGrowthUI", "Rank", "{Ability}: rank {Rank} ({Uses} uses to the next)")Texts{Ability} {Rank} {Uses}
Ranks Header (RanksHeader)FTextNSLOCTEXT("RSEGrowthUI", "RanksHeader", "Ability ranks")Texts
Requirements Header (RequirementsHeader)FTextNSLOCTEXT("RSEGrowthUI", "RequirementsHeader", "Requirements")Texts
Respec Button (RespecButton)FTextNSLOCTEXT("RSEGrowthUI", "Respec", "Reset points")Texts
Respec Done Format (RespecDoneFormat)FTextNSLOCTEXT("RSEGrowthUI", "RespecDone", "{Name}\'s points are back.")Texts
Respec Final Text (RespecFinalText)FTextNSLOCTEXT("RSEGrowthUI", "RespecFinal", "A reset cannot be undone.")TextsUnder the reset question: the free undo does not cover a reset.
Stats Header (StatsHeader)FTextNSLOCTEXT("RSEGrowthUI", "StatsHeader", "Stats")Texts
Target Format (TargetFormat)FTextNSLOCTEXT("RSEGrowthUI", "Target", "Target: {Target}")Texts{Target}
Target Names (TargetNames)TMap<ERSETargetFilter,FText>(5 entries)Texts
Top Rank Format (TopRankFormat)FTextNSLOCTEXT("RSEGrowthUI", "TopRank", "{Ability}: rank {Rank} (top)")Texts{Ability} {Rank}
Undo Button (UndoButton)FTextNSLOCTEXT("RSEGrowthUI", "Undo", "Undo")Texts
Undo Count Format (UndoCountFormat)FTextNSLOCTEXT("RSEGrowthUI", "UndoCount", "Undo ({Count})")Texts{Count}
Undo Hint Text (UndoHintText)FTextNSLOCTEXT("RSEGrowthUI", "UndoHint", "Undo is free while this page stays open.")TextsUnder the points counter: Undo is free while the page is open.
Undone Format (UndoneFormat)FTextNSLOCTEXT("RSEGrowthUI", "Undone", "Step taken back: {Count} points returned.")Texts{Count}: points given back by an undo.
Unlocked Format (UnlockedFormat)FTextNSLOCTEXT("RSEGrowthUI", "Unlocked", "{Name}: {Node} unlocked.")Texts
Use Cost Format (UseCostFormat)FTextNSLOCTEXT("RSEGrowthUI", "UseCost", "Uses {Cost}")Texts{Cost}
Waiting Text (WaitingText)FTextNSLOCTEXT("RSEGrowthUI", "Waiting", "Waiting for the host...")Texts
Yes Button (YesButton)FTextNSLOCTEXT("RSEGrowthUI", "Yes", "Yes")Texts
You Are Here Text (YouAreHereText)FTextNSLOCTEXT("RSEGrowthUI", "YouAreHere", "You are here")Texts

RPG Saga Engine: Input

Class URSEInputSettings (module RSE), Project Settings, Project, RPG Saga Engine. Input assets used by game code, so no controller hardcodes asset paths.

SettingTypeDefaultCategoryRestartDescription
Back Action Text (BackActionText)FTextNSLOCTEXT("RSEInput", "ActionBarBack", "Back")Action Bar
Confirm Action Text (ConfirmActionText)FTextNSLOCTEXT("RSEInput", "ActionBarConfirm", "Select")Action BarNames of the main screen actions a CommonUI action bar shows (the companion plugin binds them when a screen is on a CommonUI layer): Confirm and Back on every screen, the two tab actions on screens that switch tabs or pages.
Next Tab Action Text (NextTabActionText)FTextNSLOCTEXT("RSEInput", "ActionBarNextTab", "Next tab")Action Bar
Previous Tab Action Text (PreviousTabActionText)FTextNSLOCTEXT("RSEInput", "ActionBarPreviousTab", "Previous tab")Action Bar
Block Action (BlockAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_Block.IA_BlockBattleBlocks an enemy attack during its block prompt (D-066), in both battle modes (Action Commands -> Defense Input = Block). A key and button of its own: Select / Confirm stays with the command menu while enemies act. Unset = block prompts take Select, as before.
ATBTime Mode Action (ATBTimeModeAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_DangerZone.IA_DangerZoneClassic BattleClassic battles: switches Wait / Active (D-065). It may be the same action as another context's (e.g. the danger zone's): it only acts during classic battles, where the others do nothing.
Analog Threshold (AnalogThreshold)float0.350000DevicesStick / trigger deflection that switches the prompts to the gamepad.
Simulate Steam Deck (bSimulateSteamDeck)boolFalseDevicesTreat the game as running on a Steam Deck (testing the Deck start and labels on PC). Detected otherwise from the SteamDeck=1 environment variable or -SteamDeck.
Start with Gamepad (bStartWithGamepad)boolFalseDevicesDevice assumed before any input on PC (a controller-first build may start on the gamepad). The Steam Deck always starts on the gamepad.
Gamepad Labels (GamepadLabels)ERSEGamepadLabelStyleAutoDevicesGamepad button labels (the player can override it in Options). Auto: Steam Deck labels on a Deck, Xbox labels elsewhere.
Key Prompt Icon Size (KeyPromptIconSize)float26.000000DevicesD-176: size (Slate units) of a key prompt icon shown instead of a text key cap.
Key Prompt Provider (KeyPromptProvider)TSoftClassPtr<UObject>NoneDevicesD-176: where key prompts get their labels and icons (a class implementing RSE Key Prompt Provider, C++ or Blueprint). Empty: the UI theme's labels and no icons. A provider set at runtime (the Common UI companion) wins over this one.
Mouse Move Threshold (MouseMoveThreshold)float4.000000DevicesMouse movement (pixels in one event) that switches the prompts to keyboard / mouse.
Prompt Device (PromptDevice)ERSEForcedInputDeviceAutoDevicesDevice of the key prompts. Auto: keyboard / mouse on PC until a gamepad is used (and back on keyboard / mouse input); gamepad on a Steam Deck and on consoles. The other values force one device (testing; RSE.Input.ForceDevice overrides this at runtime).
Menu Stick Navigation (bMenuStickNavigation)boolTrueMenu StickWhile a menu has focus (party menu, battle command menus, options, save, card album, dialog choices...), the left stick moves the menu cursor like the D-pad, and it no longer pans the camera or moves the character.
Menu Stick Scroll (bMenuStickScroll)boolTrueMenu StickD-176 C2: the right stick scrolls the read-only panels of menus (item and quest descriptions, the bestiary, the shop's details) that a cursor cannot reach, so a gamepad can read a long text.
Menu Scroll Speed (MenuScrollSpeed)float700.000000Menu StickScroll speed of the right stick at full deflection, in pixels per second.
Menu Stick Deadzone (MenuStickDeadzone)float0.500000Menu StickStick deflection (0..1) that counts as a direction in menus.
Menu Stick Repeat Delay (MenuStickRepeatDelay)float0.400000Menu StickSeconds a direction is held before the cursor repeats.
Menu Stick Repeat Interval (MenuStickRepeatInterval)float0.120000Menu StickSeconds between repeats while the direction stays held.
Map Action (MapAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_Map.IA_MapMenusOpens / closes the area map (D-089, outside battles; M and the gamepad's View button by default). D-148: when it is listed in UI -> Party Menu Page Actions it opens the menu's Map tab instead (the default).
Menu Mapping Context (MenuMappingContext)TSoftObjectPtr<UInputMappingContext>/RPGSagaEngine/Input/IMC_Menus.IMC_MenusMenusMapping context for menu input (party menu), active alongside the tactics context.
Menu Mapping Priority (MenuMappingPriority)int321Menus
Minimap Zoom Action (MinimapZoomAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_MinimapZoom.IA_MinimapZoomMenusCycles the minimap's zoom levels (D-089; N by default).
Party Menu Action (PartyMenuAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_PartyMenu.IA_PartyMenuMenusOpens / closes the party menu (outside battles).
Party Menu Open Action (PartyMenuOpenAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_MenuOpen.IA_MenuOpenMenusD-148: opens the party menu on its start page but never closes it (Esc by default): Back keeps going back inside the menu. Unset = only the Party Menu Action opens it.
Cancel Action (CancelAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_Cancel.IA_CancelTacticsCancel the current selection.
Select Action (SelectAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_Select.IA_SelectTacticsConfirm / select the unit or tile under the cursor.
Tactics Mapping Context (TacticsMappingContext)TSoftObjectPtr<UInputMappingContext>/RPGSagaEngine/Input/IMC_Tactics.IMC_TacticsTacticsMapping context active during tactical play.
Tactics Mapping Priority (TacticsMappingPriority)int320Tactics
Ability Cycle Action (AbilityCycleAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_AbilityCycle.IA_AbilityCycleTactics|BattleCycles through the active unit's abilities (enters targeting).
Danger Zone Action (DangerZoneAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_DangerZone.IA_DangerZoneTactics|BattleToggles the danger zone overlay: tiles enemies can hit next turn (D-033).
End Turn Action (EndTurnAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_EndTurn.IA_EndTurnTactics|BattleEnds the turn: first press picks the facing, confirm with Select.
Grid Cursor Action (GridCursorAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_GridCursor.IA_GridCursorTactics|BattleAxis2D: moves the tile cursor one tile per press, relative to the camera (gamepad D-pad, arrow keys).
Camera Pan Action (CameraPanAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_CameraPan.IA_CameraPanTactics|CameraAxis2D: X = right, Y = forward, relative to the camera.
Camera Rotate Action (CameraRotateAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_CameraRotate.IA_CameraRotateTactics|CameraAxis1D: sign gives the rotation direction; one step per press.
Camera Zoom Action (CameraZoomAction)TSoftObjectPtr<UInputAction>/RPGSagaEngine/Input/IA_CameraZoom.IA_CameraZoomTactics|CameraAxis1D: positive zooms in.

RPG Saga Engine: Interactables

Class URSEInteractablesSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Interaction library settings (D-150): Project Settings -> RPG Saga Engine -> Interactables.

SettingTypeDefaultCategoryRestartDescription
Default Danger (DefaultDanger)float1.000000DangerThe danger of a place with no progression zone and no override (an enemy level).
Fair Margin (FairMargin)int32-2Danger
Rating Names (RatingNames)TArray<FText>(4 entries)DangerThe rating names (Safe, Fair, Risky, Deadly).
Risky Margin (RiskyMargin)int32-5Danger
Safe Margin (SafeMargin)int323DangerDanger ratings: the party's level minus the recommended level at or above which a place counts as Safe / Fair / Risky (else Deadly).
Warning Format (WarningFormat)FTextNSLOCTEXT("RSEInteractables", "WarningFormat", "Danger ahead: {Place}. Recommended level {Level} ({Rating} for your party).")DangerThe danger warning ({Place}, {Level}, {Rating}).
Populate Destructible Kinds (PopulateDestructibleKinds)TArray<TSoftObjectPtr<URSEInteractableData> >(3 entries)PopulateD-157: the kinds the Populate Destructibles tool places by default (barrels, crates, pots).
Populate Kinds (PopulateKinds)TArray<TSoftObjectPtr<URSEInteractableData> >(13 entries)PopulateThe kinds the Populate Interactions tool offers by default (their Placement decides where).
Break Prompt (BreakPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptBreak", "Break")PromptsD-157: destructibles.
Clear Prompt (ClearPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptClear", "Clear the way")Prompts
Cross Prompt (CrossPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptCross", "Cross")Prompts
Examine Prompt (ExaminePrompt)FTextNSLOCTEXT("RSEInteractables", "PromptExamine", "Examine")Prompts
Extinguish Prompt (ExtinguishPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptExtinguish", "Put out")Prompts
Gather Prompt (GatherPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptGather", "Gather")Prompts
Light Prompt (LightPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptLight", "Light")Prompts
Look Prompt (LookPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptLook", "Look around")Prompts
Open Prompt (OpenPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptOpen", "Open")PromptsThe default verbs of the kinds.
Pray Prompt (PrayPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptPray", "Pray")Prompts
Push Prompt (PushPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptPush", "Push")Prompts
Read Prompt (ReadPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptRead", "Read")Prompts
Rest Prompt (RestPrompt)FTextNSLOCTEXT("RSEInteractables", "PromptRest", "Rest")Prompts
Save Prompt (SavePrompt)FTextNSLOCTEXT("RSEInteractables", "PromptSave", "Rest and save")Prompts
Compass Points (CompassPoints)TArray<FText>(8 entries)SignpostsThe eight compass points from north, clockwise (N, NE, E...): signposts. World north = +X unless North Yaw says otherwise.
North Yaw (NorthYaw)float0.000000SignpostsThe world yaw that counts as north (degrees; 0 = +X).
Place Revealed Format (PlaceRevealedFormat)FTextNSLOCTEXT("RSEInteractables", "PlaceRevealed", "{Place} was added to the map.")SignpostsSaid when a place is added to the map ({Place}).
Signpost Line Format (SignpostLineFormat)FTextNSLOCTEXT("RSEInteractables", "SignpostLine", "{Direction}: {Label}{Note}")SignpostsA signpost line ({Direction}, {Label}, {Note}).
Signpost Note Format (SignpostNoteFormat)FTextNSLOCTEXT("RSEInteractables", "SignpostNote", " ({Note})")Signposts
Blessed Format (BlessedFormat)FTextNSLOCTEXT("RSEInteractables", "Blessed", "The party is blessed: {Status}.")TextsA shrine blessed ({Status}); not ready yet.
Done by Format (DoneByFormat)FTextNSLOCTEXT("RSEInteractables", "DoneBy", "{Member} did it.")TextsSaid by an action done by a member ({Member}).
Empty Text (EmptyText)FTextNSLOCTEXT("RSEInteractables", "Empty", "It\'s empty.")Texts
Extinguished Text (ExtinguishedText)FTextNSLOCTEXT("RSEInteractables", "Extinguished", "Put out.")Texts
Found Item Format (FoundItemFormat)FTextNSLOCTEXT("RSEInteractables", "FoundItem", "Found {Item} x{Count}.")TextsFound lines ({Item}, {Count}; {Money}).
Found Money Format (FoundMoneyFormat)FTextNSLOCTEXT("RSEInteractables", "FoundMoney", "Found {Money}.")Texts
Hurt Format (HurtFormat)FTextNSLOCTEXT("RSEInteractables", "Hurt", "{Member} takes {Damage} damage.")TextsD-157: a hazard hurt a member ({Member}, {Damage}).
Item Used Format (ItemUsedFormat)FTextNSLOCTEXT("RSEInteractables", "ItemUsed", "Used {Item}.")TextsA key or offering used ({Item}).
Lit Text (LitText)FTextNSLOCTEXT("RSEInteractables", "Lit", "Lit.")Texts
Nothing to Gather Text (NothingToGatherText)FTextNSLOCTEXT("RSEInteractables", "NothingToGather", "Nothing left to gather. It will grow back.")Texts
Rested Text (RestedText)FTextNSLOCTEXT("RSEInteractables", "Rested", "The party rested by the fire.")Texts
Shrine Quiet Text (ShrineQuietText)FTextNSLOCTEXT("RSEInteractables", "ShrineQuiet", "The shrine is quiet. Come back later.")Texts
Status Given Format (StatusGivenFormat)FTextNSLOCTEXT("RSEInteractables", "StatusGiven", "{Member}: {Status}.")TextsD-157: a hazard gave a member a status ({Member}, {Status}).

RPG Saga Engine: Interaction

Class URSEInteractionSettings (module RSE), Project Settings, Project, RPG Saga Engine. Interactables and NPCs in exploration (Project Settings -> RPG Saga Engine -> Interaction): focus rules, the on-screen prompt, NPC placeholders, facing and barks.

SettingTypeDefaultCategoryRestartDescription
Angle Weight (AngleWeight)float2.000000FocusFocus score = distance to the bounds / range + AngleWeight * angle / 180 - Priority. Lowest wins. Higher values favor what the player faces over what is nearest.
Bodies Use Default Range (bBodiesUseDefaultRange)boolFalseFocusObjects with a body (meshes, blocking shapes) are also in range within DefaultRange of their origin (the rule before the 2026-09-27 playtest; it lets small objects be used from far away). Off: only CloseReach from the body, or the actor's own Interaction Radius, counts.
Center Distance Weight (CenterDistanceWeight)float0.150000FocusWeight of the distance from the player to the object's center, added to the score (tie-break between neighbors that are both within reach, e.g. two things on one table; the facing weighs more).
Close Reach (CloseReach)float55.000000FocusReach from the object's body (its meshes and blocking shapes): the player's capsule within this distance of the body is in range, however big the object or far its origin. The interaction volume grows to cover it. Actors can set their own (Reach Override).
Default Range (DefaultRange)float120.000000FocusRange around the origin of interactables without a body (trigger areas, optional scene zones) that do not set their own Interaction Radius: the player's capsule within this distance of the origin is in range. Objects with a body use CloseReach from their body instead (unless bBodiesUseDefaultRange).
Focus Check Interval (FocusCheckInterval)float0.100000FocusHow often the focused interactable is re-evaluated while the player stands in at least one range.
Focus Keep Slack (FocusKeepSlack)float25.000000FocusThe focused object stays in range this much farther than its range (no flicker at the edge).
Focus Switch Margin (FocusSwitchMargin)float0.150000FocusAnother object takes the focus only when its score beats the focused one's by this much (no flicker between neighbors).
Ignore Facing Distance (IgnoreFacingDistance)float30.000000FocusCloser than this to the object's bounds, the facing does not matter (standing against it works in any direction).
Max Focus Angle (MaxFocusAngle)float75.000000FocusObjects farther than this angle from the pawn's facing are not focused, unless closer than IgnoreFacingDistance. Within the angle the facing weighs in the score (AngleWeight). Actors can set their own (Facing Rule).
Vertical Tolerance (VerticalTolerance)float50.000000FocusLargest vertical gap between the player's capsule and the object's body (or origin) that still counts as in range: objects on the floor above or below, on a balcony or down a ledge are left out. Actors can set their own.
Player Faces Interactable (bPlayerFacesInteractable)boolTrueNPCThe player's pawn also turns toward what it interacts with.
Standing NPCs Block Navigation (bStandingNPCsBlockNavigation)boolTrueNPCD-120: an NPC that stands still (no schedule, Stay) carves a hole in the level's navmesh, so walkers go around it. NPCs that walk (a schedule, or Wander / Route) never do: the static navmesh would keep holes where they once stood (a guard line across a bridge cut the bridge in two for everyone, the guards included).
Default Bark Cooldown (DefaultBarkCooldown)float30.000000NPCTime before an NPC may bark again, for NPCs that do not set their own.
Default Bark Radius (DefaultBarkRadius)float450.000000NPCProximity bark range of NPCs that do not set their own.
Face Turn Seconds (FaceTurnSeconds)float0.250000NPCNPC and player turn toward each other over this time when a conversation starts (0 = snap).
Face Turn Step Seconds (FaceTurnStepSeconds)float0.016000NPCUpdate step of the facing turn.
NPCCapsule Half Height (NPCCapsuleHalfHeight)float88.000000NPC
NPCCapsule Radius (NPCCapsuleRadius)float34.000000NPC
NPCPlaceholder Mesh (NPCPlaceholderMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cylinder.CylinderNPCPlaceholder body of NPCs without their own mesh.
NPCPlaceholder Scale (NPCPlaceholderScale)FVector(X=0.700000,Y=0.700000,Z=1.800000)NPC
Prompt at Actor (bPromptAtActor)boolTruePromptPrompt above the focused actor (else at PromptScreenAnchor).
Prompt Avoids Player (bPromptAvoidsPlayer)boolTruePromptActor prompts never cover the player's character: they move above its head when they would.
Prompt Shows Object Name (bPromptShowsObjectName)boolTruePromptThe prompt names the object it acts on (so two things close together are told apart), when it has a name.
Default Prompt (DefaultPrompt)FTextNSLOCTEXT("RSEInteraction", "DefaultPrompt", "Examine")PromptAction shown by interactables without their own prompt text.
Fallback Keys (FallbackKeys)FTextNSLOCTEXT("RSEInteraction", "FallbackKeys", "E / A")Prompt{Keys} when the Interact action's keys cannot be read from the input mapping.
Key Separator (KeySeparator)FTextNSLOCTEXT("RSEInteraction", "KeySeparator", " / ")PromptBetween the keyboard and gamepad key names in {Keys}.
Prompt Fade Seconds (PromptFadeSeconds)float0.120000PromptFade in / out of the prompt (0 = none).
Prompt Follow Speed (PromptFollowSpeed)float20.000000PromptHow fast an actor prompt follows its point on screen (per second; 0 = sticks to it). Smooths camera jitter.
Prompt Font Size (PromptFontSize)int3218Prompt
Prompt Format (PromptFormat)FTextNSLOCTEXT("RSEInteraction", "PromptFormat", "[{Keys}] {Action}")PromptPrompt layout. Arguments: {Keys} (e.g. "E / A"), {Action}.
Prompt Height Above Bounds (PromptHeightAboveBounds)float25.000000PromptHeight of the prompt above the top of the object's bounds (objects without their own prompt point).
Prompt Named Format (PromptNamedFormat)FTextNSLOCTEXT("RSEInteraction", "PromptNamedFormat", "{Action}: {Name}")PromptAction + object name. Arguments: {Action}, {Name}.
Prompt Panel Color (PromptPanelColor)FRSEUIColor(Token="Primary",Alpha=0.820000,Lightness=-0.327827,Chroma=0.363428,Hue=8.707818,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Prompt
Prompt Player Clearance (PromptPlayerClearance)float10.000000PromptGap between the prompt and the top of the player's head when it moves out of the way.
Prompt Screen Anchor (PromptScreenAnchor)FVector2D(X=0.500000,Y=0.780000)PromptNormalized screen point of screen-space prompts (and of actor prompts whose actor is off screen).
Prompt Screen Margin (PromptScreenMargin)float24.000000PromptActor prompts stay this far inside the screen edges.
Prompt Text Color (PromptTextColor)FRSEUIColor(Token="Text",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Prompt
Prompt Widget Class (PromptWidgetClass)TSoftClassPtr<URSEScreenWidget>/Script/RSE.RSEInteractionPromptWidgetPromptInteraction prompt (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEInteractionPromptViewModel (docs/product/custom-ui.md).
Prompt World Height (PromptWorldHeight)float120.000000PromptHeight above the interactable's origin, for objects without bounds (trigger areas) or prompt point.
Prompt ZOrder (PromptZOrder)int3220Prompt
Talk Prompt (TalkPrompt)FTextNSLOCTEXT("RSEInteraction", "TalkPrompt", "Talk")PromptAction shown by NPCs without their own prompt text.

RPG Saga Engine: Interior Kits

Class URSEKitLibrarySettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Interior Kits settings (D-164): Project Settings -> RPG Saga Engine -> Interior Kits.

SettingTypeDefaultCategoryRestartDescription
Grid Rules (GridRules)FRSEKitGridRules(ModuleBin=5.000000,HeightBin=5.000000,ThicknessBin=2.000000,ModuleMultiples=(0.500000,1.000000,2.000000,3.000000,4.000000),SpanTolerance=5.000000,SpanTolerance...DetectionKit grouping and grid detection.
Probe Rules (ProbeRules)FRSEKitProbeRules(ProbeStep=5.000000,MinProbeCells=16,MaxProbeCells=128,MaxWallThickness=60.000000,MinWallHeight=100.000000,MinWallRunRatio=2.000000,DoorRules=(MinWidth=70.00000...DetectionProbe thresholds (openings, fronts, corners, pivots).
Library Asset Name (LibraryAssetName)FStringDA_KitLibraryOutput
Library Folder (LibraryFolder)FDirectoryPath(set per project)OutputProject folder of the library asset. Project content only.
Output Folder (OutputFolder)FDirectoryPath(set per project)OutputWhere the Create step writes kits, furniture and themes. Project content only.
Inspector Exposure EV100 (InspectorExposureEV100)float2.000000Preview
Interior Exposure EV100 (InteriorExposureEV100)float2.000000PreviewWizard preview and piece inspector: fixed exposure (EV100) of the 3D views.
Preview Floors (PreviewFloors)int322Preview
Preview Footprint (PreviewFootprint)FVector2D(X=1700.000000,Y=1300.000000)PreviewWizard preview: the sample house's footprint (cm; X along the facade), floors and seed.
Preview Light Brightness (PreviewLightBrightness)float4.000000PreviewWizard preview and piece inspector: the brightness of the scene's sun (the sky gets half).
Preview Program (PreviewProgram)FSoftObjectPath/RPGSagaEngine/Data/Interiors/Programs/DA_InteriorProgram_Inn.DA_InteriorProgram_InnPreviewWizard preview: the program (rooms) of the sample house and the theme whose furnishings, light and materials it borrows (empty = the first the project has).
Preview Seed (PreviewSeed)int3211Preview
Preview Theme (PreviewTheme)FSoftObjectPath/RPGSagaEngine/Data/Interiors/Themes/DA_InteriorTheme_Common.DA_InteriorTheme_CommonPreview
Expected Kinds (ExpectedKinds)TArray<FGameplayTag>(0 entries)ReviewKinds a complete kit has; the wizard's Kits step warns about the missing ones. Empty = the built-in list (walls, door and window walls, corner, floor, ceiling, stairs, railing, door leaf).
Thumbnail Pool Size (ThumbnailPoolSize)int32128ReviewThumbnails kept by the review table (0 = no thumbnail column).
Thumbnail Size (ThumbnailSize)int3264ReviewThumbnail size in the review table (px).
Batch Size (BatchSize)int3264ScanMeshes loaded per batch (one worker task per batch).
Garbage Collect Every Batches (GarbageCollectEveryBatches)int328ScanCollect garbage every this many batches (loaded meshes are released); 0 = never.
Max Batches in Flight (MaxBatchesInFlight)int322ScanBatches allowed in flight on workers (memory cap on copied triangles).
Read Options (ReadOptions)FRSEKitMeshReadOptions(MinProbeTriangles=8,MaxProbeTriangles=100000,bAllowMeshDescription=True,bAllowCollision=True,bAllowBounds=True)ScanHow triangles are read.
Time Slice Ms (TimeSliceMs)float12.000000ScanGame-thread time per editor frame while scanning (ms): the editor stays responsive.
Taxonomy (Taxonomy)TSoftObjectPtr<URSEKitTaxonomy>NoneTaxonomyHow meshes are classified (kinds, words, languages, shape tests).

RPG Saga Engine: Interiors

Class URSEInteriorSettings (module RSE), Project Settings, Project, RPG Saga Engine. Interiors (D-110, docs/design/free-tactics.md section 17): doors, ladders and the camera inside buildings and dungeons.

SettingTypeDefaultCategoryRestartDescription
Battle Area Margin (BattleAreaMargin)float1.000000BattleA Free Tactics battle that starts inside an Interior Volume captures only the volume (plus this margin, meters) instead of Free Tactics (Presentation) -> Area Size: the rooms, not the whole street.
Close Door Text (CloseDoorText)FTextNSLOCTEXT("RSEInteriors", "CloseDoor", "Close")Doors
Door Close Sound (DoorCloseSound)TSoftObjectPtr<USoundBase>NoneDoors
Door Leaf Mesh (DoorLeafMesh)TSoftObjectPtr<UStaticMesh>NoneDoorsMesh of a door leaf without its own (scaled to the leaf size; a 1 m cube). Empty = the engine cube.
Door Open Sound (DoorOpenSound)TSoftObjectPtr<USoundBase>NoneDoorsD-150: played when a door without its own sounds swings open / shut (empty = silent).
Door Swing Seconds (DoorSwingSeconds)float0.450000DoorsSeconds a door takes to swing open or shut (0 = at once). Doors may override it.
Locked Door Text (LockedDoorText)FTextNSLOCTEXT("RSEInteriors", "LockedDoor", "It\'s locked.")DoorsSaid when a locked door is tried.
Open Door Text (OpenDoorText)FTextNSLOCTEXT("RSEInteriors", "OpenDoor", "Open")DoorsPrompts of doors without their own.
Climb Text (ClimbText)FTextNSLOCTEXT("RSEInteriors", "Climb", "Climb")LaddersPrompt of ladders in exploration (the explorer climbs to the other end).
Ladder Mesh (LadderMesh)TSoftObjectPtr<UStaticMesh>NoneLaddersMesh of a ladder without its own (scaled between its ends; a 1 m cube). Empty = the engine cube.

RPG Saga Engine: Inventory Rules

Class URSEInventoryRulesSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Inventory rules (D-143): how the party carries items, in which containers, and who receives what it gains.

SettingTypeDefaultCategoryRestartDescription
Bag (Bag)FRSEItemContainerDef(Id="Bag",DisplayName=NSLOCTEXT("RSEInventoryRules", "BagName", "Bag"),Grid=(Width=8,MinHeight=5,MaxHeight=5),Filter=(TagQuery=()))ContainersEach member's bag: its id (the command and layout key), name, icon and size (8 x 5 by default; bounded).
Pending Loot (PendingLoot)FRSEItemContainerDef(Id="PendingLoot",DisplayName=NSLOCTEXT("RSEInventoryRules", "PendingName", "Pending Loot"),Grid=(Width=8,MinHeight=5),Filter=(TagQuery=()))ContainersLoot nobody could carry: shown as its own tab until taken or distributed. Grows.
Stash (Stash)FRSEItemContainerDef(Id="Stash",DisplayName=NSLOCTEXT("RSEInventoryRules", "StashName", "Stash"),Grid=(Width=8,MinHeight=7,SpareRows=1),Filter=(TagQuery=()))ContainersThe shared stash (large; Max Height 0 = it grows).
Stash Access (StashAccess)ERSEStashAccessSavePointsContainersWhere the stash opens.
Stash Access Radius (StashAccessRadius)float600.000000ContainersHow close to a save point / rest place the player must stand for the stash to open (the presentation measures it).
Auto Distribute Rule (AutoDistributeRule)TSoftClassPtr<URSELootDistributionRule>/Script/RSECore.RSELootRule_SmartDistributionThe rule of the inventory's Auto-distribute button (re-deals every bag and, when open, the stash).
Pickups to Picker in Coop (bPickupsToPickerInCoop)boolTrueDistributionCo-op: what a player picks up (chests, pick-ups, shop purchases) goes to that player's member first.
Distribution Rule (DistributionRule)TSoftClassPtr<URSELootDistributionRule>/Script/RSECore.RSELootRule_SmartDistributionWho receives what the party gains (chests, battles, quests, shops, pick-ups). Blueprintable: write your own.
Overflow (Overflow)ERSELootOverflowPendingLootDistributionWhen no member has room, the stash takes it if the source stands at a stash point or the stash opens anywhere; otherwise this decides (pending loot by default). Nothing is ever lost.
Minimum Upgrade (MinimumUpgrade)float0.001000Distribution|SmartSmart rule: an upgrade must be worth at least this (sum of weighted relative changes) to beat free space.
Role Rules (RoleRules)TArray<FRSELootRoleRule>(0 entries)Distribution|SmartSmart rule: who receives which consumables (ethers to mages). Items no rule matches are balanced among everyone.
Stat Weights (StatWeights)TMap<FGameplayTag,float>(0 entries)Distribution|SmartSmart rule: how much each stat counts when equipment is compared (relative change x weight). Missing stats count 1.
Migration (Migration)ERSEModeMigrationDistributeModeA game played in the Per Character mode for the first time (or after a switch from Shared): what happens to its items.
Mode (Mode)ERSEInventoryModeSharedModeShared: one party grid (JRPG, ATB, Tactics). Per Character: a bag per member, a stash, pending loot (live / Free Tactics).
Shared Kinds (SharedKinds)TArray<ERSEItemKind>(2 entries)ModeItem kinds that stay shared in the Per Character mode (story items): they never go into bags.
Money Mode (MoneyMode)ERSEMoneyModeSharedMoney--- Money ---
Use Weight (bUseWeight)boolFalseWeightItems weigh something and each member carries up to a capacity. Off by default.
Carry Capacity Base (CarryCapacityBase)float40.000000WeightCapacity every member has.
Carry Capacity Per Stat Point (CarryCapacityPerStatPoint)float1.000000WeightCapacity per point of Carry Capacity Stat.
Carry Capacity Stat (CarryCapacityStat)FGameplayTag()WeightThe stat that adds capacity (Stat.Strength...). Empty = only the base and equipment.
Overweight Rule (OverweightRule)ERSEOverweightRuleBlockAddingWeight

RPG Saga Engine: Inventory UI

Class URSEInventoryUISettings (module RSE), Project Settings, Project, RPG Saga Engine. The grid inventory screen (D-123, docs/design/inventory-grid.md).

SettingTypeDefaultCategoryRestartDescription
Board (Board)FRSEInventoryBoardStyle(CellSize=60.000000,CellGap=3.000000,CornerRadius=4.000000,CellFill=(Token="Primary",Alpha=0.850000,Lightness=-0.309568,Chroma=0.498216,Hue=4.227151,Override=(R...Board
Menu Height (MenuHeight)float860.000000Layout
Menu Width (MenuWidth)float1500.000000LayoutParty menu window size while the grid page shows (the grid needs more room than the lists).
Party Card Width (PartyCardWidth)float210.000000LayoutWidth of one party strip card.
Party Portrait Size (PartyPortraitSize)float44.000000LayoutPortrait on the party strip cards (0 = none).
Stats Panel Width (StatsPanelWidth)float280.000000LayoutWidth of the stats panel right of the board.
Tooltip Width (TooltipWidth)float330.000000LayoutWidth of the item tooltip.
Visible Rows (VisibleRows)int328LayoutGrid rows shown before the grid scrolls.
Body Anchors (BodyAnchors)TArray<FRSEPaperdollAnchor>(9 entries)PaperdollBody parts on the figure area (D-126): where slots of each body part are placed and their connectors end.
Default Slot Size (DefaultSlotSize)FVector2D(X=1.100000,Y=1.100000)Paperdoll
Figure Image (FigureImage)TSoftObjectPtr<UTexture2D>NonePaperdollShown on the figure area when the character has neither a live preview nor a portrait. Empty = nothing.
Paperdoll Size (PaperdollSize)FIntPoint(X=7,Y=8)PaperdollSize of the paperdoll area, in cells.
Paperdoll Slots (PaperdollSlots)TArray<FRSEPaperdollSlotLayout>(9 entries)PaperdollPlacement of the equipment slots (body part anchor + offset, or a fixed position) and their sizes. Slots of Items -> Equipment Slots not listed here are placed from their body part (beside the figure, on the side of the anchor), or down the edges of the paperdoll without one, at Default Slot Size.
Portrait Position (PortraitPosition)FVector2D(X=1.350000,Y=1.300000)PaperdollThe figure area (the live 3D preview, else the portrait, else the fallback figure), in cells of the paperdoll.
Portrait Size (PortraitSize)FVector2D(X=4.300000,Y=6.700000)Paperdoll
Action Portrait Size (ActionPortraitSize)float28.000000Per CharacterPortrait beside each "Give to" entry of the action menu.
Capacity Color (CapacityColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=-0.057774,Chroma=2.643006,Hue=-31.508739,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Per CharacterColors of the capacity line: normal and over capacity / full.
Over Capacity Color (OverCapacityColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.006601,Chroma=0.942214,Hue=0.319182,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Per Character
Live Preview (bLivePreview)boolTruePreviewThe selected character in 3D on the paperdoll, wearing its equipment (weapons and accessories on sockets, armor on modular bodies). Off, or RSE.Inventory.LivePreview 0 = the portrait.
Preview Backdrop Color (PreviewBackdropColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=-0.348259,Chroma=0.363512,Hue=9.359602,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))PreviewBehind the character (match the paperdoll panel: the edges fade into it).
Preview Capture Rate (PreviewCaptureRate)float30.000000PreviewCaptures per second while the preview is on screen (the idle animation). 0 = only when something changes (equipment, turning, zoom): a still pose. RSE.Inventory.PreviewRate overrides it (the Steam Deck profile: 15).
Preview Class (PreviewClass)TSoftClassPtr<URSEPaperdollPreview>NonePreviewWho makes the picture: a Blueprint or C++ class derived from RSEPaperdollPreview. Empty = the scene capture preview.
Preview Drag Degrees (PreviewDragDegrees)float0.600000PreviewTurning by dragging the figure: degrees per screen unit.
Preview Framing (PreviewFraming)FNamePaperdollPreviewFraming of the preview (Project Settings -> Portraits -> Framings). The plugin's "Paperdoll" preset fits every character head to feet with its hat and held weapon (Fit Head Top, Fit Whole Look), with room under the helmet slot.
Preview Light Rig (PreviewLightRig)FNameStudioPreviewLighting of the preview (Project Settings -> Portraits -> Light Rigs).
Preview Resolution (PreviewResolution)FIntPoint(X=360,Y=560)PreviewRender target size (match the figure area's aspect). RSE.Inventory.PreviewScale scales it (the Steam Deck profile: 0.75).
Preview Scene Location (PreviewSceneLocation)FVector(X=0.000000,Y=40000.000000,Z=-60000.000000)PreviewWhere the preview scene stands in the world: far from the playable space and from the dialog portrait scene.
Preview Start Zoom (PreviewStartZoom)float0.850000PreviewThe zoom the preview opens at (D-128): below 1 shows the figure a bit smaller in its frame, with air around it. Clamped to Preview Zoom Range.
Preview Stick Dead Zone (PreviewStickDeadZone)float0.200000PreviewStick tilt ignored before it turns or zooms the preview.
Preview Stick Degrees Per Second (PreviewStickDegreesPerSecond)float200.000000PreviewTurning with the right stick: degrees per second at full tilt.
Preview Stick Zoom Per Second (PreviewStickZoomPerSecond)float0.600000PreviewZoom per second with the right stick (up / down) at full tilt.
Preview Zoom Range (PreviewZoomRange)FVector2D(X=0.700000,Y=2.200000)PreviewZoom range (1 = the framing; below 1 = wider, the figure smaller) and the step of one mouse wheel notch.
Preview Zoom Step (PreviewZoomStep)float0.150000Preview
Default Style (DefaultStyle)ERSEInventoryScreenStyleGridStyleThe product default; players can change it in Options -> Game -> Inventory.
Screen Widget Class (ScreenWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneStyleThe grid page of the party menu. Empty = the built-in RSEInventoryScreenWidget. A Widget Blueprint derived from RSEScreenWidget receives the party menu's RSEPartyMenuViewModel and can create a RSEInventoryViewModel.
Cancel Action Text (CancelActionText)FTextNSLOCTEXT("RSEInventoryUI", "Cancel", "Cancel")Texts
Combine Action Text (CombineActionText)FTextNSLOCTEXT("RSEInventoryUI", "Combine", "Combine")Texts
Combine Prompt Text (CombinePromptText)FTextNSLOCTEXT("RSEInventoryUI", "CombinePrompt", "Choose the item to combine with {Item}.")TextsCombining: pick the second key item.
Compare for Format (CompareForFormat)FTextNSLOCTEXT("RSEInventoryUI", "CompareFor", "For {Character}:")TextsTooltip: the stat comparison is for {Character}.
Discard Action Text (DiscardActionText)FTextNSLOCTEXT("RSEInventoryUI", "Discard", "Discard")Texts
Equip Action Text (EquipActionText)FTextNSLOCTEXT("RSEInventoryUI", "Equip", "Equip")Texts--- Texts ---
Equipped Format (EquippedFormat)FTextNSLOCTEXT("RSEInventoryUI", "Equipped", "{Character} equips {Item}.")TextsMessages after commands. {Item} {Character} {Slot}.
In Battle Text (InBattleText)FTextNSLOCTEXT("RSEInventoryUI", "InBattle", "The inventory cannot change during a battle.")Texts
Locked Text (LockedText)FTextNSLOCTEXT("RSEInventoryUI", "Locked", "Fixed equipment (guest)")TextsGuests' slots (D-011).
Move Action Text (MoveActionText)FTextNSLOCTEXT("RSEInventoryUI", "Move", "Move")Texts
No Room Text (NoRoomText)FTextNSLOCTEXT("RSEInventoryUI", "NoRoom", "There is no room there.")Texts
Not Allowed Text (NotAllowedText)FTextNSLOCTEXT("RSEInventoryUI", "NotAllowed", "You may not change this.")Texts
Place Prompt Text (PlacePromptText)FTextNSLOCTEXT("RSEInventoryUI", "PlacePrompt", "Choose where to put {Item}.")TextsMove mode: place the held item.
Read Action Text (ReadActionText)FTextNSLOCTEXT("RSEInventoryUI", "Read", "Read")Texts
Replaces Format (ReplacesFormat)FTextNSLOCTEXT("RSEInventoryUI", "Replaces", "Replaces: {Item}")TextsTooltip: the item the comparison replaces. {Item}.
Size Format (SizeFormat)FTextNSLOCTEXT("RSEInventoryUI", "Size", "{Width}x{Height} x{Count}")TextsTooltip: size and count. {Width} {Height} {Count}.
Size Only Format (SizeOnlyFormat)FTextNSLOCTEXT("RSEInventoryUI", "SizeOnly", "{Width}x{Height}")TextsTooltip of a worn item (none in the inventory): size only. {Width} {Height}.
Slot Format (SlotFormat)FTextNSLOCTEXT("RSEInventoryUI", "Slot", "Slot: {Slot}")TextsTooltip: the slot it goes into. {Slot}.
Sort Action Text (SortActionText)FTextNSLOCTEXT("RSEInventoryUI", "Sort", "Sort")Texts
Sorted Text (SortedText)FTextNSLOCTEXT("RSEInventoryUI", "Sorted", "Sorted.")Texts
Stats Title (StatsTitle)FTextNSLOCTEXT("RSEInventoryUI", "StatsTitle", "Stats")Texts
Unequip Action Text (UnequipActionText)FTextNSLOCTEXT("RSEInventoryUI", "Unequip", "Unequip")Texts
Unequipped Format (UnequippedFormat)FTextNSLOCTEXT("RSEInventoryUI", "Unequipped", "{Item} back in the inventory.")Texts
Use Action Text (UseActionText)FTextNSLOCTEXT("RSEInventoryUI", "Use", "Use")Texts
Use on Format (UseOnFormat)FTextNSLOCTEXT("RSEInventoryUI", "UseOn", "Use on {Target}")Texts{Target}: the object the player stands at.
Auto Distribute Confirm Text (AutoDistributeConfirmText)FTextNSLOCTEXT("RSEInventoryUI", "AutoDistributeConfirm", "Deal every bag again by the Smart rule?")Texts|Per Character
Auto Distributed Text (AutoDistributedText)FTextNSLOCTEXT("RSEInventoryUI", "AutoDistributed", "The bags were dealt again.")Texts|Per Character
Auto Distribute Text (AutoDistributeText)FTextNSLOCTEXT("RSEInventoryUI", "AutoDistribute", "Auto-distribute")Texts|Per CharacterThe tab-row button and its confirmation.
Bag Tab Format (BagTabFormat)FTextNSLOCTEXT("RSEInventoryUI", "BagTab", "{Bag}: {Member}")Texts|Per CharacterThe bag tab of the selected member. {Member}, {Bag} (Inventory Rules -> Bag name).
Capacity Format (CapacityFormat)FTextNSLOCTEXT("RSEInventoryUI", "Capacity", "{Used}/{Total}")Texts|Per CharacterThe bag's capacity under the tabs. {Used} {Total}.
Container Full Text (ContainerFullText)FTextNSLOCTEXT("RSEInventoryUI", "ContainerFull", "There is no room in that bag.")Texts|Per Character
Gave Format (GaveFormat)FTextNSLOCTEXT("RSEInventoryUI", "Gave", "{Item} → {Member}")Texts|Per CharacterAfter a give / take / send. {Item} {Member} (the receiver; the stash's name when sent there).
Give to Format (GiveToFormat)FTextNSLOCTEXT("RSEInventoryUI", "GiveTo", "Give to {Member}")Texts|Per CharacterAction: give the item to another member. {Member}.
Pending Hint Text (PendingHintText)FTextNSLOCTEXT("RSEInventoryUI", "PendingHint", "Loot nobody could carry. Take it or give it to someone.")Texts|Per CharacterShown above the pending loot grid.
Send to Stash Text (SendToStashText)FTextNSLOCTEXT("RSEInventoryUI", "SendToStash", "Send to stash")Texts|Per Character
Stash Unavailable Text (StashUnavailableText)FTextNSLOCTEXT("RSEInventoryUI", "StashUnavailable", "The stash opens only at a save point.")Texts|Per Character
Take Format (TakeFormat)FTextNSLOCTEXT("RSEInventoryUI", "Take", "Take ({Member})")Texts|Per CharacterAction: take the item from the stash or the pending loot into the selected member's bag. {Member}.
Used Cells Format (UsedCellsFormat)FTextNSLOCTEXT("RSEInventoryUI", "UsedCells", "Cells used: {Used}")Texts|Per CharacterA container that grows (the stash, the pending loot). {Used}.
Weight Format (WeightFormat)FTextNSLOCTEXT("RSEInventoryUI", "Weight", "{Weight}/{Capacity} kg")Texts|Per CharacterWeight (Inventory Rules -> Use Weight). {Weight} {Capacity}.
Wrong Mode Text (WrongModeText)FTextNSLOCTEXT("RSEInventoryUI", "WrongMode", "Not in this inventory mode.")Texts|Per Character

RPG Saga Engine: Items

Class URSEItemSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Item and equipment rules.

