Appendix D. Data asset types
Generated from the plugin's data asset classes (UDataAsset and UPrimaryDataAsset subclasses). 127 types. Only properties you can edit on the asset are listed; inherited ones are listed under the parent class.
URSEAIProfile
Module RSECore, parent URSEPrimaryDataAsset, primary asset. Behaviour profile of the utility AI (D-020, D-056).
| Property | Type | Category | Description |
|---|---|---|---|
Last Stand (LastStand) | FRSEAILastStand | Boss | |
Phases (Phases) | TArray<FRSEAIPhase> | Boss | Boss phases, entered in order. Read from the profile the unit started the battle with. |
Charge Interrupt (ChargeInterrupt) | FRSEAIScalar | Intelligence | ATB / CTB: share of the value of hitting a unit charging a big move. |
Danger Awareness (DangerAwareness) | FRSEAIScalar | Intelligence | Awareness of the danger of a position (0: AI settings' minimum awareness, 1: full). |
Decision Quality (DecisionQuality) | FRSEAIScalar | Intelligence | Picks the best option (1) or a softmax among the top options (0: plausible mistakes). Scales the AI temperature. |
Focus Fire (FocusFire) | FRSEAIScalar | Intelligence | Share of the AI settings' focus-fire value (finishing hurt targets). |
Gates (Gates) | FRSEAIBehaviourGates | Intelligence | Behaviours switched on only from an intelligence. |
Pact Awareness (PactAwareness) | FRSEAIScalar | Intelligence | Share of the Pact multipliers (hitting a unit about to summon, and summons). |
Resource Management (ResourceManagement) | FRSEAIScalar | Intelligence | Share of the "last item" penalty (keeping the team's last consumable). |
VIPFocus (VIPFocus) | FRSEAIScalar | Intelligence | Share of the AI settings' VIP damage multiplier (going for the enemy leader). |
Weakness Knowledge (WeaknessKnowledge) | FRSEAIScalar | Intelligence | Accounts for elemental weaknesses and immunities (0: judges every hit as neutral). |
Damage Weight (DamageWeight) | FRSEAIScalar | Offense | Value per point of expected damage dealt to enemies. |
Flank Weight (FlankWeight) | FRSEAIScalar | Offense | Bonus per extra positional damage multiplier (side, back, height). 10 = +10 value for a x2 hit. |
Fragile Target Weight (FragileTargetWeight) | FRSEAIScalar | Offense | Preference for fragile targets: scales damage value by the target's missing HP. |
Friendly Fire Weight (FriendlyFireWeight) | FRSEAIScalar | Offense | Penalty multiplier for damage dealt to allies. |
Isolated Target Weight (IsolatedTargetWeight) | FRSEAIScalar | Offense | Preference for targets with no allies near them (Tactics). |
Kill Bonus (KillBonus) | FRSEAIScalar | Offense | Bonus for an action that is expected to defeat a unit, scaled by the chance to do so. |
Status Weight (StatusWeight) | FRSEAIScalar | Offense | Value per applied status (times its chance). |
Approach Weight (ApproachWeight) | FRSEAIScalar | Positioning | Value for closing distance to the nearest enemy. |
Danger Weight (DangerWeight) | FRSEAIScalar | Positioning | Penalty per point of expected enemy damage that can reach the unit's end position next turn. |
Preferred Distance Weight (PreferredDistanceWeight) | FRSEAIScalar | Positioning | |
Preferred Enemy Distance (PreferredEnemyDistance) | FRSEAIScalar | Positioning | Preferred distance (tiles, rounded) from the nearest enemy. 0 = no preference. |
Protect Radius (ProtectRadius) | FRSEAIScalar | Positioning | Tiles (rounded, at least 1). |
Protect Weight (ProtectWeight) | FRSEAIScalar | Positioning | Value for staying within ProtectRadius of the team's VIP (leader / unit to protect). |
Retreat HPPercent (RetreatHPPercent) | FRSEAIScalar | Positioning | Below this HP percentage the unit prioritises getting away from enemies. 0 = never. |
Retreat Weight (RetreatWeight) | FRSEAIScalar | Positioning | |
Resource Cost Weight (ResourceCostWeight) | FRSEAIScalar | Resources | Penalty per point of resource (MP...) spent. |
Decision Policy (DecisionPolicy) | TObjectPtr<URSEAIDecisionPolicy> | Rules | D-168: a Blueprint (or C++) hook with the last word on each decision of a unit with this profile: override the target of the chosen ability and the final choice among the scored options. Empty = the utility decides. |
Rules (Rules) | TArray<FRSEAIRule> | Rules | Ordered rules (gambits). The first Force rule that finds a usable action decides; Bonus and Forbid add up. |
Scorers (Scorers) | TArray<TObjectPtr<URSEAIScorer> > | Rules | Custom considerations added to every ability option (C++ or Blueprint subclasses of URSEAIScorer). |
Boss Style (bBossStyle) | bool | Style | A boss style (listed under Boss in the wizards). |
Style Base (StyleBase) | TObjectPtr<URSEAIProfile> | Style | The style this profile was made from with the AI Style wizard (empty for hand-made profiles). |
Style Description (StyleDescription) | FText | Style | One line for the enemy wizard and the style lists ("Keeps its distance and shoots; runs from melee"). |
Style Sliders (StyleSliders) | FRSEAIStyleSliders | Style | The wizard's sliders this profile was made with (0.5 = as the base style). |
Heal Weight (HealWeight) | FRSEAIScalar | Support | Value per point of effective healing, scaled up the more hurt the ally is. |
Combo Payoff Bonus (ComboPayoffBonus) | FRSEAIScalar | Team | Bonus for using a combo's payoff element on a target with its setup status. |
Combo Setup Bonus (ComboSetupBonus) | FRSEAIScalar | Team | Bonus for applying a combo's setup status when a teammate can deliver its payoff (AI settings: Combos). |