SettingTypeDefaultCategoryRestartDescription
Equipment Slots (EquipmentSlots)TArray<FRSEEquipmentSlotDef>(9 entries)EquipmentCharacter equipment slots, in display order (D-024).
Off Hand Slot Id (OffHandSlotId)FNameOffHandEquipmentSlot a two-handed weapon also occupies.
Allow Discard (bAllowDiscard)boolFalseGrid InventoryThe player may discard consumables and equipment from the inventory (the Discard command). Key items and documents can never be discarded. Off by default: classic JRPGs do not drop items.
Max Item Grid Size (MaxItemGridSize)FIntPoint(X=4,Y=4)Grid InventoryLargest Grid Size an item may have (data validation).
Permission Policy Class (PermissionPolicyClass)TSoftClassPtr<URSEInventoryPermissionPolicy>NoneGrid InventoryWho may change what through inventory commands (co-op, D-094 / D-124): a Blueprint or C++ class derived from RSEInventoryPermissionPolicy. Empty = everyone may do everything (single player; the host decides later).
Sort Order (SortOrder)TArray<ERSEItemSortKey>(5 entries)Grid InventoryAuto-sort order: the first key decides, the next ones break ties.
Stash Tabs (StashTabs)TArray<FRSEItemContainerDef>(3 entries)Grid InventoryTabs of the party's stash in grid inventories, each a grid container. An item shows in the first tab whose filter accepts it (the first tab when none does), so every item always has a place.
Default Rarity (DefaultRarity)FGameplayTag(TagName="Item.Rarity.Common")Grid Inventory|Rarity
Rarity Tiers (RarityTiers)TArray<FRSEItemRarityTier>(5 entries)Grid Inventory|RarityRarity tiers (name, color, rank). Items without a rarity use Default Rarity.
Default Max Stack (DefaultMaxStack)int3299InventoryStack limit for items that do not set their own.
Starting Items (StartingItems)TMap<TSoftObjectPtr<URSEItemData> ,int32>(15 entries)InventoryItems in the inventory when a new game starts.

RPG Saga Engine: Level Tools

Class URSELevelToolsSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Level tools of D-062 (docs/design/encounter-editor.md): the encounter layout editor mode, the character preview actor and the gallery map builder.

SettingTypeDefaultCategoryRestartDescription
Blast Color (BlastColor)FLinearColor(R=1.000000,G=0.500000,B=0.000000,A=0.300000)Encounter Layout|ColorsTiles an explosive field object would hit (shown for the selected object), tinted by the zone it leaves when it has one.
Blocked Color (BlockedColor)FLinearColor(R=0.000000,G=0.000000,B=0.000000,A=0.450000)Encounter Layout|ColorsUnwalkable tiles.
Deployment Color (DeploymentColor)FLinearColor(R=0.150000,G=0.450000,B=1.000000,A=0.450000)Encounter Layout|ColorsTiles where the player deploys (the encounter's Deployment Tiles).
Enemy Color (EnemyColor)FLinearColor(R=1.000000,G=0.250000,B=0.200000,A=0.400000)Encounter Layout|ColorsTile of an enemy.
Field Object Color (FieldObjectColor)FLinearColor(R=0.800000,G=0.600000,B=0.300000,A=0.400000)Encounter Layout|ColorsTile of a field object (its own color is used for the box).
Grid Line Color (GridLineColor)FLinearColor(R=0.080000,G=0.080000,B=0.100000,A=1.000000)Encounter Layout|ColorsOutline of every tile of the zone.
Hover Invalid Color (HoverInvalidColor)FLinearColor(R=1.000000,G=0.000000,B=0.000000,A=0.500000)Encounter Layout|ColorsTile under the cursor when the action is refused there (blocked, occupied, outside).
Hover Valid Color (HoverValidColor)FLinearColor(R=0.200000,G=1.000000,B=0.350000,A=0.500000)Encounter Layout|ColorsTile under the cursor when the action is allowed there.
Issue Color (IssueColor)FLinearColor(R=1.000000,G=0.000000,B=0.600000,A=0.600000)Encounter Layout|ColorsTiles with a validation problem (overlap, unwalkable...).
Row Color (RowColor)FLinearColor(R=0.600000,G=0.600000,B=1.000000,A=0.350000)Encounter Layout|ColorsATB stage: the rows of the enemy side.
Selection Color (SelectionColor)FLinearColor(R=1.000000,G=0.900000,B=0.100000,A=1.000000)Encounter Layout|ColorsThe selected element's outline.
ATBPick Radius (ATBPickRadius)float80.000000Encounter Layout|DrawingATB stage: distance around a slot that counts as a click on its unit.
Show Appearance (bShowAppearance)boolTrueEncounter Layout|DrawingEnemy markers use the character's appearance (else only the placeholder shape).
Show Labels (bShowLabels)boolTrueEncounter Layout|DrawingName and level labels above the enemies, names above field objects.
Label Height (LabelHeight)float220.000000Encounter Layout|DrawingHeight of the labels above the tile.
Surface Offset (SurfaceOffset)float3.000000Encounter Layout|DrawingHeight of the drawn tiles above the surface (avoids flicker with the floor).
Tile Fill (TileFill)float0.900000Encounter Layout|DrawingDrawn tile size as a fraction of the tile (a gap shows the grid).
Validate on Change (bValidateOnChange)boolTrueEncounter Layout|EditingValidate the layout after every edit (the Issues list and the tile markers).
Max Brush Radius (MaxBrushRadius)int326Encounter Layout|EditingLargest radius of the deployment brush (0 = one tile).
Delete Key (DeleteKey)FKeyDeleteEncounter Layout|KeysDeletes the selected enemy or field object.
Rotate Clockwise Key (RotateClockwiseKey)FKeyEEncounter Layout|KeysRotates the selected enemy clockwise (Tactics facing).
Rotate Counter Clockwise Key (RotateCounterClockwiseKey)FKeyQEncounter Layout|KeysRotates the selected enemy counter-clockwise.
Toggle Row Key (ToggleRowKey)FKeyREncounter Layout|KeysATB: moves the selected enemy to the other row.
Content Root (ContentRoot)FDirectoryPath(Path="/Game")GalleryOnly content under this path goes on display ("/Game" = the whole project).
Excluded Paths (ExcludedPaths)TArray<FDirectoryPath>(2 entries)GalleryContent paths left out (test and dev data).
Floor Mesh (FloorMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeGalleryFloor of the gallery map (scaled to cover every row).
Game Mode (GameMode)TSoftClassPtr<AGameModeBase>/Script/RSE.RSEExplorationGameModeGalleryGame mode of the gallery map (the player walks between the stations).
Label World Size (LabelWorldSize)float28.000000GallerySize of the label text panels.
Max Ability Pads (MaxAbilityPads)int320GalleryMost ability pads (0 = every ability).
Pad Mesh (PadMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cylinder.CylinderGalleryPad under each ability demo. Empty = none.
Pad Scale (PadScale)FVector(X=2.500000,Y=2.500000,Z=0.050000)GalleryScale of the pad mesh.
Pedestal Mesh (PedestalMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeGalleryPedestal shown under field objects and class stations.
Row Spacing (RowSpacing)float900.000000GalleryDistance between two rows (characters, classes, abilities, field objects, world actors).
Station Spacing (StationSpacing)float350.000000GalleryDistance between two stations of a row.
Stations Per Line (StationsPerLine)int3212GalleryStations per row before a new line starts.

RPG Saga Engine: Living NPCs

Class URSENPCSettings (module RSE), Project Settings, Project, RPG Saga Engine. Living NPCs in the world (D-104, docs/product/living-npcs.md): how they walk, pause, look around, make way for the player, stop to talk, sleep far from the player and show their activities.

SettingTypeDefaultCategoryRestartDescription
Activity Animations (ActivityAnimations)TMap<FGameplayTag,FRSECharacterAnim>(0 entries)ActivitiesLooping animations of the activities (NPC.Activity.Work -> hammering, NPC.Activity.Sit -> sitting) on characters built with an RSE anim set, while the NPC stays at its place. Missing = the locomotion idle.
Activity Blend Out (ActivityBlendOut)float0.250000ActivitiesBlend out of an activity animation when the NPC starts walking or talking.
Activity Idle Slots (ActivityIdleSlots)TMap<FGameplayTag,FGameplayTag>(3 entries)ActivitiesD-153: an activity can play an idle slot of the NPC's own animation set instead (NPC.Activity.Chat -> Idle.Anim.Chat, NPC.Activity.Sit -> Idle.Anim.Sit): the same slots the party's idle life uses, filled by the Animation & FX Library for any skeleton. Tried first; an NPC whose set has no clip for the slot falls back to Activity Animations.
Appear Distance (AppearDistance)float3000.000000ArrivingWhen the hour changes, an NPC walks to its next place, unless where it is and where it goes are both farther than this from the player: then it appears there (nobody sees it). Time skips and sleeping NPCs always appear. 0 = always walk.
Max Walk Seconds (MaxWalkSeconds)float90.000000ArrivingA walk that takes longer than this (stuck, blocked) ends with the NPC appearing at its place. 0 = never.
Chat Ends when Focused (bChatEndsWhenFocused)boolTrueChatsThe talk is interrupted when the player comes closer than this to either NPC and looks at it (its prompt shows). Off: it goes on.
Chat Line Gap (ChatLineGap)FVector2D(X=2.400000,Y=4.200000)ChatsSeconds between two lines of a talk between NPCs (random between the two).
Idle Life Seed (IdleLifeSeed)int321729Idle LifeSeed of the idle life's random choices (the NPC's id is mixed in): the same level plays the same way.
Look Around Angle (LookAroundAngle)float70.000000Looking AroundLargest look-around turn either way.
Look Around Chance (LookAroundChance)float0.500000Looking AroundChance to look around at each pause (turn a little, then back).
Acceptance Radius (AcceptanceRadius)float30.000000MovingA point counts as reached within this distance.
Snap to Ground (bSnapToGround)boolTrueMovingNPCs that are not pawns keep their feet on the ground with a trace down (the Visibility channel).
Use Navigation (bUseNavigation)boolTrueMovingWalks follow the navigation mesh when the level has one; without it (or off) they walk straight.
Default Wander Radius (DefaultWanderRadius)float500.000000MovingWander: default distance from the place (an activity or a place may set its own).
Ground Trace Height (GroundTraceHeight)float120.000000MovingHeight of the ground trace above and below the feet.
Pause Max (PauseMax)float6.000000Moving
Pause Min (PauseMin)float2.000000MovingPause at a wander point or a route stop without its own pause (random between the two).
Turn Rate (TurnRate)float360.000000MovingHow fast they turn toward where they walk.
Walk Speed (WalkSpeed)float140.000000MovingWalking speed (an NPC may set its own; an activity scales it).
Face Player when Talking (bFacePlayerWhenTalking)boolTruePlayerIt turns to face the player when a conversation starts (NPCs that are not RSE NPC actors; those have their own setting).
Stop when Focused (bStopWhenFocused)boolTruePlayerIt stops walking while the player looks at it (its talk prompt is shown), so the player can talk.
Make Way Distance (MakeWayDistance)float160.000000PlayerA walking NPC with the player this close ahead makes way: it stops and steps aside.
Make Way Step (MakeWayStep)float110.000000PlayerHow far it steps aside.
Resume Delay (ResumeDelay)float1.200000PlayerAfter a conversation, it waits this long before going on.
Assault Noise Radius (AssaultNoiseRadius)float1500.000000Reactions
Assault Is Crime (bAssaultIsCrime)boolTrueReactionsA battle begun against a living NPC (the party attacked it) is a crime of assault, heard this far (cm).
Guards Detect Crimes (bGuardsDetectCrimes)boolTrueReactionsGuards (reactions with Crime rules) notice crimes: theft, trespass, assault, and the Report Crime effect. Off = nobody answers crimes.
React to Battles (bReactToBattles)boolTrueReactionsNPCs react to a battle on the live map (flee, watch, cower, help: their Reaction data). Off = they go on with their day as if nothing happened (before D-173 they froze).
Theft Is Crime (bTheftIsCrime)boolTrueReactionsA thief who stole from an NPC is a crime of theft (NPC.Crime.Theft), seen or heard by guards.
Default Reaction (DefaultReaction)TSoftObjectPtr<URSENPCReactionData>NoneReactionsThe reaction of NPCs whose schedule and component name none (a civilian who watches from a distance by default). Empty = the defaults of the Reaction Data class: watch from 11 m, within 22 m of the fight.
Theft Noise Radius (TheftNoiseRadius)float0.000000ReactionsHow far a theft is heard (cm) by guards who do not see it: 0 = only seen.
Activation Check Interval (ActivationCheckInterval)float0.750000UpdatesHow often the NPCs' distance to the player is checked (sleep / wake), in one batch for the whole level.
Offscreen Seconds (OffscreenSeconds)float2.000000UpdatesSeconds without being rendered that count as "off screen".
Offscreen Sleep Distance (OffscreenSleepDistance)float2500.000000UpdatesNPCs off screen for a while and farther than this also sleep (0 = only by distance).
Sleep Distance (SleepDistance)float6000.000000UpdatesNPCs farther than this from the player sleep: no thinking, no walking (Steam Deck budget). 0 = never sleep.
Think Interval (ThinkInterval)float0.250000UpdatesHow often a living NPC decides what to do (next wander point, route stop, making way). No per-frame tick while standing.

RPG Saga Engine: Living World

Class URSELivingWorldSettings (module RSE), Project Settings, Project, RPG Saga Engine. Project Settings -> RPG Saga Engine -> Living World (D-157): how interactables show themselves (a highlight when near, a hint from farther, a sparkle on valuables, card players marked among NPCs), the strike that breaks objects, the effects of hazards and world reactions.

SettingTypeDefaultCategoryRestartDescription
Caravan Skip Snap Hours (CaravanSkipSnapHours)float0.500000CaravansA clock skip at least this long puts caravans where the clock says at once (game hours); shorter ones they walk.
Caravan Smooth Distance (CaravanSmoothDistance)float6000.000000CaravansA caravan this near a player moves every frame (cm).
Caravan Snap Distance (CaravanSnapDistance)float3000.000000CaravansFarther behind its timetable than this, it jumps there while nobody sees it (cm).
Caravan Update Interval (CaravanUpdateInterval)float1.000000CaravansHow often a caravan far from the players updates its place (s).
Caravan Walk Speed (CaravanWalkSpeed)float140.000000CaravansIts walking speed when it catches up after a halt (cm/s, times the data's Catch Up Multiplier).
Hazard Fx (HazardFx)TMap<FGameplayTag,FRSEWorldFx>(4 entries)EffectsWhat a broken object's hazard looks like (Interactable.Hazard.*).
Hurt Color (HurtColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=0.016834,Chroma=0.914864,Hue=7.362913,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))EffectsA member hurt by a hazard: the notification color.
Reaction Fx (ReactionFx)TMap<FGameplayTag,FRSEWorldFx>(6 entries)EffectsWhat a world reaction looks like (World.Reaction.Fx.*).
Hints Avoid Overlap (bHintsAvoidOverlap)boolTrueHintsHints of objects close together stack upward instead of drawing over each other.
Challenger Color (ChallengerColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.066506,Chroma=0.653430,Hue=-3.701602,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Hints
Challenger Distance (ChallengerDistance)float2000.000000Hints
Challenger Head Socket (ChallengerHeadSocket)FNameheadHintsSocket or bone of the NPC's body mesh the mark floats over. Missing on the mesh = the top of the NPC's visible bounds.
Challenger Height (ChallengerHeight)float35.000000HintsOver the top of the NPC's head (cm): the Challenger Head Socket of its body mesh, else the top of its visible bounds.
Challenger Mark (ChallengerMark)FTextINVTEXT("♠")HintsNPCs who play cards wear this mark over their heads (a short glyph) within Challenger Distance.
Hint Background (HintBackground)FRSEUIColor(Token="Primary",Alpha=0.600000,Lightness=-0.327827,Chroma=0.363428,Hue=8.707818,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Hints
Hint Font Size (HintFontSize)int3213Hints
Hint Format (HintFormat)FTextNSLOCTEXT("RSELivingWorld", "HintFormat", "{Name} · {Action}")HintsA hint: {Name}, {Action}.
Hint Height (HintHeight)float40.000000HintsHeight of the hint above the object's top (cm).
Hint Stack Gap (HintStackGap)float3.000000HintsGap between stacked hints (screen units).
Hint Stack Max Steps (HintStackMaxSteps)int326HintsThe most moves a hint makes to find a free place (the rest of a crowd overlaps; the farthest hints are the first to give way).
Hints ZOrder (HintsZOrder)int324Hints
Hint Text Color (HintTextColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=-0.001490,Chroma=4.197116,Hue=169.197342,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Hints
Debris Mesh (DebrisMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeStrikeThe engine mesh thrown as debris.
Debris Seconds (DebrisSeconds)float1.400000Strike
Default Interact Anims (DefaultInteractAnims)TMap<FGameplayTag,FRSECharacterAnim>(0 entries)StrikeInteraction slots (Interact.Anim.*) of characters whose anim set has none: the strike that breaks objects.
Procedural Lunge Distance (ProceduralLungeDistance)float35.000000StrikeWithout any clip: the body lunges this far toward the object and back (cm).
Strike Impact Seconds (StrikeImpactSeconds)float0.300000StrikeThe object breaks this long after the strike starts (s): the blow lands.
Enabled (bEnabled)boolTrueVisibilityInteractables show themselves before use (highlight, hints, sparkles). Off = only the prompt in reach, as before.
Check Interval (CheckInterval)float0.200000VisibilityHow often the nearby objects are checked (s).
Default Highlight Color (DefaultHighlightColor)FLinearColor(R=1.000000,G=0.850000,B=0.450000,A=1.000000)Visibility
Highlight Color Parameter (HighlightColorParameter)FNameColorVisibility
Highlight Distance (HighlightDistance)float500.000000VisibilityObjects this near the player get the highlight (cm).
Highlight Material (HighlightMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/LivingWorld/M_RSE_InteractHighlight.M_RSE_InteractHighlightVisibilityThe highlight: an overlay material over the object's meshes (a rim glow); its Color Parameter takes the kind's color.
Hint Distance (HintDistance)float1000.000000VisibilityObjects this near show their name and action over them (cm; a kind's Hint Distance wins).
Kind Colors (KindColors)TMap<FGameplayTag,FLinearColor>(5 entries)VisibilityThe highlight's color per kind (Interactable.Kind.*; the closest parent tag counts).
Max Hints (MaxHints)int325VisibilityAt most this many hints at once (the nearest).
Sparkle Distance (SparkleDistance)float3000.000000VisibilitySparkles show only this near the player (cm; 0 = always).
Sparkle Height (SparkleHeight)float25.000000VisibilityAbove the top of the object (cm).
Sparkle Material (SparkleMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/LivingWorld/M_RSE_Sparkle.M_RSE_SparkleVisibilityThe sparkle of valuables: a small camera-facing sprite with this material (or a Niagara system, which wins).
Sparkle Niagara (SparkleNiagara)TSoftObjectPtr<UNiagaraSystem>NoneVisibility
Sparkle Size (SparkleSize)float36.000000Visibility

RPG Saga Engine: Map & Minimap

Class URSEMapSettings (module RSE), Project Settings, Project, RPG Saga Engine. Area map and minimap (D-089).

SettingTypeDefaultCategoryRestartDescription
Area Map Backdrop (AreaMapBackdrop)FRSEUIColor(Token="Primary",Alpha=0.900000,Lightness=-0.526921,Chroma=0.679858,Hue=0.163523,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Area MapBackground of the area map screen around the map.
Area Map Size (AreaMapSize)float760.000000Area MapSide of the square map view on the area map screen, in pixels at 1080p (smaller screens scale the window down).
Area Map View Height (AreaMapViewHeight)float760.000000Area Map
Area Map View Width (AreaMapViewWidth)float1300.000000Area MapThe map view on the area map screen, in pixels at 1080p (D-092): a wide view that fills the screen. 0 = the square Area Map Size. Smaller screens scale the window down.
Area Map Widget Class (AreaMapWidgetClass)TSoftClassPtr<URSEScreenWidget>/Script/RSE.RSEAreaMapWidgetArea MapFull area map screen (D-052). Empty = the built-in screen; a Widget Blueprint derived from RSEScreenWidget receives a RSEAreaMapViewModel.
Area Map ZOrder (AreaMapZOrder)int3260Area Map
Area Map in Party Menu (bAreaMapInPartyMenu)boolTrueArea MapD-148: the area map is a tab of the party menu (Map), like the other pages: the Map key opens the menu on it, the journal's "Show on map" moves to it. Off (or a game without the built-in party menu) = the area map screen of D-089 on its own.
Fit Playable Area (bFitPlayableArea)boolTrueArea MapAt zoom 1 the view fits the playable area (not the whole picture), and panning stays near it.
Open on Player (bOpenOnPlayer)boolTrueArea MapThe area map opens centered on the player (else on the whole map).
Show Region Names (bShowRegionNames)boolTrueArea Map
Center Keys (CenterKeys)TArray<FKey>(2 entries)Area MapCenter the view on the player.
Legend Keys (LegendKeys)TArray<FKey>(2 entries)Area MapKeys of the area map beyond the menu keys: show / hide the legend filters (gamepad: move into the legend).
Legend Width (LegendWidth)float260.000000Area MapWidth of the legend column in pixels.
Major Region Label Size (MajorRegionLabelSize)int3224Area Map
Max Zoom (MaxZoom)float6.000000Area MapZoom range of the area map (1 = the whole map fits the view).
Menu Tab Zoom Prompt Keys (MenuTabZoomPromptKeys)TArray<FKey>(2 entries)Area MapD-148: the keys the Map tab's hint shows for zooming (the camera zoom input's: the wheel, the gamepad's triggers).
Minor Region Label Size (MinorRegionLabelSize)int3213Area MapRegion names by importance (Minor, Normal, Major): size at zoom 1 (theme display font).
Minor Region Label Zoom (MinorRegionLabelZoom)float1.800000Area MapMinor region names show from this zoom.
Open Zoom (OpenZoom)float1.000000Area MapZoom the area map opens at (1 = the playable area fits the view).
Pan Step (PanStep)float0.120000Area MapShare of the visible map one D-pad / arrow press pans.
Pin Wheel Back Prompt Keys (PinWheelBackPromptKeys)TArray<FKey>(3 entries)Area MapD-152: the keys the pin wheel names to back out (those of the device in use; a click outside the slices cancels too).
Player Arrow Icon (PlayerArrowIcon)TSoftObjectPtr<UTexture2D>NoneArea MapOptional arrow icon (points up); empty = a drawn triangle.
Player Arrow Size (PlayerArrowSize)float22.000000Area MapPlayer arrow size in pixels on the area map.
Player Color (PlayerColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Lightness=0.044895,Chroma=0.961445,Hue=11.376876,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Area Map
Region Label Color (RegionLabelColor)FRSEUIColor(Token="Text",Alpha=0.950000,Lightness=0.012879,Chroma=4.664923,Hue=165.714676,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Area Map
Region Label Outline (RegionLabelOutline)FRSEUIColor(Token="Primary",Alpha=0.850000,Lightness=-0.277798,Chroma=0.166567,Hue=167.457993,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Area MapOutline of region names (dark, for contrast on any ground).
Region Label Outline Size (RegionLabelOutlineSize)int322Area Map
Region Label Size (RegionLabelSize)int3214Area MapRegion name size (theme display font) at zoom 1; it grows a little as the player zooms in.
Zoom Step (ZoomStep)float1.400000Area MapZoom factor of one wheel notch or one tab press.
Compass North from Map (bCompassNorthFromMap)boolTrueCompassNorth on the compass is the map's north (else the world's +X).
Compass Pin Objective to Edge (bCompassPinObjectiveToEdge)boolTrueCompassThe tracked objective stays at the bar's edge with an arrow when it is behind the player.
Compass Show Distance (bCompassShowDistance)boolTrueCompassDistance in meters under the tracked objective and pins.
Show Compass (bShowCompass)boolTrueCompassThe compass at the top of the screen: cardinal points, the tracked objective, pins and important places (players can turn it off).
Compass Background (CompassBackground)FRSEUIColor(Token="Primary",Alpha=0.550000,Lightness=-0.348694,Chroma=0.179359,Hue=21.284424,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Compass
Compass Cardinal Names (CompassCardinalNames)TArray<FText>(8 entries)CompassLetters of the cardinal points (north, east, south, west) and of the four between them (NE, SE, SW, NW).
Compass Fade Start (CompassFadeStart)float12000.000000CompassPlaces start fading out from this distance (to Compass Max Distance).
Compass Field Of View (CompassFieldOfView)float170.000000CompassHow much of the horizon the bar shows (degrees from edge to edge).
Compass Height (CompassHeight)float34.000000Compass
Compass Max Distance (CompassMaxDistance)float25000.000000CompassPlaces farther than this are not shown (the tracked objective and pins always are).
Compass North Color (CompassNorthColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=0.024303,Chroma=0.871947,Hue=7.490834,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Compass
Compass Tick Color (CompassTickColor)FRSEUIColor(Token="Text",Alpha=0.800000,Lightness=-0.001490,Chroma=4.197116,Hue=169.197342,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Compass
Compass Top Offset (CompassTopOffset)float18.000000CompassDistance from the top of the screen in pixels at 1080p.
Compass Vertical Threshold (CompassVerticalThreshold)float400.000000CompassUp / down arrow when a place is this much higher or lower than the player.
Compass Widget Class (CompassWidgetClass)TSoftClassPtr<URSEScreenWidget>/Script/RSE.RSECompassWidgetCompassCompass HUD (D-052). Empty = the built-in one; a Widget Blueprint derived from RSEScreenWidget receives a RSECompassViewModel.
Compass Width (CompassWidth)float620.000000CompassWidth and height of the compass bar in pixels at 1080p.
Compass ZOrder (CompassZOrder)int322Compass
Show Difficulty Overlay (bShowDifficultyOverlay)boolTrueDifficulty OverlayThe area map tints each zone of the level by how dangerous it is for the party now: a zone is a part of the level covered by an RSE Area Volume whose area names a progression zone (its level = the middle of the zone's enemy levels). The rating uses Interactables -> Danger margins, like the danger warnings. The player can turn it off (options menu).
Difficulty Colors (DifficultyColors)TArray<FLinearColor>(4 entries)Difficulty OverlayThe tint per rating: Safe, Fair, Risky, Deadly. Keep the alpha low: the overlay should be barely there, but noticeable.
Difficulty Overlay Blur (DifficultyOverlayBlur)int323Difficulty OverlayBlur passes that soften the zones' edges (0 = hard edges).
Difficulty Overlay Resolution (DifficultyOverlayResolution)int32128Difficulty OverlayOverlay pixels per map side (blurred and filtered: zones get soft edges; 128 costs 64 KB).
Fog Of War (bFogOfWar)boolFalseFog Of WarUnexplored parts of maps stay hidden until the player comes near (a map can override it).
Fog Color (FogColor)FLinearColor(R=0.020000,G=0.020000,B=0.030000,A=0.920000)Fog Of War
Fog Resolution (FogResolution)int3296Fog Of WarFog cells per map side (the saved mask is Resolution x Resolution bits).
Reveal Interval (RevealInterval)float0.500000Fog Of WarHow often the fog is revealed around the player.
Reveal Radius (RevealRadius)float2500.000000Fog Of WarHow far around the player the map is revealed.
Auto Markers (AutoMarkers)TArray<FRSEMapAutoMarkerRule>(10 entries)MarkersWhich actors get markers automatically (first match wins).
Card Player Category (CardPlayerCategory)FGameplayTag(TagName="Map.Marker.CardPlayer")MarkersD-157: NPCs with a Card Challenger component (card players) get this category when no rule gave them another.
Categories (Categories)TArray<FRSEMapMarkerCategory>(18 entries)MarkersHow every marker category looks. Categories without an entry use a white dot.
Objective Category (ObjectiveCategory)FGameplayTag(TagName="Map.Marker.Objective")MarkersCategory of the tracked quest's objective marker.
Pin Category (PinCategory)FGameplayTag(TagName="Map.Marker.Pin")MarkersCategory of player pins.
Quest Giver Category (QuestGiverCategory)FGameplayTag(TagName="Map.Marker.QuestGiver")MarkersNPCs whose Map Marker component (or quest-giver id) names the giver of a quest the player can start get this category.
Quest Objective Category (QuestObjectiveCategory)FGameplayTag(TagName="Map.Marker.QuestObjective")MarkersCategory of current objectives of active quests that are not tracked (D-092).
Update Interval (UpdateInterval)float0.100000MarkersHow often moving markers (roaming enemies) and the player position are refreshed.
Battle Check Interval (BattleCheckInterval)float0.250000MinimapHow often the minimap checks whether a battle runs (it hides during battles).
Minimap Compass Ring (bMinimapCompassRing)boolTrueMinimapD-148: a compass ring around the minimap with N / E / S / W (turning with the map; north highlighted).
Minimap Info Lines (bMinimapInfoLines)boolTrueMinimapShows the extra lines other systems put under the minimap (the clock, D-104; URSEMapWorldSubsystem::SetMinimapInfo).
Minimap Region Name (bMinimapRegionName)boolTrueMinimapShows the name of the region the player is in under the minimap.
Minimap Smooth Motion (bMinimapSmoothMotion)boolTrueMinimapD-152: the minimap glides between its position updates (a few per second): the view, the player arrow and the markers move every frame from where they are shown toward the newest update, over the time between updates, so it never steps or jumps while following, turning or stopping. Ticks only while the minimap is shown and moving.
Pin Objective to Edge (bPinObjectiveToEdge)boolTrueMinimapThe objective marker sticks to the minimap's edge with an arrow when it is out of view.
Show Minimap (bShowMinimap)boolTrueMinimap--- Minimap ---
Default Minimap Zoom (DefaultMinimapZoom)int321Minimap
Game Modes Without Minimap (GameModesWithoutMinimap)TArray<TSoftClassPtr<AGameModeBase> >(1 entries)MinimapNo minimap in worlds run by these game modes (main menu).
Minimap Alignment (MinimapAlignment)FVector2D(X=1.000000,Y=0.000000)Minimap
Minimap Anchor (MinimapAnchor)FVector2D(X=1.000000,Y=0.000000)MinimapNormalized screen anchor and pivot of the minimap, plus a pixel offset.
Minimap Background (MinimapBackground)FRSEUIColor(Token="Primary",Alpha=0.850000,Lightness=-0.348694,Chroma=0.179359,Hue=21.284424,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Minimap
Minimap Frame Color (MinimapFrameColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Lightness=-0.003934,Chroma=0.384095,Hue=0.870895,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Minimap
Minimap Frame Width (MinimapFrameWidth)float3.000000Minimap
Minimap Glide Max Seconds (MinimapGlideMaxSeconds)float0.350000Minimap
Minimap Glide Min Seconds (MinimapGlideMinSeconds)float0.040000MinimapD-152: the glide toward an update lasts the time since the previous update, kept inside these limits (seconds).
Minimap Icon Scale (MinimapIconScale)float0.750000MinimapMinimap icons are this share of their area map size.
Minimap Offset (MinimapOffset)FVector2D(X=-24.000000,Y=24.000000)Minimap
Minimap Ring Color (MinimapRingColor)FRSEUIColor(Token="Primary",Alpha=0.820000,Lightness=-0.310384,Chroma=0.141913,Hue=21.671797,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Minimap
Minimap Ring Text Color (MinimapRingTextColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=-0.001490,Chroma=4.197116,Hue=169.197342,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Minimap
Minimap Ring Width (MinimapRingWidth)float22.000000MinimapD-148: width of the compass ring (pixels at 1080p, outside the map's edge) and its colors.
Minimap Rotation (MinimapRotation)ERSEMinimapRotationRotateWithPlayerMinimapHow the minimap turns (the player may choose in Options -> Interface; D-148 default: around the player).
Minimap Shape (MinimapShape)ERSEMinimapShapeRoundMinimap
Minimap Size (MinimapSize)float220.000000MinimapSide (or diameter) in pixels at 1080p.
Minimap Snap Span Fraction (MinimapSnapSpanFraction)float0.500000MinimapD-152: a jump longer than this share of the visible span (a teleport, a zone change) is shown at once, not glided.
Minimap Turn Speed (MinimapTurnSpeed)float540.000000MinimapD-148: how fast a turning minimap follows the heading (degrees per second; 0 = at once). Smooths the 10 Hz position updates.
Minimap Widget Class (MinimapWidgetClass)TSoftClassPtr<URSEScreenWidget>/Script/RSE.RSEMinimapWidgetMinimapMinimap HUD (D-052). Empty = the built-in screen; a Widget Blueprint derived from RSEScreenWidget receives a RSEMinimapViewModel.
Minimap Zoom Levels (MinimapZoomLevels)TArray<float>(3 entries)MinimapWorld width the minimap shows at each zoom level (meters across); the player cycles them.
Minimap ZOrder (MinimapZOrder)int322Minimap
Allow Pins (bAllowPins)boolTruePinsPlayer pins on the area map (Confirm / right click).
Replace Oldest Pin (bReplaceOldestPin)boolTruePinsWith Max Pins Per Map reached, a new pin replaces the oldest one (off = it is refused).
Max Pins Per Map (MaxPinsPerMap)int328PinsPins per map (0 = no limit).
Pin Pick Radius (PinPickRadius)float0.030000PinsA pin press this close (share of the visible map) to a pin edits it (change its type or remove it).
Pin Types (PinTypes)TArray<FRSEMapPinType>(6 entries)PinsThe pin types the pin wheel offers, in wheel order (clockwise from the top). The first one is the default.
Pin Wheel Dead Zone (PinWheelDeadZone)float0.300000PinsStick or mouse movement (share of the wheel radius) needed to pick a slice.
Pin Wheel Radius (PinWheelRadius)float120.000000PinsRadius of the pin wheel in pixels at 1080p.
Click Objective Opens Journal (bClickObjectiveOpensJournal)boolTrueQuestsA click on an objective of the area map opens its quest in the journal.
Point to Exit for Other Levels (bPointToExitForOtherLevels)boolTrueQuestsObjectives on another level point at the exit toward that level.
Show Quest Objectives (bShowQuestObjectives)boolTrueQuestsObjectives of active quests with a place in the world show on the maps and the compass (players can turn it off).
Show Untracked Objectives (bShowUntrackedObjectives)boolTrueQuestsAlso the objectives of quests that are not tracked (smaller, dimmer). Off = only the tracked quest.
Objective Area Color (ObjectiveAreaColor)FRSEUIColor(Token="Accent",Alpha=0.180000,Lightness=-0.001825,Chroma=1.113716,Hue=1.749989,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))QuestsFill and outline of area objectives ("search the forest") on the maps.

RPG Saga Engine: Map Generator

Class URSEMapGeneratorSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. How Generate Map pictures a level (D-089).

SettingTypeDefaultCategoryRestartDescription
Landscape Bounds (bLandscapeBounds)boolTrueBoundsWith a landscape, the map covers the landscape only (else every mesh of the level).
Bounds Source (BoundsSource)ERSEMapBoundsSourcePlayableAreaBoundsWhat the map frames when the level has no RSE Map Bounds Volume. Playable Area (default) leaves out the background (horizon mountains, sea, sky); without a navmesh or gameplay actors it falls back to the landscape, then every mesh.
Floating Margin (FloatingMargin)float500.000000BoundsMeshes floating this far above the playable area's top are left out (clouds, sky props).
Max Content Size (MaxContentSize)float150000.000000BoundsMeshes wider than this are background (sky spheres, horizon planes) and do not count for the bounds.
Padding (Padding)float0.030000BoundsSpace around the level's content, as a share of its size on each side.
Playable Margin (PlayableMargin)float1500.000000BoundsSpace kept around each gameplay actor when the playable area is measured from them.
Hide Canopies (bHideCanopies)boolTrueHidden
Hide Foliage (bHideFoliage)boolFalseHiddenLeaves painted foliage out of the picture (grass and trees of the Foliage tool).
Hide Skeletal Meshes (bHideSkeletalMeshes)boolTrueHiddenLeaves skeletal meshes out (characters, animals, NPCs placed as plain meshes).
Canopy Tags (CanopyTags)TArray<FName>(1 entries)HiddenTree canopies and roofs: actors or components with one of these tags are left out when Hide Canopies is on.
Hidden Classes (HiddenClasses)TArray<TSoftClassPtr<AActor> >(0 entries)HiddenActors of these classes are left out of the picture (pawns and characters always are).
Hidden Tags (HiddenTags)TArray<FName>(1 entries)HiddenActors or components with one of these tags are left out of the picture.
Building Keywords (BuildingKeywords)TArray<FString>(28 entries)LayersBuildings: drawn as clear shapes with an outline and a shadow. Very low ones (Flat Height) count as ground (floors, paving).
Building Min Height (BuildingMinHeight)float250.000000Layers
Building Min Size (BuildingMinSize)float400.000000LayersUnnamed meshes at least this wide and deep (and Building Min Height tall) are buildings; smaller ones are props.
Building Tag (BuildingTag)FNameMapBuildingLayersActor or component tags that put a mesh in a layer, whatever its name: MapBuilding, MapWater, MapForest, MapRock, MapGround.
Flat Height (FlatHeight)float80.000000LayersBuilding pieces lower than this are ground (floors, paving, docks).
Forest Keywords (ForestKeywords)TArray<FString>(14 entries)LayersTrees and bushes: merged into forest shapes.
Forest Tag (ForestTag)FNameMapForestLayers
Ground Keywords (GroundKeywords)TArray<FString>(17 entries)LayersGround surfaces (terrain meshes, roads, floors): their colors make the terrain. The landscape always is ground.
Ground Min Size (GroundMinSize)float3000.000000LayersUnnamed meshes wider than this are ground (big terrain pieces).
Ground Tag (GroundTag)FNameMapGroundLayers
Ignore Keywords (IgnoreKeywords)TArray<FString>(16 entries)LayersMeshes with these words are left out (grass tufts, flowers, logs, clouds...). Checked first.
Min Rock Height (MinRockHeight)float60.000000LayersRocks lower than this are left out (pebbles).
Road Keywords (RoadKeywords)TArray<FString>(5 entries)LayersGround meshes that are roads and paths (drawn in the style's road color).
Rock Keywords (RockKeywords)TArray<FString>(4 entries)LayersRocks and cliffs.
Rock Tag (RockTag)FNameMapRockLayers
Water Keywords (WaterKeywords)TArray<FString>(5 entries)LayersWater (mesh or material name).
Water Tag (WaterTag)FNameMapWaterLayers
Batch Excluded Folders (BatchExcludedFolders)TArray<FString>(2 entries)OutputBatch generation (RSE.Map.Generate All) skips levels under these folders.
Data Prefix (DataPrefix)FStringDA_Map_Output
Output Subfolder (OutputSubfolder)FStringMapOutputFolder, next to the level, where the map's picture and data go.
Texture Prefix (TexturePrefix)FStringT_Map_Output
Default Style (DefaultStyle)TSoftObjectPtr<URSEMapStyle>/RPGSagaEngine/Data/Map/DA_MapStyle_Clean.DA_MapStyle_CleanPictureStyle of new maps (a map data asset can name its own). Empty = the Clean look.
Resolution (Resolution)int322048PicturePicture size in pixels (square). 2048 is sharp on a Steam Deck and costs about 3 MB; a map can ask for its own.
Supersample (Supersample)int322PictureRenders at this multiple of the size and scales down (smoother edges).
Target Mid Gray (TargetMidGray)float0.220000PictureTarget brightness of the picture's middle tones (0.18 = photographic middle gray).
Warmup Captures (WarmupCaptures)int322PictureExtra frames rendered before the picture (textures stream in, shadows settle).

RPG Saga Engine: Mobile Rendering

Class URSEMobileSettings (module RSE), Project Settings, Project, RPG Saga Engine. Mobile rendering (M4, D-180, docs/product/mobile.md "Rendering"): the Low / Mid / High tiers with their device profiles and frame budgets, the maps of the Mobile Preview and the materials flagged with a mobile fallback.

SettingTypeDefaultCategoryRestartDescription
Material Fallbacks (MaterialFallbacks)TArray<FRSEMobileMaterialFallback>(2 entries)MaterialsMaterials known not to compile for ES3.1, with their fallback.
Apply RSEProfile in Preview (bApplyRSEProfileInPreview)boolTruePreviewApplies the tier's RSE device profile on top of the engine preview profile while the preview runs. The editor only lets scalability (sg.*) CVars through in a preview, so this mostly matters for the report.
Default Preview Platform (DefaultPreviewPlatform)ERSEMobilePlatformAndroidPreviewPlatform the Mobile Preview uses when none is given.
Default Preview Tier (DefaultPreviewTier)FNameMidPreviewTier the Mobile Preview uses when none is given, and the device tier when the engine's pick has no Low / Mid / High family.
Preview Maps (PreviewMaps)TArray<FRSEMobilePreviewMap>(2 entries)PreviewMaps the Mobile Preview can open and capture.
Preview Settle Seconds (PreviewSettleSeconds)float8.000000PreviewSeconds between the start of the play session and the first capture (assets stream in, shaders compile).
Report Folder (ReportFolder)FStringPerf/MobilePreviewReport folder under Saved/ (a sub-folder per run).
Apply on Device (bApplyOnDevice)boolTrueTiersOn Android and iOS, applies the RSE device profile of the device's tier at game start (the tier is read from the engine's own device profile pick: Low / Mid / High family). A -dp= command line always wins.
Tiers (Tiers)TArray<FRSEMobileTier>(3 entries)TiersLow / Mid / High: device profiles and budgets. Defaults: 30 FPS, <= 600 draw calls and <= 400k triangles on a high phone (design/industry-gaps.md 4.1).

RPG Saga Engine: Narrative

Class URSENarrativeSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Narrative rules (Project Settings -> RPG Saga Engine -> Narrative): the story state of a new game.

SettingTypeDefaultCategoryRestartDescription
Starting Flags (StartingFlags)FGameplayTagContainer()New GameFlags that are true when a new game starts.
Starting Unlocked Areas (StartingUnlockedAreas)FGameplayTagContainer()New GameAreas open from the start.
Starting Variables (StartingVariables)TMap<FGameplayTag,int32>(0 entries)New GameVariables with a non-zero starting value.

RPG Saga Engine: Online

Class URSEOnlineSettings (module RSEOnline), Project Settings, Project, RPG Saga Engine. Online sessions (D-135, docs/product/online-sessions.md): which online service hosts and finds sessions, how many players, who can see a session, timeouts, reconnecting and the lobby screen.

SettingTypeDefaultCategoryRestartDescription
Keep Slots for Reconnect (bKeepSlotsForReconnect)boolTrueHostingKeep a dropped player's slot and character for them; it is given away only when a new player needs the place.
Host Map (HostMap)TSoftObjectPtr<UWorld>NoneHostingMap the host opens when the session starts. Empty = stay on the current map and start listening there (drop-in on the map being played).
Join in Progress Policy (JoinInProgressPolicy)ERSEJoinInProgressPolicySpectateUntilBattleEndsHostingPlayers who join while a battle runs (D-124 §6: they watch until it ends, then get their character).
LANPort (LANPort)int327777HostingGame port the host listens on (LAN and other IP services; Steam and EOS use their own relays). 0 = the engine's default.
Lobby Update Interval (LobbyUpdateInterval)float1.000000HostingSeconds between two lobby advertisement updates (slots, characters, battle flag); changes in between are merged.
Max Players (MaxPlayers)int324HostingPlayers in a session, host included. The co-op rules (D-094) are made for 2 to 4.
Visibility (Visibility)ERSELobbyVisibilityFriendsOnlyHostingWho can find and join a hosted session (Steam / EOS; LAN sessions are always visible on the local network).
Hide Incompatible Sessions (bHideIncompatibleSessions)boolFalseJoiningHide sessions of other game versions from search results (otherwise they are listed as incompatible).
Leave Map (LeaveMap)TSoftObjectPtr<UWorld>NoneJoiningMap a client opens after leaving a session. Empty = the project's Game Default Map.
Max Search Results (MaxSearchResults)int3250JoiningSessions shown per search.
Search Seconds (SearchSeconds)float5.000000JoiningSeconds a search may run (LAN broadcast window; online services answer sooner).
Lobby Panel Width (LobbyPanelWidth)float720.000000Lobby ScreenWidth of the built-in lobby window (slate units at the reference resolution).
Lobby Widget Class (LobbyWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneLobby ScreenThe lobby screen (host, find, join, invite, character choice). Empty = the built-in screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSELobbyViewModel (docs/product/custom-ui.md).
Lobby ZOrder (LobbyZOrder)int3260Lobby ScreenViewport Z order of the lobby screen.
Add Menu Entries (bAddMenuEntries)boolTrueMenusAdds Host Game and Join Game to the main menu and Host Here, Join Game, Invite and Leave to the in-game menu (D-142, RSE's menu extension point). Off = the project shows its own entries (the session nodes do the same).
Auto Reconnect (bAutoReconnect)boolTrueReliabilityA client whose connection drops tries to join the same session again.
Operation Timeout Seconds (OperationTimeoutSeconds)float30.000000ReliabilitySeconds any session operation (create, search, join, travel, leave) may take before it fails with Timeout.
Reconnect Attempts (ReconnectAttempts)int323ReliabilityReconnect attempts before giving up.
Reconnect Delay Seconds (ReconnectDelaySeconds)float3.000000ReliabilitySeconds before each reconnect attempt.
Fallback to LAN (bFallbackToLAN)boolTrueServiceWhen the chosen service is not available (Steam not running, EOS not configured, -nosteam), use the LAN provider instead of failing. The switch is logged and reported once as a notice.
Game Version (GameVersion)FStringServiceGame version advertised by hosts and compared by joiners: players join only hosts with the same version. Empty = Project Settings -> Description -> Project Version.
Provider Class (ProviderClass)TSoftClassPtr<URSESessionProvider>/Script/RSEOnline.RSESessionProvider_LANServiceThe online service for sessions: RSESessionProvider_LAN (local network, no setup), RSESessionProvider_Steam, RSESessionProvider_EOS, or your own class derived from RSESessionProvider. Steam and EOS need their engine plugin enabled and configured (docs/product/online-sessions.md). The command line -RSESessionProvider=LAN|Steam|EOS|<class path> overrides it for one run.
Session Name (SessionName)FNameGameSessionServiceThe online service's name for the session (one session per game).

RPG Saga Engine: Options

Class URSEOptionsSettings (module RSE), Project Settings, Project, RPG Saga Engine. The options screen (D-038): layout, the values offered to the player and the display defaults.

SettingTypeDefaultCategoryRestartDescription
Volume Step (VolumeStep)float0.050000AudioVolume step of the audio sliders (left / right).
Action Names (ActionNames)TArray<FRSEOptionsActionName>(31 entries)ControlsNames of the input actions in the controls list (the action's own Description wins when set; without either, the asset name is shown).
Allow Video Mode in Editor (bAllowVideoModeInEditor)boolFalseDisplayResolution and window mode can be changed in the editor's play-in-editor (off: they only work in the game).
Default VSync (bDefaultVSync)boolTrueDisplay
Show Visual Style (bShowVisualStyle)boolTrueDisplayOffer the visual style presets (D-037) to the player.
Confirm Seconds (ConfirmSeconds)float15.000000DisplaySeconds the "Keep these settings?" question waits before the resolution / window mode goes back.
Default Frame Rate Limit (DefaultFrameRateLimit)float0.000000DisplayFrame rate limit restored by "Reset to defaults" (0 = uncapped).
Default Quality Level (DefaultQualityLevel)int323DisplayOverall quality restored by "Reset to defaults" (0 = Low / Steam Deck ... 3 = Epic).
Frame Rate Limits (FrameRateLimits)TArray<float>(4 entries)DisplayFrame rate limits offered (frames per second; 0 = uncapped).
Battle Speed Steps (BattleSpeedSteps)TArray<float>(4 entries)GameBattle presentation speeds offered (multipliers of Battle Presentation -> Playback Speed).
Default Language (DefaultLanguage)FStringenGameThe game's language until the player picks one in the options (D-083): a culture code (en, ro...). Used when neither the command line (-culture=), the player's saved choice nor the project's [Internationalization] Culture in DefaultGame.ini names one, so a new project starts in this language instead of the system's. Also the options screen's default. Empty = the system language.
Languages (Languages)TArray<FString>(0 entries)GameAllow-list of the languages offered (culture codes, e.g. en, fr). Empty = every culture with a compiled translation in any localization target (the plugin's, the game's, yours); otherwise only those of the list that are compiled.
Session Rule Locked Text (SessionRuleLockedText)FTextNSLOCTEXT("RSEOptionsSettings", "SessionRuleLocked", "Set by the host")GameNote of a rule-of-play row a co-op guest cannot change (D-139): the host's value is shown, greyed out. Which rows are rules: Rules Profiles -> Co-op -> Session Rule Options.
Text Speed Names (TextSpeedNames)TArray<FText>(4 entries)GameNames of the dialog text speeds, one per Dialog -> Text Speed Steps entry (same order). Missing names show the speed in characters per second ("Instant" for 0).
Tutorials Off in Session Text (TutorialsOffInSessionText)FTextNSLOCTEXT("RSEOptionsSettings", "TutorialsOffInSession", "Off in co-op")GameNote of the Tutorials row while a co-op session runs (no tutorials in co-op, D-124 §6.9).
Background Color (BackgroundColor)FRSEUIColor(Token="Primary",Alpha=0.800000,Lightness=-0.526921,Chroma=0.679858,Hue=0.163523,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ScreenDims whatever is behind the screen. A UI color (D-162): it follows the UI style; old .ini colors load as a fixed color.
Choice Value Width (ChoiceValueWidth)float260.000000ScreenMinimum width of the value between the arrows of choice rows; the column widens to the tab's longest value (measured, D-106).
Label Column Share (LabelColumnShare)float0.460000ScreenShare of the list width taken by the option names (the values take the rest).
List Height (ListHeight)float400.000000ScreenHeight of the scrolling list of rows.
Next Glyph (NextGlyph)FTextINVTEXT("›")Screen
Previous Glyph (PreviousGlyph)FTextINVTEXT("‹")ScreenGlyphs of the value arrows on choice rows (clickable).
Slider Height (SliderHeight)float8.000000Screen
Slider Width (SliderWidth)float220.000000ScreenWidth of slider bars.
Vertical Anchor (VerticalAnchor)float0.500000ScreenNormalized screen height of the window's center.
Widget Class (WidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreenOptions screen (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEOptionsViewModel (docs/product/custom-ui.md).
Width (Width)float900.000000Screen
ZOrder (ZOrder)int3260ScreenZ-order in the viewport (above HUDs, the party menu and the main menu).

RPG Saga Engine: Pacts

Class URSEPactSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Global Pact rules (D-013).

SettingTypeDefaultCategoryRestartDescription
Award Fallen Members (bAwardFallenMembers)boolFalsePointsWhether members that ended the battle KO still earn points for their Pact.
Points Per Enemy Defeated (PointsPerEnemyDefeated)int322PointsExtra points per enemy defeated in that battle.
Points Per Victory (PointsPerVictory)int3210PointsPoints each Pact that fought (bound to a party member) earns for a victory.
Summon Resource (SummonResource)FGameplayTag(TagName="Resource.Resonance")ResonanceThe resource a summon costs: a full bar is required and consumed (D-013). Resonance is an ordinary resource of the attribute registry (D-054): its bar size, start value, gains (Pact rates: Pact.OnAct, Pact.OnHit, Pact.PerDamagePercent) and whether it grows while the summon is out are set there (Attributes settings).
Backlash Can Defeat (bBacklashCanDefeat)boolFalseSummonWhether backlash damage may defeat the summoner (false: it leaves at least 1 HP).
Summoner Return ATBFraction (SummonerReturnATBFraction)float0.000000SummonATB: gauge the summoner has when it comes back, as a fraction of the full gauge.
Summon Initial ATBFraction (SummonInitialATBFraction)float0.500000SummonATB: gauge a summon starts with, as a fraction of the full gauge.
Summon Initial CTFraction (SummonInitialCTFraction)float0.500000SummonTactics: CT a summon starts with, as a fraction of the CT threshold.
Summon Placement Range (SummonPlacementRange)int323SummonTactics: how far from the summoner (tiles) a summon or a reinforcement may appear when the tiles next to it are taken (D-081): the nearest free walkable tile. 1 = next to it only.

RPG Saga Engine: Paired Animation Detection

Class URSEPairedDetectSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. How the Animation & FX Library recognizes paired clips in packs (D-172): role words ("Attacker" / "Victim"), pair words ("Sync", "Paired", "Finisher"...) and the words of each kind.

SettingTypeDefaultCategoryRestartDescription
Counter Words (CounterWords)TArray<FString>(3 entries)Kinds
Finisher Words (FinisherWords)TArray<FString>(7 entries)Kinds
Grab Words (GrabWords)TArray<FString>(5 entries)Kinds
Parry Words (ParryWords)TArray<FString>(2 entries)Kinds
Register Library (bRegisterLibrary)boolTrueOutputCreate Pairs adds the library to Project Settings -> Paired Animations -> Libraries.
Library Asset Name (LibraryAssetName)FStringDA_PairedLibraryOutputName of the library Create Pairs adds the pairs to (created in the output folder when missing).
Output Folder (OutputFolder)FDirectoryPath()OutputFolder (under the scanned one) where Create Pairs writes the montages, pair assets and the library. Empty = "<folder>/Paired".
Length Tolerance (LengthTolerance)float0.250000PairsClips whose lengths differ by more than this share are still proposed, with a lower confidence.
Pair Words (PairWords)TArray<FString>(14 entries)PairsWords that mark a clip as half of a pair (in its name or folder).
Attacker Words (AttackerWords)TArray<FString>(13 entries)RolesWords of the attacker's clip (the unit acting). One-letter words ("A") count only when the clip also has a pair word.
Victim Words (VictimWords)TArray<FString>(10 entries)RolesWords of the victim's clip. One-letter words ("B") count only when the clip also has a pair word.

RPG Saga Engine: Paired Animations

Class URSEPairedAnimationSettings (module RSE), Project Settings, Project, RPG Saga Engine. Paired animations and finishers (D-172): which libraries hold the pairs, how often finishers play, the alignment, the default camera and slow motion.

SettingTypeDefaultCategoryRestartDescription
Libraries (Libraries)TArray<TSoftObjectPtr<URSEPairedAnimationLibrary> >(0 entries)ContentLibraries the pairs are picked from (in order; all of them are searched).
Default Camera Distance (DefaultCameraDistance)float420.000000Default LookDistance of the default shot (cm; negative = Battle Presentation's).
Default Camera FOV (DefaultCameraFOV)float50.000000Default LookField of view of the default shot (0 = Battle Presentation's).
Default Camera Height (DefaultCameraHeight)float20.000000Default Look
Default Camera Shot (DefaultCameraShot)ERSECameraShotTwoShotDefault LookCamera of pairs without their own (when the battle allows camera shots).
Default Slow Motion Blend Out (DefaultSlowMotionBlendOut)float0.400000Default Look
Default Slow Motion Dilation (DefaultSlowMotionDilation)float0.300000Default LookSlow motion at the sync point of pairs without their own curve: dilation (1 = none). Reduced effects turn it off.
Default Slow Motion Hold (DefaultSlowMotionHold)float0.300000Default LookReal seconds the default slow motion holds, then eases back over Default Slow Motion Blend Out.
Finishers (bFinishers)boolTrueFinishersMaster switch: kills may play a finisher.
Player Side Only (bPlayerSideOnly)boolFalseFinishersOnly kills by the player's side play finishers (enemies' kills keep their ordinary look).
Cooldown Actions (CooldownActions)int322FinishersActions that must pass after a finisher before the next one may play by chance (0 = none; Always ignores it).
Default Frequency (DefaultFrequency)ERSEFinisherFrequencySometimesFinishersHow often finishers play when the player never chose (Options -> Finishers overrides it).
Last Kill Chance (LastKillChance)float1.000000FinishersChance when the kill ends the battle (the last foe falls), frequency Sometimes.
Sometimes Chance (SometimesChance)float0.350000FinishersChance of a finisher on a kill when the frequency is Sometimes (and a pair fits).
Align Seconds (AlignSeconds)float0.200000PlaybackSeconds the alignment slide takes when the pair does not say.
Approach Beyond (ApproachBeyond)float150.000000PlaybackThe attacker runs to the victim first (and back after) when farther than the pair's distance plus this (cm; the ATB stage).
Hold Victim Down Pose (bHoldVictimDownPose)boolTruePlaybackA victim that falls holds the last pose of its montage (no second fall from its knock-out animation).
Skippable (bSkippable)boolTruePlaybackConfirm / Cancel skip a pair (its results still show).
Use Motion Warping (bUseMotionWarping)boolTruePlaybackAttackers with a motion warping component are carried by their montage's warp window instead of the slide.
Motion Warping Component Class (MotionWarpingComponentClass)FSoftClassPath/Script/MotionWarping.MotionWarpingComponentPlaybackThe motion warping component class looked for on the attacker (optional plugin; nothing breaks when it is missing).
Synced Counters (bSyncedCounters)boolTrueReactionsCounter abilities play a Counter pair when one fits (else their ordinary look).
Synced Parries (bSyncedParries)boolTrueReactionsParries known before the presentation (action battles, Blueprint) play a Parry pair when one fits.

RPG Saga Engine: Party

Class URSEPartySettings (module RSECore), Project Settings, Project, RPG Saga Engine. Party rules and the new-game party.

SettingTypeDefaultCategoryRestartDescription
Defeat Recovery HPPercent (DefeatRecoveryHPPercent)float0.000000DefeatHP fallen members get back after a story battle the party may lose, in percent of maximum HP.
Defeat Recovery Min HP (DefeatRecoveryMinHP)float1.000000DefeatAt least this much HP (so 0% still means "back on their feet").
Starting Members (StartingMembers)TArray<TSoftObjectPtr<URSECharacterData> >(4 entries)New GameParty members when a new game starts (recruitment adds more later, Phase 8). Global only.

RPG Saga Engine: Party Field

Class URSEPartyFieldSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Party field settings (D-097): the visible party in exploration, its formation and the delegated commands.

SettingTypeDefaultCategoryRestartDescription
Arrive Distance (ArriveDistance)float150.000000CommandsA member who reaches the target of Search / Interact within this distance acts (cm).
Commands (Commands)TArray<TSoftObjectPtr<URSEPartyCommandData> >(6 entries)CommandsThe delegated commands of the radial menu (in Sort Order).
Guard Warning Radius (GuardWarningRadius)float1500.000000CommandsGuard: a guarding member warns when an enemy comes this close (cm).
Scout Report Radius (ScoutReportRadius)float1800.000000CommandsScout: enemies within this distance of the scout's path are reported (cm).
Formation Slots (FormationSlots)TArray<FVector2D>(3 entries)FormationPlaces of the followers relative to the leader (cm; X forward, Y right): one per follower in order; more followers than places line up behind the last rows.
Hold Distance (HoldDistance)float90.000000FormationA follower closer than this to its place stands.
Run Distance (RunDistance)float650.000000FormationFarther than this it runs to catch up (closer: walks). D-150: 650 (was 400): members may lag a little before they run.
Run Speed (RunSpeed)float600.000000FormationRunning speed of followers catching up (cm/s).
Teleport Distance (TeleportDistance)float3000.000000FormationFarther than this from the leader it appears near the leader (stuck, another floor). 0 = never.
Think Interval (ThinkInterval)float0.200000FormationSeconds between the followers' decisions (a timer, no Tick).
Walk Speed (WalkSpeed)float250.000000FormationWalking speed of followers (cm/s).
Avoidance Radius (AvoidanceRadius)float300.000000LifeD-129: how far a follower looks for others to steer around (cm). D-150: 300 (was 150), for the roomier spacing.
Followers Avoid Each Other (bFollowersAvoidEachOther)boolTrueLifeD-129: followers steer around each other (the engine's RVO avoidance on their movement): no crowding in corridors.
Followers Avoid Leader (bFollowersAvoidLeader)boolTrueLifeD-150: followers also steer around the leader (the leader is an avoidance agent that never yields itself: its movement stays exactly the player's). Needs Followers Avoid Each Other.
Interactables Are Points Of Interest (bInteractablesArePointsOfInterest)boolTrueLifeD-129: resting members also look at interactable objects nearby (chests, doors, NPCs), besides RSE Idle Spots of interest.
Catch Up Speed Margin (CatchUpSpeedMargin)float90.000000LifeD-129: a member catching up (running) is always at least this much faster than the leader (cm/s), whatever its own pace.
Follower Avoidance Weight (FollowerAvoidanceWeight)float0.500000LifeD-150: how much a follower yields to others it meets (the engine's avoidance weight, 0..1; the leader never yields).
Follower Profile (FollowerProfile)TSoftObjectPtr<URSEFollowerProfile>/RPGSagaEngine/Data/PartyField/DA_FollowerProfile_Default.DA_FollowerProfile_DefaultLifeD-129: how the party's members follow and live (their loose places, their pace, their idle behaviours). A character may have its own (Character -> Follower Profile). Empty = the formation slots exactly and no idle life.
Follower Seed (FollowerSeed)int32129LifeD-129: the seed of the followers' choices (drift, pace, idle picks): the same seed plays the same party life.
Leader Moving Speed (LeaderMovingSpeed)float40.000000LifeD-129: the leader counts as walking above this speed (cm/s): followers react, idle life stops at once.
Move Acceptance Radius (MoveAcceptanceRadius)float40.000000LifeD-150: a follower's move ends this close to where it aims (cm).
Repath Distance (RepathDistance)float60.000000LifeD-150: a follower asks for a new path only when where it aims moved at least this far (cm; fewer path queries).
Spot Arrive Distance (SpotArriveDistance)float30.000000LifeP32d: a member walking to an idle spot (a seat, a wall) arrives within this distance (cm), then steps onto the spot's exact place and facing (swept: never into a wall) before its loop starts, so it sits on the bench, not next to it.
Show Party in Exploration (bShowPartyInExploration)boolTrueVisible PartyParty members walk behind the leader in exploration (off = only the leader is visible, as before D-097).
Max Followers (MaxFollowers)int323Visible PartyMost members following the leader (the ATB formation order; the rest stay hidden).

RPG Saga Engine: Performance

Class URSEPerformanceSettings (module RSE), Project Settings, Project, RPG Saga Engine. Performance (D-048, docs/design/performance.md): the Steam Deck device profile selection and the scripted benchmark (RSE.Perf.Benchmark).

SettingTypeDefaultCategoryRestartDescription
Benchmark Steps (BenchmarkSteps)TArray<FRSEBenchmarkStep>(17 entries)BenchmarkThe scripted sequence of RSE.Perf.Benchmark. Runs unattended: no step needs input.
Quit when Unattended (bQuitWhenUnattended)boolTrueBenchmarkQuits the game when the benchmark ends if it was started unattended (-unattended) or with the Quit argument.
Budget (Budget)FRSEPerfBudget(MinAverageFPS=30.000000,MinOnePercentLowFPS=25.000000,HitchFrameMs=100.000000,MaxAverageGPUMs=17.000000,MaxDrawCalls=1500,MaxPrimitives=2000000,MaxUsedPhysical...BenchmarkLimits every segment is checked against (Steam Deck: 30 FPS minimum).
Uncap Frame Rate (bUncapFrameRate)boolTrueBenchmarkRemoves the frame rate limit and VSync while the benchmark runs (measures the headroom); restored after.
Write Frame Csv (bWriteFrameCsv)boolTrueBenchmarkAlso writes frames.csv (every recorded frame).
Map Load Timeout Seconds (MapLoadTimeoutSeconds)float60.000000BenchmarkTime limit for a map load before the step is skipped.
Report Folder (ReportFolder)FStringPerfBenchmarkReport folder under Saved/ (a sub-folder per run: <timestamp>[_Deck]).
Warmup Seconds (WarmupSeconds)float1.000000BenchmarkFrames skipped at the start of each capture (after loads and camera cuts).
Apply Deck Profile (bApplyDeckProfile)boolTrueSteam DeckApplies the Deck profile at startup when the game runs on a Steam Deck (SteamDeck=1 from Steam, -SteamDeck, or Input -> Devices -> Simulate Steam Deck). A -dp= / -DeviceProfile= command line always wins.
Deck Device Profile (DeckDeviceProfile)FStringSteamDeckSteam DeckDevice profile applied on a Steam Deck (Windows build under Proton, and the default name for RSE.Visual.DeckPreview / -dp=).
Deck First Run Frame Rate Limit (DeckFirstRunFrameRateLimit)float40.000000Steam DeckFrame rate limit set once, on the first start on a Deck (the player can change it in Options -> Display). 40 matches the Deck's 40 Hz mode; 30 saves battery. 0 = leave the limit alone.
Deck Linux Device Profile (DeckLinuxDeviceProfile)FStringSteamDeck_LinuxSteam DeckDevice profile applied on a Steam Deck running a native Linux build. Empty = DeckDeviceProfile.
Deck Preview Resolution (DeckPreviewResolution)FIntPoint(X=1280,Y=800)Steam DeckWindow size of RSE.Visual.DeckPreview (the Deck screen).

RPG Saga Engine: Phone UI

Class URSEPhoneUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Phone UI (D-180, docs/product/mobile.md).

SettingTypeDefaultCategoryRestartDescription
Use Phone Layouts (bUsePhoneLayouts)boolTruePhone LayoutsScreens use their phone layout while the phone UI is on (a UI style's custom layout still wins).
Phone ATB / Turn-Based HUD Layout (PhoneATBHUDLayout)TSoftClassPtr<URSEATBHUDLayout>NonePhone Layouts
Phone Dialog Layout (PhoneDialogLayout)TSoftClassPtr<URSEDialogLayout>NonePhone Layouts
Phone Grid Tactics HUD Layout (PhoneGridHUDLayout)TSoftClassPtr<URSEGridHUDLayout>NonePhone Layouts
Phone Live Tactics HUD Layout (PhoneLiveHUDLayout)TSoftClassPtr<URSELiveHUDLayout>NonePhone Layouts
Phone Party Menu Layout (PhonePartyMenuLayout)TSoftClassPtr<URSEPartyMenuLayout>NonePhone Layouts
Max Phone Diagonal Inches (MaxPhoneDiagonalInches)float7.600000Phone UIScreens up to this diagonal are phones (bigger ones are tablets: physical scaling, but the regular layouts).
Phone UI (PhoneUI)ERSEPhoneUIModeAutoPhone UI
Desktop DPI (DesktopDPI)float96.000000Physical ScalingDPI assumed for desktop screens (millimetre sizes of touch controls on PC).
Fallback Phone DPI (FallbackPhoneDPI)float420.000000Physical ScalingDPI assumed when a phone does not report one.
Max Canvas Short Side (MaxCanvasShortSide)float1080.000000Physical Scaling...and at most this many (big tablets do not get a tiny UI).
Min Canvas Short Side (MinCanvasShortSide)float620.000000Physical ScalingThe screen's short side keeps at least this many layout units (small phones shrink the unit instead of losing the UI).
Target Unit Millimetres (TargetUnitMillimetres)float0.105000Physical ScalingSize of one layout unit on the glass of a phone or tablet.
Apply Platform Safe Area (bApplyPlatformSafeArea)boolTrueSafe AreaThe platform's safe area (notch, rounded corners, home indicator) moves every screen's parts inside it.
Simulate Phone (bSimulatePhone)boolFalseSimulationSimulate a phone on PC (physical scaling with Simulated DPI, phone layouts, the simulated safe area). RSE.UI.Phone.Simulate overrides it.
Simulated DPI (SimulatedDPI)float405.000000SimulationDPI of the simulated phone (a 6.5" 2400 x 1080 phone is about 405).
Simulated Resolution (SimulatedResolution)FIntPoint(X=2400,Y=1080)SimulationScreen size used when there is no game viewport (headless tests, tools).
Simulated Safe Insets (SimulatedSafeInsets)FMargin(Left=96.000000,Right=48.000000,Bottom=42.000000)SimulationSafe-area insets of the simulated phone, in pixels (left, top, right, bottom; a landscape notch is on the left).
Min Touch Target MM (MinTouchTargetMM)float9.000000Touch TargetsSmallest size of anything a finger presses (buttons, rows, touch controls): 9 mm is about 48 dp.

RPG Saga Engine: Platform

Class URSEPlatformSettings (module RSE), Project Settings, Project, RPG Saga Engine. How the game reacts to platform events (D-170, docs/product/platforms.md): controller disconnects, sign-outs, app suspend and the front end's "press start".

SettingTypeDefaultCategoryRestartDescription
Pause on Suspend (bPauseOnSuspend)boolTrueApp LifecycleThe app being suspended (sent to the background) pauses the game until it resumes. Bind On App Resumed (Platform User subsystem) to open a pause menu on resume instead.
Allow Continue Without Controller (bAllowContinueWithoutController)boolTrueControllersThe reconnect screen can be dismissed with Confirm from another device (keyboard on PC, the built-in controls of a handheld). Off = only a reconnecting controller closes it (console behaviour).
Pause on Controller Disconnect (bPauseOnControllerDisconnect)boolTrueControllersThe primary user's controller disconnecting pauses the game and shows the reconnect screen until it reconnects.
Continue Action Text (ContinueActionText)FTextNSLOCTEXT("RSEPlatform", "ContinueAction", "Continue")ControllersAction of the confirm prompt when the screen may be dismissed without a controller.
Reconnect Detail (ReconnectDetail)FTextNSLOCTEXT("RSEPlatform", "ReconnectDetail", "Reconnect the controller to continue.")Controllers
Reconnect Title (ReconnectTitle)FTextNSLOCTEXT("RSEPlatform", "ReconnectTitle", "Controller disconnected")Controllers
Reconnect Widget Class (ReconnectWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneControllersThe reconnect screen (a Widget Blueprint derived from RSE Screen Widget; empty = the framework's screen).
Reconnect ZOrder (ReconnectZOrder)int32950ControllersZ-order of the reconnect screen (above every other screen).
Return to Title on Sign Out (bReturnToTitleOnSignOut)boolTrueUsersThe primary user signing out returns to the title screen (Game Flow -> Main Menu Map).
Select User on Press Start (bSelectUserOnPressStart)boolTrueUsersThe front end's "press start" makes the user of the pressing device the primary user (whose saves are used).

RPG Saga Engine: Players & Authority

Class URSEPlayersSettings (module RSE), Project Settings, Project, RPG Saga Engine. Who the players are, who has authority over the game logic and how pause and time dilation behave (D-134, docs/design/networking.md §3.7–3.9).

SettingTypeDefaultCategoryRestartDescription
Authority Policy Class (AuthorityPolicyClass)TSubclassOf<URSEAuthorityPolicy>/Script/CoreUObject.Class'/Script/RSE.RSEAuthorityPolicy'AuthorityDecides whether this machine runs the game logic (encounters, spawners, roaming enemies, NPC schedules, traps, map fog, travel...) and whether a multiplayer session is running. Default: authority everywhere except on network clients.
Guest Start Spacing (GuestStartSpacing)float150.000000PlayersDistance between the host and each other player when they start a map (side by side, alternating sides).
Player Provider Class (PlayerProviderClass)TSubclassOf<URSEPlayerProvider>/Script/CoreUObject.Class'/Script/RSE.RSEPlayerProvider'PlayersLists the players (controllers), their slots and the host. The default works with the engine's player controllers (single-player, listen server); the networking module replaces it with one that reads the player states.
Time Policy Class (TimePolicyClass)TSubclassOf<URSETimePolicy>/Script/CoreUObject.Class'/Script/RSE.RSETimePolicy'Time and PauseDecides who may pause the world, change the world's time dilation (hit-stop, slow motion) and show tutorials. Default: single-player behaves as always; in a multiplayer session nothing pauses or slows the world for everyone and tutorials stay hidden (D-124 §6).

RPG Saga Engine: Portrait Studio

Class URSEPortraitStudioSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Portrait & Icon Studio (D-075): renders portraits of characters and speakers from their appearance, and icons for items, abilities and statuses (a mesh render for equipment with a mesh, else a template: theme frame, glyph, tint), into textures under Output Root, and fills the assets' Portrait / Icon...

SettingTypeDefaultCategoryRestartDescription
Icon Frame (bIconFrame)boolFalseIconsThe Look's frame around icons too (off by default: the UI frames items by rarity).
Render Equipment Meshes (bRenderEquipmentMeshes)boolTrueIconsItems with a mesh get a render of it (else a template icon): the item's Item Mesh, else (equipment) its Appearance Part's static mesh, else its skeletal mesh in the reference pose.
Buff Tint (BuffTint)FLinearColor(R=0.250000,G=0.650000,B=0.350000,A=1.000000)Icons
Debuff Tint (DebuffTint)FLinearColor(R=0.750000,G=0.250000,B=0.300000,A=1.000000)Icons
Default Tint (DefaultTint)FLinearColor(R=0.300000,G=0.360000,B=0.550000,A=1.000000)IconsTint of icons no rule matches.
Glyph Fill (GlyphFill)float0.860000IconsSilhouette icons: share of the icon the shape fills.
Glyph Letters (GlyphLetters)int322IconsLetters taken from the name when no rule gives a glyph.
Glyph Outline Color (GlyphOutlineColor)FLinearColor(R=0.020000,G=0.020000,B=0.030000,A=0.900000)IconsSilhouette icons: outline color and width (share of the icon size; 0 = none).
Glyph Outline Width (GlyphOutlineWidth)float0.012000Icons
Glyph Rules (GlyphRules)TArray<FRSEIconGlyphRule>(44 entries)IconsGlyph and tint per tag: the first rule matching the entry's element, type, status or category wins.
Glyph Scale (GlyphScale)float0.420000IconsGlyph height as a share of the icon.
Glyph Shade Bottom (GlyphShadeBottom)float0.550000Icons
Glyph Shade Top (GlyphShadeTop)float1.350000IconsSilhouette icons (rules with a Glyph Texture): the tint is scaled by these at the top and the bottom of the shape.
Icon Background (IconBackground)ERSEStudioBackgroundTransparentIconsBehind icons (D-126): transparent by default, so the UI draws its own rarity frame and fill around them. Portraits use Look -> Background.
Icon Field Of View (IconFieldOfView)float20.000000IconsField of view of mesh icons (narrow = flat, consistent silhouettes).
Icon Fill (IconFill)float1.000000IconsShare of the icon a mesh's bounding sphere fills (the same framing for every item).
Icon Light Rig (IconLightRig)FNameNoneIconsLighting of mesh icons (Project Settings -> Portraits -> Light Rigs). Empty = Light Rig.
Icon Size (IconSize)ERSEStudioTextureSizeSize256Icons--- Icons ---
Item Glyph Rules (ItemGlyphRules)TArray<FRSEIconGlyphRule>(35 entries)IconsTemplate icons of items (D-126), checked before Glyph Rules: matched against the item's equipment type, slot type, category and (consumables) its ability's element and type, its name and its kind. The first matching rule wins.
Mesh Icon View (MeshIconView)FRotator(Pitch=-25.000000,Yaw=35.000000,Roll=0.000000)IconsDirection the mesh icons are seen from (items can turn their mesh first: Icon Mesh Rotation).
Background (Background)ERSEStudioBackgroundGradientLook--- Look ---
Background Bottom (BackgroundBottom)FLinearColor(R=0.010000,G=0.012000,B=0.040000,A=1.000000)Look
Background Top (BackgroundTop)FLinearColor(R=0.080000,G=0.100000,B=0.220000,A=1.000000)Look
Frame (bFrame)boolTrueLookA frame (the theme's outline color and corner radius) around portraits and icons.
Use Theme Colors (bUseThemeColors)boolTrueLookColors from the UI theme (window fill, outline): portraits and icons match the menus.
Corner Radius (CornerRadius)float0.060000LookCorner radius as a share of the texture size (0 = square).
Frame Color (FrameColor)FLinearColor(R=0.420000,G=0.500000,B=0.720000,A=1.000000)Look
Frame Thickness (FrameThickness)float0.012000LookFrame width as a share of the texture size.
Art Library Name (ArtLibraryName)FStringDA_GeneratedArtOutputName of the generated art library asset (portraits and icons of content outside /Game, e.g. the plugin's starter content).
Overwrite Hand Authored (bOverwriteHandAuthored)boolFalseOutputReplace textures the team set by hand (not made by the studio). Off = those assets are skipped.
Register Library (bRegisterLibrary)boolTrueOutputAdds the library to Project Settings -> Generated Art -> Libraries when it is created.
Output Root (OutputRoot)FDirectoryPath(set per project)OutputFolder of the generated textures (Portraits/, Icons/) and of the generated art library. Must be under /Game.
Pick Upright Frame (bPickUprightFrame)boolTruePortraitsWhen the pose has no Start Time of its own, the studio samples the animation and keeps the frame where the head is most upright (D-081): idles that nod or look down still give a straight portrait. An anim set's Portrait Pose with a Start Time is the per-character override.
Variant Portraits (bVariantPortraits)boolTruePortraitsPortraits of each appearance variant (Portrait Variants of characters).
Default Pose (DefaultPose)TSoftObjectPtr<UAnimSequenceBase>NonePortraitsPose when the anim set has no Portrait Pose: this animation (on the character's skeleton), else the locomotion idle.
Dialog Framing (DialogFraming)FNameHeadPortraitsFraming of dialog (emotion) portraits of speakers.
Emotions (Emotions)TArray<FGameplayTag>(5 entries)PortraitsDialog portraits per expression for speakers. An expression renders only when the anim set has an animation for it (Portraits -> Expressions); the others fall back to the neutral portrait in the dialog box.
Light Rig (LightRig)FNameStudioPortraitsLighting (Project Settings -> Portraits -> Light Rigs).
Portrait Framing (PortraitFraming)FNameBustPortraitsFraming of menu portraits (Project Settings -> Portraits -> Framings).
Portrait Size (PortraitSize)ERSEStudioTextureSizeSize512Portraits--- Portraits ---
Pose Time (PoseTime)float0.000000PortraitsSeconds into the pose animation when it has no Start Time of its own (and Pick Upright Frame is off).
Supersample (Supersample)int322PortraitsRenders at this multiple of the size, then filters down (smooth edges).
Upright Frame Samples (UprightFrameSamples)int3216PortraitsFrames sampled for Pick Upright Frame.
Warmup Captures (WarmupCaptures)int323PortraitsFrames rendered before the kept one (shadows and caches settle).
Quest Camera Distance (QuestCameraDistance)float1100.000000Quest ImagesThe camera looks at the quest's place (its giver, else its first objective's map marker) from this far (cm, horizontally)...
Quest Camera FOV (QuestCameraFOV)float50.000000Quest Images
Quest Camera Height (QuestCameraHeight)float450.000000Quest Images...this high above it (cm)...
Quest Camera Yaw (QuestCameraYaw)float225.000000Quest Images...from this direction (world yaw, degrees; the camera stands on that side of the place).
Quest Image Folder (QuestImageFolder)FStringQuestsQuest ImagesFolder under Output Root for the journal pictures of quests (RPG Saga Engine -> Content -> Capture Quest Images).
Quest Image Height (QuestImageHeight)int32240Quest Images
Quest Image Width (QuestImageWidth)int32640Quest Images
Quest Target Height (QuestTargetHeight)float120.000000Quest ImagesThe point looked at, above the place (cm): a character's chest.
SRGB (bSRGB)boolTrueTexture
Compression (Compression)TEnumAsByte<TextureCompressionSettings>TC_EditorIconTexture
LODGroup (LODGroup)TEnumAsByte<TextureGroup>TEXTUREGROUP_UITexture--- Texture ---
Mip Gen (MipGen)TEnumAsByte<TextureMipGenSettings>TMGS_NoMipmapsTexture

RPG Saga Engine: Portraits

Class URSEPortraitSettings (module RSE), Project Settings, Project, RPG Saga Engine. Portraits (D-075): framing and lighting presets (shared by the Portrait & Icon Studio and live dialog portraits) and live 3D options.

SettingTypeDefaultCategoryRestartDescription
Allow Live Portraits (bAllowLivePortraits)boolTrueDialog PortraitsLive 3D portraits may render (off = images). The Steam Deck profile turns them off with RSE.Dialog.LivePortraits 0.
Allow Video Portraits (bAllowVideoPortraits)boolTrueDialog PortraitsVideo portraits may play (off = every speaker shows its image).
Portrait Video Audio (bPortraitVideoAudio)boolFalseDialog PortraitsPlay the portrait clips' own sound (off: voices stay in the dialog audio system).
Live Backdrop Color (LiveBackdropColor)FLinearColor(R=0.060000,G=0.080000,B=0.160000,A=1.000000)Live PortraitsBackdrop color behind a live portrait (a lit plane; alpha 0 = no backdrop: the capture's clear color).
Live Capture Interval (LiveCaptureInterval)float0.033333Live PortraitsSeconds between live captures (0 = every frame; 1/30 is smooth and half the cost at 60 fps).
Live Framing (LiveFraming)FNameBustLive PortraitsFraming of live portraits.
Live Light Rig (LiveLightRig)FNameStudioLive PortraitsLighting of live portraits.
Live Resolution (LiveResolution)int32256Live PortraitsRender target size of the live portrait (square; one capture is shared by the dialog box).
Live Scene Location (LiveSceneLocation)FVector(X=0.000000,Y=0.000000,Z=-60000.000000)Live PortraitsWhere the portrait scene stands in the world: far from the playable space (only the subject is rendered).
Talk Nod Cm (TalkNodCm)float0.800000Live PortraitsNod while talking, cm up and down.
Talk Sway Degrees (TalkSwayDegrees)float2.500000Live PortraitsHead sway while talking when the character has no Talk animation (degrees of the body's yaw / roll).
Talk Sway Speed (TalkSwaySpeed)float6.000000Live PortraitsSpeed of the talking sway and nod.
Framings (Framings)TArray<FRSEPortraitFraming>(5 entries)PresetsFraming presets, by name.
Light Rigs (LightRigs)TArray<FRSEPortraitLightRig>(2 entries)PresetsLighting rigs, by name.
Max Upright Correction (MaxUprightCorrection)float25.000000PresetsMost the character is tilted back for Upright Correction.
Upright Correction (UprightCorrection)float0.800000PresetsShare of the head's remaining lean the studio straightens by tilting the whole character back (D-081): idles that hunch or look down keep their pose, the face comes up. 0 = off.
Upright Scan Seconds (UprightScanSeconds)float4.000000PresetsPortraits posed by the character's Anim Blueprint (no pose animation): how long its idle is played while the most upright moment of the head is searched (D-081).

RPG Saga Engine: Progression

Class URSEProgressionSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Character progression rules (D-030): maximum level, the experience curve and the experience enemies give.

SettingTypeDefaultCategoryRestartDescription
Scale Enemy Levels (bScaleEnemyLevels)boolTrueEnemy LevelsRegular encounters (Level Mode "Scaled") fought in a progression zone set their enemies' level from the party: PartyLevel + EnemyLevelOffset + OverlevelBias * max(0, PartyLevel - ZoneEntryTarget) + the encounter's offset, plus a random spread of +-EnemyLevelVariance per enemy, clamped to the zone's range and the level cap. Off = authored levels everywhere. Encounters in Level Mode "Fixed" never scale.
Enemy Level Offset (EnemyLevelOffset)float0.000000Enemy LevelsLevels added to the party level (negative = enemies a bit below the party).
Enemy Level Variance (EnemyLevelVariance)int321Enemy LevelsRandom spread per enemy: each one gets -N..+N levels (seeded by the battle), then the zone's range clamps it.
Overlevel Bias (OverlevelBias)float0.000000Enemy LevelsShare of the party's lead over the zone's entry target added on top (0 = none, 1 = enemies climb twice as fast as the party). A player who farmed meets enemies near the top of the zone's range sooner.
Party Level Source (PartyLevelSource)ERSEPartyLevelSourceAverageEnemy Levels
Enemy Defense Bonus Per Level (EnemyDefenseBonusPerLevel)float0.000000Enemy Stats
Enemy Defense Stats (EnemyDefenseStats)FGameplayTagContainer(GameplayTags=((TagName="Stat.Defense"),(TagName="Stat.Spirit")))Enemy StatsStats that EnemyDefenseBonusPerLevel raises. Global only.
Enemy HPBonus Per Level (EnemyHPBonusPerLevel)float0.000000Enemy StatsExtra growth of enemy stats on top of their class, in percent per level above 1 (enemy characters only, Roster Enemy). 2 = +2% per level, i.e. +98% at level 50. Lets enemies share a class with the party yet scale differently. Negative values weaken high-level enemies; the total never goes below -90%.
Enemy HPStats (EnemyHPStats)FGameplayTagContainer(GameplayTags=((TagName="Stat.MaxHP")))Enemy StatsStats that EnemyHPBonusPerLevel raises. Global only.
Enemy Offense Bonus Per Level (EnemyOffenseBonusPerLevel)float0.000000Enemy Stats
Enemy Offense Stats (EnemyOffenseStats)FGameplayTagContainer(GameplayTags=((TagName="Stat.Attack"),(TagName="Stat.Magic")))Enemy StatsStats that EnemyOffenseBonusPerLevel raises. Global only.
Experience Base (ExperienceBase)float15.000000Experience Curve--- Experience curve ---
Experience Curve (ExperienceCurve)TSoftObjectPtr<UCurveFloat>NoneExperience CurveOptional: total experience (Y) needed to reach each level (X). Replaces the formula when set.
Experience Exponent (ExperienceExponent)float2.000000Experience Curve
Experience Per Level (ExperiencePerLevel)float0.000000Experience Curve
Max Level (MaxLevel)int3299LevelsHighest level. Global only, like the experience curve (saved levels and totals must stay consistent); profiles change rewards.
Enemy Experience Base (EnemyExperienceBase)float12.000000RewardsExperience an enemy gives when its character sets none: EnemyExperienceBase + EnemyExperiencePerLevel * (Level - 1).
Enemy Experience Per Level (EnemyExperiencePerLevel)float6.000000Rewards

RPG Saga Engine: Progression Designer

Class URSEProgressionDesignerSettings (module RSECore), Project Settings, Project, RPG Saga Engine. The Progression Designer's projection and advisor (D-051, docs/design/progression-designer.md): which stats a class growth recommendation touches, how the advisor weighs the targets, how long it searches and within which bounds.

SettingTypeDefaultCategoryRestartDescription
Max Class Growth Scale (MaxClassGrowthScale)float1.500000Advisor|BoundsClass growth scales stay within [1/x, x].
Max Enemy Bonus Per Level (MaxEnemyBonusPerLevel)float5.000000Advisor|Bounds
Max Experience Exponent (MaxExperienceExponent)float3.500000Advisor|Bounds
Min Enemy Bonus Per Level (MinEnemyBonusPerLevel)float-0.500000Advisor|Bounds
Min Experience Exponent (MinExperienceExponent)float1.200000Advisor|Bounds--- Bounds ---
Min Recommended Change (MinRecommendedChange)float0.020000Advisor|BoundsChanges smaller than this (relative, or percent points for the bonuses) are not recommended.
Recommend Zone Ranges (bRecommendZoneRanges)boolTrueAdvisor|ScopeSuggest zone range changes where the projected party levels leave a zone's range by more than the overlevel margin (unchecked by default in the list).
Tune Class Growth (bTuneClassGrowth)boolTrueAdvisor|ScopeOnly the campaign's standard classes.
Tune Enemy Experience (bTuneEnemyExperience)boolTrueAdvisor|Scope
Tune Enemy Stats (bTuneEnemyStats)boolTrueAdvisor|Scope
Tune Experience Curve (bTuneExperienceCurve)boolTrueAdvisor|Scope--- What the advisor may change ---
Battle Feel Passes (BattleFeelPasses)int322Advisor|SearchPasses of "battle feel search, then level rounds" after the first level rounds.
Initial Percent Step (InitialPercentStep)float0.500000Advisor|SearchFirst step of the enemy stat bonuses (percent points per level).
Initial Relative Step (InitialRelativeStep)float0.250000Advisor|SearchFirst step of multiplicative parameters (0.2 = try x1.2 and /1.2); halves when a sweep finds nothing better.
Level Rounds (LevelRounds)int323Advisor|SearchRounds of "levels search on the fast model, then a full projection": each round replays the newest projection, so battles that change outcome (a party no longer underleveled) feed the next round.
Max Battle Evaluations (MaxBattleEvaluations)int3260Advisor|SearchHard cap on probe evaluations (each = ProbeBattlesPerZone battles per zone plus the key battles).
Max Battle Iterations (MaxBattleIterations)int326Advisor|SearchSweeps of the coordinate search over enemy stats and class growth (each step simulates probe battles).
Max Experience Iterations (MaxExperienceIterations)int3260Advisor|SearchSweeps of the coordinate search over the experience parameters (fast model, no battles).
Min Relative Step (MinRelativeStep)float0.010000Advisor|SearchThe search stops when every multiplicative step is below this.
Model Outcome Margin (ModelOutcomeMargin)float3.000000Advisor|SearchFast model: a battle's outcome flips when the party-minus-enemy level gap moved this many levels away from the baseline's (lost -> won when the gap is also at least -this).
Probe Battles Per Zone (ProbeBattlesPerZone)int323Advisor|SearchRegular battles simulated per zone for each probe evaluation.
Boredom Weight (BoredomWeight)float2.000000Advisor|WeightsEach 0.1 of boredom index above the maximum.
Change Weight (ChangeWeight)float0.500000Advisor|WeightsKeeps recommendations small: squared log-ratio of every multiplicative change (and squared percent points of the enemy bonuses / 10).
Completion Weight (CompletionWeight)float3.000000Advisor|WeightsEach level outside the tolerance of the completion target.
Damage Weight (DamageWeight)float2.000000Advisor|WeightsEach 10 points of damage taken outside its band.
Grind Weight (GrindWeight)float1.000000Advisor|WeightsEach 0.1 of grind index above the maximum.
Level Weight (LevelWeight)float1.000000Advisor|WeightsEach level outside the tolerance of a zone's exit target.
Optional Weight (OptionalWeight)float1.000000Advisor|WeightsEach 10 post-game battles beyond the reasonable grind for the optional content level.
Risk Weight (RiskWeight)float2.000000Advisor|WeightsEach 10 points of minimum HP below the floor.
Turns Weight (TurnsWeight)float2.000000Advisor|WeightsEach party turn outside the turns bands.
Chart Stats (ChartStats)TArray<FGameplayTag>(7 entries)Class GrowthStats shown in the attribute curves (empty = every stat the classes grow).
Power Samples (PowerSamples)int3220Class GrowthD-144: levels sampled for the power curves of the progression systems (each sample builds a character with every point spent); the levels in between are interpolated. More = smoother, slower.
Power Stats (PowerStats)FGameplayTagContainer(GameplayTags=((TagName="Stat.Attack"),(TagName="Stat.Magic")))Class GrowthStats a class's "power" growth scale multiplies (their PerLevel).
Vitality Stats (VitalityStats)FGameplayTagContainer(GameplayTags=((TagName="Stat.MaxHP"),(TagName="Stat.Defense"),(TagName="Stat.Spirit")))Class GrowthStats a class's "vitality" growth scale multiplies (their PerLevel).
Output Folder (OutputFolder)FStringProgressionDesignerReportsReports go to Saved/<OutputFolder>/<timestamp>_<campaign>/.

RPG Saga Engine: Progression Systems

Class URSEGrowthSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Progression systems and ability learning (D-144, docs/design/progression-systems.md).

SettingTypeDefaultCategoryRestartDescription
Ability Power Share (AbilityPowerShare)float3.000000Automatic AllocationProgression Designer: power each ability gained adds to the power estimate (percent of the level-1 Classic power).
Allocation Policy Class (AllocationPolicyClass)TSoftClassPtr<URSEGrowthAllocationPolicy>NoneAutomatic AllocationSpends points for characters nobody builds by hand: AI-controlled members, autoplay, the battle simulator, Balance My Campaign and the Progression Designer. Blueprintable: override Choose Option. Empty = the built-in policy.
Auto Allocate AIControlled (bAutoAllocateAIControlled)boolTrueAutomatic AllocationAfter each battle and level up, AI-controlled members (Control = AI) spend their points automatically.
Max Auto Steps (MaxAutoSteps)int32500Automatic AllocationMost steps one automatic allocation takes (safety against content loops).
Score Weights (ScoreWeights)FRSEGrowthScoreWeights(StatPercent=1.000000,ActiveAbility=12.000000,PassiveAbility=9.000000,PathLookahead=0.600000,UngrownStatWeight=0.250000)Automatic AllocationHow the built-in policy (and every policy's option scores) value the steps.
Simulated Enemies Per Victory (SimulatedEnemiesPerVictory)float3.000000Automatic AllocationD-154: enemies defeated per won battle in a typical playthrough (Battle Points -> Per Enemy Defeated counts this many). The simulator's builds, the board generator's pacing and the fill-level estimate use it with Simulated Victories Per Level.
Simulated Victories Per Level (SimulatedVictoriesPerLevel)float4.000000Automatic AllocationWon battles per level the simulator assumes when it builds a typical character (battle points earned on the way); the Progression Designer and Balance My Campaign use it too.
Battle Points (BattlePoints)TArray<FRSEBattlePointReward>(1 entries)Battle PointsPoints earned for won battles (board points usually; attribute or ability points too). Default: 5 board points per victory.
Board Scope (BoardScope)ERSEGrowthBoardScopePerClassBoard
Default Board Style (DefaultBoardStyle)TSoftObjectPtr<URSEGrowthBoardStyle>/RPGSagaEngine/Data/Growth/Styles/DA_GrowthStyle_Constellation.DA_GrowthStyle_ConstellationBoardLook of boards that name no style.
Layout Rules (LayoutRules)FRSEGrowthLayoutRules(MinNodeDistance=1.000000,EdgeClearance=0.400000,CurveBend=0.180000,CurveSegments=12)BoardWhat makes a board layout clean (D-149): the validator of the editor, the importer and the tests, and the screen's curves.
Shared Board (SharedBoard)TSoftObjectPtr<URSEGrowthBoard>/RPGSagaEngine/Data/Growth/DA_GrowthBoard_Default.DA_GrowthBoard_DefaultBoardThe board of Shared scope, and of classes whose plan has no board.
Travel Cost Per Step (TravelCostPerStep)int320BoardBoard points per step walked from where the character stands to the node unlocked (through open nodes; 0 = no travel cost, every open node is reachable for free).
Enable Enemy Learning (bEnableEnemyLearning)boolTrueEnemy Learning--- Learning from enemies ---
Never Learnable Types (NeverLearnableTypes)FGameplayTagContainer()Enemy LearningAbilities of these types are never learned from enemies (attacks, monster-only actions).
Trait Learning (TraitLearning)TArray<FRSETraitLearning>(0 entries)Enemy LearningTraits that let any character learn from enemies (besides the class plans' rules).
Fallback Layout (FallbackLayout)ERSEGrowthLayoutPresetConstellationGeneratorLayout of Auto when the role names none.
Generator Defaults (GeneratorDefaults)FRSEGrowthGeneratorParams(Seed=1,EmphasizedStats=(),TargetMaxLevel=50,KeyAttributes=3,AttributePointsPerLevel=3,AbilityPointsPerLevel=1,MilestoneEvery=10,MilestoneBonus=2,ValueShareOfLe...GeneratorStarting inputs of Generate Point Tables / Generate Board (Studio and the plan's buttons copy them).
Region Themes (RegionThemes)TArray<FRSEGrowthRegionTheme>(4 entries)GeneratorThemes of generated board regions (D-149), in order: a region takes the first theme listing its main stat.
Role Emphasis (RoleEmphasis)TMap<FGameplayTag,FGameplayTagContainer>(7 entries)GeneratorStats a generated plan favors per archetype role (Archetype.Role.*), beyond what the class growth says.
Role Layouts (RoleLayouts)TMap<FGameplayTag,ERSEGrowthLayoutPreset>(7 entries)GeneratorLayout preset per archetype role (Archetype.Role.*) when the generator's Layout is Auto (D-149).
Enable Mastery (bEnableMastery)boolTrueMasteryItems with Mastery Abilities teach them for good after enough mastery points.
Fallen Members Earn Mastery (bFallenMembersEarnMastery)boolFalseMasteryMembers that ended the battle KO earn mastery too.
Mastery Points Per Enemy (MasteryPointsPerEnemy)int321Mastery
Mastery Points Per Victory (MasteryPointsPerVictory)int322Mastery
Default Plan (DefaultPlan)TSoftObjectPtr<URSEGrowthPlan>/RPGSagaEngine/Data/Growth/DA_GrowthPlan_Default.DA_GrowthPlan_DefaultPlansPlan of classes that have none (points, catalog, board). Empty = such classes only grow by level.
Max Undo Steps (MaxUndoSteps)int3250RespecThe Growth page's free undo (D-149): the last steps the player took (raise, learn, unlock) can be taken back for nothing while the page stays open; closing it (or a reset) clears them. Most steps kept per character (0 = no undo).
Respec Item (RespecItem)TSoftObjectPtr<URSEItemData>NoneRespecItem mode: the item consumed per reset.
Respec Mode (RespecMode)ERSERespecModeFreeRespec--- Respec ---
Respec Point Penalty (RespecPointPenalty)float0.100000RespecShare of the refundable spent points a full reset keeps for good (D-149: 0.1 = the reset costs 10% of the points spent, rounded, per currency; 0 = everything back). The Growth page says how much before the player confirms.
Player Chooses at New Game (bPlayerChoosesAtNewGame)boolFalseSystemThe player picks the system when starting a new game (from New Game Choices).
New Game Choices (NewGameChoices)TArray<ERSEProgressionSystem>(0 entries)SystemSystems offered at New Game, in order. Empty = all three.
System (System)ERSEProgressionSystemClassicSystemHow characters grow. The class level abilities and stat growth stay in every system.
New Game Prompt (NewGamePrompt)FTextNSLOCTEXT("RSEGrowth", "NewGamePrompt", "How should your heroes grow?")System|TextThe New Game question.
System Descriptions (SystemDescriptions)TMap<ERSEProgressionSystem,FText>(3 entries)System|TextOne-line descriptions of the systems (New Game, Studio).
System Names (SystemNames)TMap<ERSEProgressionSystem,FText>(3 entries)System|TextNames of the systems on screen. Missing = the enum's display name.
Enable Use Growth (bEnableUseGrowth)boolFalseUse GrowthAbilities rank up with battle uses (power and cost per rank).
Default Use Growth (DefaultUseGrowth)TSoftObjectPtr<URSEUseGrowthCurve>/RPGSagaEngine/Data/Growth/DA_UseGrowth_Standard.DA_UseGrowth_StandardUse GrowthCurve of abilities that name none. Empty = only abilities with their own curve grow.

RPG Saga Engine: Progression Tools

Class URSEGrowthEditorSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Editor tools of the progression systems (D-144): the Growth Board visual editor, the Studio pages (Progression System, Growth Board, New Teacher, Weapon with Mastery) and the progression JSON importer of the AI workflow (docs/product/progression-ai-schema.md).

SettingTypeDefaultCategoryRestartDescription
Fallback Prefixes (FallbackPrefixes)TMap<FString,FString>(5 entries)AssetsAsset name prefixes of progression assets (class name -> prefix) used when Content Import -> Types has no type for the class (projects that list their own types).
Ability Node Color (AbilityNodeColor)FLinearColor(R=0.700000,G=0.350000,B=0.100000,A=1.000000)Board Editor
Gate Node Color (GateNodeColor)FLinearColor(R=0.550000,G=0.120000,B=0.120000,A=1.000000)Board Editor
Hub Node Color (HubNodeColor)FLinearColor(R=0.300000,G=0.300000,B=0.300000,A=1.000000)Board Editor
Keystone Node Color (KeystoneNodeColor)FLinearColor(R=0.750000,G=0.550000,B=0.050000,A=1.000000)Board Editor
Passive Node Color (PassiveNodeColor)FLinearColor(R=0.450000,G=0.250000,B=0.600000,A=1.000000)Board Editor
Start Node Color (StartNodeColor)FLinearColor(R=0.100000,G=0.450000,B=0.100000,A=1.000000)Board EditorThe start node of the board (any kind) is drawn in this color.
Stat Node Color (StatNodeColor)FLinearColor(R=0.150000,G=0.350000,B=0.650000,A=1.000000)Board EditorTitle colors of board nodes per kind in the visual editor.
Pool Excluded Name Prefixes (PoolExcludedNamePrefixes)TArray<FString>(4 entries)GeneratorsSuggested pools leave out abilities whose asset name starts with one of these (item effects, summons, enemy-only actions).
Suggested Pool Size (SuggestedPoolSize)int3210GeneratorsMost abilities the generators' suggested pool holds (abilities of the class's own types and elements, not in the class).
Generate Missing by Default (bGenerateMissingByDefault)boolTrueProgression JSONFill what a document leaves out (point tables, board) with the generators, when the document does not say otherwise.
File Suffix (FileSuffix)FString.progression.jsonProgression JSONProgression documents: the file name ends with this (e.g. Warrior.progression.json).
Suggestion Max Distance (SuggestionMaxDistance)int323Progression JSONUnknown names get "did you mean" suggestions within this many edits.
Template Folder (TemplateFolder)FStringConfig/AIPacks/ProgressionProgression JSONWhere the AI pack's progression template lives (schema, prompt notes, checked examples). Relative to the plugin folder.
Max Board Nodes (MaxBoardNodes)int32400Progression JSON|RangesMost nodes of one board.
Max Cost (MaxCost)int321000Progression JSON|RangesHighest cost of a node, catalog ability or attribute point a document may set.
Max Mastery Points (MaxMasteryPoints)int322000Progression JSON|RangesHighest mastery points an ability may need.
Max Money (MaxMoney)int321000000Progression JSON|RangesHighest price (money) of a teacher's offer or respec.
Max Points Per Level (MaxPointsPerLevel)int32500Progression JSON|RangesHighest points per level a grant may give.
Max Tier (MaxTier)int323Progression JSON|RangesHighest node tier (ring color: 0 common .. rare).
Blank Weapon Slot (BlankWeaponSlot)FGameplayTag(TagName="Equip.Slot.Weapon")StudioStudio -> Weapon with Mastery: the slot of a blank weapon (Equip.Slot.*).
Blank Weapon Type (BlankWeaponType)FGameplayTag(TagName="Equip.Type.Weapon.Sword")StudioStudio -> Weapon with Mastery: the kind of a blank weapon (Equip.Type.*).

RPG Saga Engine: Puzzle UI

Class URSEPuzzleUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Presentation of the puzzles (D-039): the code lock screen, puzzle doors and the optional scene prompt.

SettingTypeDefaultCategoryRestartDescription
Attempts Left Format (AttemptsLeftFormat)FTextNSLOCTEXT("RSEPuzzleUI", "AttemptsLeftFormat", "Attempts left: {Count}")Code Lock{Count} = wrong codes still allowed.
Clock Separator (ClockSeparator)FTextNSLOCTEXT("RSEPuzzleUI", "ClockSeparator", ":")Code LockBetween the hour and minute wheels of a clock lock.
Code Lock Backdrop Color (CodeLockBackdropColor)FRSEUIColor(Token="Primary",Alpha=0.650000,Lightness=-0.526921,Chroma=0.679858,Hue=0.163523,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Code LockDims the world behind the lock.
Code Lock Widget Class (CodeLockWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneCode LockCode lock screen (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSECodeLockViewModel (docs/product/custom-ui.md).
Code Lock ZOrder (CodeLockZOrder)int3255Code LockZ-order in the viewport (above the HUDs and the party menu).
Default Lock Title (DefaultLockTitle)FTextNSLOCTEXT("RSEPuzzleUI", "DefaultLockTitle", "Lock")Code LockTitle when the lock has no Display Name.
Default Wrong Text (DefaultWrongText)FTextNSLOCTEXT("RSEPuzzleUI", "DefaultWrongText", "Nothing happens.")Code LockShown after a wrong code when the lock has no Failure Text.
Leave Text (LeaveText)FTextNSLOCTEXT("RSEPuzzleUI", "LeaveText", "Leave")Code Lock
Select Wheel Action Text (SelectWheelActionText)FTextNSLOCTEXT("RSEPuzzleUI", "SelectWheelAction", "Select")Code LockKey hint actions.
Submit Text (SubmitText)FTextNSLOCTEXT("RSEPuzzleUI", "SubmitText", "Enter")Code Lock
Turn Wheel Action Text (TurnWheelActionText)FTextNSLOCTEXT("RSEPuzzleUI", "TurnWheelAction", "Turn")Code Lock
Wheel Down Glyph (WheelDownGlyph)FTextNSLOCTEXT("RSEPuzzleUI", "WheelDownGlyph", "▼")Code Lock
Wheel Up Glyph (WheelUpGlyph)FTextNSLOCTEXT("RSEPuzzleUI", "WheelUpGlyph", "▲")Code LockGlyphs of the wheel arrows (clickable).
Wheel Width (WheelWidth)float84.000000Code Lock
Door Open Seconds (DoorOpenSeconds)float1.200000DoorsSeconds a puzzle door takes to open when its conditions become true (0 = at once). Doors may override it.
Door Placeholder Mesh (DoorPlaceholderMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeDoorsMesh of doors without their own (placeholder).
Optional Scene Prompt on Screen (bOptionalScenePromptOnScreen)boolTrueOptional ScenesThe optional scene prompt sits at the screen anchor of the interaction prompt, not above the trigger.
Optional Scene Priority (OptionalScenePriority)int325Optional ScenesFocus priority of optional scene triggers (they win over nearby objects).
Optional Scene Prompt Format (OptionalScenePromptFormat)FTextNSLOCTEXT("RSEPuzzleUI", "OptionalScenePromptFormat", "Optional scene: {Title}")Optional ScenesPrompt of an optional scene. {Title} = the scene's Display Name.
Optional Scene Range (OptionalSceneRange)float400.000000Optional ScenesRange of optional scene triggers without their own.

RPG Saga Engine: Puzzles

Class URSEPuzzleSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Puzzle rules and texts (D-039, docs/design/puzzles.md).

SettingTypeDefaultCategoryRestartDescription
Combine Fail Text (CombineFailText)FTextNSLOCTEXT("RSEPuzzle", "CombineFailText", "These don\'t go together.")CombineShown when no recipe matches.
Combine Success Format (CombineSuccessFormat)FTextNSLOCTEXT("RSEPuzzle", "CombineSuccessFormat", "Obtained: {Result}.")CombineShown after a successful combination (recipes may have their own lines). {Result}, {Count}.
Recipes (Recipes)TArray<TSoftObjectPtr<URSEItemRecipeData> >(1 entries)CombineEvery recipe of the game. Any two items may be tried together; the combination succeeds when a recipe matches (the player does not need to know the recipe first). Global list, loaded when the player combines.
Pickup Format (PickupFormat)FTextNSLOCTEXT("RSEPuzzle", "PickupFormat", "Obtained: {Item}.")ExamineSaid when an examined object gives an item and the pickup has no lines of its own. {Item}, {Count}.
Decline Option (DeclineOption)FTextNSLOCTEXT("RSEPuzzle", "DeclineOption", "Leave it")Use ItemThe option that uses nothing.
Default Refusal Lines (DefaultRefusalLines)TArray<FText>(1 entries)Use ItemSaid when an item the object does not accept is used on it (an item-use asset may have its own lines).
Use Option Format (UseOptionFormat)FTextNSLOCTEXT("RSEPuzzle", "UseOptionFormat", "Use the {Item}")Use ItemOne option per accepted item. {Item} = the item.
Use Prompt Format (UsePromptFormat)FTextNSLOCTEXT("RSEPuzzle", "UsePromptFormat", "Use the {Item}?")Use ItemQuestion asked when the party holds one item the object accepts. {Item} = the item.
Use Several Prompt (UseSeveralPrompt)FTextNSLOCTEXT("RSEPuzzle", "UseSeveralPrompt", "Use an item?")Use ItemQuestion asked when the party holds several items the object accepts.

RPG Saga Engine: Quest UI

Class URSEQuestUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Look and behaviour of the quest journal, the HUD quest tracker, quest notifications and the Pact page.

SettingTypeDefaultCategoryRestartDescription
Abandoned Color (AbandonedColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=-0.056772,Chroma=0.921091,Hue=15.394094,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Ability Learned Color (AbilityLearnedColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.079403,Chroma=0.651117,Hue=-15.902557,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ColorsLearned-ability notices (D-082).
Completed Color (CompletedColor)FRSEUIColor(Token="Positive",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Failed Color (FailedColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.034214,Chroma=1.006407,Hue=0.868554,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Missed Color (MissedColor)FRSEUIColor(Token="Secondary",Alpha=1.000000,Lightness=0.006516,Chroma=0.886550,Hue=105.310432,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Objective Color (ObjectiveColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.071629,Chroma=0.579612,Hue=2.998248,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Quest Started Color (QuestStartedColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Toast Background Color (ToastBackgroundColor)FRSEUIColor(Token="Primary",Alpha=0.900000,Lightness=-0.412186,Chroma=0.525066,Hue=10.617354,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Tracker Background Color (TrackerBackgroundColor)FRSEUIColor(Token="Primary",Alpha=0.620000,Lightness=-0.417701,Chroma=0.449361,Hue=5.975613,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors--- Colors ---
Battle Check Interval (BattleCheckInterval)float0.250000HUDHow often the presentation checks whether a battle runs (hides the tracker, holds notifications).
Game Modes Without Quest HUD (GameModesWithoutQuestHUD)TArray<TSoftClassPtr<AGameModeBase> >(1 entries)HUDNo quest HUD in worlds run by these game modes (main menu).
Quest HUDClass (QuestHUDClass)TSoftClassPtr<URSEScreenWidget>/Script/RSE.RSEQuestHUDWidgetHUDQuest tracker and notifications HUD (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEQuestHUDViewModel (docs/product/custom-ui.md).
Viewport ZOrder (ViewportZOrder)int321HUD
Confirm Abandon (bConfirmAbandon)boolTrueJournalAbandoning needs a second Confirm on the same row.
Journal Categories (JournalCategories)TArray<FRSEJournalCategoryTab>(4 entries)JournalJournal tabs, in order.
Journal Details Width (JournalDetailsWidth)float680.000000JournalWidth of the quest details column (the quest list uses the party menu column width).
Block Spacing (BlockSpacing)float14.000000Journal|PicturesSpace between the journal's blocks (picture, key line, text, objectives, rewards).
Show Characters (bShowCharacters)boolTrueJournal|PicturesShow the portraits of the quest's characters (Quest -> Characters).
Show Header Image (bShowHeaderImage)boolTrueJournal|PicturesShow the quest's header picture (or, without one, a band in the category's color).
Show Mini Map (bShowMiniMap)boolTrueJournal|PicturesShow a mini-map of the current objective (when the level's map can show it); a click opens the Map tab there.
Show Rewards (bShowRewards)boolTrueJournal|PicturesShow what a quest's success gives (items, money, experience...).
Category Colors (CategoryColors)TMap<FGameplayTag,FRSEUIColor>(4 entries)Journal|PicturesColors of the header band of a quest without a picture, by category (missing = the started color).
Character Portrait Size (CharacterPortraitSize)float52.000000Journal|Pictures
Experience Reward Format (ExperienceRewardFormat)FTextNSLOCTEXT("RSEQuestUI", "ExperienceRewardFormat", "{Amount} XP")Journal|PicturesReward rows: experience ("{Amount} XP") and points ("{Amount} {Currency}").
Header Image Height (HeaderImageHeight)float150.000000Journal|PicturesHeight of the header picture (the width is the details column's).
Key Line Color (KeyLineColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Lightness=0.026962,Chroma=0.677076,Hue=0.810119,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Journal|PicturesThe highlighted line (the current objective) and its band.
Key Line Fill (KeyLineFill)FRSEUIColor(Token="Accent",Alpha=0.120000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Journal|Pictures
Mini Map Hint (MiniMapHint)FTextNSLOCTEXT("RSEQuestUI", "MiniMapHint", "Click to open the map here")Journal|Pictures
Mini Map Size (MiniMapSize)float150.000000Journal|Pictures
Mini Map Span (MiniMapSpan)float0.300000Journal|PicturesShare of the whole map the mini-map shows around the objective (0.25 = a quarter of the map's side).
Objective Icon Size (ObjectiveIconSize)float26.000000Journal|Pictures
Objective Kind Icons (ObjectiveKindIcons)TMap<FGameplayTag,TSoftObjectPtr<UTexture2D> >(7 entries)Journal|PicturesIcons of the objective kinds (Quest.Objective.*; a kind without one uses its parent's, then Quest.Objective's).
Objective Kind Labels (ObjectiveKindLabels)TMap<FGameplayTag,FText>(7 entries)Journal|PicturesNames of the objective kinds (tooltips, Blueprint screens).
Points Reward Format (PointsRewardFormat)FTextNSLOCTEXT("RSEQuestUI", "PointsRewardFormat", "{Amount} {Currency}")Journal|Pictures
Reward Icons (RewardIcons)TMap<ERSERewardKind,TSoftObjectPtr<UTexture2D> >(7 entries)Journal|PicturesIcons of rewards without their own (money, experience, points; items and abilities use theirs, recruits their portrait).
Reward Icon Size (RewardIconSize)float34.000000Journal|Pictures
Rewards Header (RewardsHeader)FTextNSLOCTEXT("RSEQuestUI", "RewardsHeader", "Rewards")Journal|Pictures
Ability Forgotten Format (AbilityForgottenFormat)FTextNSLOCTEXT("RSEQuestUI", "AbilityForgottenFormat", "{Character} forgot {Ability}.")NotificationsBody of the forgotten-ability notice. Arguments: {Character}, {Ability}.
Ability Learned Format (AbilityLearnedFormat)FTextNSLOCTEXT("RSEQuestUI", "AbilityLearnedFormat", "{Character} learned {Ability}!")NotificationsBody of the learned-ability notice. Arguments: {Character}, {Ability}.
Ability Learned Header (AbilityLearnedHeader)FTextNSLOCTEXT("RSEQuestUI", "AbilityLearnedHeader", "New Ability")NotificationsHeader of the learned-ability notice.
Hold Toasts in Battle (bHoldToastsInBattle)boolTrueNotificationsNotifications wait while a battle runs and appear afterwards.
Toast Abandoned Quests (bToastAbandonedQuests)boolFalseNotifications
Toast Learned Abilities (bToastLearnedAbilities)boolTrueNotificationsNotify abilities learned or forgotten for good (Learn Ability / Forget Ability effects, scrolls; D-082).
Toast Objective Progress (bToastObjectiveProgress)boolTrueNotificationsNotify counter changes ("Wolves 2/5"), not only completed objectives.
Toast Quests Missed Before Start (bToastQuestsMissedBeforeStart)boolFalseNotificationsNotify quests missed before the player ever started them (they always appear in the journal).
Max Queued Toasts (MaxQueuedToasts)int328NotificationsNotifications waiting beyond this are dropped (oldest first).
Max Visible Toasts (MaxVisibleToasts)int323Notifications
Toast Alignment (ToastAlignment)FVector2D(X=0.500000,Y=0.000000)Notifications
Toast Anchor (ToastAnchor)FVector2D(X=0.500000,Y=0.100000)Notifications--- Notifications ---
Toast Duration (ToastDuration)float3.500000Notifications
Toast Spacing (ToastSpacing)float6.000000Notifications
Toast Width (ToastWidth)float420.000000Notifications
Hide Tracker in Battle (bHideTrackerInBattle)boolTrueTracker
Show Tracker (bShowTracker)boolTrueTracker--- Tracker ---
Tracker Shows Optional Objectives (bTrackerShowsOptionalObjectives)boolTrueTracker
Max Tracker Objectives (MaxTrackerObjectives)int324TrackerOpen objectives listed under the tracked quest.
Tracker Alignment (TrackerAlignment)FVector2D(X=1.000000,Y=0.000000)Tracker
Tracker Anchor (TrackerAnchor)FVector2D(X=1.000000,Y=0.000000)TrackerNormalized screen anchor and pivot of the tracker panel, plus a pixel offset (default: under the minimap, D-092).
Tracker Offset (TrackerOffset)FVector2D(X=-24.000000,Y=296.000000)Tracker
Tracker Width (TrackerWidth)float320.000000Tracker

RPG Saga Engine: Quests

Class URSEQuestSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Quest system rules (Project Settings -> RPG Saga Engine -> Quests).

SettingTypeDefaultCategoryRestartDescription
Ending Set (EndingSet)TSoftObjectPtr<URSEEndingSetData>NoneEndingsThe game's endings, key choices, hidden score and point of no return.
Auto Track Started Quests (bAutoTrackStartedQuests)boolTrueQuestsA newly started quest becomes the tracked quest when nothing is tracked.
Load Quests from Asset Manager (bLoadQuestsFromAssetManager)boolTrueQuestsLoad every quest registered with the Asset Manager (type RSEQuestData) when the game starts, so availability and auto-start are evaluated for all of them. Quest assets are small (heavy references must be soft).
Max Evaluation Passes (MaxEvaluationPasses)int3264QuestsSafety cap on chained re-evaluations in one update (effects that change state which completes more objectives...). Reaching it means content loops; it is logged as an error.

RPG Saga Engine: Reinforcements

Class URSEReinforcementSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Reinforcements and scripted battle events (D-117, docs/product/reinforcements.md): an enemy calls its friends, who appear out of sight and run to the fight; important battles pause for a line and a turn.

SettingTypeDefaultCategoryRestartDescription
Incoming Blackboard Key (IncomingBlackboardKey)FNameIncomingReinforcementsCallingThe AI team blackboard key that holds how many reinforcements are on their way for a team (D-056 blackboard): AI profile rules may read it (hold back, defend the caller) while help is coming. Empty = not written.
Interrupting Statuses (InterruptingStatuses)FGameplayTagContainer(GameplayTags=((TagName="Status.Silence"),(TagName="Status.Sleep"),(TagName="Status.Daze"),(TagName="Status.Stop")))CallingStatuses that stop a caller from calling (and, when its data says so, cancel a call in progress): silence, sleep, a daze. A caller that is not standing (fallen, gone) never calls.
Max Units Per Wave (MaxUnitsPerWave)int328CallingMost units one wave may bring (a safety cap over the data).
Reinforcements (bReinforcements)boolTrueGeneralOff = no reinforcement is ever called (the data stays; scripted battle events still run).
Scripted Events (bScriptedEvents)boolTrueGeneralOff = scripted battle events never run.
Grid Enter at Edge (bGridEnterAtEdge)boolTrueOther ModesGrid Tactics: reinforcements enter on the grid's edge tiles (the nearest to the caller), else next to the caller.
Classic Row (ClassicRow)ERSEATBRowFrontOther ModesATB / turn-based: the row reinforcements take when their data does not say.
Grid Min Party Tiles (GridMinPartyTiles)int323Other ModesGrid Tactics: edge tiles closer than this to a party unit are skipped (tiles, Manhattan).
Classic Act Now Shift (ClassicActNowShift)float1.000000Scripted EventsGrid Tactics, ATB and turn-based have no inserted turns: a scripted event's "acts now" moves the unit's next turn this much sooner (a fraction of a turn: 1 = a whole turn).
Max Events Per Step (MaxEventsPerStep)int324Scripted EventsMost scripted events that may fire at one safe point (a guard against events that trigger each other).
Hide from Party Sight (bHideFromPartySight)boolTrueSpawn PointsPoints must also be hidden from the party's line of sight (not only out of the camera's view).
Concealment Radius (ConcealmentRadius)float3.000000Spawn PointsHow far around a point obstacles count for the concealment preference (meters).
Concealment Weight (ConcealmentWeight)float0.600000Spawn PointsPreference for points next to tall obstacles (trees, rocks, walls): they come out of the forest. 0 = none.
Edge Weight (EdgeWeight)float1.000000Spawn PointsPreference for points far from the party (the edges of the battle area). 0 = none.
Max Samples (MaxSamples)int32800Spawn PointsMost candidate points tested per wave (each one runs a line of sight check per party member).
Min Party Distance (MinPartyDistance)float10.000000Spawn PointsSpawn points closer than this to any party member are never used (meters, 2D).
Sample Spacing (SampleSpacing)float1.000000Spawn PointsSpacing of the candidate points sampled around the caller (meters). Smaller = more candidates, more cost.
Unit Spacing (UnitSpacing)float0.800000Spawn PointsRoom between two units of the same wave (meters, edge to edge).

RPG Saga Engine: Reinforcements (Presentation)

Class URSEReinforcementPresentationSettings (module RSE), Project Settings, Project, RPG Saga Engine. How reinforcements and scripted battle events look and sound (D-117): the caller's bubble, the banner, the runners, the minimap markers, the lines of scripted events.

SettingTypeDefaultCategoryRestartDescription
Announce Sound (AnnounceSound)FGameplayTag(TagName="Audio.Battle.Reinforcement.Announce")AudioSound of the "Reinforcements!" banner.
Arrival Sound (ArrivalSound)FGameplayTag(TagName="Audio.Battle.Reinforcement.Arrive")AudioSound when a wave joins.
Call Sound (CallSound)FGameplayTag(TagName="Audio.Battle.Reinforcement.Call")AudioSound of a call when the data has none (an Audio.* tag of the sound catalog).
Bubble Back Color (BubbleBackColor)FRSEUIColor(Token="Primary",Alpha=0.820000,Lightness=-0.279664,Chroma=0.119391,Hue=21.873074,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Bubbles
Bubble Height (BubbleHeight)float70.000000BubblesHeight of a bubble above the unit's head (cm).
Bubble Text Color (BubbleTextColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=0.006437,Chroma=2.642451,Hue=162.667007,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Bubbles--- Bubbles ---
Bubble Wrap Width (BubbleWrapWidth)float320.000000BubblesWidest a bubble's text wraps at (px).
Announce Text (AnnounceText)FTextNSLOCTEXT("RSEReinforcementPresentation", "AnnounceText", "Reinforcements!")CallBanner when help is called (data without its own text).
Arrived Text (ArrivedText)FTextNSLOCTEXT("RSEReinforcementPresentation", "ArrivedText", "Reinforcements arrive!")CallBanner when a wave joins the battle. Empty = no banner.
Banner Seconds (BannerSeconds)float1.600000CallHow long the banners stay (real seconds).
Call Focus Seconds (CallFocusSeconds)float1.200000CallThe battle waits this long on the caller when a call starts (the camera shows it calling; game seconds).
Calling Color (CallingColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=-0.016729,Chroma=1.097072,Hue=-1.844743,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Call
Calling Icon (CallingIcon)FTextINVTEXT("(!)")CallThe icon over a unit that is calling for help (a short text or symbol, shown in the bubble before the bark).
Cancelled Text (CancelledText)FTextNSLOCTEXT("RSEReinforcementPresentation", "CancelledText", "Cut off!")CallShown over the caller when its call was stopped ("Silenced!"). Empty = nothing.
Default Call Bark (DefaultCallBark)FTextNSLOCTEXT("RSEReinforcementPresentation", "DefaultCallBark", "To me!")CallWhat a caller shouts when its data has no bark.
Area Margin (AreaMargin)float4.000000RunnersExtra room around the farthest reinforcement point when the area grows (meters).
Grow Area for Reinforcements (bGrowAreaForReinforcements)boolTrueRunnersThe battle area grows to take the farthest reinforcement point (within Free Tactics (Presentation) -> Max Area Size).
Require Nav Mesh (bRequireNavMesh)boolTrueRunnersOn a map with a navigation mesh, spawn points must lie on it.
Camera Margin (CameraMargin)float4.000000RunnersMargin inside the screen edges a spawn point must stay out of (degrees of the view's half angles).
Leftover Behavior (LeftoverBehavior)TSoftObjectPtr<URSERoamingBehaviorData>/RPGSagaEngine/Data/Encounters/Roaming/DA_Roam_Aggressive.DA_Roam_AggressiveRunnersBehavior of reinforcements left in the world when the battle ended before they arrived (Leftover = Become Roaming). Empty = Aggressive.
Marker Category (MarkerCategory)FGameplayTag(TagName="Map.Marker.Reinforcement")RunnersThe minimap / compass category of units on their way (Map & Minimap categories).
Min Run Seconds (MinRunSeconds)float1.500000RunnersThey run at least this long before they may be handed to the battle (real seconds), so the player sees them come.
Run Speed (RunSpeed)float520.000000RunnersHow fast the reinforcements run in (cm/s).
Stop Distance (StopDistance)float3.000000RunnersThey stop running this far from the caller (meters).
Confirm Skips Line (bConfirmSkipsLine)boolTrueScripted EventsThe confirm input skips a scripted line (not a dialog: the dialog has its own input).
Show Speaker Banner (bShowSpeakerBanner)boolTrueScripted EventsThe speaker's name in front of a scripted line in the banner ("Varg: ...").
Cinematic Distance (CinematicDistance)float900.000000Scripted EventsCinematic camera of scripted events: the distance to the speaker (cm).
Script Line Seconds (ScriptLineSeconds)float2.800000Scripted EventsHow long a scripted line stays when its event does not say (real seconds).

RPG Saga Engine: Reward Feed

Class URSERewardFeedSettings (module RSE), Project Settings, Project, RPG Saga Engine. Reward feed (D-128).

SettingTypeDefaultCategoryRestartDescription
Announce Loot Placements (bAnnounceLootPlacements)boolTrueStyleD-143: loot dealt into the members' bags outside battles (chests, pick-ups, quests, shops) shows a toast per receiver ("Potion x2 -> Mira"), with the style's Items provider texts. Battle rewards name the receivers in their own toasts.
Kind Icons (KindIcons)TMap<FName,TSoftObjectPtr<UTexture2D> >(9 entries)StyleGlyph of each kind of toast without an icon of its own (tinted with the kind's color). The plugin's defaults use its glyphs.
Style (Style)TSoftObjectPtr<URSERewardFeedStyle>NoneStyleThe look, timings and providers. Empty = the built-in style.
Widget Class (WidgetClass)TSoftClassPtr<URSERewardFeedWidget>NoneStyleThe widget that shows the feed on each local player's screen. Empty = the built-in one (painted, no widget per toast).
ZOrder (ZOrder)int3212StyleViewport Z order of the feed (over the HUD, under modal screens).

RPG Saga Engine: Rules Profiles

Class URSERulesSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Rules profiles (D-035).

SettingTypeDefaultCategoryRestartDescription
Session Rule Options (SessionRuleOptions)TArray<FName>(4 entries)Co-opOption rows that change rules of play (D-139): in co-op their values are the host's for everyone (a guest sees them greyed out) and only the host changes them. Ids of the options screen's rows; add a game's own rule rows here.
Default Profile (DefaultProfile)TSoftObjectPtr<URSERulesProfile>/RPGSagaEngine/Data/Rules/DA_Rules_Default.DA_Rules_DefaultRules ProfilesProfile of a new game (and of saves that have none). Empty = the global settings only. Story effects ("Set Rules Profile") switch the game's profile later; encounters may override it per battle.

RPG Saga Engine: Save

Class URSESaveSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Save/load rules (D-010).

SettingTypeDefaultCategoryRestartDescription
Autosave Slot Count (AutosaveSlotCount)int321AutosaveAutosave slots in rotation: each autosave goes to an empty one, else overwrites the oldest. 1 = the usual single autosave (playtest 2026-09-28); the save screen lists extra autosave slots only once they hold a save.
Autosave in No Save Zones (bAutosaveInNoSaveZones)boolFalseAutosaveZone transition autosaves also in no-save areas (by default they are skipped there, like the save item).
Autosave on Zone Transition (bAutosaveOnZoneTransition)boolTrueAutosaveAutosave when the player arrives on another map through a zone exit, the world map or a story travel.
Min Seconds Between Autosaves (MinSecondsBetweenAutosaves)float30.000000AutosaveZone transition autosaves closer than this to the previous autosave are skipped (walking back and forth).
Zone Autosave Delay (ZoneAutosaveDelay)float0.500000AutosaveDelay after arriving before the zone transition autosave (the new map settles, the thumbnail shows it).
Backend (Backend)ERSESaveBackendTypeFileBackendWhere save slots are stored. File: our own files with checksum, atomic replace and backup (default, PC / Steam Deck). Save Game System: the engine's platform save system (ISaveGameSystem), which console SDKs implement. Custom: a C++ class implementing IRSESaveBackend.
Custom Backend Class (CustomBackendClass)TSoftClassPtr<UObject>NoneBackendThe backend class when Backend = Custom (a C++ class implementing IRSESaveBackend).
Suspend Flush Timeout (SuspendFlushTimeout)float2.000000BackendSeconds the app waits for save writes in flight when it is suspended (the platform may stop it right after).
Session Policy Class (SessionPolicyClass)TSoftClassPtr<URSESaveSessionPolicy>NoneCo-opWho may save and load during a co-op session and what a refused player reads (default: only the host; the host may load while guests are connected). Empty = RSE Save Session Policy.
Keep Backup (bKeepBackup)boolTrueFilesKeep the previous good save of each slot as a backup (.bak) that loads when the slot is damaged (File backend).
Min Free Disk Space MB (MinFreeDiskSpaceMB)int321FilesFree disk space a save must leave (File backend): a write that would go below it fails with No Space before touching the slot. 0 = no check.
Legacy Player Options Sections (LegacyPlayerOptionsSections)TArray<FString>(1 entries)Player OptionsOlder GameUserSettings.ini sections that held the player options (e.g. a section of an earlier version of the game). At the first access, when [RSE.PlayerOptions] is empty, their keys are copied into it and the old section is removed, so the players keep their options. Empty = nothing to migrate.
Autosave Slot Name (AutosaveSlotName)FStringAutosaveSlotsAutosave slot file name (never overwritten by manual saves, D-010). With several autosave slots the others are Name1, Name2... Empty = no autosave at all.
Slot Count (SlotCount)int323SlotsManual save slots offered by the save/load menus.
Slot Name Prefix (SlotNamePrefix)FStringSlotSlotsManual slot file names are Prefix + index (Slot0, Slot1...).
User Index (UserIndex)int320SlotsPlatform user index of the saves while no platform user is known (D-170: URSEPlatformUserSubsystem sets the primary user).

RPG Saga Engine: Save UI

Class URSESaveUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Save/load user flow (D-010): save points, the save item, the slot screens and restoring the player on load.

SettingTypeDefaultCategoryRestartDescription
Map Area Names (MapAreaNames)TMap<TSoftObjectPtr<UWorld> ,FText>(0 entries)AreasArea name per map, used when the player stands in no ARSEAreaVolume.
Unknown Area Name (UnknownAreaName)FTextAreasArea name when neither a volume nor MapAreaNames names the place. Empty = the map's asset name.
Autosave at Save Points (bAutosaveAtSavePoints)boolTrueRulesSave points write the autosave slot as soon as they are used (D-010), before the slot screen opens.
Lock Screen After Save (bLockScreenAfterSave)boolTrueRulesAfter a successful save the slot screen only accepts closing (one save per use, so one item per save).
Restore Party at Save Points (bRestorePartyAtSavePoints)boolTrueRulesSave points fully restore the party (HP/MP, KO, statuses) before saving, RSE style rest.
Fallback Load Map (FallbackLoadMap)TSoftObjectPtr<UWorld>NoneRulesMap used when a save has no map (should not happen outside tests). Empty = Game Flow -> NewGameMap.
Save Point Interact Radius (SavePointInteractRadius)float0.000000Save PointsRange around the origin of save points that set no Interact Radius of their own. 0 = none: like any interactable with a body, the player uses it within the interaction reach of its body (Project Settings -> RPG Saga Engine -> Interaction).
Save Point Mesh (SavePointMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cone.ConeSave PointsPlaceholder look of save points that set no mesh of their own.
Save Point Mesh Scale (SavePointMeshScale)FVector(X=0.600000,Y=0.600000,Z=0.800000)Save Points
Screen Background Color (ScreenBackgroundColor)FRSEUIColor(Token="Primary",Alpha=0.780000,Lightness=-0.526921,Chroma=0.679858,Hue=0.163523,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ScreenDims the world (and the menus) behind the slot screen.
Screen Vertical Anchor (ScreenVerticalAnchor)float0.500000ScreenNormalized screen height of the panel's center.
Screen Width (ScreenWidth)float720.000000Screen
Screen ZOrder (ScreenZOrder)int3250ScreenZ-order of the slot screen in the viewport (above HUDs and the party menu).
Slot Widget Class (SlotWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreenSave / load slot screen (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSESaveSlotsViewModel (docs/product/custom-ui.md).
Autosave Label (AutosaveLabel)FTextNSLOCTEXT("RSESaveUISettings", "Autosave", "Autosave")Texts
Autosave Numbered Label Format (AutosaveNumberedLabelFormat)FTextNSLOCTEXT("RSESaveUISettings", "AutosaveNumbered", "Autosave {0}")TextsAutosave rows when there are several autosave slots. {0} = 1-based number.
Backup Slot Detail (BackupSlotDetail)FTextNSLOCTEXT("RSESaveUISettings", "BackupDetail", "Backup copy")TextsDetail of a damaged save whose backup copy is shown (and loads) instead.
Backup Slot Message (BackupSlotMessage)FTextNSLOCTEXT("RSESaveUISettings", "BackupMessage", "This save file is damaged. Its backup copy (the previous save in this slot) will be loaded.")TextsMessage on the load screen when the selected save is damaged and its backup will load.
Blocked Message (BlockedMessage)FTextNSLOCTEXT("RSESaveUISettings", "Blocked", "You cannot save here.")TextsSaving is not allowed here (battle, dialog, cutscene, no-save zone).
Busy Message (BusyMessage)FTextNSLOCTEXT("RSESaveUISettings", "Busy", "Please wait...")Texts
Corrupt Message (CorruptMessage)FTextNSLOCTEXT("RSESaveUISettings", "Corrupt", "This save is damaged and cannot be loaded.")TextsD-170: the save is damaged and has no readable backup.
Corrupt Slot Detail (CorruptSlotDetail)FTextNSLOCTEXT("RSESaveUISettings", "CorruptDetail", "Damaged")TextsDetail of a save file that is damaged and has no readable backup (it cannot be loaded).
Done Hint Text (DoneHintText)FTextTextsHint after a save, when the screen only accepts closing.
Empty Slot Text (EmptySlotText)FTextNSLOCTEXT("RSESaveUISettings", "Empty", "Empty")Texts
Incompatible Slot Detail (IncompatibleSlotDetail)FTextNSLOCTEXT("RSESaveUISettings", "Incompatible", "Newer version")TextsDetail of a save written by a newer game version.
Load Action Text (LoadActionText)FTextNSLOCTEXT("RSESaveUISettings", "LoadAction", "Load")TextsAction of the confirm key prompt on the load screen.
Load Failed Message (LoadFailedMessage)FTextNSLOCTEXT("RSESaveUISettings", "LoadFailed", "This save could not be loaded.")Texts
Load Hint Text (LoadHintText)FTextTexts
Load Title (LoadTitle)FTextNSLOCTEXT("RSESaveUISettings", "LoadTitle", "Load")Texts--- Texts ---
Member Level Format (MemberLevelFormat)FTextNSLOCTEXT("RSESaveUISettings", "MemberLevel", "{Name} {Term.LevelShort} {Level}")TextsA party member with its level on the slot screens. {Name}, {Level}.
Member Separator (MemberSeparator)FTextNSLOCTEXT("RSESaveUISettings", "MemberSeparator", ", ")TextsJoins party member names.
No Label (NoLabel)FTextNSLOCTEXT("RSESaveUISettings", "No", "No")Texts
No Space Message (NoSpaceMessage)FTextNSLOCTEXT("RSESaveUISettings", "NoSpace", "There is not enough free storage to save. Free some space and try again.")TextsD-170: the storage is full (the save was not written; the previous save is untouched).
Overwrite Prompt (OverwritePrompt)FTextNSLOCTEXT("RSESaveUISettings", "Overwrite", "Overwrite this save?")Texts
Play Time Format (PlayTimeFormat)FTextNSLOCTEXT("RSESaveUISettings", "PlayTime", "{Hours}:{Minutes}:{Seconds}")Texts{Hours}, {Minutes}, {Seconds}: minutes and seconds have two digits.
Protected Slot Detail (ProtectedSlotDetail)FTextNSLOCTEXT("RSESaveUISettings", "Protected", "Protected")TextsDetail of the autosave row on the save screen.
Protected Slot Message (ProtectedSlotMessage)FTextNSLOCTEXT("RSESaveUISettings", "ProtectedMessage", "The autosave slot cannot be overwritten.")Texts
Save Action Text (SaveActionText)FTextNSLOCTEXT("RSESaveUISettings", "SaveAction", "Save")TextsAction of the confirm key prompt on the save screen.
Saved Message (SavedMessage)FTextNSLOCTEXT("RSESaveUISettings", "Saved", "Game saved.")Texts
Save Failed Message (SaveFailedMessage)FTextNSLOCTEXT("RSESaveUISettings", "SaveFailed", "The game could not be saved.")Texts
Save Hint Text (SaveHintText)FTextTextsOptional line under the key prompts (empty = none).
Save Point Prompt (SavePointPrompt)FTextNSLOCTEXT("RSESaveUISettings", "SavePointPrompt", "Save")TextsAction of the interaction prompt on a save point ("[E] Save").
Save Title (SaveTitle)FTextNSLOCTEXT("RSESaveUISettings", "SaveTitle", "Save")Texts
Signed Out Message (SignedOutMessage)FTextNSLOCTEXT("RSESaveUISettings", "SignedOut", "The profile that owns these saves is signed out. Sign in to save or load.")TextsD-170: the platform user the saves belong to signed out.
Slot Label Format (SlotLabelFormat)FTextNSLOCTEXT("RSESaveUISettings", "SlotLabel", "Slot {0}")Texts{0} = 1-based slot number.
Slot Money Format (SlotMoneyFormat)FTextNSLOCTEXT("RSESaveUISettings", "SlotMoney", "{Money}")TextsMoney on the slot screens. {Money} = the amount in the Economy money format.
Yes Label (YesLabel)FTextNSLOCTEXT("RSESaveUISettings", "Yes", "Yes")Texts
Capture Thumbnails (bCaptureThumbnails)boolTrueThumbnailsSaves carry a screenshot of the scene (without UI) taken when the save was requested.
Show Thumbnails (bShowThumbnails)boolTrueThumbnailsThe slot screens show each save's thumbnail.
Thumbnail Capture Timeout (ThumbnailCaptureTimeout)float1.000000ThumbnailsA screenshot that has not arrived after this long is given up (the save goes on without a thumbnail).
Thumbnail Display Size (ThumbnailDisplaySize)FVector2D(X=112.000000,Y=63.000000)ThumbnailsSize of the thumbnail on the slot screens.
Thumbnail Placeholder Color (ThumbnailPlaceholderColor)FRSEUIColor(Token="White",Alpha=0.060000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ThumbnailsBackground of a slot without a thumbnail.
Thumbnail Quality (ThumbnailQuality)int3280ThumbnailsJPEG quality of the stored thumbnail (1-100).
Thumbnail Width (ThumbnailWidth)int32320ThumbnailsWidth the screenshot is downscaled to (the height keeps the aspect).

RPG Saga Engine: Scenes

Class URSESceneSettings (module RSE), Project Settings, Project, RPG Saga Engine. Story scenes played with Level Sequences (D-043, docs/design/scenes.md): skip, camera return, letterbox and the overlay.

SettingTypeDefaultCategoryRestartDescription
Default Blend Out Seconds (DefaultBlendOutSeconds)float1.000000CameraCamera blend back to gameplay at the end of a scene (scenes may override it).
Skip Blend Out Seconds (SkipBlendOutSeconds)float0.350000CameraCamera blend back after a skipped scene (a skip should feel quick).
Confirm Skip (bConfirmSkip)boolTrueInputSkipping asks for a confirmation first. Off = the key skips at once.
Skip Keys (SkipKeys)TArray<FKey>(2 entries)InputAsks to skip a skippable scene (also while one of its dialog lines is shown).
Hide Engine HUD (bHideEngineHUD)boolTrueOverlayHides the engine HUD (AHUD) while a scene plays. The RSE prompt and quest tracker always hide.
Letterbox Color (LetterboxColor)FRSEUIColor(Token="Black",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Overlay
Letterbox Fraction (LetterboxFraction)float0.100000OverlayHeight of each letterbox bar, as a fraction of the screen height. 0 = no letterbox.
Letterbox in Seconds (LetterboxInSeconds)float0.400000OverlaySeconds the letterbox bars take to slide in.
Overlay Widget Class (OverlayWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneOverlayScene overlay (letterbox, skip hint and question) (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSESceneOverlayViewModel (docs/product/custom-ui.md).
Overlay ZOrder (OverlayZOrder)int3245OverlayZ-order in the viewport: above the HUDs, below the dialog box (URSEDialogUISettings::WidgetZOrder).
Skip Action Text (SkipActionText)FTextNSLOCTEXT("RSEScene", "SkipAction", "Skip")TextKey hint of a skippable scene ("[Tab] Skip").
Skip No Text (SkipNoText)FTextNSLOCTEXT("RSEScene", "SkipNo", "Keep watching")Text
Skip Question Text (SkipQuestionText)FTextNSLOCTEXT("RSEScene", "SkipQuestion", "Skip this scene?")Text
Skip Yes Text (SkipYesText)FTextNSLOCTEXT("RSEScene", "SkipYes", "Skip")Text

RPG Saga Engine: Seeds

Class URSESeedSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Where game randomness comes from (D-133).

SettingTypeDefaultCategoryRestartDescription
Fixed World Seed (FixedWorldSeed)int320SeedsWorld seed of every new game (replays, bug reports, automated runs). 0 = a new seed per game. The console variable RSE.Seed.World overrides it while it is not 0.
Headless World Seed (HeadlessWorldSeed)int321SeedsWorld seed used where no game instance exists (headless simulations and tests): their results are reproducible.

RPG Saga Engine: Starter Project

Class URSEStarterSliceSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Starter project (D-177, docs/design/plugin-phase.md section 3): what -run=RSENewProject -Slice=Starter builds into the project's root: a small playable slice made from the plugin's own content and shapes: a hub village, one generated interior, one battle of every mode, a branching dialog and a two-s...

SettingTypeDefaultCategoryRestartDescription
Action Arena Location (ActionArenaLocation)FVector2D(X=0.000000,Y=-3800.000000)Battle SitesAction: the arena's middle, its radius and the pillars that mark it.
Action Arena Pillars (ActionArenaPillars)int3210Battle Sites
Action Arena Radius (ActionArenaRadius)float700.000000Battle Sites
ATBStage Location (ATBStageLocation)FVector2D(X=-4200.000000,Y=-4200.000000)Battle SitesATB: the stage the classic battles (random encounter and the gate fight) are fought on.
Gate Location (GateLocation)FVector2D(X=3000.000000,Y=-1200.000000)Battle SitesTurn-based gate fight: the gate (two pillars with the trigger between them).
Grass Half Size (GrassHalfSize)FVector2D(X=900.000000,Y=600.000000)Battle Sites
Grass Location (GrassLocation)FVector2D(X=-2600.000000,Y=1200.000000)Battle SitesATB random encounter: the tall grass (center and half size).
Live Group Location (LiveGroupLocation)FVector2D(X=-3300.000000,Y=3600.000000)Battle SitesLive Tactics (free movement on the live map): where the visible enemy group stands.
Tactics Trigger Location (TacticsTriggerLocation)FVector2D(X=2300.000000,Y=2300.000000)Battle Sites
Tactics Zone Location (TacticsZoneLocation)FVector2D(X=3600.000000,Y=3600.000000)Battle SitesGrid Tactics: the zone's middle and the trigger that starts the battle.
Enemies (Enemies)TArray<TSoftObjectPtr<URSECharacterData> >(2 entries)ContentEnemies of the starter battles. Empty = Project Settings -> Wizards -> Default Enemies.
Interior Template (InteriorTemplate)TSoftObjectPtr<URSEInteriorData>/RPGSagaEngine/Data/Interiors/Examples/DA_Interior_Example_HunterLodge.DA_Interior_Example_HunterLodgeContentThe interior copied into the project and entered from the first plot (a generated interior: D-158).
Live Group Behavior (LiveGroupBehavior)TSoftObjectPtr<URSERoamingBehaviorData>/RPGSagaEngine/Data/Encounters/Roaming/DA_Roam_Cautious.DA_Roam_CautiousContentThe roaming behavior of the live Tactics group.
Shop (Shop)TSoftObjectPtr<URSEShopData>/RPGSagaEngine/Data/Economy/DA_Shop_Starter_Z1.DA_Shop_Starter_Z1ContentThe shop the Shopkeeper opens.
Floor Size (FloorSize)float14000.000000HubThe hub floor's side (cm). Every battle site below stands on it.
Player Start Location (PlayerStartLocation)FVector2D(X=0.000000,Y=-500.000000)Hub
Plot Locations (PlotLocations)TArray<FVector2D>(4 entries)HubVillage plots (houses made of shapes): their centers (cm) and size (width, depth, height).
Plot Size (PlotSize)FVector(X=600.000000,Y=500.000000,Z=400.000000)Hub
Save Point Location (SavePointLocation)FVector2D(X=350.000000,Y=-450.000000)Hub
Shape Mesh (ShapeMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeHubThe shape village plots, pillars and counters are made of (an engine shape by default).
Villagers (Villagers)TArray<FRSEStarterVillager>(5 entries)HubThe people of the village (Talker, Shopkeeper, QuestGiver).

RPG Saga Engine: Stealth

Class URSEStealthSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Stealth and detection of visible enemies (D-097, D-151, docs/design/free-tactics.md sections 4 and 28): the detection meter, sneaking, concealment, light, cover, noise, the alarm, takedowns and the return to stealth.

SettingTypeDefaultCategoryRestartDescription
Alarms (bAlarms)boolTrueAlarmAn enemy that becomes aware of the party raises the alarm: the groups within its radius join, the others stay unaware.
Ambush Delays Alarm (bAmbushDelaysAlarm)boolTrueAlarmIn the party's ambush the enemies were unaware: nobody is called at the start, and a surprised enemy raises the alarm only when it gets a turn of its own (kill it first and nobody comes).
Default Alarm Radius (DefaultAlarmRadius)float1200.000000AlarmThe alarm radius of a behavior that leaves Alarm Radius at -1 (cm; as Free Tactics -> Call For Help Radius by default).
Ambush Range (AmbushRange)float1400.000000AmbushThe party may spring an ambush on an unaware group this far from the leader (cm).
Placed Member Join Radius (PlacedMemberJoinRadius)float3000.000000AmbushMembers placed for an ambush fight from their places when they stand this close to the leader (cm), farther than the usual join radius.
Suspicious Looks Toward (bSuspiciousLooksToward)boolTrueAwarenessA suspicious enemy stops and turns toward where it saw or heard something (off: it keeps patrolling).
Suspicious Above (SuspiciousAbove)float0.350000AwarenessFrom this share of its meter an enemy is suspicious ("?"): it stops and looks toward what it noticed.
Concealment Tags (ConcealmentTags)TMap<FName,float>(2 entries)ConcealmentPlaces that hide the party: an actor or component tag (on a volume, a tall grass field, a shadowed area) and the multiplier it gives the enemies' sight and hearing distance there (0.5 = half). Several: the lowest counts.
Sneak Behind Cover Hides (bSneakBehindCoverHides)boolTrueCoverSneaking behind partial cover hides a party member from sight completely (crouched behind the wall).
Partial Cover Sight Multiplier (PartialCoverSightMultiplier)float0.600000CoverPartly behind cover (a low wall hides the body, the head shows): the enemies' sight reaches this share of its distance.
Use Detection Meter (bUseDetectionMeter)boolTrueDetectionVisible enemies notice the party through a detection meter that fills up to "!" (off = at once, as before D-097: the first moment they see or hear the party).
Decay Delay (DecayDelay)float1.500000DetectionSeconds without seeing or hearing anything before the meter starts to drain.
Decay Seconds (DecaySeconds)float5.000000DetectionSeconds for a full meter to drain back to empty.
Seconds to Fill Close (SecondsToFillClose)float0.800000DetectionSeconds to fill the meter for a party member right in front of the enemy (a quarter of the way to the edge of its senses or closer).
Seconds to Fill Far (SecondsToFillFar)float4.000000DetectionSeconds to fill the meter for a party member at the very edge of the enemy's sight or hearing.
Show Meter Above (ShowMeterAbove)float0.020000DetectionThe meter shows above an enemy once it passes this share (below: nothing shown).
Rules Class (RulesClass)TSoftClassPtr<URSEStealthRules>NoneExtendingThe rules object (a subclass of URSEStealthRules changes how takedowns, noise and alarms resolve). Empty = the built-in rules.
Dark Sight Multiplier (DarkSightMultiplier)float0.550000LightIn full darkness the enemies' sight reaches this share of its distance (light 1 = all of it).
Lamp Light Radius (LampLightRadius)float600.000000LightA party member within this distance of a lit lamp (a Night Light component that is on) stands in its light (cm).
Phase Light (PhaseLight)TMap<FGameplayTag,float>(3 entries)LightHow lit the world is in each phase of the day (Time.Phase.*; 1 = daylight). A phase not listed is lit. Use these or the Time & Weather Rules' sight multipliers for the night, not both (they multiply).
Weather Light (WeatherLight)TMap<FGameplayTag,float>(2 entries)LightLight multiplier of weathers (Weather.*: fog, storm); a parent tag covers its children; several: the lowest.
Ability Noise (AbilityNoise)TMap<TSoftObjectPtr<URSEAbilityData> ,float>(0 entries)NoiseAbilities with their own noise radius (cm): a thunder spell heard across the valley. Overrides Action Noise Radius.
Action Noise Radius (ActionNoiseRadius)float1500.000000NoiseIn a battle that began as the party's ambush, an action that is not silent is heard this far (cm; 0 = actions are silent).
Noise Gain at Edge (NoiseGainAtEdge)float0.400000NoiseA noise at the very edge of its radius fills this share.
Noise Gain at Source (NoiseGainAtSource)float1.000000NoiseA noise right next to an enemy fills this share of its meter at once (1 = it notices the party).
Silent Abilities (SilentAbilities)TArray<TSoftObjectPtr<URSEAbilityData> >(0 entries)NoiseAbilities that make no noise (a silenced shot, a sleeping spell).
Silent Tag (SilentTag)FGameplayTag(TagName="Stealth.Silent")NoiseThe tag that makes a unit's weapon attacks silent (a weapon's Granted Tags, a class or trait tag).
Return Only After Ambush (bReturnOnlyAfterAmbush)boolTrueReturn To StealthOnly after a battle the party opened unseen (its ambush, a failed takedown); off = after any battle.
Return to Stealth (bReturnToStealth)boolTrueReturn To StealthA won battle with nobody aware left standing (no alarm reached another group) gives the party back to sneaking, and the rest of the area stays as it was.
Run Hearing Multiplier (RunHearingMultiplier)float2.000000SneakHearing distance multiplier while running (running is loud).
Run Speed Share (RunSpeedShare)float0.700000SneakThe explorer counts as running above this share of its run speed.
Sneak Hearing Multiplier (SneakHearingMultiplier)float0.350000SneakHearing distance multiplier while sneaking.
Sneak Sight Multiplier (SneakSightMultiplier)float0.600000SneakSneaking: the enemies' sight reaches this share of its usual distance.
Sneak Speed Multiplier (SneakSpeedMultiplier)float0.450000SneakSneaking: movement speed multiplier (a slow, careful walk).
Still Hearing Multiplier (StillHearingMultiplier)float0.500000SneakHearing distance multiplier while standing still.
Walk Hearing Multiplier (WalkHearingMultiplier)float1.000000SneakHearing distance multiplier while walking.
Unseen Below (UnseenBelow)float0.750000SurpriseAttacking an enemy whose meter is below this share counts as attacking unseen (a surprise round for the party).
Takedown Gives Experience (bTakedownGivesExperience)boolTrueTakedownA takedown gives the target's experience to the party, split like a battle's.
Takedown Lone Targets Only (bTakedownLoneTargetsOnly)boolTrueTakedownOnly a lone enemy (its group has nobody else standing) can be taken down; a group is fought in an ambush instead.
Takedowns (bTakedowns)boolTrueTakedownSilent takedowns while sneaking: an unaware, isolated enemy is taken out without a battle when nobody sees or hears it.
Default Takedown (DefaultTakedown)FRSETakedownProfile(bAllowed=True,Reach=220.000000,MaxAngleFromBehind=80.000000,bRequireUnaware=True,NoiseRadius=1200.000000,WitnessHearingRadius=150.000000)TakedownMeans of an attacker without any listed tag (bare hands, a sword: loud). Not Allowed = only the listed means take down.
Takedown Profiles (TakedownProfiles)TMap<FGameplayTag,FRSETakedownProfile>(1 entries)TakedownMeans by tag (the attacker's: weapons' Granted Tags, class, traits): the first listed tag the attacker has wins.

RPG Saga Engine: Stealth (Presentation)

Class URSEStealthPresentationSettings (module RSE), Project Settings, Project, RPG Saga Engine. How stealth ambushes look and feel (D-151, docs/design/free-tactics.md section 28): the detection shapes on the ground (one decal over the area around the local player, the D-113 overlay material and look), the meters' suspicious mark, the takedown and ambush prompts, the keys, the notifications.

SettingTypeDefaultCategoryRestartDescription
Awareness Precision (AwarenessPrecision)float0.050000Co-opThe shared meters are rounded to this step (fewer updates sent).
Awareness Sync Interval (AwarenessSyncInterval)float0.200000Co-opSeconds between the authority's awareness writes to the shared stealth state (co-op meters and marks).
Area Size (AreaSize)float4400.000000Ground OverlaySide of the square around the local player the overlay covers (cm).
Cell Size (CellSize)float35.000000Ground OverlaySize of one mask cell (cm): smaller = finer shapes, more work.
Cone Rays (ConeRays)int3228Ground OverlayRays per sight cone: the cone stops at walls along each ray.
Height Stride (HeightStride)int323Ground OverlayThe ground heights are measured every this many cells (in between they are interpolated).
Height Tolerance (HeightTolerance)float60.000000Ground OverlayGround within this height of a cell's measured ground takes paint (cm): never walls or props.
Max Enemies (MaxEnemies)int3212Ground OverlayAt most this many enemies are drawn (the nearest).
Overlay Material (OverlayMaterial)TSoftObjectPtr<UMaterialInterface>NoneGround OverlayThe overlay material (it reads a mask texture: sight, hearing, aware sight, ground height). Empty = Free Tactics (Presentation) -> Overlay Material.
Overlay Mode (OverlayMode)ERSEStealthOverlayModeWhileSneakingGround Overlay--- Ground overlay ---
Refresh Interval (RefreshInterval)float0.120000Ground OverlaySeconds between redraws of the shapes (the enemies move, turn, see).
Smoothing (Smoothing)int321Ground OverlayHow far the edges are softened (mask cells).
Sort Order (SortOrder)int324Ground Overlay
Aware Fill Color (AwareFillColor)FRSEUIColor(Token="Negative",Alpha=0.180000,Lightness=-0.007488,Chroma=1.143559,Hue=21.617987,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground Overlay|LookSight cones of suspicious or alerted enemies.
Aware Outline Color (AwareOutlineColor)FRSEUIColor(Token="Negative",Alpha=0.950000,Lightness=0.012073,Chroma=1.020684,Hue=21.934082,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground Overlay|Look
Glow (Glow)float1.000000Ground Overlay|Look
Hearing Fill Color (HearingFillColor)FRSEUIColor(Token="Info",Lightness=0.094183,Chroma=0.417866,Hue=4.035979,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground Overlay|LookHearing circles: an outline only by default.
Hearing Outline Color (HearingOutlineColor)FRSEUIColor(Token="Info",Alpha=0.600000,Lightness=0.094183,Chroma=0.417866,Hue=4.035979,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground Overlay|Look
Outline Softness (OutlineSoftness)float6.000000Ground Overlay|Look
Outline Width (OutlineWidth)float12.000000Ground Overlay|LookOutline width on the ground (cm) and its softness (cm).
Sight Fill Color (SightFillColor)FRSEUIColor(Token="Accent",Alpha=0.100000,Lightness=0.056368,Chroma=0.358493,Hue=4.888667,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground Overlay|LookSight cones of unaware enemies.
Sight Outline Color (SightOutlineColor)FRSEUIColor(Token="Accent",Alpha=0.800000,Lightness=0.041558,Chroma=0.461881,Hue=0.020349,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Ground Overlay|Look
Input Priority (InputPriority)int322KeysPriority of the stealth keys' mapping context (above the exploration context).
Place Keys (PlaceKeys)TArray<FKey>(2 entries)KeysPlace: the character the player leads holds its spot and the next member is taken (while sneaking); not sneaking: everyone regroups.
Strike Keys (StrikeKeys)TArray<FKey>(2 entries)KeysStrike: a takedown on the enemy in reach, else springs the ambush on the unaware group in range.
Ambush Prompt (AmbushPrompt)FTextNSLOCTEXT("RSEStealthPresentation", "AmbushPrompt", "{Key} Ambush")MeterThe prompt over an unaware group the party can ambush.
Prompt Color (PromptColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=-0.000937,Chroma=4.794667,Hue=-58.577801,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Meter
Suspicious Color (SuspiciousColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=-0.018861,Chroma=1.223331,Hue=2.236193,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))MeterThe meter's color while the enemy is suspicious, and the mark it shows.
Suspicious Mark (SuspiciousMark)FTextNSLOCTEXT("RSEStealthPresentation", "SuspiciousMark", "?")Meter
Takedown Prompt (TakedownPrompt)FTextNSLOCTEXT("RSEStealthPresentation", "TakedownPrompt", "{Key} Takedown")MeterThe prompt over an enemy the party can take down ({Key}: the key's name).
Alarm Callout Seconds (AlarmCalloutSeconds)float2.200000NotificationsSeconds the alarm's shout shows over the enemy that raised it (in the battle).
Alarm Color (AlarmColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.004980,Chroma=1.076515,Hue=14.498447,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Notifications
Alarm Text (AlarmText)FTextNSLOCTEXT("RSEStealthPresentation", "Alarm", "Alarm!")Notifications
Failed Takedown Text (FailedTakedownText)FTextNSLOCTEXT("RSEStealthPresentation", "FailedTakedown", "{Name} fights back!")Notifications
Noisy Takedown Text (NoisyTakedownText)FTextNSLOCTEXT("RSEStealthPresentation", "NoisyTakedown", "Someone noticed!")Notifications
Notice Color (NoticeColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.066506,Chroma=0.653430,Hue=-3.701602,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Notifications
Placed Text (PlacedText)FTextNSLOCTEXT("RSEStealthPresentation", "Placed", "{Name} holds this spot")NotificationsA member was placed ({Name}).
Regroup Text (RegroupText)FTextNSLOCTEXT("RSEStealthPresentation", "Regroup", "The party regroups")Notifications
Return to Stealth Text (ReturnToStealthText)FTextNSLOCTEXT("RSEStealthPresentation", "ReturnToStealth", "Back in the shadows")Notifications
Silent Takedown Text (SilentTakedownText)FTextNSLOCTEXT("RSEStealthPresentation", "SilentTakedown", "Silent takedown")Notifications--- Notifications ---
Takedown Corpse Seconds (TakedownCorpseSeconds)float0.000000NotificationsSeconds a taken-down enemy lies before it goes (0 = stays; as Free Tactics corpses otherwise).
Takedown Sound (TakedownSound)TSoftObjectPtr<USoundBase>NoneNotificationsPlayed at a takedown (empty = none).

RPG Saga Engine: Studio

Class URSEStudioSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. RPG Saga Studio (D-090, docs/product/studio.md): the project-wide settings of the Studio window, its explanations and the character sheet.

SettingTypeDefaultCategoryRestartDescription
Ability Preview Aim Color (AbilityPreviewAimColor)FLinearColor(R=1.000000,G=0.150000,B=0.100000,A=1.000000)Ability Preview
Ability Preview Area Color (AbilityPreviewAreaColor)FLinearColor(R=1.000000,G=0.550000,B=0.100000,A=1.000000)Ability Preview
Ability Preview Damage Color (AbilityPreviewDamageColor)FLinearColor(R=1.000000,G=0.920000,B=0.850000,A=1.000000)Ability PreviewColors of damage, healing and status numbers, and of the area telegraph (the aimed tile in Aim Color).
Ability Preview Exposure EV100 (AbilityPreviewExposureEV100)float-1.000000Ability PreviewFixed exposure of the preview (EV100; lower = brighter).
Ability Preview Field Of View (AbilityPreviewFieldOfView)float38.000000Ability PreviewVertical field of view of the preview camera.
Ability Preview Floor Material (AbilityPreviewFloorMaterial)TSoftObjectPtr<UMaterialInterface>NoneAbility PreviewIts material. Empty = the mesh's own.
Ability Preview Floor Mesh (AbilityPreviewFloorMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Plane.PlaneAbility PreviewThe floor under the preview (a flat mesh, scaled to the scene). Empty = no floor.
Ability Preview Heal Color (AbilityPreviewHealColor)FLinearColor(R=0.450000,G=1.000000,B=0.550000,A=1.000000)Ability Preview
Ability Preview Loop Delay (AbilityPreviewLoopDelay)float0.800000Ability PreviewLoop: the pause between two plays (seconds).
Ability Preview Number Material (AbilityPreviewNumberMaterial)TSoftObjectPtr<UMaterialInterface>/Engine/EngineMaterials/UnlitText.UnlitTextAbility PreviewMaterial of the floating numbers (an unlit text material reads in any light). Empty = the engine's default text material.
Ability Preview Number Rise (AbilityPreviewNumberRise)float80.000000Ability Preview
Ability Preview Number Seconds (AbilityPreviewNumberSeconds)float1.400000Ability PreviewFloating numbers: how long they stay (seconds), how high they rise (cm) and their size (cm).
Ability Preview Number Size (AbilityPreviewNumberSize)float60.000000Ability Preview
Ability Preview Side Distance (AbilityPreviewSideDistance)float700.000000Ability PreviewClassic modes (ATB, turn-based): distance between the two sides (cm) and between units of a side (cm).
Ability Preview Status Color (AbilityPreviewStatusColor)FLinearColor(R=0.750000,G=0.600000,B=1.000000,A=1.000000)Ability Preview
Ability Preview Tile Size (AbilityPreviewTileSize)float160.000000Ability PreviewDistance between two grid tiles in the preview (cm).
Ability Preview Unit Spacing (AbilityPreviewUnitSpacing)float190.000000Ability Preview
Prompt Propagation on Archetype Save (bPromptPropagationOnArchetypeSave)boolTrueArchetypesAfter an archetype is saved, offer the propagation list when assets inherit fields that now differ (a notification with "Review changes"). Nothing is applied without the list (D-090 decision 2).
Difficulty Easy Win Rate (DifficultyEasyWinRate)float0.900000Difficulty EstimateThe party wins at least this often: "Easy".
Difficulty Hard Win Rate (DifficultyHardWinRate)float0.550000Difficulty EstimateThe party wins less often than this: "Hard" (between the two: "Fair"). Below half of it: "Very hard".
Difficulty Runs (DifficultyRuns)int3212Difficulty Estimate"How hard is it?" (New Enemy, New Battle): battles the simulator plays for the estimate.
Help Table (HelpTable)TSoftObjectPtr<UDataTable>/RPGSagaEngine/Data/Studio/DT_RSE_StudioHelp.DT_RSE_StudioHelpExplanationsThe explanations of the Studio, the wizards and the character sheet: a Data Table of Studio Help Rows (row name = the help id, e.g. "Character.Class"). Localizable: its texts are gathered with the plugin's texts. Copy it to rewrite the texts.
Starter Character Count (StarterCharacterCount)int320First StepsCharacters and battles in the project when the starter content was made: "Create a character" and "Create a battle" are done when there are more.
Starter Encounter Count (StarterEncounterCount)int320First Steps
Starter Root (StarterRoot)FDirectoryPath()First StepsThe content root of the starter slice (/Game/Starter). Empty = the project has no slice: playing the new-game map counts as playing.
Learn Links (LearnLinks)TArray<FRSEStudioLearnLink>(5 entries)LearnLinks of the Studio's Learn section, in order.
Ability List Max Level (AbilityListMaxLevel)int320New CharacterLevel of the New Character wizard's ability list: abilities up to this level are listed. 0 = every level.
Enemy Only Class Tags (EnemyOnlyClassTags)FGameplayTagContainer(GameplayTags=((TagName="Class.Foe"),(TagName="Class.Wyrm")))New CharacterClasses with one of these tags (or a child tag) are enemy classes: the New Character wizard offers them only for enemies.
Preview Turn Speed (PreviewTurnSpeed)float20.000000New CharacterHow fast the live 3D preview of the wizard and the character sheet turns (degrees per second). 0 = it stands still.
Warn when Editing Plugin Assets (bWarnWhenEditingPluginAssets)boolTruePlugin TemplatesWarn with a notification when a plugin asset (under the plugin's content folder) is changed in an editor: plugin assets are templates shared by every asset using them and are replaced when the plugin updates (D-090 11b).
Template Manifest File (TemplateManifestFile)FStringConfig/Studio/TemplateManifest.jsonPlugin TemplatesThe file listing the shipped state of the plugin's data assets (RSE.Studio.ExportTemplateManifest writes it), relative to the plugin folder. Validate All Data warns about plugin data assets that differ from it (modified locally).
Preview Shadows (bPreviewShadows)boolTruePreviewCharacter preview: the key light casts a soft shadow.
Preview Ambient (PreviewAmbient)float0.350000PreviewCharacter preview: soft ambient light from the sky (0 = none).
Preview Background Color (PreviewBackgroundColor)FLinearColor(R=0.045000,G=0.047000,B=0.052000,A=1.000000)PreviewCharacter preview: the background color (a neutral studio backdrop).
Preview Drag Degrees Per Pixel (PreviewDragDegreesPerPixel)float0.600000PreviewCharacter preview: dragging turns the character by this many degrees per pixel.
Preview Exposure EV100 (PreviewExposureEV100)float2.400000PreviewCharacter preview: fixed exposure (EV100; lower = brighter). The light rig's Exposure Bias is added.
Preview Field Of View (PreviewFieldOfView)float28.000000PreviewCharacter preview: vertical field of view (a narrow lens keeps proportions, like a studio photo).
Preview Framing Margin (PreviewFramingMargin)float1.120000PreviewCharacter preview: room above the head and below the feet (1 = the character fills the height).
Preview Key Light Size (PreviewKeyLightSize)float40.000000PreviewCharacter preview: size of the key light (larger = softer shadow edges).
Preview Light Rig (PreviewLightRig)FNameStudioPreviewCharacter preview (wizard, sheets): the lighting rig by name (Project Settings -> Portraits -> Light Rigs; key, fill and rim).
Preview Max Zoom (PreviewMaxZoom)float1.600000Preview
Preview Min Zoom (PreviewMinZoom)float0.350000PreviewCharacter preview: the mouse wheel zooms between these framings (1 = the whole character).
Preview Turn Resume Delay (PreviewTurnResumeDelay)float3.000000PreviewCharacter preview: after a drag, the slow turn waits this long before it goes on (seconds).
Role Fields (RoleFields)TArray<FRSEStudioRoleRule>(10 entries)RolesRole-aware views (D-098): which fields each role sees on the character sheet (Simple and Advanced), the Studio's wizards and their help. Party characters do not see enemy rewards or the bestiary; enemies do not see party-only settings. The generic asset editor always shows every field.
Max Recent Assets (MaxRecentAssets)int3210StudioHow many recently created or edited assets "Continue where you left off" shows.
Recent Thumbnail Size (RecentThumbnailSize)int3264StudioSize of the thumbnails in "Continue where you left off" (pixels).
Test Battle Mode (TestBattleMode)FGameplayTag(TagName="Battle.Mode.ATB")Test in BattleBattle mode of an enemy's test battle (the hero's test uses the Test Encounter's mode).
Test Encounter (TestEncounter)TSoftObjectPtr<URSEEncounterData>/RPGSagaEngine/Data/Encounters/DA_Encounter_Starter_Z1_Skirmish.DA_Encounter_Starter_Z1_SkirmishTest in BattleCharacter sheet "Test in battle": the battle the character's party fights (heroes).
Test Enemy Count (TestEnemyCount)int322Test in BattleCharacter sheet "Test in battle" of an enemy: how many of it the new-game party fights.
Test Runs (TestRuns)int3220Test in BattleBattles the simulator plays for "Test in battle" (the win rate and the length are averages).

RPG Saga Engine: Tactics Camera

Class URSETacticsCameraSettings (module RSE), Project Settings, Project, RPG Saga Engine. Tactical camera behaviour.

SettingTypeDefaultCategoryRestartDescription
Pan Speed (PanSpeed)float1500.000000PanPan speed at full input, in cm per second.
Rotation Step (RotationStep)float90.000000RotationYaw change per rotate input.
Focus Interp Speed (FocusInterpSpeed)float5.000000SmoothingHow fast the camera glides to a new focus (the unit whose turn starts). 0 = cut at once.
Interp Speed (InterpSpeed)float8.000000SmoothingHow fast yaw and zoom blend to their targets (higher is snappier).
Field Of View (FieldOfView)float35.000000ViewNarrow field of view flattens perspective toward an isometric look.
Initial Yaw (InitialYaw)float45.000000ViewYaw at start, in degrees. 45 gives the classic diagonal isometric view.
Pitch (Pitch)float-50.000000ViewDownward camera angle in degrees (negative looks down).
Initial Distance (InitialDistance)float2600.000000Zoom
Max Distance (MaxDistance)float5000.000000Zoom
Min Distance (MinDistance)float1200.000000Zoom
Zoom Step (ZoomStep)float300.000000ZoomDistance change per unit of zoom input (one mouse wheel notch).

RPG Saga Engine: Tactics Path Preview

Class URSEPathPreviewSettings (module RSE), Project Settings, Project, RPG Saga Engine. Look of the live movement path line and of the danger zone overlay in Tactics battles (D-033).

SettingTypeDefaultCategoryRestartDescription
Label Height (LabelHeight)float60.000000Cost LabelHeight of the Action Point label above the end of the path, in cm.
No Action Label Color (NoActionLabelColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=0.024668,Chroma=1.941756,Hue=-7.776914,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Cost LabelLabel color when the destination leaves too few Action Points to attack, or to act at all.
Arc Height (ArcHeight)float20.000000LineExtra height of the arc between two tiles of different height, above the higher one.
Hide Path Tiles with Line (bHidePathTilesWithLine)boolTrueLineHide the yellow path tiles while the line is drawn (the line replaces them).
Show Path Line (bShowPathLine)boolTrueLineDraw the path line while choosing a move destination.
Dashes Per Tile (DashesPerTile)float3.000000Line
Dash Speed (DashSpeed)float1.500000Line
Hazard Color (HazardColor)FRSEUIColor(Token="Charge",Alpha=1.000000,Lightness=-0.116643,Chroma=2.591229,Hue=117.309082,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))LineD-156 (Free Tactics): the part of an affordable path inside a dangerous surface (fire, poison, ice...).
Height Offset (HeightOffset)float12.000000LineHeight of the line above the tile surface.
Line Material (LineMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/M_PathPreview.M_PathPreviewLineMaterial of the line. Parameters below are set when the material has them.
Line Mesh (LineMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeLineMesh bent along the path by spline mesh components; its X axis runs along the path. A unit cube works.
Line Mesh Size (LineMeshSize)float100.000000LineSize of LineMesh along each axis, in cm (to scale it to LineWidth / LineThickness).
Line Thickness (LineThickness)float2.000000Line
Line Width (LineWidth)float12.000000Line
Over Budget Color (OverBudgetColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.072038,Chroma=1.357145,Hue=1.787338,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))LinePart of the path beyond the remaining Action Points.
Reachable Color (ReachableColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=0.055424,Chroma=1.415302,Hue=23.530649,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))LineAffordable part of the path.
Color Parameter (ColorParameter)FNameColorLine|Material ParametersMaterial vector parameter receiving the line color.
Dash Count Parameter (DashCountParameter)FNameDashesPerTileLine|Material ParametersMaterial scalar parameter: dashes per tile.
Dash Speed Parameter (DashSpeedParameter)FNameDashSpeedLine|Material ParametersMaterial scalar parameter: dash scroll speed (tiles per second, 0 = still).
Segment Length Data Index (SegmentLengthDataIndex)int320Line|Material ParametersCustom primitive data index receiving each segment's length in tiles, so dashes keep their size on long straight segments (the material multiplies U by it). INDEX_NONE = not sent.
Click to Move from Menu (bClickToMoveFromMenu)boolFalseWhenIn the command menu, clicking a reachable tile moves there at once (a mouse shortcut past the Move command).
Preview Move in Menu (bPreviewMoveInMenu)boolFalseWhenShow the movement range and the path under the cursor in the command menu too, before Move is chosen. Off (classic tactical RPG style, playtest 2026-09-27): only the Move command shows them, so pointing at objects or units in the menu draws no path over them.

RPG Saga Engine: Tactics Zone

Class URSETacticsZoneSettings (module RSE), Project Settings, Project, RPG Saga Engine. Presentation and baking settings of tactics zones (grid baking from level geometry, grid visuals, placeholder units).

SettingTypeDefaultCategoryRestartDescription
Bake Ignore Tag (BakeIgnoreTag)FNameRSE.GridIgnoreBakingActors or components with this tag are skipped by the bake (props that must not become tiles).
Bake Max Skipped Hits (BakeMaxSkippedHits)int328BakingHow many skipped objects a single bake trace may pass through before it gives up on the tile.
Bake Min Surface Size (BakeMinSurfaceSize)float40.000000BakingObjects narrower than this (on either horizontal axis) are skipped by the bake: small rocks, rubble, bottles. 0 = keep everything.
Bake Trace Channel (BakeTraceChannel)TEnumAsByte<ECollisionChannel>ECC_VisibilityBakingCollision channel traced against level geometry when baking a grid.
Bake Trace Depth Below (BakeTraceDepthBelow)float500.000000BakingHow far below the zone origin the bake trace ends.
Bake Trace Height Above (BakeTraceHeightAbove)float2000.000000BakingHow far above the zone origin the bake trace starts.
Bake Only Pawn Blocking Surfaces (bBakeOnlyPawnBlockingSurfaces)boolTrueBakingThe bake skips what a character cannot stand on (D-088): surfaces that do not block pawns (grass, ivy, decoration you walk through), pawns, and actors or components tagged Bake Ignore Tag. The trace goes on to the ground below.
Bake Uses Combat Roles (bBakeUsesCombatRoles)boolTrueBakingThe bake follows combat roles (D-093, Project Settings -> Combat Roles): Ignore roles (decoration, clutter) are looked through, Standable roles are ground whatever their size, Block roles (cover, obstacles) close the tiles under them and Terrain roles give their tiles the role's terrain. Objects without a role keep the rules above.
Min Walkable Normal Z (MinWalkableNormalZ)float0.700000BakingMinimum surface normal Z to count as walkable (1 = flat, 0.7 ~ 45 degrees).
Required Clearance (RequiredClearance)float150.000000BakingFree space needed above a surface for a unit to stand on it.
Role Footprint Inset (RoleFootprintInset)float0.250000BakingShare of a tile's side left out at each edge when a Block or Terrain object's footprint is matched to tiles: an object must reach into the middle of a tile to affect it (a wall grazing a tile's edge leaves it open).
Show Blocked Tiles (bShowBlockedTiles)boolFalseGrid VisualsDraws the base grid's blocked tiles (walls, tree tops, props). Off by default: on a live map they often sit on partial meshes and read as red patches hanging in the air; the walkable grid alone already shows where units can go.
Danger Tile Scale (DangerTileScale)float1.000000Grid VisualsFraction of the tile covered by the danger zone layer. Above TileVisualScale it shows as a frame around the selection tiles.
Grid Visual Mode (GridVisualMode)ERSEGridVisualModeProjectedGrid VisualsHow zones draw the grid (a zone can override it). Projected follows the real ground; Tiles are meshes.
Highlight Colors (HighlightColors)TMap<ERSEGridHighlight,FRSEUIColor>(13 entries)Grid Visuals
Layer Height Offset (LayerHeightOffset)float1.000000Grid VisualsVertical offset of each highlight layer above the surface, to avoid z-fighting.
Tile Color Parameter (TileColorParameter)FNameColorGrid Visuals
Tile Material (TileMaterial)TSoftObjectPtr<UMaterialInterface>/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterialGrid VisualsMaterial for tile visuals. Must expose a vector parameter named TileColorParameter.
Tile Mesh (TileMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Plane.PlaneGrid VisualsMesh drawn per tile. Expected to be a 100x100 cm plane facing up.
Tile Visual Scale (TileVisualScale)float0.920000Grid VisualsFraction of the tile covered by its visual, leaving a visible gap between tiles.
Grid Decal Material (GridDecalMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/Battle/M_RSE_GridDecal.M_RSE_GridDecalGrid Visuals|ProjectedDeferred decal material of the Projected mode (M_RSE_GridDecal). It reads the zone's tile state from a small texture (parameter GridState) and the zone's frame (Origin, AxisX, AxisY, AxisZ, Grid, Shape, Look, Glow, Opacity).
Projected Base Opacity (ProjectedBaseOpacity)float0.120000Grid Visuals|ProjectedOpacity of the base grid (walkable / blocked tiles) in the Projected mode. Its outlines are stronger (Edge Boost).
Projected Box Margin (ProjectedBoxMargin)float150.000000Grid Visuals|ProjectedExtra height of the projection box above the highest and below the lowest tile.
Projected Edge Boost (ProjectedEdgeBoost)float4.000000Grid Visuals|ProjectedThe outline is this many times more opaque than the tile's fill.
Projected Edge Width (ProjectedEdgeWidth)float0.060000Grid Visuals|ProjectedWidth of a tile's outline, as a fraction of the tile.
Projected Glow (ProjectedGlow)float1.500000Grid Visuals|ProjectedEmissive strength of the projected grid (reads in shadow and at night).
Projected Height Tolerance (ProjectedHeightTolerance)float30.000000Grid Visuals|ProjectedGround more than this above or below a tile's measured surface is not painted (walls, props, the level below).
Projected Highlight Opacity (ProjectedHighlightOpacity)float0.500000Grid Visuals|ProjectedOpacity of the selection highlights (range, path, target, area, cursor, danger) in the Projected mode.
Projected Marker Opacity (ProjectedMarkerOpacity)float0.800000Grid Visuals|ProjectedOpacity of the target markers (units targeted or left out, landing tiles) in the Projected mode.
Projected Min Normal Z (ProjectedMinNormalZ)float0.500000Grid Visuals|ProjectedSurfaces steeper than this are not painted (1 = only flat ground, 0 = walls too).
Projected Sort Order (ProjectedSortOrder)int325Grid Visuals|ProjectedSort order of the grid decal (under the ability target preview's decals).
Team Colors (TeamColors)TMap<FGameplayTag,FRSEUIColor>(2 entries)Placeholder UnitsColor per team (Team.*). Units of unlisted teams use UnknownTeamColor.
Unit Body Mesh (UnitBodyMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubePlaceholder Units--- Placeholder units ---
Unit Body Scale (UnitBodyScale)FVector(X=0.600000,Y=0.600000,Z=1.000000)Placeholder Units
Unit Facing Mesh (UnitFacingMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cone.ConePlaceholder UnitsSmall mesh on the front of the unit that shows its facing.
Unit Hop Height (UnitHopHeight)float40.000000Placeholder UnitsArc height of the hop between two tiles of different height.
Unit Material (UnitMaterial)TSoftObjectPtr<UMaterialInterface>/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterialPlaceholder UnitsMaterial for placeholder units. Must expose TileColorParameter.
Unit Move Speed (UnitMoveSpeed)float4.000000Placeholder UnitsPresentation speed of unit movement, in tiles per second.
Unknown Team Color (UnknownTeamColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=-0.059238,Chroma=0.000002,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Placeholder Units
Unit Corner Radius (UnitCornerRadius)float45.000000Unit MovementCorners of a path are rounded over this distance (no stop at each tile). 0 = sharp.
Unit Ease Distance (UnitEaseDistance)float40.000000Unit MovementSpeeding up at the start and slowing down at the end of a walk, over this distance.
Unit Hop Min Step (UnitHopMinStep)float35.000000Unit MovementHeight steps up to this are walked as slopes; bigger ones are hops (Unit Hop Height).
Unit Turn Speed (UnitTurnSpeed)float600.000000Unit MovementHow fast a walking unit turns toward where it goes (degrees per second).
Unit Walk Speed (UnitWalkSpeed)float320.000000Unit MovementWalking speed along a path (cm/s): the locomotion blend space plays walk / jog from it. 0 = Unit Move Speed (tiles per second).

RPG Saga Engine: Target Preview

Class URSETargetPreviewSettings (module RSE), Project Settings, Project, RPG Saga Engine. The ability target preview (D-064): what an ability or item can hit and how far, shown while it is highlighted in the command menu and while aiming.

SettingTypeDefaultCategoryRestartDescription
Marker Tile Scale (MarkerTileScale)float0.550000ClassicSize of the target markers on the tile layers (fraction of a tile), so the area color still frames them.
Collision Color (CollisionColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.069953,Chroma=1.630424,Hue=-30.283195,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))DisplacementsLanding tile when the unit collides (wall, unit, object) or falls.
Displacement Color (DisplacementColor)FRSEUIColor(Token="Charge",Alpha=1.000000,Lightness=-0.107768,Chroma=2.050810,Hue=98.833572,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))DisplacementsKnockback / pull path (Modern) and landing tile marker.
Acting Unit Color (ActingUnitColor)FRSEUIColor(Token="Charge",Alpha=1.000000,Lightness=-0.021431,Chroma=1.486113,Hue=-7.032476,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))MarkersColor of the acting unit's ring (distinct from the target colors).
Classic Target Rings (bClassicTargetRings)boolFalseMarkersClassic battles: rings under the units the ability can target and under the ones it hits (D-064). Off by default (D-066): the bobbing cursor over the target (smaller ones over the others a row / all ability hits) and the target list say it alone; a ring and an arrow on the same unit read as two different things. Tactics keeps its markers (Mark Targets).
Mark Acting Unit (bMarkActingUnit)boolTrueMarkersClassic battles: a ring under the party member whose command menu is open (D-065).
Ignored Target Color (IgnoredTargetColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=-0.083984,Chroma=0.985413,Hue=15.365562,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))MarkersA unit in the area that the ability does not affect.
Marker Fill Opacity (MarkerFillOpacity)float0.150000Markers
Marker Follow Tolerance (MarkerFollowTolerance)float5.000000MarkersMarkers follow their unit when it moves more than this (a melee attacker running to its target).
Marker Ring Width (MarkerRingWidth)float0.140000Markers
Marker Tile Size (MarkerTileSize)float0.850000MarkersMarker ring diameter, as a fraction of a tile (Tactics).
Selected Target Color (SelectedTargetColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.025459,Chroma=1.207711,Hue=14.619749,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))MarkersThe unit the ability is aimed at now / a unit its area hits.
Stage Marker Size (StageMarkerSize)float130.000000MarkersMarker ring diameter under units on an ATB stage.
Valid Target Color (ValidTargetColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=0.066483,Chroma=1.192767,Hue=23.327459,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))MarkersA unit the ability can target.
Area Color (AreaColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=0.022890,Chroma=1.241273,Hue=43.380360,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Modern|Area--- Modern: area ---
Area Fill Opacity (AreaFillOpacity)float0.400000Modern|Area
Area Ring Width (AreaRingWidth)float0.120000Modern|Area
Edge Softness (EdgeSoftness)float0.040000Modern|AreaSoftness of every preview shape's edge (fraction of its half size).
Decal Depth (DecalDepth)float400.000000Modern|DecalsVertical depth of the decals' projection box (covers tile height changes under a shape).
Decal Material (DecalMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Materials/Battle/M_RSE_TargetPreviewDecal.M_RSE_TargetPreviewDecalModern|DecalsDeferred decal material (translucent). Parameters: Color (vector), Opacity, Shape (0 square, 1 diamond, 2 circle), RingWidth and Softness (fractions of the decal's half size), FillOpacity. Empty: the Modern style falls back to Classic.
Decal Sort Order (DecalSortOrder)int3210Modern|DecalsSort order of the decals (above the level's own decals).
Color Parameter (ColorParameter)FNameColorModern|Decals|Parameters
Fill Opacity Parameter (FillOpacityParameter)FNameFillOpacityModern|Decals|Parameters
Opacity Parameter (OpacityParameter)FNameOpacityModern|Decals|Parameters
Ring Width Parameter (RingWidthParameter)FNameRingWidthModern|Decals|Parameters
Shape Parameter (ShapeParameter)FNameShapeModern|Decals|Parameters
Softness Parameter (SoftnessParameter)FNameSoftnessModern|Decals|Parameters
Labels in Classic (bLabelsInClassic)boolTrueModern|LabelsThe Classic style shows the labels too (the classic forecast: the hit chance over the target, live as the cursor moves).
Show Labels (bShowLabels)boolTrueModern|LabelsHit chance and damage over the targets (the D-033 forecast).
Damage Label Format (DamageLabelFormat)FTextNSLOCTEXT("RSETargetPreview", "DamageLabel", "{Hit}% -{Damage}")Modern|LabelsLabel text. Arguments: {Hit} (percent), {Damage} (expected, or a range), {Heal}.
Heal Label Format (HealLabelFormat)FTextNSLOCTEXT("RSETargetPreview", "HealLabel", "+{Heal}")Modern|Labels
KOLabel Color (KOLabelColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.112868,Chroma=1.765735,Hue=3.107039,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Modern|Labels
KOLabel Suffix (KOLabelSuffix)FTextNSLOCTEXT("RSETargetPreview", "KOSuffix", " KO")Modern|LabelsAppended when the hit can knock the target out.
Label Color (LabelColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=-0.019709,Chroma=17.654202,Hue=163.570023,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Modern|Labels
Label Height (LabelHeight)float210.000000Modern|Labels
Label World Size (LabelWorldSize)float34.000000Modern|Labels
Blocked Color (BlockedColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=-0.477765,Chroma=2.294284,Hue=14.205691,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Modern|RangeTiles inside the range the ability cannot be aimed at: blocked by sight or height, or too close.
Blocked Opacity (BlockedOpacity)float0.550000Modern|Range
Range Color (RangeColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.020015,Chroma=1.244049,Hue=-19.015455,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Modern|Range--- Modern: range ring ---
Range Fill Opacity (RangeFillOpacity)float0.120000Modern|RangeSoft fill inside the range (0 = ring only).
Range Ring Width (RangeRingWidth)float0.035000Modern|RangeWidth of the ring at the edge of the range (fraction of the shape's half size).
Arc Segments (ArcSegments)int3212Modern|TrajectorySegments of an arc.
Blocked Trajectory Color (BlockedTrajectoryColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.079992,Chroma=1.299466,Hue=1.996110,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Modern|TrajectoryA trajectory an obstacle blocks (aimed at a blocked tile).
Show Trajectory (bShowTrajectory)boolTrueModern|TrajectoryDraw the path of ranged abilities and projectiles (the ability's projectile cue, else its line of sight rules).
Min Range for Trajectory (MinRangeForTrajectory)int322Modern|TrajectoryRanged abilities without a projectile cue draw a trajectory from this range on (1 = melee never does).
Trajectory Color (TrajectoryColor)FRSEUIColor(Token="White",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Modern|Trajectory
Trajectory Width (TrajectoryWidth)float6.000000Modern|Trajectory
Mark Targets (bMarkTargets)boolTrueRulesClassic and ATB: mark the units the ability can target (and, aimed, the ones its area hits or leaves out).
Preview While Highlighted (bPreviewWhileHighlighted)boolTrueRulesShow the preview while an ability or item is highlighted in the command menu, before it is chosen.
Show Displacements (bShowDisplacements)boolTrueRulesShow where knockback and pull effects would move the units they hit.
Default Style (DefaultStyle)ERSETargetPreviewStyleClassicRulesStyle for players who did not choose one in the options.
Aim Invalid Format (AimInvalidFormat)FTextNSLOCTEXT("RSETargetPreview", "AimInvalid", "{Ability}: cannot be aimed here")SummaryAimed at a tile it cannot reach (blocked, too close, nothing to target). Arguments: {Ability}.
Aim Summary Format (AimSummaryFormat)FTextNSLOCTEXT("RSETargetPreview", "AimSummary", "{Ability}: hits {Hit}, leaves out {Ignored}")SummaryAimed at a tile. Arguments: {Ability}, {Hit} (units affected), {Ignored} (units in the area left out).
Reach Summary Format (ReachSummaryFormat)FTextNSLOCTEXT("RSETargetPreview", "ReachSummary", "{Ability}: range {Min}-{Max}, {Targets} {Targets}|plural(one=target,other=targets) in reach")SummaryHighlighted in the menu. Arguments: {Ability}, {Min}, {Max} (range in tiles), {Targets} (units it can target now).
Turn Marker Color (TurnMarkerColor)FRSEUIColor(Token="Charge",Alpha=1.000000,Lightness=-0.021431,Chroma=1.486113,Hue=-7.032476,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Turn Marker
Turn Marker Style (TurnMarkerStyle)ERSETurnMarkerStyleFollowPreviewStyleTurn MarkerTactics: how the unit whose turn it is stands out (player and AI turns). It follows the unit as it moves.
Turn Pin Bob Amplitude (TurnPinBobAmplitude)float8.000000Turn Marker|PinUp / down bob of the pin (0 = still).
Turn Pin Bob Speed (TurnPinBobSpeed)float1.200000Turn Marker|PinBobs per second.
Turn Pin Height (TurnPinHeight)float235.000000Turn Marker|PinHeight of the pin's tip over the unit's feet.
Turn Pin Mesh (TurnPinMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cone.ConeTurn Marker|PinPin mesh (pointing up; it is turned over). Colored through Tactics Zone -> Unit Material.
Turn Pin Size (TurnPinSize)float22.000000Turn Marker|Pin
Turn Ring Fill Opacity (TurnRingFillOpacity)float0.080000Turn Marker|Ring
Turn Ring Opacity (TurnRingOpacity)float0.900000Turn Marker|Ring
Turn Ring Size (TurnRingSize)float110.000000Turn Marker|RingRing diameter.
Turn Ring Width (TurnRingWidth)float0.100000Turn Marker|Ring

RPG Saga Engine: Time & Weather Rules

Class URSETimeWeatherRules (module RSECore), Project Settings, Project, RPG Saga Engine. Gameplay rules of the time of day and the weather (D-101), a rules profile section (D-035): how roaming enemies behave by phase and weather, other encounter pools at night, and weather / time modifiers in battles.

SettingTypeDefaultCategoryRestartDescription
Battle Modifiers (BattleModifiers)TArray<FRSEEnvironmentBattleModifier>(5 entries)BattlesBattle modifiers by weather / phase; every matching entry multiplies in.
Environment Affects Battles (bEnvironmentAffectsBattles)boolTrueBattlesWeather and time change battles (the modifiers below).
Behavior Rules (BehaviorRules)TArray<FRSETimeBehaviorRule>(7 entries)Roaming EnemiesRoaming enemies by phase / weather: every matching rule multiplies in (URSETimeSubsystem::GetBehaviorModifiers).
Pool Swaps (PoolSwaps)TArray<FRSEEncounterPoolSwap>(0 entries)Roaming EnemiesOther encounter pools at some times / weather (the first matching swap wins).

RPG Saga Engine: Time of Day

Class URSETimeSettings (module RSECore), Project Settings, Project, RPG Saga Engine. The game clock (D-101, docs/design/time-weather.md): day length, phases of the day, seasons, when the clock stops, how the time is written.

SettingTypeDefaultCategoryRestartDescription
Clock Enabled (bClockEnabled)boolTrueClockThe clock runs (off: the time only changes through effects, commands and rests).
Day Length Minutes (DayLengthMinutes)float60.000000ClockReal minutes for one game day at speed 1 (60 = one real hour per game day).
Max Advance Hours (MaxAdvanceHours)float240.000000ClockLongest single Advance Time / Set Time jump, in game hours (a safety net for data mistakes).
Start Day (StartDay)int321ClockDay of a new game.
Start Hour (StartHour)float8.000000ClockHour of a new game (8.5 = 08:30).
Update Interval (UpdateInterval)float0.100000ClockReal seconds between clock steps (events fire at most this often). Lower is smoother, not costlier in practice.
Am Text (AmText)FTextNSLOCTEXT("RSETimeSettings", "Am", "AM")Display
Use 24Hour Clock (bUse24HourClock)boolTrueDisplay24-hour clock (14:05); off: 2:05 PM.
Clock 12Format (Clock12Format)FTextNSLOCTEXT("RSETimeSettings", "Clock12", "{Hour}:{Minute} {AmPm}")Display{Hour} {Minute} {AmPm}.
Clock 24Format (Clock24Format)FTextNSLOCTEXT("RSETimeSettings", "Clock24", "{Hour}:{Minute}")Display{Hour} {Minute} (two digits).
Day Format (DayFormat)FTextNSLOCTEXT("RSETimeSettings", "DayFormat", "Day {Day}")Display{Day}.
Pm Text (PmText)FTextNSLOCTEXT("RSETimeSettings", "Pm", "PM")Display
Pause in Battle (bPauseInBattle)boolTruePauseThe clock stops while a battle runs (live-map battles included).
Pause in Cutscenes (bPauseInCutscenes)boolTruePauseThe clock stops while a story scene (cutscene) plays.
Pause in Dialog (bPauseInDialog)boolTruePauseThe clock stops while a dialog runs.
Pause with Play Time (bPauseWithPlayTime)boolTruePauseThe clock stops when the play time stops (menus that pause the play time, the main menu).
Phases (Phases)TArray<FRSEDayPhaseDef>(4 entries)PhasesPhases of the day in order of their start hour; each lasts until the next one starts (the last one wraps past midnight).
Inn Rest Advances Time (bInnRestAdvancesTime)boolTrueRestResting at an inn moves the clock to the next Rest Wake Hour (the inn's fade covers the jump).
Rest Wake Hour (RestWakeHour)float7.000000RestThe hour a rest ends (7 = 07:00 the next morning).
Days Per Season (DaysPerSeason)int320SeasonsDays in each season (0 = no seasons); after the last season the first comes again.
Seasons (Seasons)TArray<FGameplayTag>(0 entries)SeasonsSeasons in order (Time.Season.* content tags). Empty = no seasons.

RPG Saga Engine: Time of Day Visuals

Class URSETimeOfDayVisualSettings (module RSE), Project Settings, Project, RPG Saga Engine. The sky, sun, moon, fog and grading of the Time of Day actor (D-101, docs/design/time-weather.md).

SettingTypeDefaultCategoryRestartDescription
Parameter Collection (ParameterCollection)TSoftObjectPtr<UMaterialParameterCollection>/RPGSagaEngine/Visual/MPC_RSEWeather.MPC_RSEWeatherAssetsGlobal material parameters every material can read (TimeOfDay, NightAmount, Wetness, SnowCover, Wind...).
Sky Dome Material (SkyDomeMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Visual/Weather/M_RSE_SkyDome.M_RSE_SkyDomeAssets
Sky Dome Mesh (SkyDomeMesh)TSoftObjectPtr<UStaticMesh>/Engine/EngineSky/SM_SkySphere.SM_SkySphereAssetsSky dome with stars, moon glow and the 2D cloud layer.
Sky Dome Scale (SkyDomeScale)float100.000000AssetsScale of the dome mesh (the engine's sky sphere is 40.96 m: 100 = 4 km).
Volumetric Cloud Material (VolumetricCloudMaterial)TSoftObjectPtr<UMaterialInterface>/Engine/EngineSky/VolumetricClouds/m_SimpleVolumetricCloud_Inst.m_SimpleVolumetricCloud_InstAssetsMaterial of the volumetric clouds (the engine's simple clouds by default).
Clock on Minimap (bClockOnMinimap)boolTrueHUDShows the time under the minimap (D-104, Map & Minimap -> Minimap Info Lines), on levels with a sky actor and a map.
Clock Shows Weather (bClockShowsWeather)boolTrueHUDShows the weather's name next to the time.
Hide Clock Panel with Minimap (bHideClockPanelWithMinimap)boolTrueHUDThe clock panel hides while the minimap shows the time (no second clock on screen).
Show Clock Widget (bShowClockWidget)boolTrueHUDShows the clock / weather widget while exploring.
Show Time in Party Menu (bShowTimeInPartyMenu)boolTrueHUDShows the time in the party menu header (next to the money).
Clock Anchor (ClockAnchor)FVector2D(X=0.985000,Y=0.340000)HUDNormalized screen point of the clock (top right by default, under the minimap region).
Clock Widget Class (ClockWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneHUDReplaces the built-in clock (a Widget Blueprint derived from RSEScreenWidget reading an RSEClockViewModel).
Clock ZOrder (ClockZOrder)int3240HUD
Minimap Clock Format (MinimapClockFormat)FTextNSLOCTEXT("RSETimeVisualSettings", "MinimapClock", "{Time} {Day} {Weather}")HUDThe line under the minimap: {Day} {Time} {Phase} {Weather}.
Party Menu Time Format (PartyMenuTimeFormat)FTextNSLOCTEXT("RSETimeVisualSettings", "PartyMenuTime", "{Day} {Time} {Weather}")HUD{Day} {Time} {Phase} {Weather}.
Suppress Other Sky Actors (bSuppressOtherSkyActors)boolTrueLookOther sky actors in the level (directional lights marked as atmosphere sun, sky lights, atmospheres, height fogs, clouds) are hidden while a Time of Day actor drives the sky.
Default Profile (DefaultProfile)TSoftObjectPtr<URSETimeOfDayProfile>/RPGSagaEngine/Data/TimeOfDay/DA_TimeOfDay_BrightStylized.DA_TimeOfDay_BrightStylizedLookProfile of Time of Day actors that name none.
Post Process Priority (PostProcessPriority)float50.000000LookPriority of the actor's post process (the visual style's layer, 100 by default, stays on top).
Max Dynamic Night Lights (MaxDynamicNightLights)int328Night LightsNight lights that stay real lights at the same time on High / Epic (nearest to the camera first); the rest glow only.
Max Dynamic Night Lights Low (MaxDynamicNightLightsLow)int324Night LightsThe same on Low / Medium (Steam Deck). 0 = emissive only.
Night Light Focus Ahead (NightLightFocusAhead)float1000.000000Night LightsThe real lights are the nearest to a point this far in front of the camera (D-111), not to the camera itself: the lamps around the party and ahead of it light the view, the ones behind the camera give their place up. 0 = the camera.
Night Light Update Rate (NightLightUpdateRate)float12.000000Night LightsNight light updates per second (fades and flicker; the schedule is cheap).
Volumetric Clouds on High (bVolumetricCloudsOnHigh)boolTruePerformanceVolumetric clouds on High / Epic (Low / Medium draw the cheap cloud layer of the sky dome only).
Volumetric Fog on High (bVolumetricFogOnHigh)boolFalsePerformanceVolumetric fog on High / Epic (never on Low / Medium).
High Quality From (HighQualityFrom)int322PerformanceEffects quality at or above which the High path is used (Low 0, Medium 1, High 2, Epic 3).
Sky Light Recapture Interval (SkyLightRecaptureInterval)float20.000000PerformanceSeconds between throttled sky light recaptures (phase changes, skips and weather changes also recapture).
Sky Light Recapture Look Delta (SkyLightRecaptureLookDelta)float0.100000PerformanceThrottled path: the sky light is also recaptured as soon as the weather's look moved this much since the last capture (sky light, sky brightness or cloud cover; D-104: a storm no longer keeps the clear sky's ambient for 20 s).
Sky Light Update (SkyLightUpdate)ERSESkyLightUpdateRealTimeCapturePerformanceSky light on High / Epic.
Sky Light Update Low (SkyLightUpdateLow)ERSESkyLightUpdateRealTimeCapturePerformanceSky light on Low / Medium. D-111: real-time capture here too. It captures only the sky (the sky dome's 2D clouds are excluded from captures either way), time-sliced over frames: the same look as Throttled, no hitch, no measurable GPU cost.
Update Rate (UpdateRate)float20.000000PerformanceLight, sky and fog updates per second on High / Epic (the sun moves smoothly; no work between updates).
Update Rate Low (UpdateRateLow)float10.000000PerformanceUpdates per second on Low / Medium (Steam Deck).

RPG Saga Engine: Toolkit Presentation

Class URSEToolkitPresentationSettings (module RSE), Project Settings, Project, RPG Saga Engine. Presentation of the Ability Toolkit v2 on the Tactics grid (D-055): unit motions (leap arcs, slides, teleports), the default look of zones and field objects.

SettingTypeDefaultCategoryRestartDescription
Reveal Enemy Traps (bRevealEnemyTraps)boolFalseFieldTraps are drawn for the player's side only when the player's team created them (Tile Zone: Hidden From Enemies).
Color Parameter (ColorParameter)FNameColorFieldName of the color parameter set on field materials.
Default Material (DefaultMaterial)TSoftObjectPtr<UMaterialInterface>/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterialFieldMaterial with a "Color" vector parameter (the engine's basic shape material has one).
Default Object Mesh (DefaultObjectMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeField
Default Projectile Material (DefaultProjectileMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Visual/Feel/M_RSE_FXGlow.M_RSE_FXGlowFieldD-184: the material of Projectile cues without one (empty = Default Material). The plugin sets its glow (Color, Intensity), so a projectile reads as a bright bolt, not a grey ball.
Default Projectile Mesh (DefaultProjectileMesh)TSoftObjectPtr<UStaticMesh>/RPGSagaEngine/Visual/Weapons/SM_RSE_ProjectileCore.SM_RSE_ProjectileCoreFieldProjectile cues without a mesh fly this one.
Default Zone Mesh (DefaultZoneMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Plane.PlaneField--- Default look of zones and objects (engine assets; replace per zone / object with a Field Visual asset) ---
Object Height Scale (ObjectHeightScale)float1.000000Field
Object Tile Scale (ObjectTileScale)float0.700000FieldObjects: size relative to a tile (the cube's height is scaled by Object Height Scale).
Projectile Intensity (ProjectileIntensity)float6.000000FieldBrightness given to the projectile material's "Intensity" parameter (when it has one).
Zone Height Offset (ZoneHeightOffset)float3.000000Field
Zone Tile Scale (ZoneTileScale)float0.900000FieldZone plates: size relative to a tile, and height above the tile surface (cm).
Dash Speed (DashSpeed)float1400.000000Motion
Leap Arc Height Per Tile (LeapArcHeightPerTile)float40.000000MotionHeight of a leap arc per tile of distance (cm), plus the minimum.
Leap Arc Min Height (LeapArcMinHeight)float120.000000Motion
Leap Hop Seconds (LeapHopSeconds)float0.450000MotionSeconds of one leap hop (arc).
Slide Speed (SlideSpeed)float900.000000MotionSpeed of knockbacks, pulls, slides and dashes (cm/s).
Swap Seconds (SwapSeconds)float0.500000MotionSwap: seconds of the two arcs.
Teleport Fade Seconds (TeleportFadeSeconds)float0.200000MotionTeleport: seconds to vanish, then to reappear.

RPG Saga Engine: Touch

Class URSETouchSettings (module RSE), Project Settings, Project, RPG Saga Engine. Touch controls (D-180, docs/product/mobile.md).

SettingTypeDefaultCategoryRestartDescription
Control Opacity Range (ControlOpacityRange)FVector2D(X=0.200000,Y=1.000000)ControlsRange of the player's Touch Controls Opacity option.
Control Scale Range (ControlScaleRange)FVector2D(X=0.750000,Y=1.300000)ControlsRange of the player's Touch Controls Size option.
Pressed Opacity (PressedOpacity)float0.950000ControlsOpacity of a control while touched.
Rest Opacity (RestOpacity)float0.550000ControlsOpacity of the controls at rest (the player's Touch Controls Opacity option multiplies it).
Stick Dead Zone (StickDeadZone)float0.120000ControlsJoystick deflection (0..1) under which it sends nothing (controls may set their own).
Double Tap Seconds (DoubleTapSeconds)float0.350000GesturesTwo taps closer in time than this (and within Tap Confirm Radius) are a double tap.
Drag Full Rate MMPer Second (DragFullRateMMPerSecond)float80.000000GesturesDrags as a rate (camera pans): finger speed in millimetres per second that gives full value.
Long Press Seconds (LongPressSeconds)float0.500000GesturesA touch held still this long is a long press (details and tooltips of rows, inventory items).
Pinch Step Ratio (PinchStepRatio)float1.150000GesturesPinch: change of the distance between the fingers that makes one zoom step (1.15 = 15 %).
Rotate Step Degrees (RotateStepDegrees)float30.000000GesturesTwo-finger rotate: degrees of turn that make one rotate step.
Tap Confirm Radius MM (TapConfirmRadiusMM)float6.000000GesturesCursor Then Confirm and double taps: how close the second tap must be to the first.
Tap Max Seconds (TapMaxSeconds)float0.300000GesturesA touch held longer than this is not a tap.
Tap Slop MM (TapSlopMM)float3.000000GesturesA touch that moves less than this is a tap / long press.
Default Touch Hint (DefaultTouchHint)FTextNSLOCTEXT("RSETouch", "DefaultTouchHint", "Tap")Key Prompts
Mouse After Touch Guard Seconds (MouseAfterTouchGuardSeconds)float0.600000Key PromptsMouse events this soon after a touch are the platform's copy of the touch (Windows touch screens) and do not switch the prompts to the mouse.
Touch Hints (TouchHints)TMap<FKey,FText>(8 entries)Key PromptsTouch hints of key prompts: the text a prompt shows for a gamepad key while the player uses touch, when no on-screen control presses that key's action (a control's label wins). Keys without a hint show Default Touch Hint for the face button bottom, nothing otherwise.
Context Poll Seconds (ContextPollSeconds)float0.250000LayoutsSeconds between two looks at the moment of play (exploration, the battle kind, an open screen). The screens' open / close events also update it at once.
Controls Widget Class (ControlsWidgetClass)TSoftClassPtr<URSETouchControlsWidget>NoneLayoutsThe widget that draws the controls (a subclass of RSE Touch Controls Widget). Empty = the built-in one.
Controls ZOrder (ControlsZOrder)int324LayoutsZ order of the controls in the player's screen (under the menus, which hide them anyway).
Layouts (Layouts)TMap<ERSETouchContext,TSoftObjectPtr<URSETouchLayout> >(5 entries)LayoutsThe layout of each moment of play. A context without one shows no controls and takes no gestures.
Show Controls (ShowControls)ERSETouchControlsModeAutoLayouts
Move to Accept Radius (MoveToAcceptRadius)float60.000000Tap To MoveTap-to-move stops this close to the tapped point (cm).
Move to Timeout Seconds (MoveToTimeoutSeconds)float6.000000Tap To MoveTap-to-move gives up after this long (blocked by a wall).
Debug Touches (bDebugTouches)boolFalseTestingDraws the touches and recognised gestures on screen (RSE.Input.Touch.Debug).
Emulate Touch with Mouse (bEmulateTouchWithMouse)boolFalseTestingPIE and PC builds: the left mouse button acts as a finger (Slate's fake touch events), so every touch path can be tried without a phone; hold Alt to add a second finger mirrored around the screen centre (pinch, rotate). RSE.Input.Touch.Emulate switches it at run time.

RPG Saga Engine: Translate with AI

Class URSETranslateSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Translate with AI (D-163): export the game's texts for an AI, validate what comes back, import and compile.

SettingTypeDefaultCategoryRestartDescription
Register Culture (bRegisterCulture)boolTrueCompileAfter a compile, add the culture to the target's gather configs, the project's cultures to stage and the Options menu's languages.
Gather Timeout Seconds (GatherTimeoutSeconds)int321800CompileSeconds the Gather step may take before it is stopped (when it runs as a separate editor process).
Include Glossary (bIncludeGlossary)boolTrueExportPut the content names (abilities, items, characters, enemies...) into the prompt and the Glossary.csv.
Only Untranslated (bOnlyUntranslated)boolTrueExportExport only the texts that have no translation yet in the culture (a re-export after new content is small).
Resolve Speakers (bResolveSpeakers)boolTrueExportLook the speaker of a dialog line up in the asset (adds "speaker" to the entry's context). Loads the assets that hold texts.
Do Not Translate (DoNotTranslate)TArray<FString>(3 entries)ExportTerms that stay as they are in every language (stat abbreviations, brand names). Checked on import.
Format (Format)ERSETranslateFormatJsonExport
Max Chars Per Chunk (MaxCharsPerChunk)int3212000ExportMost source characters in one chunk file: keeps each request inside the AI's context window.
Max Entries Per Chunk (MaxEntriesPerChunk)int32120ExportMost entries in one chunk file (one AI request).
Max Glossary Terms in Prompt (MaxGlossaryTermsInPrompt)int32300ExportMost glossary terms listed in the prompt (the Glossary.csv has all of them).
Output Folder (OutputFolder)FStringSaved/TranslateExportFolder (relative to the project) that receives the export packs and the import reports.
Max Length Factor (MaxLengthFactor)float1.500000LengthLength limit = source length x this factor, for texts longer than "Short Text Length". Translations are often longer than English.
Min Extra Length (MinExtraLength)int326LengthCharacters always allowed on top of the factor (so a 3 letter source can become a 5 letter word).
Short Label Fields (ShortLabelFields)TArray<FString>(5 entries)LengthProperty names whose texts are always short labels (the short factor applies whatever the length).
Short Text Factor (ShortTextFactor)float1.300000LengthLength limit factor of short texts (a 6 letter word has little room, but a longer word is common).
Short Text Length (ShortTextLength)int3224LengthTexts up to this many characters (names, buttons) are "short": they get the short factor below.
New Target Asset Filters (NewTargetAssetFilters)TArray<FString>(1 entries)TargetProject folders a created target gathers assets from (long package paths with a trailing wildcard, e.g. "Content").
New Target Name (NewTargetName)FStringGameTargetName of the target created when the project has none (Create target). The Localization Dashboard shows it as well.
New Target Native Culture (NewTargetNativeCulture)FStringenTargetNative (source) culture of a target created by Create target.
Target Name (TargetName)FStringTargetLocalization target to translate (the name of its Config/Localization/<Name>_Gather.ini). Empty = the project's first target (the project's own content), else the RPG Saga Engine target (the plugin's texts).
Edge Whitespace Severity (EdgeWhitespaceSeverity)ERSETranslateSeverityWarningValidationWhat leading or trailing whitespace that differs from the source counts as.
Extra Id Severity (ExtraIdSeverity)ERSETranslateSeverityWarningValidationWhat an entry with an id the export did not contain counts as (the entry is ignored either way).
Extra Plural Severity (ExtraPluralSeverity)ERSETranslateSeverityWarningValidationWhat an extra plural category (one the language does not use) counts as. Missing categories are always errors.
Invalid Policy (InvalidPolicy)ERSETranslateInvalidPolicySkipInvalidEntriesValidationWhat happens to entries with errors.
Too Long Severity (TooLongSeverity)ERSETranslateSeverityWarningValidationWhat a translation longer than its limit counts as.
Untranslated Min Letters (UntranslatedMinLetters)int325ValidationIdentical texts shorter than this many letters are not flagged as untranslated (names, "OK", "Yes").
Untranslated Severity (UntranslatedSeverity)ERSETranslateSeverityWarningValidationWhat a translation that looks untranslated (identical to a source with letters, not a do-not-translate term) counts as.

RPG Saga Engine: Travel

Class URSETravelSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Zone navigation and fast travel rules (D-044, docs/design/zones-travel.md).

SettingTypeDefaultCategoryRestartDescription
Discover on Visit (bDiscoverOnVisit)boolTrueDiscoveryBeing in an area marks it (and its visit-discovered places) as discovered. Off: only effects and flags discover places.
Fast Travel Enabled (bFastTravelEnabled)boolTrueFast TravelThe world map can be used to travel between discovered places (areas may still forbid it).

RPG Saga Engine: Travel UI

Class URSETravelUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Presentation of zone navigation and fast travel (D-044, docs/design/zones-travel.md): the fades and the loading screen of a map change, the area banner, zone exits and the world map screen.

SettingTypeDefaultCategoryRestartDescription
Area Check Interval (AreaCheckInterval)float0.250000AreasHow often the player's area is checked on maps with ARSEAreaVolumes linked to areas (no timer on other maps).
Banner Anchor (BannerAnchor)FVector2D(X=0.500000,Y=0.200000)BannerWhere the banner sits (normalized screen point, banner centered on it).
Banner Delay (BannerDelay)float0.200000Banner
Banner Fade Seconds (BannerFadeSeconds)float0.450000Banner
Banner Seconds (BannerSeconds)float2.400000BannerTime fully shown.
Banner on Area Change (bBannerOnAreaChange)boolTrueBannerThe area name when the player walks into another area of the same map (an ARSEAreaVolume with an Area).
Banner on Arrival (bBannerOnArrival)boolTrueBannerThe area name after a travel (at the end of the fade-in).
Banner on Map Start (bBannerOnMapStart)boolTrueBannerThe area name when a map starts without a travel (new game, load).
Banner Shows Description (bBannerShowsDescription)boolFalseBannerThe area's description under its name.
Confirm No Text (ConfirmNoText)FTextNSLOCTEXT("RSETravelUI", "ConfirmNo", "No")Exits
Confirm Travel Format (ConfirmTravelFormat)FTextNSLOCTEXT("RSETravelUI", "ConfirmTravelFormat", "Go to {Place}?")ExitsQuestion of exits that ask first. {Place} = the destination area.
Confirm Yes Text (ConfirmYesText)FTextNSLOCTEXT("RSETravelUI", "ConfirmYes", "Yes")Exits
Default Blocked Message (DefaultBlockedMessage)FTextNSLOCTEXT("RSETravelUI", "DefaultBlockedMessage", "The way is blocked.")ExitsSaid when an exit's conditions fail and the exit has no lines of its own.
Default Exit Prompt (DefaultExitPrompt)FTextNSLOCTEXT("RSETravelUI", "DefaultExitPrompt", "Go")ExitsPrompt of exits used with Interact ("Go"). An exit's own PromptText wins.
Blocked Area Text (BlockedAreaText)FTextNSLOCTEXT("RSETravelUI", "BlockedArea", "The map can\'t be used here.")Texts
Blocked Battle Text (BlockedBattleText)FTextNSLOCTEXT("RSETravelUI", "BlockedBattle", "Not during a battle.")Texts
Blocked Busy Text (BlockedBusyText)FTextNSLOCTEXT("RSETravelUI", "BlockedBusy", "Not now.")Texts
Blocked Disabled Text (BlockedDisabledText)FTextNSLOCTEXT("RSETravelUI", "BlockedDisabled", "Fast travel is not available.")Texts
Blocked Traveling Text (BlockedTravelingText)FTextNSLOCTEXT("RSETravelUI", "BlockedTraveling", "Already on the way.")Texts
Locked Text (LockedText)FTextNSLOCTEXT("RSETravelUI", "Locked", "You can\'t go there now.")TextsDetail of a discovered place that cannot be reached now.
Need Map Item Text (NeedMapItemText)FTextNSLOCTEXT("RSETravelUI", "NeedMapItem", "You have no map.")TextsParty menu entry when WorldMapItem is missing.
No Places Text (NoPlacesText)FTextNSLOCTEXT("RSETravelUI", "NoPlaces", "No places discovered yet.")Texts
Party Menu Entry Hint (PartyMenuEntryHint)FTextNSLOCTEXT("RSETravelUI", "PartyMenuEntryHint", "Travel to a place you have already visited.")Texts
Party Menu Entry Text (PartyMenuEntryText)FTextNSLOCTEXT("RSETravelUI", "PartyMenuEntry", "World map")TextsThe party menu row.
Travel Action Text (TravelActionText)FTextNSLOCTEXT("RSETravelUI", "TravelAction", "Travel")TextsKey hint of Confirm.
World Map Title (WorldMapTitle)FTextNSLOCTEXT("RSETravelUI", "WorldMapTitle", "World Map")Texts--- Texts ---
You Are Here Text (YouAreHereText)FTextNSLOCTEXT("RSETravelUI", "YouAreHere", "You are here.")TextsDetail of the place the party is in.
Show Loading Area Name (bShowLoadingAreaName)boolTrueTransitionThe destination's area name on the black loading screen.
Fade Color (FadeColor)FLinearColor(R=0.000000,G=0.000000,B=0.000000,A=1.000000)Transition
Fade in Seconds (FadeInSeconds)float0.600000TransitionFade from FadeColor once the new map is in. 0 = cut.
Fade Out Seconds (FadeOutSeconds)float0.450000TransitionFade to FadeColor before the map changes. 0 = cut.
Loading Hold Seconds (LoadingHoldSeconds)float0.150000TransitionTime spent fully faded, with the destination's name shown, before the map opens (the loading screen).
Loading Text Anchor (LoadingTextAnchor)FVector2D(X=0.500000,Y=0.500000)TransitionWhere the loading name sits (normalized screen point).
Overlay Widget Class (OverlayWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneTransitionFade / loading / banner overlay (D-052). Empty = the built-in screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSETravelOverlayViewModel (docs/product/custom-ui.md).
Overlay ZOrder (OverlayZOrder)int3290TransitionZ-order of the overlay (above every HUD and menu).
Backdrop Color (BackdropColor)FRSEUIColor(Token="Primary",Alpha=0.700000,Lightness=-0.526921,Chroma=0.679858,Hue=0.163523,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))World MapDims the world behind the map.
World Map in Party Menu (bWorldMapInPartyMenu)boolTrueWorld MapThe party menu offers the world map (Options page).
Current Marker Color (CurrentMarkerColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.069244,Chroma=0.841473,Hue=-23.016491,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))World Map
Current Marker Glyph (CurrentMarkerGlyph)FTextNSLOCTEXT("RSETravelUI", "CurrentMarkerGlyph", "★")World MapMarker of the place the party is in.
List Width (ListWidth)float280.000000World MapWidth of the place list next to the map.
Locked Marker Color (LockedMarkerColor)FRSEUIColor(Token="Neutral",Alpha=1.000000,Lightness=-0.114986,Chroma=0.432908,Hue=15.523865,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))World Map
Map Background (MapBackground)TSoftObjectPtr<UTexture2D>NoneWorld MapPicture of the world under the markers. Empty = a plain themed panel.
Map Background Tint (MapBackgroundTint)FLinearColor(R=1.000000,G=1.000000,B=1.000000,A=1.000000)World Map
Map Fill Color (MapFillColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=-0.207849,Chroma=0.243229,Hue=-14.189053,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))World MapMap color without a picture.
Map Size (MapSize)FVector2D(X=640.000000,Y=400.000000)World MapSize of the map area (the markers' MapPosition is relative to it).
Marker Color (MarkerColor)FRSEUIColor(Token="Text",Alpha=1.000000,Lightness=-0.042130,Chroma=6.947662,Hue=169.558411,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))World Map
Marker Glyph (MarkerGlyph)FTextNSLOCTEXT("RSETravelUI", "MarkerGlyph", "◆")World Map
Selected Marker Color (SelectedMarkerColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))World Map
World Map Item (WorldMapItem)TSoftObjectPtr<URSEItemData>NoneWorld MapWhen set, the party menu entry needs this item in the inventory (a map). Signposts work without it.
World Map Widget Class (WorldMapWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneWorld MapWorld map screen (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEWorldMapViewModel (docs/product/custom-ui.md).
World Map ZOrder (WorldMapZOrder)int3256World MapZ-order of the world map (above the party menu).

RPG Saga Engine: Traversal

Class URSETraversalSettings (module RSE), Project Settings, Project, RPG Saga Engine. Traversal (D-121, docs/design/traversal.md): ladders, ropes, swimming, jumps, vaults and drops in exploration and in Free Tactics.

SettingTypeDefaultCategoryRestartDescription
Default Anims (DefaultAnims)TMap<FGameplayTag,FRSECharacterAnim>(0 entries)AnimationTraversal slot (Traversal.Anim.*) -> clip, for characters whose anim set has none (and its parent tags have none). Empty = the body moves along the traversal in its current pose.
Loop Blend Out Seconds (LoopBlendOutSeconds)float0.200000AnimationBlend out (seconds) of a traversal loop when the body gets off.
Battle Swim Sink Fallback (BattleSwimSinkFallback)float100.000000BattleFree Tactics playback: the swimmer's body hangs this far below the battle position (cm) when its kind gives no offset.
Capture Links (bCaptureLinks)boolTrueBattlePlaced traversal links (ladders, ropes, jumps...) become nav links in Free Tactics battles.
Capture Volumes (bCaptureVolumes)boolTrueBattlePlaced swim volumes become traversal volumes in Free Tactics battles.
End Start Distance (EndStartDistance)float160.000000ExplorationHow far from an end a body may be to start the link from it (cm, from the capsule's feet to the end point).
End Use Radius (EndUseRadius)float110.000000ExplorationRadius of the interaction sphere at each end of a link (cm): standing in it shows the prompt.
Swim Move Threshold (SwimMoveThreshold)float30.000000ExplorationHorizontal speed (cm/s) above which a swimmer plays the move loop instead of the idle one.
Volume Check Interval (VolumeCheckInterval)float0.100000ExplorationSeconds between checks while a body is inside a traversal volume (depth, banks, swim idle or move).
Follower Approach Speed (FollowerApproachSpeed)float350.000000FollowersWalking speed of a follower going to a link (cm/s).
Follower Check Interval (FollowerCheckInterval)float0.200000FollowersSeconds between the follower order checks (a timer, no Tick).
Follower Stagger Seconds (FollowerStaggerSeconds)float0.600000FollowersSeconds between followers starting the same link (they climb one after the other).
Follower Start Distance (FollowerStartDistance)float120.000000FollowersA follower sent to a link starts it once this close to its start end (cm).
Follower Timeout Seconds (FollowerTimeoutSeconds)float8.000000FollowersSeconds a follower has to reach the link before it is brought to the far end.
Default Ladder Kind (DefaultLadderKind)TSoftObjectPtr<URSETraversalLinkKindData>/RPGSagaEngine/Data/Traversal/DA_Traversal_Ladder.DA_Traversal_LadderKinds--- Default kinds (placed actors without their own) ---
Default Link Kind (DefaultLinkKind)TSoftObjectPtr<URSETraversalLinkKindData>/RPGSagaEngine/Data/Traversal/DA_Traversal_Jump.DA_Traversal_JumpKindsA Traversal Link actor without a kind (usually a jump).
Default Rope Kind (DefaultRopeKind)TSoftObjectPtr<URSETraversalLinkKindData>/RPGSagaEngine/Data/Traversal/DA_Traversal_Rope.DA_Traversal_RopeKinds
Default Swim Kind (DefaultSwimKind)TSoftObjectPtr<URSETraversalVolumeKindData>/RPGSagaEngine/Data/Traversal/DA_Traversal_Swim.DA_Traversal_SwimKinds
Rope Mesh (RopeMesh)TSoftObjectPtr<UStaticMesh>NonePlaceholdersLook of a rope without its own mesh (a 1 m cube scaled along the rope). Empty = the engine cylinder.

RPG Saga Engine: Turn Order Bar

Class URSETurnOrderSettings (module RSE), Project Settings, Project, RPG Saga Engine. The live battle's turn order bar (D-147, docs/design/battle-menus.md): portraits with an HP bar under each, the acting unit first and larger.

SettingTypeDefaultCategoryRestartDescription
Active Frame Color (ActiveFrameColor)FRSEUIColor(Token="Accent",Alpha=1.000000,Lightness=0.013676,Chroma=0.827775,Hue=0.129302,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Enemy Frame Color (EnemyFrameColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.018272,Chroma=1.010696,Hue=-1.060005,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Enemy HPColor (EnemyHPColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.034214,Chroma=1.006407,Hue=0.868554,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Hidden HPColor (HiddenHPColor)FRSEUIColor(Token="Neutral",Alpha=0.800000,Lightness=-0.102636,Chroma=1.665689,Hue=3.202312,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
HPBack Color (HPBackColor)FRSEUIColor(Token="Black",Alpha=0.700000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Low HPColor (LowHPColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=-0.016729,Chroma=1.097072,Hue=-1.844743,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Colors
Low HPShare (LowHPShare)float0.300000Colors
Party Frame Color (PartyFrameColor)FRSEUIColor(Token="Info",Alpha=1.000000,Lightness=0.031412,Chroma=1.025162,Hue=-12.566440,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ColorsFrames: party, enemies, the acting unit.
Party HPColor (PartyHPColor)FRSEUIColor(Token="Health",Alpha=1.000000,Lightness=0.022416,Chroma=0.945263,Hue=0.075144,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ColorsHP bars: party fill, enemy fill, low HP (below Low HP Share), the empty part, and a hidden bar (not scanned).
Portrait Back Color (PortraitBackColor)FRSEUIColor(Token="Primary",Alpha=0.950000,Lightness=-0.172664,Chroma=0.334008,Hue=10.670621,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ColorsBehind a portrait without art (the initials show on it).
Active Scale (ActiveScale)float1.250000Look
Show Names (bShowNames)boolFalseLookThe unit's name under its portrait (off: the portrait and the HP bar only; the name shows on the acting unit's panel).
Corner Radius (CornerRadius)float6.000000LookCorner radius of the portrait frames, and the frame's width.
Frame Width (FrameWidth)float2.000000Look
Hidden HPText (HiddenHPText)FTextNSLOCTEXT("RSETurnOrderSettings", "HiddenHP", "?")LookShown on a hidden HP bar.
HPBar Height (HPBarHeight)float6.000000LookHeight of the HP bar under a portrait and the gap between portraits (pixels at 1080p).
Portrait Size (PortraitSize)float52.000000LookSide of a portrait (pixels at 1080p) and the acting unit's size (multiplier).
Spacing (Spacing)float6.000000Look
Steam Deck Scale (SteamDeckScale)float1.100000LookScale on a Steam Deck.

RPG Saga Engine: Turn-Based Battle

Class URSETurnBattleSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Turn-based battles (D-050, docs/design/turn-based.md) and the choice of the classic mode.

SettingTypeDefaultCategoryRestartDescription
Classic Encounters Enabled (bClassicEncountersEnabled)boolTrueModesOff: encounter triggers that lead to a classic stage start no battle (Tactics-only games). Tactics triggers are not affected.
Classic Mode Override (ClassicModeOverride)FGameplayTag()ModesMode of every battle on a classic stage (ATB director). Empty = each encounter's BattleMode (ATB unless it says Turn). Battle.Mode.ATB or Battle.Mode.Turn switches all classic battles at once: the genre presets use this.
Reorder on Speed Change (bReorderOnSpeedChange)boolTrueTurn OrderRound: a Speed change (haste, slow) reorders the fighters still waiting this round. Off = the order is fixed at the round's start.
Charge Delay Scale (ChargeDelayScale)float1.000000Turn OrderCTB: an ability's charge time (ATB rules) becomes extra waiting before its user's next turn, times this. The action itself resolves at once. 0 = every action costs the same. Round battles ignore charge times.
Initiative Variance (InitiativeVariance)float0.100000Turn OrderRound: initiative = Speed x (1 +/- this), rolled per fighter each round. 0 = strict Speed order.
Tie Break (TieBreak)ERSETurnTieBreakPlayerFirstTurn OrderTie-break after initiative (Round) or waiting time (CTB), then Speed. The unit id decides last.
Turn Order Preview Count (TurnOrderPreviewCount)int328Turn OrderUpcoming turns shown in the HUD's turn order strip (and returned by URSETurnBattle::GetTurnOrderPreview by default).
Turn Order Style (TurnOrderStyle)ERSETurnOrderStyleRoundTurn Order--- Turn order ---

RPG Saga Engine: Tutorial UI

Class URSETutorialUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Presentation of the tutorials (D-047): the tutorial screen and the party menu's Help page.

SettingTypeDefaultCategoryRestartDescription
Help Column Text (HelpColumnText)FTextNSLOCTEXT("RSETutorialUI", "HelpColumn", "Tutorials")Help Page--- Help page (party menu) ---
Help Details Width (HelpDetailsWidth)float460.000000Help PageWidth of the preview panel.
Help Disabled Text (HelpDisabledText)FTextNSLOCTEXT("RSETutorialUI", "HelpDisabled", "New tutorials are turned off (Options, Game tab).")Help PageUnder the list when the player turned tutorials off.
Help Empty Text (HelpEmptyText)FTextNSLOCTEXT("RSETutorialUI", "HelpEmpty", "No tutorials yet. They appear here once you have seen them.")Help Page
Help Hint Text (HelpHintText)FTextNSLOCTEXT("RSETutorialUI", "HelpHint", "Choose a tutorial to read it again.")Help PageUnder the list.
Help Pages Format (HelpPagesFormat)FTextNSLOCTEXT("RSETutorialUI", "HelpPages", "{Count} {Count}|plural(one=page,other=pages)")Help Page{Count} pages.
Backdrop Color (BackdropColor)FRSEUIColor(Token="Primary",Alpha=0.550000,Lightness=-0.526921,Chroma=0.679858,Hue=0.163523,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))ScreenDims the game behind the tutorial.
Pause Game (bPauseGame)boolTrueScreenThe game pauses while a tutorial is open (battles stop: ATB time, animations, AI).
Image Max Height (ImageMaxHeight)float220.000000ScreenLargest height of a page picture (its width follows its aspect, capped by the window).
Max Width (MaxWidth)float760.000000Screen
Min Width (MinWidth)float560.000000ScreenWindow width: grows with the text between the two, then the text wraps.
Open Delay Frames (OpenDelayFrames)int322ScreenFrames to wait before opening a requested tutorial, so the screen that triggered it (shop, lock) is open underneath.
Widget Class (WidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreenTutorial screen (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSETutorialViewModel (docs/product/custom-ui.md).
ZOrder (ZOrder)int3270ScreenZ-order in the viewport: above the HUDs, the shop, the card table and the options.
Close Text (CloseText)FTextNSLOCTEXT("RSETutorialUI", "Close", "Got it")TextsButton and key prompt that close the last page.
Header Text (HeaderText)FTextNSLOCTEXT("RSETutorialUI", "Header", "Tutorial")TextsSmall heading above the title.
Next Text (NextText)FTextNSLOCTEXT("RSETutorialUI", "Next", "Next")Texts
Page Format (PageFormat)FTextNSLOCTEXT("RSETutorialUI", "PageFormat", "{Page} / {Count}")Texts{Page} of {Count}.
Previous Text (PreviousText)FTextNSLOCTEXT("RSETutorialUI", "Previous", "Previous")Texts
Turn Page Action Text (TurnPageActionText)FTextNSLOCTEXT("RSETutorialUI", "TurnPage", "Page")TextsKey prompt of the page keys.
Screen Triggers (ScreenTriggers)TMap<TSoftClassPtr<UUserWidget> ,FGameplayTag>(4 entries)TriggersD-147: screens that fire a tutorial trigger when they open (widget class -> trigger; a subclass matches too): the inventory and stash, the growth board, the companion commands, the area map. A new screen's tutorial = one row here and a Tutorial Data asset with that trigger.

RPG Saga Engine: Tutorials

Class URSETutorialSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Tutorial rules (D-047, Project Settings -> RPG Saga Engine -> Tutorials).

SettingTypeDefaultCategoryRestartDescription
Enabled by Default (bEnabledByDefault)boolTrueRulesTutorials show unless the player turns them off in the options (the project default; not stored for the player).
Load from Asset Manager (bLoadFromAssetManager)boolTrueRulesEvery Tutorial Data asset of the Asset Manager can be triggered. Off: only tutorials registered from code.
Story Tutorials Follow Option (bStoryTutorialsFollowOption)boolTrueRulesStory effects (Show Tutorial) also respect the player's option. Off: a story tutorial always shows (once).
Ability Target Trigger (AbilityTargetTrigger)FGameplayTag(TagName="Tutorial.Trigger.Tactics.FirstAbility")TriggersTactics: the player aims an ability or item (range, area, line of sight, forecast).
Action Command Trigger (ActionCommandTrigger)FGameplayTag(TagName="Tutorial.Trigger.ActionCommand")TriggersThe timing window of the player's own action command is about to open (D-034): the battle holds, the tutorial shows, and the window starts only after it closes.
Battle Mode Triggers (BattleModeTriggers)TMap<FGameplayTag,FGameplayTag>(3 entries)TriggersTrigger fired when a battle of a mode starts (Battle.Mode.* -> Tutorial.Trigger.*). Tactics: at a manual deployment (an auto-deployed battle has no deployment to explain). Just-in-time tutorials about playing the battle belong in First Command Triggers.
Block Prompt Trigger (BlockPromptTrigger)FGameplayTag(TagName="Tutorial.Trigger.BlockPrompt")TriggersA block window is about to open (defensive action command, D-034): the attack freezes, the tutorial shows, and the window starts only after it closes (its time is not counted against the press).
Card Match Trigger (CardMatchTrigger)FGameplayTag(TagName="Tutorial.Trigger.CardMatch")Triggers
First Command Triggers (FirstCommandTriggers)TMap<FGameplayTag,FGameplayTag>(4 entries)TriggersTrigger fired the first time the player can give a command in a battle of a mode (D-064): the Tactics command menu of the player's first turn, the first ATB command menu, the first command of a turn-based battle's first round.
Level Up Trigger (LevelUpTrigger)FGameplayTag(TagName="Tutorial.Trigger.LevelUp")Triggers
Move Trigger (MoveTrigger)FGameplayTag(TagName="Tutorial.Trigger.Tactics.FirstMove")TriggersTactics: the player chooses Move (reachable tiles, path line, costs).
Resonance Full Trigger (ResonanceFullTrigger)FGameplayTag(TagName="Tutorial.Trigger.ResonanceFull")TriggersA party member with a full Resonance gets its command menu (the summon can be used now).
Screen Triggers (ScreenTriggers)TMap<TSoftClassPtr<UObject> ,FGameplayTag>(2 entries)TriggersScreens opened through a screen request (the Open Shop / Open Code Lock effects) that fire a trigger: the class of the requested asset -> the trigger. A subclass matches too.
Ability Triggers (AbilityTriggers)TArray<FRSETutorialAbilityTrigger>(5 entries)Triggers|Live BattleAn ability aimed in battle fires these (in order): first area ability, first heal on allies, first surface, first Scan...
Battle Event Triggers (BattleEventTriggers)TMap<ERSEBattleEventType,FGameplayTag>(1 entries)Triggers|Live BattlePresented battle events of every mode fire these (a reinforcement joins: Unit Joined).
Entry Aim Triggers (EntryAimTriggers)TMap<FName,FGameplayTag>(1 entries)Triggers|Live BattleBattle menu entries (by id, or the part before the first dot: "Jump", "Overwatch", "Door") fire these when the player aims them, and those of Entry Offer Triggers the first time the menu offers them.
Entry Offer Triggers (EntryOfferTriggers)TMap<FName,FGameplayTag>(1 entries)Triggers|Live Battle
Live Aim Trigger (LiveAimTrigger)FGameplayTag(TagName="Tutorial.Trigger.Live.FirstAim")Triggers|Live BattleLive battles (Free Tactics): the player aims an ability or item (range, cover, height, the estimate).
No Actions Left Trigger (NoActionsLeftTrigger)FGameplayTag(TagName="Tutorial.Trigger.Live.NoActionsLeft")Triggers|Live BattleLive battles: the active unit can still decide but has nothing left to use (End Turn).

RPG Saga Engine: UI

Class URSEUISettings (module RSE), Project Settings, Project, RPG Saga Engine. Look of the game UI.

SettingTypeDefaultCategoryRestartDescription
Action Banner Top Offset (ActionBannerTopOffset)float138.000000Battle BannersDistance of the action banner ("Brute — Strike", D-065) from the top of the screen, in screen units at the 1080-unit reference height (D-083): below the top bar (turn order, enemy chips). Scales with the screen like the rest of the UI (1280x800 and 1920x1080 alike).
Target Card Portrait Size (TargetCardPortraitSize)float48.000000Battle HUDPortrait on the classic battle target card (D-075). 0 = none.
Turn Chip Portrait Size (TurnChipPortraitSize)float28.000000Battle HUDPortrait on turn order chips (D-075; units with a portrait). 0 = names only.
Battle Camera Blend Time (BattleCameraBlendTime)float0.500000CameraBlend time when switching to and from an ATB stage camera.
Accent Color (AccentColor)FLinearColor(R=1.000000,G=0.780000,B=0.250000,A=1.000000)Colors
Damage Text Color (DamageTextColor)FLinearColor(R=1.000000,G=0.350000,B=0.300000,A=1.000000)Colors
Defeat Color (DefeatColor)FLinearColor(R=0.850000,G=0.200000,B=0.200000,A=1.000000)Colors
Dim Text Color (DimTextColor)FLinearColor(R=0.600000,G=0.620000,B=0.680000,A=1.000000)Colors
Disabled Text Color (DisabledTextColor)FLinearColor(R=0.350000,G=0.360000,B=0.400000,A=1.000000)Colors
Heal Text Color (HealTextColor)FLinearColor(R=0.350000,G=1.000000,B=0.450000,A=1.000000)Colors
HPColor (HPColor)FLinearColor(R=0.250000,G=0.800000,B=0.350000,A=1.000000)Colors
Low HPColor (LowHPColor)FLinearColor(R=0.900000,G=0.250000,B=0.200000,A=1.000000)Colors
MPColor (MPColor)FLinearColor(R=0.300000,G=0.500000,B=1.000000,A=1.000000)Colors
Panel Color (PanelColor)FLinearColor(R=0.020000,G=0.025000,B=0.050000,A=0.820000)Colors
Panel Highlight Color (PanelHighlightColor)FLinearColor(R=0.120000,G=0.160000,B=0.300000,A=0.950000)Colors
Text Color (TextColor)FLinearColor(R=0.930000,G=0.930000,B=0.950000,A=1.000000)Colors
Victory Color (VictoryColor)FLinearColor(R=1.000000,G=0.850000,B=0.300000,A=1.000000)Colors
Companion Menu Style (CompanionMenuStyle)ERSECompanionMenuStyleRadialCompanion CommandsThe companion command menu (G): the companion radial (default) or the single ring of D-097.
Companion Radial Style (CompanionRadialStyle)TSoftObjectPtr<URSEBattleMenuStyle>NoneCompanion CommandsThe companion radial's look and presenter: a Radial battle menu style asset (any URSEBattleMenuStyle). Empty = the built-in companion look (URSECompanionRadialStyle: the battle radial at full size, names on the slices).
Companion Radial Widget Class (CompanionRadialWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneCompanion CommandsThe companion radial's screen (D-052). Empty = the built-in one; a Widget Blueprint derived from RSECompanionRadialWidget.
Companion Radial ZOrder (CompanionRadialZOrder)int3220Companion Commands
Floating Fade Start (FloatingFadeStart)float0.600000Floating TextThe fade starts at this share of the text's duration.
Floating Hit Height (FloatingHitHeight)float115.000000Floating TextWorld height above the unit's origin where combat numbers appear: the hit point (D-083). The timing grade shows higher, above the head (Battle Presentation -> Grade Height).
Floating Lane Release (FloatingLaneRelease)float0.550000Floating TextA lane is free again once its text has lived this share of its duration (it has risen out of the way).
Floating Lane Shift (FloatingLaneShift)float16.000000Floating TextLanes above the first also step sideways, alternately right and left, by this many screen units.
Floating Lane Spacing (FloatingLaneSpacing)float46.000000Floating TextTexts on the same unit never overlap (D-083): each takes the lowest free lane, lanes this many screen units apart (numbers stack upwards, status tags downwards).
Floating Pop Time (FloatingPopTime)float0.120000Floating TextSeconds of the pop (from Pop Scale to the text's size).
Floating Stagger (FloatingStagger)float0.140000Floating TextTexts on the same unit start at least this far apart (several hits at once come one after another).
Floating Tag Lane Spacing (FloatingTagLaneSpacing)float24.000000Floating TextStatus tags are smaller: their lanes are this far apart.
Floating Text Duration (FloatingTextDuration)float1.200000Floating Text--- Floating combat text ---
Floating Text Height (FloatingTextHeight)float160.000000Floating TextWorld height above the unit's origin of markers over units (target markers).
Floating Text Rise (FloatingTextRise)float60.000000Floating TextRise in screen pixels over the text's lifetime.
Floating Text Styles (FloatingTextStyles)TMap<ERSEFloatingTextKind,FRSEFloatingTextStyle>(7 entries)Floating TextStyle of each kind of combat text (D-083). Missing kinds use Damage's.
Bar Height (BarHeight)float8.000000Layout
Log Lines (LogLines)int326Layout
Log Max Width (LogMaxWidth)float420.000000LayoutWidest line of the battle logs (longer lines are shortened), so the log never runs into the turn order.
Panel Padding (PanelPadding)float12.000000Layout
Screen Margin (ScreenMargin)float24.000000Layout--- Layout ---
Side Panel Max Width (SidePanelMaxWidth)float440.000000Layout
Side Panel Width (SidePanelWidth)float320.000000LayoutWidth of the battle side panels (unit, command menu, deployment, forecast). They grow with longer text up to SidePanelMaxWidth, then wrap or shorten it.
Turn Order Length (TurnOrderLength)int328Layout
Enemy HPBar Width (EnemyHPBarWidth)float90.000000Layout|ATB
Gauge Width (GaugeWidth)float160.000000Layout|ATB
Party HPBar Width (PartyHPBarWidth)float150.000000Layout|ATB
Party MPWidth (PartyMPWidth)float70.000000Layout|ATB
Party Name Width (PartyNameWidth)float130.000000Layout|ATBATB party panel column widths and bar heights.
Text Column Growth (TextColumnGrowth)float1.600000Layout|ATBATB party panel and enemy chips: text columns grow up to this factor of their width.
Bestiary Portrait Size (BestiaryPortraitSize)float128.000000Party MenuPortrait of the bestiary page (0 = none).
Uniform Party Menu Size (bUniformPartyMenuSize)boolTrueParty MenuD-132: every page of the party menu uses one window size, so switching tabs never resizes the window. With the grid inventory (Inventory UI -> Style: Grid) that size is Inventory UI -> Menu Width / Menu Height (its largest page), otherwise Party Menu Width / Party Menu Height. The window still shrinks as a whole on small screens (Screen Margin). Off: only the grid page uses the larger size (D-123).
Party Menu Ability Groups (PartyMenuAbilityGroups)TArray<FRSEAbilityGroupLabel>(4 entries)Party MenuGroups of the party menu's ability list (D-073), in order: abilities whose AbilityType matches a group's tag are listed under its label (the command menu groups of D-065). The rest follow under PartyMenuOtherAbilitiesLabel.
Party Menu Background Color (PartyMenuBackgroundColor)FLinearColor(R=0.020000,G=0.025000,B=0.050000,A=0.960000)Party Menu
Party Menu Blocked Hint (PartyMenuBlockedHint)FTextNSLOCTEXT("RSEUISettings", "PartyMenuBlockedHint", "Use items from the battle menu")Party Menu
Party Menu Blocked Text (PartyMenuBlockedText)FTextNSLOCTEXT("RSEUISettings", "PartyMenuBlocked", "Menu not available in battle")Party MenuShown when the menu key is pressed during a battle and the menu stays closed (a toast of the reward feed: the line, and the hint above it).
Party Menu Column Width (PartyMenuColumnWidth)float340.000000Party MenuWidth of one list column (members, slots, candidates).
Party Menu Height (PartyMenuHeight)float620.000000Party Menu
Party Menu in Battle (PartyMenuInBattle)ERSEPartyMenuBattleAccessBlockedParty MenuD-128: the party menu during a battle (Free Tactics, Tactics, ATB). Blocked by default: items are used through the battle menu. Each local player's menu asks for itself (URSEPartyMenuViewModel::GetBattleAccess), so co-op guests follow the same rule on their own screens.
Party Menu Other Abilities Label (PartyMenuOtherAbilitiesLabel)FTextNSLOCTEXT("RSEUISettings", "GroupOther", "Other")Party Menu
Party Menu Portrait Size (PartyMenuPortraitSize)float44.000000Party MenuPortrait beside each member row and on the bestiary page (D-075; the character's Portrait or generated art). 0 = none.
Party Menu Stats (PartyMenuStats)TArray<FGameplayTag>(0 entries)Party MenuStats listed on the equipment page and in the shop, in order. Empty = the attribute registry's visible attributes, in UI order (D-054).
Party Menu View Only Text (PartyMenuViewOnlyText)FTextNSLOCTEXT("RSEUISettings", "PartyMenuViewOnly", "Nothing can be changed during battle. Use items from the battle menu.")Party MenuShown when a change is tried in the view-only menu during a battle.
Party Menu Width (PartyMenuWidth)float1100.000000Party Menu
Stat Decrease Color (StatDecreaseColor)FLinearColor(R=1.000000,G=0.400000,B=0.350000,A=1.000000)Party Menu
Stat Increase Color (StatIncreaseColor)FLinearColor(R=0.350000,G=1.000000,B=0.450000,A=1.000000)Party Menu
Tag Labels (TagLabels)TMap<FGameplayTag,FText>(0 entries)Party MenuOptional overrides of stat and resource names in menus. Missing tags use the attribute registry's display names (D-054).
Back Row Color (BackRowColor)FRSEUIColor(Token="Info",Alpha=1.000000,Chroma=1.000000,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Party Menu|Formation Page
Enemy Side Color (EnemySideColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.061080,Chroma=1.063807,Hue=-6.477600,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Party Menu|Formation Page
Formation Page (FormationPage)ERSEFormationPageModeAutoParty Menu|Formation PageD-155: what the Formation tab shows. Auto: the classic formation (battle party, front / back rows) where classic battles can start (the level has an ATB battle director), else Party (leader, order and the exploration formation: live-only games).
Formation Portrait Size (FormationPortraitSize)float64.000000Party Menu|Formation PagePortrait size of the member tiles (Formation and Party pages).
Formation Preview Ground Color (FormationPreviewGroundColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=-0.199310,Chroma=0.205483,Hue=-19.591469,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Party Menu|Formation PageThe ground of the Formation page's top-down preview.
Formation Preview Portrait Size (FormationPreviewPortraitSize)float40.000000Party Menu|Formation PagePortrait size in the battle and exploration previews.
Front Row Color (FrontRowColor)FRSEUIColor(Token="Warning",Alpha=1.000000,Lightness=-0.018197,Chroma=0.849770,Hue=-8.843429,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Party Menu|Formation PageColors of the rows in the Formation page's diagram and preview, and of the enemy side.
Party Page Label (PartyPageLabel)FTextNSLOCTEXT("RSEUISettings", "PartyPageLabel", "Party")Party Menu|Formation PageThe tab's label when it is the Party page.
Party Preview Range (PartyPreviewRange)float500.000000Party Menu|Formation PageWorld distance from the leader to the preview's edge (cm): the follower places are drawn to this scale.
Party Preview Size (PartyPreviewSize)float260.000000Party Menu|Formation PageSide of the Party page's top-down preview (pixels at 1080p).
Fallen Color (FallenColor)FRSEUIColor(Token="Negative",Alpha=1.000000,Lightness=-0.047762,Chroma=1.193834,Hue=-1.875349,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Party Menu|Status Page
Fallen Portrait Tint (FallenPortraitTint)FRSEUIColor(Token="Neutral",Alpha=0.850000,Lightness=-0.182117,Chroma=0.522234,Hue=15.480350,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Party Menu|Status PageA fallen member's portrait is tinted with this (greyed), and its mark and name use Fallen Color.
Fallen Text (FallenText)FTextNSLOCTEXT("RSEUISettings", "StatusFallen", "KO")Party Menu|Status PageThe mark on a fallen member ("KO").
Growth Button Text (GrowthButtonText)FTextNSLOCTEXT("RSEUISettings", "StatusGrowthButton", "Open growth board")Party Menu|Status PageLabel of the button to the member's Growth page.
Growth Points Color (GrowthPointsColor)FRSEUIColor(Token="Positive",Alpha=1.000000,Lightness=0.000965,Chroma=0.733272,Hue=1.974552,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Party Menu|Status PageColor of the growth points badge and button (points to spend).
Growth Points Format (GrowthPointsFormat)FTextNSLOCTEXT("RSEUISettings", "StatusGrowthPoints", "{Points} points to spend")Party Menu|Status Page"{Points} points to spend" ({Points}).
Portrait Backdrop Color (PortraitBackdropColor)FRSEUIColor(Token="Primary",Alpha=1.000000,Lightness=-0.174197,Chroma=0.275893,Hue=8.668930,Override=(R=1.000000,G=1.000000,B=1.000000,A=1.000000))Party Menu|Status PageThe plate behind a member portrait (also the whole portrait when the character has none).
Status Card Column Width (StatusCardColumnWidth)float400.000000Party Menu|Status PageWidth of the member card column.
Status Card Portrait Size (StatusCardPortraitSize)float64.000000Party Menu|Status PagePortrait size of the member cards (left) and of the selected member (right), pixels at 1080p.
Status Page Stats (StatusPageStats)TArray<FGameplayTag>(0 entries)Party Menu|Status PageStats on the Status page, in order. Empty = the menu stats (Party Menu Stats).
Status Portrait Size (StatusPortraitSize)float132.000000Party Menu|Status Page
Party Menu Page Actions (PartyMenuPageActions)TArray<FRSEPartyMenuPageAction>(4 entries)Party Menu|TabsD-148: keys that open the menu straight on a page (I = Items, J = Journal, M = Map, K = Growth by default; the same key closes it again). Add a row to give any page its own key; the actions are rebound in Options -> Controls (list them in Options -> Action Names). The actions must be mapped in the menu mapping context (Input -> Menu Mapping Context).
Party Menu Start Page (PartyMenuStartPage)ERSEPartyMenuPageStatusParty Menu|TabsD-148: the page the menu opens on with the menu key (Tab, Esc, the gamepad's Start). Not offered = the first tab.
Party Menu Tab Order (PartyMenuTabOrder)TArray<ERSEPartyMenuPage>(12 entries)Party Menu|TabsD-148: the tabs of the party menu, left to right. A page left out is not offered (its key does nothing); Growth, Map and Equipment still hide themselves when they do not apply (Classic progression, no map on the level, the grid inventory). Empty = every page in its enum order.
ATB HUD Widget Class (ATBHUDWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreensClassic battle HUD (ATB and turn-based, D-052). Empty = the built-in themed HUD. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEATBHUDViewModel (docs/product/custom-ui.md).
Modal Screen Pending Grace (ModalScreenPendingGrace)float5.000000ScreensD-152, the safety net of the modal screen stacks: a widget registered as an open screen that has not been shown (not in the viewport, not built) after this long is forgotten, so a screen registered and never shown cannot block the menus and hide the HUD forever. A screen that was shown and then left the screen without closing is forgotten at once. 0 = only shown screens are checked.
Party Menu Page Widget Classes (PartyMenuPageWidgetClasses)TMap<ERSEPartyMenuPage,TSoftClassPtr<URSEScreenWidget> >(0 entries)ScreensOne page of the built-in party menu replaced by a Widget Blueprint derived from RSEScreenWidget (D-052): the menu keeps its tabs, footer and key prompts and shows the widget as the page body. The widget receives the menu's RSEPartyMenuViewModel and gets Confirm / Back / Navigate first (Back returning false closes the menu).
Party Menu Widget Class (PartyMenuWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreensParty menu screen (D-052). Empty = the built-in themed screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSEPartyMenuViewModel (docs/product/custom-ui.md).
Screen Close Input Guard (ScreenCloseInputGuard)float0.350000ScreensAfter a modal screen (menu, dialog, shop, card table...) closes, world actions (Interact, the menu key) are ignored this long, so the confirm press that closed the screen never reaches the world and reopens it.
Tactics Deployment Panel Class (TacticsDeploymentPanelClass)TSoftClassPtr<URSEScreenWidget>NoneScreensOnly the deployment panel and start confirmation of the built-in Tactics HUD (D-018): a Widget Blueprint receiving the RSETacticsHUDViewModel.
Tactics Forecast Panel Class (TacticsForecastPanelClass)TSoftClassPtr<URSEScreenWidget>NoneScreensOnly the attack forecast panel of the built-in Tactics HUD (D-033): a Widget Blueprint receiving the RSETacticsHUDViewModel.
Tactics HUD Widget Class (TacticsHUDWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneScreensTactics battle HUD (D-052). Empty = the built-in themed HUD. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSETacticsHUDViewModel (docs/product/custom-ui.md).
Banner Font Size (BannerFontSize)int3254Text
Floating Font Size (FloatingFontSize)int3226Text
Large Font Size (LargeFontSize)int3220Text
Normal Font Size (NormalFontSize)int3215Text
Small Font Size (SmallFontSize)int3214Text--- Text ---

RPG Saga Engine: UI Layouts

Class URSEUILayoutSettings (module RSE), Project Settings, Project, RPG Saga Engine. Sizes the built-in screen layouts use (P61).

SettingTypeDefaultCategoryRestartDescription
Group Spacing (GroupSpacing)float8.000000Battle HUDSpace between grouped panels (compact corner, bottom bar).
Shooter Edge Inset (ShooterEdgeInset)float18.000000Battle HUDShooter minimal: space between the panels and the screen edge.
Shooter Forecast Anchor Y (ShooterForecastAnchorY)float0.500000Battle HUDShooter minimal: height of the forecast on the right edge (0 = top, 1 = bottom).
Shooter Scrim Opacity (ShooterScrimOpacity)float0.350000Battle HUDShooter minimal: opacity of the soft dark backing behind the frameless panels (0 = text only).
Bubble Gap (BubbleGap)float8.000000DialogBubble dialog: space between the speaker's head and the bubble's tail.
Bubble Width (BubbleWidth)float560.000000DialogBubble dialog: width of the bubble (layout units, 1080p reference).
Cinematic Bottom Margin (CinematicBottomMargin)float18.000000DialogCinematic dialog: space between the line and the bottom of the screen.
Cinematic Text Width Fraction (CinematicTextWidthFraction)float0.720000DialogCinematic dialog: width share of the line.
Novel Box Width Fraction (NovelBoxWidthFraction)float0.900000DialogNovel portrait dialog: width share of the box.
Novel Portrait Inset (NovelPortraitInset)float60.000000DialogNovel portrait dialog: how far the portrait stands in from the screen's side.
Novel Portrait Size (NovelPortraitSize)FVector2D(X=420.000000,Y=600.000000)DialogNovel portrait dialog: size of the large portrait.
Side Tab Width (SideTabWidth)float210.000000Party MenuParty menu with side tabs: width of the tab column.

RPG Saga Engine: UI Style Editor

Class URSEUIStyleEditorSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. The Style Editor (P65, D-162 addendum; docs/product/ui-styles.md "Editing styles"): where its copies go, the map and the screens of "Preview in game", and the captures.

SettingTypeDefaultCategoryRestartDescription
Gallery Folder (GalleryFolder)FDirectoryPath()CaptureWhere Capture gallery saves its shots (<folder>/<StyleId>/<shot>.png). Empty = Saved/RSE/UIStyleGallery.
Thumbnail Shot (ThumbnailShot)FString01_party_menuCaptureThe shot of the gallery used as the style's thumbnail in the Studio's UI Styles page.
Project Styles Folder (ProjectStylesFolder)FDirectoryPath(set per project)DuplicateWhere "Duplicate to project" puts its copies (plugin content is read-only when the plugin is installed from Fab).
Loop Preview (bLoopPreview)boolTruePreviewRepeat the gallery while Preview in game runs (edit the style and watch the screens come round again).
Gallery Commands (GalleryCommands)TArray<FString>(29 entries)PreviewThe UI gallery: console commands run one by one in the preview game, opening the main screens in sequence. "wait <seconds>" pauses, "shot <name>" saves a screenshot with the UI (Capture gallery only; skipped by Preview in game).
Gallery Start Delay (GalleryStartDelay)float4.000000PreviewSeconds the preview game waits before the gallery starts (the map loads, the party spawns).
Preview Map (PreviewMap)TSoftObjectPtr<UWorld>/RPGSagaEngine/Examples/Maps/L_RSE_StarterExample.L_RSE_StarterExamplePreviewThe map "Preview in game" and "Capture gallery" play (an example map of the plugin with a party).
Hue Slider Range (HueSliderRange)float180.000000ToolbarRange of the toolbar's Hue slider (degrees either way).

RPG Saga Engine: UI Theme

Class URSEUIThemeSettings (module RSE), Project Settings, Project, RPG Saga Engine. The UI theme (D-032): the UI style the game uses (D-162), key prompt labels, spacing and the minimum font size.

SettingTypeDefaultCategoryRestartDescription
Accessibility (Accessibility)FRSEUIAccessibilitySettings(SafePositive=(R=0.093059,G=0.456411,B=0.814847,A=1.000000),SafeNegative=(R=0.830770,G=0.155926,B=0.006995,A=1.000000),SafeWarning=(R=0.871367,G=0.775822,B=0.05...AccessibilityColors of the accessibility transforms (color vision remap, high contrast), D-164.
Minimum Font Size (MinimumFontSize)int3214FontsNo text of the game UI is drawn smaller than this, whatever a role or a screen asks for: small labels (costs, captions, key caps) stay readable at 1280x800 (Steam Deck, D-037), where the UI scale is 0.9.
Back Action Text (BackActionText)FTextNSLOCTEXT("RSEUITheme", "ActionBack", "Back")Key Prompts
Close Action Text (CloseActionText)FTextNSLOCTEXT("RSEUITheme", "ActionClose", "Close")Key Prompts
Confirm Action Text (ConfirmActionText)FTextNSLOCTEXT("RSEUITheme", "ActionConfirm", "Confirm")Key PromptsGeneric action names for prompts.
Key Labels (KeyLabels)TMap<FKey,FText>(47 entries)Key PromptsShort key labels in prompts ("A" instead of "Gamepad Face Button Bottom", arrows for arrow keys). Gamepad keys here are the Xbox label set. Missing keys use the engine name.
Key Separator (KeySeparator)FTextNSLOCTEXT("RSEUITheme", "KeySeparator", "/")Key PromptsBetween the keys of one prompt (keyboard and gamepad).
Page Action Text (PageActionText)FTextNSLOCTEXT("RSEUITheme", "ActionPage", "Page")Key Prompts
Select Action Text (SelectActionText)FTextNSLOCTEXT("RSEUITheme", "ActionSelect", "Select")Key Prompts
Play Station Key Labels (PlayStationKeyLabels)TMap<FKey,FText>(14 entries)Key Prompts|Gamepad Label SetsPlayStation label set: gamepad labels that differ from KeyLabels (face buttons, shoulders, triggers, Create / Options).
Steam Deck Key Labels (SteamDeckKeyLabels)TMap<FKey,FText>(10 entries)Key Prompts|Gamepad Label SetsSteam Deck label set: gamepad labels that differ from KeyLabels (L1 / R1, L2 / R2, View / Menu).
Body (Body)FRSEUIFontStyle(Typeface="Regular",Size=17,OutlineColor=(R=0.000000,G=0.000000,B=0.000000,A=0.850000),Color=(R=0.950000,G=0.930000,B=0.880000,A=1.000000),bShadow=True)Legacy|Fonts
Caption (Caption)FRSEUIFontStyle(Typeface="Regular",Size=14,LetterSpacing=20,OutlineColor=(R=0.000000,G=0.000000,B=0.000000,A=0.850000),Color=(R=0.620000,G=0.660000,B=0.760000,A=1.000000),bSha...Legacy|Fonts
Display (Display)FRSEUIFontStyle(Typeface="Black",Size=76,LetterSpacing=180,OutlineSize=2,OutlineColor=(R=0.050000,G=0.030000,B=0.000000,A=0.900000),Color=(R=1.000000,G=0.700000,B=0.260000,A=1...Legacy|Fonts--- Fonts ---
Heading (Heading)FRSEUIFontStyle(Typeface="Bold",Size=15,LetterSpacing=140,OutlineColor=(R=0.000000,G=0.000000,B=0.000000,A=0.850000),Color=(R=0.620000,G=0.660000,B=0.760000,A=1.000000),bShado...Legacy|Fonts
Key Cap (KeyCap)FRSEUIFontStyle(Typeface="Bold",Size=14,LetterSpacing=40,OutlineColor=(R=0.000000,G=0.000000,B=0.000000,A=0.850000),Color=(R=0.020000,G=0.025000,B=0.050000,A=1.000000))Legacy|Fonts
Label (Label)FRSEUIFontStyle(Typeface="Medium",Size=17,LetterSpacing=20,OutlineColor=(R=0.000000,G=0.000000,B=0.000000,A=0.850000),Color=(R=0.950000,G=0.930000,B=0.880000,A=1.000000),bShad...Legacy|Fonts
Numeric (Numeric)FRSEUIFontStyle(Typeface="Bold",Size=16,LetterSpacing=30,OutlineColor=(R=0.000000,G=0.000000,B=0.000000,A=0.850000),Color=(R=0.950000,G=0.930000,B=0.880000,A=1.000000),bShadow...Legacy|Fonts
Text Shadow Color (TextShadowColor)FLinearColor(R=0.000000,G=0.000000,B=0.000000,A=0.750000)Legacy|Fonts
Text Shadow Offset (TextShadowOffset)FVector2D(X=1.000000,Y=1.500000)Legacy|FontsDrop shadow of texts whose role has bShadow.
Title (Title)FRSEUIFontStyle(Typeface="Bold",Size=26,LetterSpacing=120,OutlineColor=(R=0.000000,G=0.000000,B=0.000000,A=0.850000),Color=(R=1.000000,G=0.700000,B=0.260000,A=1.000000),bShado...Legacy|Fonts
Key Cap Fill (KeyCapFill)FLinearColor(R=0.850000,G=0.860000,B=0.900000,A=0.950000)Legacy|Key Prompts--- Key prompts ---
Key Cap Text Color (KeyCapTextColor)FLinearColor(R=0.020000,G=0.025000,B=0.050000,A=1.000000)Legacy|Key Prompts
Key Hint Text Color (KeyHintTextColor)FLinearColor(R=0.620000,G=0.660000,B=0.760000,A=1.000000)Legacy|Key Prompts
Backdrop Color (BackdropColor)FLinearColor(R=0.000000,G=0.000000,B=0.010000,A=0.720000)Legacy|PanelsScreen dim behind modal screens (save, album).
Divider Color (DividerColor)FLinearColor(R=0.450000,G=0.520000,B=0.750000,A=0.350000)Legacy|PanelsThin separator lines.
Divider Thickness (DividerThickness)float1.000000Legacy|Panels
Hud Panel (HudPanel)FRSEUIPanelStyle(FillTop=(R=0.020000,G=0.030000,B=0.090000,A=0.780000),FillBottom=(R=0.005000,G=0.008000,B=0.025000,A=0.700000),OutlineColor=(R=0.500000,G=0.580000,B=0.800000,A...Legacy|Panels
Inset Panel (InsetPanel)FRSEUIPanelStyle(FillTop=(R=0.000000,G=0.000000,B=0.010000,A=0.350000),FillBottom=(R=0.000000,G=0.000000,B=0.010000,A=0.500000),OutlineColor=(R=0.400000,G=0.470000,B=0.700000,A...Legacy|Panels
Plain Panel Corner Radius (PlainPanelCornerRadius)float6.000000Legacy|PanelsCorner radius of plain panels (MakePanel with a single color).
Plain Panel Outline Color (PlainPanelOutlineColor)FLinearColor(R=0.420000,G=0.500000,B=0.720000,A=0.450000)Legacy|PanelsOutline of plain panels.
Plain Panel Outline Width (PlainPanelOutlineWidth)float1.000000Legacy|Panels
Plate Panel (PlatePanel)FRSEUIPanelStyle(FillTop=(R=0.070000,G=0.100000,B=0.250000,A=0.970000),FillBottom=(R=0.020000,G=0.030000,B=0.090000,A=0.970000),OutlineColor=(R=0.720000,G=0.600000,B=0.300000,A...Legacy|Panels
Window Panel (WindowPanel)FRSEUIPanelStyle(FillTop=(R=0.030000,G=0.050000,B=0.140000,A=0.950000),FillBottom=(R=0.006000,G=0.008000,B=0.030000,A=0.960000),OutlineColor=(R=0.440000,G=0.520000,B=0.760000,A...Legacy|Panels--- Panels ---
Button Fill (ButtonFill)FLinearColor(R=0.100000,G=0.140000,B=0.300000,A=0.950000)Legacy|RowsButtons (card table, album).
Button Hover Fill (ButtonHoverFill)FLinearColor(R=0.180000,G=0.260000,B=0.550000,A=1.000000)Legacy|Rows
Chip Fill Opacity (ChipFillOpacity)float0.200000Legacy|RowsChips and badges (D-073: "LEVEL UP!", new abilities, rare drops, elements): a small rounded tag tinted with the color it is given. Fill and outline are that color at these opacities.
Chip Outline Opacity (ChipOutlineOpacity)float0.750000Legacy|Rows
Chip Padding (ChipPadding)FMargin(Left=8.000000,Top=1.000000,Right=8.000000,Bottom=1.000000)Legacy|Rows
Rows (Rows)FRSEUIRowStyle(SelectedFill=(R=0.140000,G=0.240000,B=0.550000,A=0.680000),ActiveFill=(R=0.350000,G=0.260000,B=0.060000,A=0.550000),HoverFill=(R=1.000000,G=1.000000,B=1.000000...Legacy|Rows--- Rows ---
Tab Fill (TabFill)FLinearColor(R=1.000000,G=1.000000,B=1.000000,A=0.040000)Legacy|RowsTabs (party menu pages, item categories, journal tabs).
Tab Selected Fill (TabSelectedFill)FLinearColor(R=0.140000,G=0.240000,B=0.550000,A=0.950000)Legacy|Rows
Open Seconds (OpenSeconds)float0.180000Legacy|TransitionsPanels fade in and rise into place when a screen opens. 0 = no transition.
Open Slide (OpenSlide)float14.000000Legacy|TransitionsDistance a panel rises while it opens.
Selection Seconds (SelectionSeconds)float0.120000Legacy|TransitionsA newly selected row slides in from the left over this time. 0 = none.
Selection Slide (SelectionSlide)float6.000000Legacy|Transitions
Spacing (Spacing)FRSEUISpacing(XS=2.000000,S=4.000000,M=8.000000,L=14.000000,XL=24.000000)Spacing--- Spacing ---
Background Drift Seconds (BackgroundDriftSeconds)float14.000000TransitionsPeriod of the title screen's slow background drift.
Pulse Seconds (PulseSeconds)float1.600000TransitionsPeriod of the "press any key" pulse.
Player Can Choose Style (bPlayerCanChooseStyle)boolTrueUI StyleThe player may pick a style in the options (when there is more than one).
Default Style (DefaultStyle)TSoftObjectPtr<URSEUIStyle>/RPGSagaEngine/UI/Styles/DA_UIStyle_Classic.DA_UIStyle_ClassicUI StyleThe game's UI style. Empty = a style made from the Legacy settings below (the look from before UI styles).
Frame Material (FrameMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/UI/Materials/M_RSE_UIFrame.M_RSE_UIFrameUI StyleThe procedural frame material (M_RSE_UIFrame). Empty or not loadable = frames are drawn as rounded boxes.
Selectable Styles (SelectableStyles)TArray<TSoftObjectPtr<URSEUIStyle> >(10 entries)UI StyleStyles the player can pick in the options. Empty = only the default style.

RPG Saga Engine: Visual Editors

Class URSEGraphEditorSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. The visual dialog and quest editors (D-061, docs/design/editors.md): layout spacing, node colors and previews.

SettingTypeDefaultCategoryRestartDescription
Comment Color (CommentColor)FLinearColor(R=1.000000,G=1.000000,B=1.000000,A=0.900000)ColorsNew comment boxes.
Default Node Color (DefaultNodeColor)FLinearColor(R=0.250000,G=0.250000,B=0.250000,A=1.000000)Colors
Dialog Node Colors (DialogNodeColors)TMap<TSoftClassPtr<URSEDialogNode> ,FLinearColor>(7 entries)ColorsTitle color of dialog node types. A type not listed (e.g. a custom node class) uses Default Node Color.
Quest Fail Rules Color (QuestFailRulesColor)FLinearColor(R=0.500000,G=0.300000,B=0.050000,A=1.000000)ColorsThe quest's failure rules node.
Quest Failure Color (QuestFailureColor)FLinearColor(R=0.650000,G=0.150000,B=0.120000,A=1.000000)Colors
Quest Stage Color (QuestStageColor)FLinearColor(R=0.120000,G=0.300000,B=0.600000,A=1.000000)Colors
Quest Success Color (QuestSuccessColor)FLinearColor(R=0.150000,G=0.550000,B=0.200000,A=1.000000)Colors
Start Node Color (StartNodeColor)FLinearColor(R=0.100000,G=0.450000,B=0.100000,A=1.000000)ColorsStart node of both editors (dialog entry, quest start).
Column Spacing (ColumnSpacing)float420.000000LayoutHorizontal distance between the columns of an automatic layout (nodes of the same depth from the start).
Quest Row Scale (QuestRowScale)float1.600000LayoutExtra rows between the nodes of a quest stage (stages are taller: they list their objectives).
Row Spacing (RowSpacing)float190.000000LayoutVertical distance between the rows of an automatic layout.
Pin Label Max Chars (PinLabelMaxChars)int3236NodesLongest pin label (choice option text, condition summary).
Preview Max Chars (PreviewMaxChars)int32110NodesLongest text preview shown inside a node (line text, journal entry); longer texts end with "...".
Start PIEFor Preview (bStartPIEForPreview)boolTruePreviewPlay from Here: start Play In Editor when no session runs (off = the button needs a running PIE session).
Preview Start Delay (PreviewStartDelay)float0.500000PreviewSeconds to wait after PIE starts before the preview dialog opens (the game mode and HUD need a moment).
Validate on Change (bValidateOnChange)boolTrueValidationCheck the asset again after every change and show the problems on the nodes (off = only with the Validate button).

RPG Saga Engine: Visual Style

Class URSEVisualStyleSettings (module RSE), Project Settings, Project, RPG Saga Engine. Visual styles (D-037): the default style of the game, the style parameter collection, the order of the presets for cycling and the developer switch (hotkey + toast).

SettingTypeDefaultCategoryRestartDescription
Show Toast (bShowToast)boolTrueDeveloperShows a toast with the style's name when it changes.
Cycle Keys (CycleKeys)TArray<FKey>(1 entries)DeveloperKeys that cycle the presets in development builds (Shift = previous). Empty = no hotkey.
Toast Anchor (ToastAnchor)FVector2D(X=0.500000,Y=0.060000)DeveloperNormalized screen point of the toast.
Toast Seconds (ToastSeconds)float2.000000Developer
Toast Widget Class (ToastWidgetClass)TSoftClassPtr<URSEScreenWidget>NoneDeveloperVisual style toast (D-052). Empty = the built-in screen. A Widget Blueprint derived from RSEScreenWidget replaces it and receives a RSENoticeViewModel (docs/product/custom-ui.md).
Toast ZOrder (ToastZOrder)int32900Developer
Area Check Interval (AreaCheckInterval)float0.250000RenderingHow often the player's position is checked against area volumes that override the style.
Parameter Collection (ParameterCollection)TSoftObjectPtr<UMaterialParameterCollection>/RPGSagaEngine/Visual/MPC_RSEStyle.MPC_RSEStyleRenderingMaterial parameter collection the styles write to (ScalarParameters / VectorParameters of a style). Every parameter not set by the active style is reset to the collection's default. Empty = styles set no parameters.
Post Process Priority (PostProcessPriority)float100.000000RenderingPriority of the style's unbound post-process layer. Level volumes with a higher priority still win over it (a dark cave keeps its grading); keep it above the levels' global volumes so the style is visible everywhere.
Allow User Choice (bAllowUserChoice)boolTrueStylesWhether the player's choice is honored (off = only area overrides and the default).
Cycle Styles (CycleStyles)TArray<TSoftObjectPtr<URSEVisualStyle> >(4 entries)StylesOrder of the presets for RSE.Visual.Style Next and the dev hotkey. Empty = every RSEVisualStyle asset, by name.
Default Style (DefaultStyle)TSoftObjectPtr<URSEVisualStyle>/RPGSagaEngine/Data/Visual/DA_Style_Realistic.DA_Style_RealisticStylesStyle of a new player (no saved choice) outside every area override. Empty = no style (the levels' own look).

RPG Saga Engine: Weapon Hold

Class URSEWeaponHoldSettings (module RSE), Project Settings, Project, RPG Saga Engine. How weapons are held (D-185, docs/product/weapons.md): Project Settings -> RPG Saga Engine -> Weapon Hold.

SettingTypeDefaultCategoryRestartDescription
Body Muzzle Socket Patterns (BodyMuzzleSocketPatterns)TArray<FString>(4 entries)Body Mesh WeaponsD-185 addendum 2: socket or bone name patterns of a gun's muzzle on a body mesh that includes its weapon (hero-shooter style characters, leader-pose weapon parts). Wildcards * and ?, case-insensitive; a plain word matches when the name contains it.
Body Tip Socket Patterns (BodyTipSocketPatterns)TArray<FString>(6 entries)Body Mesh WeaponsSocket or bone name patterns of a melee weapon's tip on a body mesh that includes its weapon.
Fit Search Folders (FitSearchFolders)TArray<FString>(1 entries)Fit WeaponWhere Fit Weapon's Apply to Category looks for looks, items, weapon presentations and skeletons (long package paths).
Fit Weapon Min Confidence (FitWeaponMinConfidence)float0.500000Fit WeaponThe Fit Weapon tab lists meshes the weapon library classifies as weapons with at least this confidence (plus every mesh a weapon presentation uses).
Max Grip Offset (MaxGripOffset)float10.000000Fit WeaponValidate: the weapon's grip must sit within this distance of the palm (else the weapon is reported as offset).
Weapon Socket Angle Tolerance (WeaponSocketAngleTolerance)float3.000000Fit WeaponApply to Category: ... and within this angle.
Weapon Socket Tolerance (WeaponSocketTolerance)float1.000000Fit WeaponApply to Category: a weapon whose pivot would sit within this distance of its category socket's needs no socket of its own.
Generated Holds (GeneratedHolds)TArray<FRSEGeneratedHoldRule>(7 entries)Generated HoldsHow each hold type is generated from a skeleton's reference pose (skeletons without a profile, Generate Holds).
Enabled (bEnabled)boolTrueHoldWeapon parts of looks and worn weapon items attach through the hold: the hand socket of the hold type, the weapon's grip, then the part's own transform as a fine offset. Off = parts attach with their raw transform (before D-185). CVar: RSE.Weapons.Hold.
Fallback Hold Type (FallbackHoldType)ERSEWeaponHoldTypeOneHandMeleeHoldHold of weapons whose presentation and kind say nothing (a weapon part without a presentation).
Profiles (Profiles)TArray<TSoftObjectPtr<URSEWeaponHoldProfile> >(0 entries)HoldHold profiles of the project's skeletons (a look without its own uses the one whose Skeleton matches its body).
Procedural Recoil (bProceduralRecoil)boolTrueRecoilD-185 addendum 2: guns without a fire clip kick with a procedural recoil (spine and arm pitch). CVar: RSE.Weapons.Recoil.
Recoil Arm Bone Names (RecoilArmBoneNames)TArray<FString>(7 entries)RecoilNames of the weapon arm bone the recoil pitches up (the right upper arm), tried in order.
Recoil Defaults (RecoilDefaults)TArray<FRSEWeaponRecoilDefault>(3 entries)RecoilThe kick per hold type (a hold profile may override it). Hold types without an entry use the recoil struct's defaults.
Recoil Spine Bone Names (RecoilSpineBoneNames)TArray<FString>(6 entries)RecoilNames of the bone the recoil pitches back (the upper spine), tried in order.
Use Skeleton Sockets (bUseSkeletonSockets)boolTrueSkeleton SocketsSkeleton sockets drive the right hand (D-185 addendum, Tools -> RPG Saga Engine -> Fit Weapon): a skeleton that has the socket of a weapon's hold type (Hold Sockets), or that weapon's own socket (Weapon Socket Prefix + mesh name), holds the weapon with its PIVOT on that socket, exactly as the Skeleton Editor previews it. Without one, the profile / generated hold applies. CVar: RSE.Weapons.Hold.SkeletonSockets.
Hold Sockets (HoldSockets)TArray<FRSEHoldSocketName>(7 entries)Skeleton SocketsThe socket name of each hold type on the skeletons (parented to the hand bone of the hold: bows in the left hand).
Weapon Socket Prefix (WeaponSocketPrefix)FStringRSE_W_Skeleton SocketsPrefix of a weapon's own socket on a skeleton (prefix + the weapon mesh's name, e.g. RSE_W_SK_AR4): for weapons whose pivot sits elsewhere than their category's. It wins over the hold type's socket. Apply to Category writes them.
Index Finger Words (IndexFingerWords)TArray<FString>(2 entries)Skeletons
Left Hand Bone Names (LeftHandBoneNames)TArray<FString>(8 entries)Skeletons
Metacarpal Words (MetacarpalWords)TArray<FString>(1 entries)SkeletonsWords of metacarpal bones (they start at the wrist, not at the knuckles): skipped when the knuckles are measured.
Middle Finger Words (MiddleFingerWords)TArray<FString>(2 entries)SkeletonsFinger bone words (children of the hand) used to generate holds: the middle finger, the index, the pinky, the thumb.
Pinky Finger Words (PinkyFingerWords)TArray<FString>(4 entries)Skeletons
Right Hand Bone Names (RightHandBoneNames)TArray<FString>(8 entries)SkeletonsNames of the right hand bone, tried in order (exact, case-insensitive, then contained).
Thumb Words (ThumbWords)TArray<FString>(1 entries)Skeletons
Upper Body Bone Names (UpperBodyBoneNames)TArray<FString>(5 entries)SkeletonsNames of the first upper body bone (stance overlays, procedural recoil).
Default Ready Mode (DefaultReadyMode)ERSEStanceReadyModeUpperBodyStanceD-185 addendum 2: how stance Ready clips play for looks without a hold profile (profiles have their own Default Ready Mode).
Gun Reject Clip Words (GunRejectClipWords)TArray<FString>(20 entries)StanceWords that keep a clip from playing as a gun's shot (melee swings mis-sorted as attacks): matched against the clip name's words like Idle Reject Words. A gun without a fitting fire clip kicks with the procedural recoil instead.
Stance Blend Time (StanceBlendTime)float0.200000StanceSeconds the upper body stance blends in and out (it fades while attacks, hits and knock-outs play).
Idle Reject Words (IdleRejectWords)TArray<FString>(24 entries)Stance IdleWords that make a clip unfit as a standing stance idle (prone, crouch, death, sit...): matched against the words of the clip's name (split on _ - spaces, digits and capitals; a word matches when it starts with one of these). The Fit Weapon preview, the Workbench and the character pack idle mapping skip such clips; without a fitting idle, the reference pose shows.
Support Hand IK (bSupportHandIK)boolTrueSupport Hand IKThe support hand reaches the weapon (two-bone IK) for holds that ask for it. CVar: RSE.Weapons.SupportHandIK.
Support Hand Rotation (bSupportHandRotation)boolTrueSupport Hand IKD-185 addendum 2: the support hand also turns to the weapon's LeftHand socket rotation (the Hand Rotation node after the Two Bone IK), so the fingers wrap under the handguard. Off = the IK places the wrist only. CVar: RSE.Weapons.SupportHandRotation.
Support Hand Rotations (SupportHandRotations)TArray<FRSESupportHandRotation>(2 entries)Support Hand IKThe support hand's orientation per hold type, relative to the weapon's LeftHand socket (a hold profile may override it).
Min Barrel Forward Dot (MinBarrelForwardDot)float0.700000ValidationValidation: the barrel must point forward in the ready pose (dot of grip-to-muzzle with the character's forward at least this).
Support Hand Tolerance (SupportHandTolerance)float8.000000ValidationValidation: the support hand must end within this distance of the weapon's support point (Fit Weapon's Validate checks it in the stance idle).
Grip Heuristics (GripHeuristics)TArray<FRSEGripHeuristic>(7 entries)Weapon GripsWhere grips are measured on meshes without sockets or a stored grip, per hold type.
Grip Socket Words (GripSocketWords)TArray<FString>(3 entries)Weapon GripsSocket or bone words of a weapon's grip (where the palm holds it; X forward, Z up).
Support Socket Words (SupportSocketWords)TArray<FString>(5 entries)Weapon GripsSocket or bone words of a weapon's support point (where the other hand goes).
Tip Socket Words (TipSocketWords)TArray<FString>(4 entries)Weapon GripsSocket or bone words of a muzzle or blade tip.
Weapon Grip Socket (WeaponGripSocket)FNameGripWeapon SocketsSocket on a weapon mesh where the right hand holds it (X = barrel / blade forward, Z = top / edge). Wins over stored and measured grips.
Weapon Muzzle Socket (WeaponMuzzleSocket)FNameMuzzleWeapon SocketsSocket on a gun where shots leave.
Weapon Support Socket (WeaponSupportSocket)FNameLeftHandWeapon SocketsSocket on a weapon mesh where the support (left) hand goes: the support hand IK target. Move it in the mesh editor to tweak the left hand.
Weapon Tip Socket (WeaponTipSocket)FNameTipWeapon SocketsSocket on a melee weapon at its tip (blade or head).

RPG Saga Engine: Weapon Library

Class URSEWeaponLibrarySettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Weapon Library settings (D-184): how weapon meshes are classified and where their presentations are written.

SettingTypeDefaultCategoryRestartDescription
Anim Weapons (AnimWeapons)TArray<FRSEWeaponKindAnimTag>(12 entries)AnimationsThe library's weapon tag of each kind (its fire, aim, reload and attack clips are picked by it).
Accessory Words (AccessoryWords)TArray<FString>(18 entries)ClassificationWords of parts and accessories that are not weapons (magazines, scopes, holsters, ammo).
Shape Overrides Name (bShapeOverridesName)boolTrueClassificationD-185 addendum 2: a mesh named like a melee weapon whose SHAPE is a handgun (a grip hanging below a short barrel, flat sideways) is a Pistol (pack names like "..._Mace" for a revolver). Off = the name alone decides.
Folder Weight (FolderWeight)float0.500000Classification
Gun Outline Ratio (GunOutlineRatio)float2.500000ClassificationShape check: how much more the bottom must step between the two ends than the top (a gun's grip hangs below a level slide).
Max Handgun Length (MaxHandgunLength)float45.000000ClassificationShape check: the longest a handgun can be (cm); longer gun shapes stay what their name says.
Max Handgun Width Ratio (MaxHandgunWidthRatio)float0.550000ClassificationShape check: a handgun is at most this wide relative to its height (flat sideways; a mace head is round).
Review Threshold (ReviewThreshold)float0.500000ClassificationBelow this confidence the classification is reported for review (it is still used).
Rules (Rules)TArray<FRSEWeaponWordRule>(15 entries)ClassificationName words per weapon kind (name words count fully, folder words at Folder Weight).
Shape Check Kinds (ShapeCheckKinds)TArray<ERSEWeaponKind>(2 entries)ClassificationShape check: the name kinds the shape may overrule (a "mace" or an unnamed mesh shaped like a revolver). Blades and axes are left out: a hatchet's head steps down like a pistol grip.
Output Folder (OutputFolder)FDirectoryPath()OutputFolder of the weapon presentations made for meshes (empty = the Animation & FX Library folder + /Weapons). Project content only.
Muzzle Socket Words (MuzzleSocketWords)TArray<FString>(4 entries)SocketsSocket name words of a muzzle (the first socket whose name holds one is the muzzle).
Shell Socket Words (ShellSocketWords)TArray<FString>(4 entries)SocketsSocket name words of a shell ejection port.
Hold Anim Weapons (HoldAnimWeapons)TArray<FRSEHoldAnimWeapons>(7 entries)Stance SuggestionsD-185 addendum 2: the library weapon tags of each hold type (Suggest Stance Animations picks their clips).
Max Swing Variants (MaxSwingVariants)int323Stance SuggestionsHow many clips a swing slot takes (the first is the main clip, the others its variants).
Stance Reject Flags (StanceRejectFlags)FGameplayTagContainer(GameplayTags=((TagName="AnimLibrary.Flag.Crouch"),(TagName="AnimLibrary.Flag.Air")))Stance SuggestionsLibrary flags that keep a clip out of every stance slot (crouched, airborne).
Stance Role Categories (StanceRoleCategories)TArray<FRSEStanceRoleCategory>(7 entries)Stance SuggestionsThe library categories that fill each stance slot.

RPG Saga Engine: Weapon Presentation

Class URSEWeaponPresentationSettings (module RSE), Project Settings, Project, RPG Saga Engine. How weapons look in battles (D-184, docs/product/weapons.md): the presentations per weapon kind and equipment type, the defaults for units without a weapon of their own, the surfaces of units and of the world, and the shared tracer look.

SettingTypeDefaultCategoryRestartDescription
Decal Lifetime (DecalLifetime)float8.000000ShotsSeconds a world decal (bullet hole, scorch) stays.
Default Tracer Material (DefaultTracerMaterial)TSoftObjectPtr<UMaterialInterface>/RPGSagaEngine/Visual/Feel/M_RSE_FXGlow.M_RSE_FXGlowShotsMaterial of tracers without their own (its "Color" and "Intensity" parameters are set).
Default Tracer Mesh (DefaultTracerMesh)TSoftObjectPtr<UStaticMesh>/RPGSagaEngine/Visual/Weapons/SM_RSE_TracerStreak.SM_RSE_TracerStreakShotsMesh of tracers and projectiles without their own (a glowing streak).
Max Tracers Per Attack (MaxTracersPerAttack)int3224ShotsMost tracers one attack draws (bursts times pellets; performance cap on low-end hardware).
Tracer Intensity (TracerIntensity)float8.000000ShotsBrightness given to the tracer material's "Intensity".
Unarmed Shot Anchor (UnarmedShotAnchor)FGameplayTag(TagName="Appearance.Anchor.Chest")ShotsD-185 addendum 2: where units that hold no gun fire ranged attacks from (the chest or a hand; a look's Unarmed Shot Anchor wins). Units holding a gun or a bow fire from its muzzle.
Default Unit Surface (DefaultUnitSurface)FGameplayTag(TagName="Surface.Flesh")SurfacesThe surface of units (unless their actor tags or the character's Personal Traits name a Surface.* tag). Blood-free by default.
Default World Surface (DefaultWorldSurface)FGameplayTag(TagName="Surface.Stone")SurfacesThe surface of world hits whose physical material has no entry below.
Physical Surfaces (PhysicalSurfaces)TArray<FRSEPhysicalSurfaceTag>(0 entries)Surfaces
Approach Defaults (bApproachDefaults)boolTrueWeaponsUnits with no weapon presentation (monsters, placeholder units) still show a swing or a shot: melee attacks use Default Melee, ranged attacks Default Ranged. Off = they keep the plain procedural pose.
Enabled (bEnabled)boolTrueWeaponsAttacks show their weapon (animations, flashes, tracers, trails, impacts) in timelines built by default and in Weapon Attack cues.
Default Melee (DefaultMelee)TSoftObjectPtr<URSEWeaponPresentation>/RPGSagaEngine/Data/Weapons/DA_WeaponPresentation_DefaultMelee.DA_WeaponPresentation_DefaultMeleeWeapons
Default Ranged (DefaultRanged)TSoftObjectPtr<URSEWeaponPresentation>/RPGSagaEngine/Data/Weapons/DA_WeaponPresentation_DefaultRanged.DA_WeaponPresentation_DefaultRangedWeapons
Equipment Type Kinds (EquipmentTypeKinds)TArray<FRSEEquipmentTypeWeaponKind>(7 entries)WeaponsThe weapon kind of equipment types (items without a presentation of their own).
Kind Presentations (KindPresentations)TArray<FRSEWeaponKindPresentation>(13 entries)WeaponsThe presentation of each weapon kind (an item without its own uses its kind's).

RPG Saga Engine: Weather

Class URSEWeatherSettings (module RSECore), Project Settings, Project, RPG Saga Engine. The weather (D-101): the weather types, the default weather table, transitions.

SettingTypeDefaultCategoryRestartDescription
Weather Enabled (bWeatherEnabled)boolTrueWeatherThe weather changes on its own (off: only effects and commands change it).
Default Table (DefaultTable)TSoftObjectPtr<URSEWeatherTableData>/RPGSagaEngine/Data/Weather/DA_WeatherTable_Temperate.DA_WeatherTable_TemperateWeatherTable of levels that name none (per level: the Time of Day actor or a weather volume).
Default Transition Seconds (DefaultTransitionSeconds)float30.000000WeatherTransition of Set Weather when neither the effect nor the weather type gives one.
Default Weather (DefaultWeather)FGameplayTag(TagName="Weather.Clear")WeatherWeather of a new game when no table gives one.
Seed (Seed)int320WeatherSeed of the weather rolls (0 = a new random seed for each new game).
Weather Types (WeatherTypes)TArray<TSoftObjectPtr<URSEWeatherTypeData> >(6 entries)WeatherEvery weather type of the game (a tag not listed here cannot be set).

RPG Saga Engine: Weather Visuals

Class URSEWeatherVisualSettings (module RSE), Project Settings, Project, RPG Saga Engine. Weather presentation (D-101): precipitation around the camera, ground wetness and snow, wind, lightning and thunder, weather sounds, where weather is hidden.

SettingTypeDefaultCategoryRestartDescription
Weather Darkness Kept (WeatherDarknessKept)float0.200000ExposureShare of the sunlight a weather takes away (its Sun Light) that eye adaptation does not give back, by day. 0 = the camera adapts fully (a noon storm looks almost as bright as a clear day, washed out and white); 1 = no adaptation.
Drying Rate (DryingRate)float0.010000GroundDrying per second toward a drier weather.
Snow Melt Rate (SnowMeltRate)float0.008000Ground
Snow Settle Rate (SnowSettleRate)float0.020000Ground
Wetting Rate (WettingRate)float0.050000GroundGround wetness per second toward a wetter weather (0..1 a second).
Flash Color (FlashColor)FLinearColor(R=0.750000,G=0.820000,B=1.000000,A=1.000000)Lightning
Flash Exposure (FlashExposure)float0.150000LightningExposure added at the peak of a flash (EV).
Flash Light Intensity (FlashLightIntensity)float2.500000LightningLightning flash brightness of the sky light and the key light (x the weather's Flash Intensity). D-104: 2.5 (was 30, which lit a storm like a sunny noon for the length of a strike).
Flash Seconds (FlashSeconds)float0.600000LightningLength of a strike (two quick flickers).
Flash Sky Brightness (FlashSkyBrightness)float1.500000LightningHow much a flash brightens the sky itself (the atmosphere's luminance: 1 + Flash x this).
Covered Sound Volume (CoveredSoundVolume)float0.450000OcclusionWeather sounds under a roof (0..1).
Occlusion Channel (OcclusionChannel)TEnumAsByte<ECollisionChannel>ECC_VisibilityOcclusion
Occlusion Check Interval (OcclusionCheckInterval)float0.250000OcclusionHow often the camera checks for a roof or a no-weather volume.
Occlusion Trace Distance (OcclusionTraceDistance)float3000.000000OcclusionA roof within this height above the camera hides the rain (0 = volumes only).
Full Particles From (FullParticlesFrom)int322PrecipitationEffects quality below which the weather types' Particles Low are used (Low 0, Medium 1, High 2, Epic 3).
Precipitation Fade Seconds (PrecipitationFadeSeconds)float1.500000PrecipitationPrecipitation fades in / out over this time (weather changes, going under a roof).
Sound Fade Seconds (SoundFadeSeconds)float2.000000SoundWeather sounds fade (seconds).
Wind Direction (WindDirection)FVector2D(X=1.000000,Y=0.350000)WindDirection the wind blows toward (world X / Y).

RPG Saga Engine: Wizards

Class URSEWizardSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. Defaults of the "Create New" wizards and of the New RPG Project wizard (D-061, docs/design/editors.md).

SettingTypeDefaultCategoryRestartDescription
Ability Templates (AbilityTemplates)TArray<FRSEWizardAbilityTemplate>(18 entries)AbilityTemplates of the Ability wizard (and of the Item wizard's use ability).
Enemy Character Template (EnemyCharacterTemplate)TSoftObjectPtr<URSECharacterData>(set per project)CharacterTemplate of an enemy (AI profile, loot, bestiary fields).
Party Character Template (PartyCharacterTemplate)TSoftObjectPtr<URSECharacterData>(set per project)CharacterTemplate of a party character (main or secondary).
Blank Class Stats (BlankClassStats)TMap<FGameplayTag,FRSEStatGrowth>(11 entries)ClassStat growth of a blank class (no template). Must give MaxHP, Speed and Action Points a Base above 0.
Class Tag Root (ClassTagRoot)FStringClassClassParent of new class tags: typed in the Class wizard, or made by the Studio for a class made from a hero archetype ("Class" -> Class.Paladin, D-136).
Class Tag Source (ClassTagSource)FStringFF_Characters.iniClassTag file of the project (Config/Tags/<file>) new class tags are written to. Must not be the name of a plugin's tag file (the plugin's own are RSE_Characters.ini, RSE_Abilities.ini...): wizards never write into plugins (D-136).
Class Template (ClassTemplate)TSoftObjectPtr<URSEClassData>NoneClassClass copied by the Class wizard (empty = a blank class with the stats below).
Default Speaker (DefaultSpeaker)TSoftObjectPtr<URSESpeakerData>NoneDialogSpeaker of the first line (empty = narrator).
Dialog End Node Id (DialogEndNodeId)FNameendDialog
Dialog Entry Node Id (DialogEntryNodeId)FNamestartDialog--- Dialog ---
Default Battle Mode (DefaultBattleMode)FGameplayTag(TagName="Battle.Mode.Tactics")Encounter--- Encounter ---
Default Enemies (DefaultEnemies)TArray<TSoftObjectPtr<URSECharacterData> >(2 entries)EncounterEnemies pre-filled in a new encounter.
Deployment Step (DeploymentStep)FRSEGridCoord(X=1)Encounter
Deployment Tile Count (DeploymentTileCount)int326Encounter
Enemy Step (EnemyStep)FRSEGridCoord(X=1)Encounter
Enemy Team (EnemyTeam)FGameplayTag(TagName="Team.Enemy")Encounter
First Deployment Coord (FirstDeploymentCoord)FRSEGridCoord(X=4,Y=1)EncounterTactics: first deployment tile of the player; the next ones follow DeploymentStep.
First Enemy Coord (FirstEnemyCoord)FRSEGridCoord(X=4,Y=9)EncounterTactics: tile of the first enemy; the next ones follow EnemyStep.
Player Team (PlayerTeam)FGameplayTag(TagName="Team.Player")Encounter
Open After Create (bOpenAfterCreate)boolTrueGeneralDefault of the wizards' "Open after create" box.
Register Folders with Asset Manager (bRegisterFoldersWithAssetManager)boolTrueGeneralDefault of the wizards' "Register folder with the Asset Manager" box: when the chosen folder is not scanned for the asset's primary asset type, it is added (Project Settings -> Asset Manager, DefaultGame.ini). Without it the game cannot find the asset by its id (saves, rules profiles, bestiary).
Save After Create (bSaveAfterCreate)boolTrueGeneralDefault of the wizards' "Save" box (off = the new asset stays unsaved in the editor).
Writable Roots (WritableRoots)TArray<FString>(1 entries)GeneralContent roots new assets may go to besides project plugins (never engine or marketplace plugins, which are read-only).
Consumable Ability Template (ConsumableAbilityTemplate)FNameItemHealItemAbility template of a new consumable's use ability (an Id of Ability Templates).
Default Equipment Slot (DefaultEquipmentSlot)FGameplayTag(TagName="Equip.Slot.Weapon")Item
Default Equipment Type (DefaultEquipmentType)FGameplayTag(TagName="Equip.Type.Weapon.Sword")Item
Default Item Price (DefaultItemPrice)int3250ItemShop price of a new consumable or equipment piece.
Equipment Template (EquipmentTemplate)TSoftObjectPtr<URSEEquipmentData>/RPGSagaEngine/Data/Items/DA_Equip_IronSword.DA_Equip_IronSwordItemEquipment copied by the Item wizard (empty = blank equipment with the slot and type below).
ATBStage Offset (ATBStageOffset)FVector(X=-900.000000,Y=-1000.000000,Z=0.000000)New Project
Classic Trigger Offset (ClassicTriggerOffset)FVector(X=1000.000000,Y=-600.000000,Z=0.000000)New Project
Data Subfolder (DataSubfolder)FStringDataNew ProjectData subfolder of the project root (content types go to <Root>/<Data>/<type folder>).
Default Cultures (DefaultCultures)TArray<FString>(1 entries)New ProjectCulture codes proposed for localization (the first is the native one).
Default Project Root (DefaultProjectRoot)FDirectoryPath(set per project)New ProjectContent root proposed by the New RPG Project wizard.
Example Map (ExampleMap)TSoftObjectPtr<UWorld>/RPGSagaEngine/Examples/Maps/L_RSE_StarterExample.L_RSE_StarterExampleNew ProjectThe framework's example map (D-070: the starter set's zone 1): the wizard offers to open it, or to start the project from a copy of it (Start From Example Map) instead of an empty first map.
Exploration Game Mode (ExplorationGameMode)TSoftClassPtr<AGameModeBase>/Script/RSE.RSEExplorationGameModeNew Project
First Map Name (FirstMapName)FStringL_StartNew Project
Floor Mesh (FloorMesh)TSoftObjectPtr<UStaticMesh>/Engine/BasicShapes/Cube.CubeNew ProjectFloor of the starter maps (an engine shape by default).
Floor Scale (FloorScale)FVector(X=40.000000,Y=40.000000,Z=1.000000)New Project
Genre Presets (GenrePresets)TArray<FRSEWizardGenrePreset>(5 entries)New Project
Main Menu Game Mode (MainMenuGameMode)TSoftClassPtr<AGameModeBase>/Script/RSE.RSEFrontEndGameModeNew Project
Main Menu Map Name (MainMenuMapName)FStringL_MainMenuNew Project
Maps Subfolder (MapsSubfolder)FStringMapsNew Project
NPCOffset (NPCOffset)FVector(X=500.000000,Y=300.000000,Z=0.000000)New Project
Save Point Offset (SavePointOffset)FVector(X=400.000000,Y=-300.000000,Z=0.000000)New ProjectStarter map layout, relative to the PlayerStart (cm). The Tactics zone and the classic stage stand on the floor (Z = 0) and must fit on it with the stage's camera (FloorScale x 100 cm square, D-072).
Starter Content Folders (StarterContentFolders)TArray<FDirectoryPath>(0 entries)New ProjectFolders copied into the project root by "Copy starter content" (references between them are kept).
Starter Party Templates (StarterPartyTemplates)TArray<TSoftObjectPtr<URSECharacterData> >(3 entries)New ProjectCharacters copied as the starter party (they become Party -> Starting Members).
Tactics Trigger Offset (TacticsTriggerOffset)FVector(X=1000.000000,Y=600.000000,Z=0.000000)New Project
Tactics Zone Offset (TacticsZoneOffset)FVector(X=700.000000,Y=700.000000,Z=0.000000)New Project
Theme Presets (ThemePresets)TArray<FRSEWizardThemePreset>(3 entries)New Project
Default Summon Character (DefaultSummonCharacter)TSoftObjectPtr<URSECharacterData>(set per project)PactSummoned unit pre-filled in a new Pact (not a main character).
Summon Ability Template (SummonAbilityTemplate)TSoftObjectPtr<URSEAbilityData>(set per project)PactAbility copied as a new Pact's summon ability (must have a Summon effect and target Self).
Default Quest Category (DefaultQuestCategory)FGameplayTag(TagName="Quest.Category.Side")Quest--- Quest ---
First Objective Id (FirstObjectiveId)FNameObjective1Quest
First Stage Id (FirstStageId)FNameStartQuest
Success Outcome Id (SuccessOutcomeId)FNameSuccessQuest
Default Shop Stock (DefaultShopStock)TArray<TSoftObjectPtr<URSEItemData> >(3 entries)ShopStock pre-filled in a new shop (items without a price are skipped).

RPG Saga Engine: World Partition

Class URSEWorldPartitionSettings (module RSE), Project Settings, Project, RPG Saga Engine. World Partition support (D-174, docs/design/save-system.md "World Partition"): Project Settings -> RPG Saga Engine -> World Partition.

SettingTypeDefaultCategoryRestartDescription
Battle Streaming Margin (BattleStreamingMargin)float2000.000000BattlesKept loaded beyond the battle area's own radius (cm).
Keep Battle Cells Loaded (bKeepBattleCellsLoaded)boolTrueBattlesA battle on the live map keeps the cells around it loaded (a streaming source at the battle's center) until it ends, so its units, cover and doors do not unload while the camera or the party moves away. Off: the players' streaming sources only.
Min Battle Streaming Radius (MinBattleStreamingRadius)float5000.000000BattlesThe smallest radius kept loaded around a battle (cm): battles whose area has no size (Free Tactics) use it.
Auto Assign State Keys (bAutoAssignStateKeys)boolTrueEditorThe editor gives every placed or duplicated object that keeps saved state (triggers, spawners, traps, locks, interactables, building entrances) its own State Key, unique in the map. Off: keys only from RPG Saga Engine -> Fix State Keys.
Keep Exterior Loaded Inside (bKeepExteriorLoadedInside)boolTrueInteriorsWhile the party is inside, the cells around the building entrance stay loaded (a streaming source at the door), so the way out is there at once and the entrance, its neighbours and their saved state do not unload and reload. Off: the cells stream out, and the way out waits under the blackout until the door streamed in again (Exit Stream Wait Seconds).
Move Interiors Off the Map (bMoveInteriorsOffTheMap)boolTrueInteriorsSeparate interiors on a partitioned map load at Interior Origin (below) instead of the Buildings settings' origin: the player's streaming source goes there with the party, and the Buildings origin can lie over real cells of a large map (they would load for nothing while the party is inside). Off: the Buildings settings' origin.
Exit Stream Poll Interval (ExitStreamPollInterval)float0.100000InteriorsHow often the way out checks whether the cells at the door loaded (s).
Exit Stream Wait Seconds (ExitStreamWaitSeconds)float15.000000InteriorsThe way out of an interior waits (under the blackout) for the cells at the door to load, at most this long (s); then it goes on anyway.
Exterior Streaming Radius (ExteriorStreamingRadius)float3000.000000InteriorsThe radius of cells kept loaded around the door while inside, and waited for on the way out (cm).
Interior Origin (InteriorOrigin)FVector(X=1000000.000000,Y=1000000.000000,Z=100000.000000)InteriorsWhere the first interior's level instance sits on a partitioned map (cm). Keep it away from the playable area (no cells there) and within about 10 km of the origin (floats stay precise); the Buildings settings' spacing and slots apply from here.
Entrance Stream Wait Seconds (EntranceStreamWaitSeconds)float10.000000SavesA save made inside an interior: seconds the interior waits for its building entrance to stream in (a partitioned world loads the cells around the party after the map begins play). After that the visit is over and the party stands outside.

RPG Saga Engine: World Reactions

Class URSEWorldReactionSettings (module RSECore), Project Settings, Project, RPG Saga Engine. Project Settings -> RPG Saga Engine -> World Reactions (D-157): the rules, the reach of field casts, the texts.

SettingTypeDefaultCategoryRestartDescription
Battle Radius Padding (BattleRadiusPadding)float150.000000BattleBattle: an ability that lands within its area (Free Tactics radius) plus this padding changes the world objects there (cm).
Battle Abilities React (bBattleAbilitiesReact)boolTrueBattleBattle abilities change the world on the live map (off = only field casts do).
Default Field Radius (DefaultFieldRadius)float900.000000FieldField casts of abilities without their own World Radius reach this far around the caster (cm).
Max Targets Per Cast (MaxTargetsPerCast)int3212FieldAt most this many objects react to one cast (the nearest first; 0 = no limit).
Rules (Rules)TArray<FRSEWorldReactionRule>(6 entries)RulesThe rules (higher Priority first, then in order). The first rule an object matches decides.
Nothing Reacts Text (NothingReactsText)FTextNSLOCTEXT("RSEWorldReactions", "NothingReacts", "Nothing here reacts to it.")TextsSaid when a field cast finds nothing that reacts (nothing is spent).
Surroundings Target Text (SurroundingsTargetText)FTextNSLOCTEXT("RSEWorldReactions", "SurroundingsTarget", "The surroundings")TextsThe party menu's target entry for a cast on the surroundings.

RPG Saga Engine: World Tools

Class URSEWorldToolsSettings (module RSEEditor), Project Settings, Project, RPG Saga Engine. World tools of D-076 (docs/product/world-tools.md): "Make Battle Zone Here" (a ready Tactics battle site, optionally with an ATB stage) and "Populate Zone" (random areas, visible enemies, chests, a save point, a trader, placeholders).

SettingTypeDefaultCategoryRestartDescription
Add Stage by Default (bAddStageByDefault)boolTrueBattle Site|ATB StageAlso looks for a flat, clear place for a classic battle stage next to the zone.
Stage Camera View Distance (StageCameraViewDistance)float6000.000000Battle Site|ATB StageThe stage camera must see the level within this distance.
Stage Clearance (StageClearance)float200.000000Battle Site|ATB StageFree height above every slot (no roof, branch or wall over the formation).
Stage Gap (StageGap)float300.000000Battle Site|ATB StageFree space kept between the zone and the stage's area.
Stage Search Angles (StageSearchAngles)int3216Battle Site|ATB StageDirections tried on each ring.
Stage Search Radius (StageSearchRadius)float5000.000000Battle Site|ATB StageHow far from the zone the stage may go.
Stage Search Step (StageSearchStep)float250.000000Battle Site|ATB StageDistance between two search rings.
Stage Slot Tolerance (StageSlotTolerance)float5.000000Battle Site|ATB StageLargest distance between a formation slot and the ground under it (the stage is flat).
Add Trigger by Default (bAddTriggerByDefault)boolTrueBattle Site|EncounterAdds an encounter trigger on the deployment tiles (walking in starts the battle).
Deployment Tile Count (DeploymentTileCount)int328Battle Site|EncounterDeployment tiles painted on the player's side (at least the encounter's Max Deployed Units).
Enemy Area Depth (EnemyAreaDepth)float0.650000Battle Site|EncounterWhere the enemy group gathers (D-088), from the deployment (0) to the farthest tile the party can walk to (1). The group stays together around one tile, not along the back line. A request's Enemy Area Center overrides it.
Enemy Area Depth Tolerance (EnemyAreaDepthTolerance)float0.150000Battle Site|EncounterAny tile within this share of the farthest walking distance from Enemy Area Depth is as good (other preferences decide).
Enemy Edge Margin (EnemyEdgeMargin)int321Battle Site|EncounterThe enemy group keeps this many tiles away from the zone's border when the grid allows it.
Enemy High Ground Preference (EnemyHighGroundPreference)float1.000000Battle Site|EncounterHow much the enemy group prefers high ground (per height step above the deployment). 0 = ignore height.
Enemy Min Distance from Deployment (EnemyMinDistanceFromDeployment)int324Battle Site|EncounterEnemies stand at least this many tiles from any deployment tile when the grid allows it.
Enemy Min Spacing (EnemyMinSpacing)int322Battle Site|EncounterEnemies stand at least this many tiles apart (Manhattan) when the grid allows it.
Generated Enemy Count (GeneratedEnemyCount)int320Battle Site|EncounterEnemies of a group generated from a progression zone; 0 = the pool's group size.
New Encounter Folder (NewEncounterFolder)FDirectoryPath(set per project)Battle Site|EncounterFolder of the encounters the tool creates (DA_Encounter_<Site>).
Site Folder (SiteFolder)FStringBattleSitesBattle Site|EncounterOutliner folder that holds every battle site (one sub-folder per site).
Site Name Prefix (SiteNamePrefix)FStringBattleSiteBattle Site|EncounterName of a new site (a number is added): its actors, its Outliner folder and its encounter.
Snap to Tile Grid (bSnapToTileGrid)boolTrueBattle Site|ZoneThe zone's corner snaps to the world tile grid (zones placed side by side line up).
Default Size Preset (DefaultSizePreset)int321Battle Site|ZonePreset used by the viewport's context menu.
Ground Search Above (GroundSearchAbove)float1500.000000Battle Site|ZoneHow far above the area's reference point the ground search starts.
Ground Search Below (GroundSearchBelow)float3000.000000Battle Site|ZoneHow far below the area's reference point the ground search goes.
Max Connected Step (MaxConnectedStep)int322Battle Site|ZoneTwo walkable neighbors are connected when their heights differ by at most this many steps (regions, deployment).
Max Zone Tiles (MaxZoneTiles)int3232Battle Site|ZoneLargest zone side, in tiles.
Min Walkable Fraction (MinWalkableFraction)float0.500000Battle Site|ZoneBelow this share of walkable tiles the site is refused (the report says why).
Min Zone Tiles (MinZoneTiles)int324Battle Site|ZoneSmallest zone side, in tiles (a dragged rectangle is never smaller).
Size Presets (SizePresets)TArray<FRSEBattleSiteSizePreset>(4 entries)Battle Site|ZoneSizes offered when the area is the camera focus or a click (not a dragged rectangle).
Building Mode Colors (BuildingModeColors)TArray<FLinearColor>(3 entries)Building Analyzer
Building Probe Headroom (BuildingProbeHeadroom)float180.000000Building AnalyzerFree height a probe point needs above the floor to count as walkable inside (cm).
Building Probe Spacing (BuildingProbeSpacing)float100.000000Building AnalyzerThe interior probe grid's spacing inside a building's bounds (cm).
Entrance Folder (EntranceFolder)FStringBuildingsBuilding AnalyzerOutliner folder of the entrances the analyzer places.
Interior Asset Folder (InteriorAssetFolder)FString(set per project)Building AnalyzerWhere the analyzer's new interior data assets go (Separate Interior proposals).
Default Populate Rules (DefaultPopulateRules)TSoftObjectPtr<URSEPopulateRules>NonePopulateRules used when the Populate tool is given none (empty = the rules' built-in defaults).
Nav Mesh Volume Height (NavMeshVolumeHeight)float2000.000000PopulateHeight of the navigation bounds volume the tool adds around an area without a navmesh.
Populate Area from Point (PopulateAreaFromPoint)float6000.000000PopulateSide of the square area Populate uses when the area is a point (a click or the camera focus).
Populate Folder Pattern (PopulateFolderPattern)FStringPopulate_{Zone}PopulateOutliner folder of a populated zone: the text {Zone} is replaced by the progression zone's name.
Crossroad Merge (CrossroadMerge)float300.000000Populate Interactions
Crossroad Offset (CrossroadOffset)float300.000000Populate Interactions
Danger Edge Offset (DangerEdgeOffset)float250.000000Populate Interactions
Danger Threshold (DangerThreshold)float1.000000Populate InteractionsA zone counts as dangerous at this danger (an enemy level) or above.
Existing Clearance (ExistingClearance)float400.000000Populate InteractionsExisting objects (interactables, NPCs, exits, save points) are kept this far from new placements (cm).
Interactions Folder Pattern (InteractionsFolderPattern)FStringInteractions_{Group}Populate InteractionsOutliner folder of a Populate Interactions group: {Group} is replaced by the group's name.
Interaction Spot Colors (InteractionSpotColors)TArray<FLinearColor>(5 entries)Populate InteractionsPreview marker colors by spot (Road, Crossroads, Danger Edge, Point Of Interest, Wilds).
Min Spacing Any (MinSpacingAny)float400.000000Populate Interactions
Point Of Interest Radius (PointOfInterestRadius)float600.000000Populate Interactions
Road Clearance (RoadClearance)float500.000000Populate Interactions
Road Preview Color (RoadPreviewColor)FLinearColor(R=0.850000,G=0.600000,B=0.250000,A=1.000000)Populate Interactions
Road Sample Step (RoadSampleStep)float200.000000Populate InteractionsA road spline is sampled every this many cm.
Road Spacing (RoadSpacing)float1500.000000Populate InteractionsCandidates along roads every this many cm (at density 1).
Road Tags (RoadTags)TArray<FName>(1 entries)Populate InteractionsActors with one of these tags whose spline is a road (else actors named with a Road Word).
Road Words (RoadWords)TArray<FString>(4 entries)Populate InteractionsWords in an actor's label that make its spline a road (lower case).
Signpost Arm Cone (SignpostArmCone)float50.000000Populate InteractionsA signpost arm names the point of interest within this angle of the road's way.
Spawner Danger Radius (SpawnerDangerRadius)float1500.000000Populate InteractionsA visible enemy spawner makes the ground within this radius dangerous (cm).
Wilds Spacing (WildsSpacing)float2500.000000Populate Interactions
Camera Focus Distance (CameraFocusDistance)float30000.000000ViewportHow far the camera focus looks for the ground.
Marker Size (MarkerSize)float120.000000ViewportSize of a Populate preview marker.
Surface Offset (SurfaceOffset)float4.000000ViewportHeight of the drawn tiles above the ground (avoids flicker).
Area Color (AreaColor)FLinearColor(R=1.000000,G=0.850000,B=0.100000,A=1.000000)Viewport|Colors
Blocked Color (BlockedColor)FLinearColor(R=0.000000,G=0.000000,B=0.000000,A=0.450000)Viewport|Colors
Deployment Color (DeploymentColor)FLinearColor(R=0.150000,G=0.450000,B=1.000000,A=0.550000)Viewport|Colors
Enemy Color (EnemyColor)FLinearColor(R=1.000000,G=0.250000,B=0.200000,A=0.600000)Viewport|Colors
Populate Kind Colors (PopulateKindColors)TArray<FLinearColor>(7 entries)Viewport|ColorsMarker colors of the Populate preview, by kind (Random Area, Spawner, Chest, Save Point, Trader, Signpost, Zone Exit).
Problem Color (ProblemColor)FLinearColor(R=1.000000,G=0.000000,B=0.600000,A=1.000000)Viewport|Colors
Stage Color (StageColor)FLinearColor(R=1.000000,G=0.550000,B=0.100000,A=1.000000)Viewport|Colors
Walkable Color (WalkableColor)FLinearColor(R=0.200000,G=0.800000,B=0.300000,A=0.250000)Viewport|Colors