Focus Target Bonus (FocusTargetBonus) | FRSEAIScalar | Team | Bonus for damaging the team's shared focus target (the first enemy the team committed to). |
Protect Support Weight (ProtectSupportWeight) | FRSEAIScalar | Team | Tactics: value per tile of staying close to allied Support-role units (bodyguard). |
Punish Threat Bonus (PunishThreatBonus) | FRSEAIScalar | Team | Bonus for hitting enemies that recently hurt an allied Support-role unit (per 10% of the Support's max HP). |
Role (Role) | ERSEAITeamRole | Team | The unit's role in its team; coordination bonuses of allies read it. |
Controller Area Bonus (ControllerAreaBonus) | FRSEAIScalar | Team Role | Controller: bonus per enemy hit beyond the first (areas). |
Controller Caster Bonus (ControllerCasterBonus) | FRSEAIScalar | Team Role | Controller: extra bonus when the disabled enemy is a caster or a healer. |
Controller Damage Scale (ControllerDamageScale) | FRSEAIScalar | Team Role | Controller: multiplies the value of raw damage (below 1: control first). |
Controller Disable Bonus (ControllerDisableBonus) | FRSEAIScalar | Team Role | Controller: bonus per expected disable or debuff on an enemy (debuff statuses, turn delays, Action Point losses). |
Damage High Value Bonus (DamageHighValueBonus) | FRSEAIScalar | Team Role | Damage: bonus for hitting high-value targets: times the target's threat (0-1 among its team), plus casters and healers. |
Damage Kill Focus (DamageKillFocus) | FRSEAIScalar | Team Role | Damage: extra share of the kill value (0.5 = a likely kill is worth 50% more). |
Support Buff Bonus (SupportBuffBonus) | FRSEAIScalar | Team Role | Support: bonus per buff on an ally that enemies can reach (on top of healing). |
Tank Guard Bonus (TankGuardBonus) | FRSEAIScalar | Team Role | Tank: bonus for guarding: a shield or a buff on an ally that enemies can reach, or a defensive buff on itself when engaged. |
Tank Interpose Weight (TankInterposeWeight) | FRSEAIScalar | Team Role | Tank, Tactics and Free Tactics: value for standing between an enemy and a fragile ally (Support, Controller, the VIP, a hurt ally): on the enemy's way, inside the Protect Radius of the ally. Body-blocks corridors (units block the grid). |
Tank Taunt Bonus (TankTauntBonus) | FRSEAIScalar | Team Role | Tank: bonus per expected taunt on an enemy (taunt abilities pull the attacks onto the tank). |
URSEAbilityData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. An ability: shared data (type, element, costs, effects) plus separate rules per battle mode (CLAUDE.md 2.3).
| Property | Type | Category | Description |
|---|---|---|---|
Ability Type (AbilityType) | FGameplayTag | Ability | Battle menu group (D-065): Attack = the basic weapon attack, Skill = class techniques, Magic = spells, Action = utility (guard, steal, summon); empty = Skills. The class's command menu layout (or Project Settings -> Command Menu) maps the types to commands. |
Costs (Costs) | TArray<FRSEResourceCost> | Ability | |
Description (Description) | FText | Ability | What the ability does, in a sentence: the battle menus show it for the highlighted command (D-065). Empty = only the facts (target, cost, element). |
Effects (Effects) | TArray<TObjectPtr<URSEAbilityEffect> > | Ability | Applied in order to every affected unit. |
Element (Element) | FGameplayTag | Ability | Element of the ability's damage. Empty = non-elemental. |
Icon (Icon) | TSoftObjectPtr<UTexture2D> | Ability | Icon in menus and battle lists (D-075). Empty = no icon (or the generated art library's); the Portrait & Icon Studio makes one from its element and type. |
Item Costs (ItemCosts) | TArray<FRSEItemCost> | Ability | Items consumed per use from the user's team items (ammunition: arrows, bombs). Without them the ability is disabled (D-082). |
Role Tags (RoleTags) | FGameplayTagContainer | Ability | D-147: what the ability is for, as the battle menus tell it ("Single-target damage", "Control", "Good vs flyers"): Ability.Role.* tags, labels in Project Settings -> Ability Info. Empty = derived from the effects (the role rules). |
Target Filter (TargetFilter) | ERSETargetFilter | Ability | |
Target State (TargetState) | ERSETargetState | Ability | Revive abilities target fallen units; everything else targets standing ones. |
Passive (bPassive) | bool | Passive | A passive: never offered as an action; only its reactions and modifiers work while the unit has it (class, equipment, Pact). |
Passive Modifiers (PassiveModifiers) | TArray<TObjectPtr<URSEPassiveModifier> > | Passive | Conditional stat bonuses (e.g. +20% Attack while HP is below 30%) of a unit that has this ability. |
Reactions (Reactions) | TArray<TObjectPtr<URSEAbilityReaction> > | Passive | Automatic responses (counterattack, overwatch, on-hit, on-death...) of a unit that has this ability. |
Action Command (ActionCommand) | FRSEActionCommandRules | Presentation | Optional timed press that grades the use (D-034). |
Presentation (Presentation) | FRSEAbilityPresentationRules | Presentation | How the ability is shown in battle (D-034): approach, moment and an optional timeline of cues. |
Action Rules (ActionRules) | FRSEAbilityActionRules | Rules | Action battles (D-171): timing (windup, active time, recovery), delivery (melee hitbox, projectile, hitscan, area, direct), cooldown, stamina and gauge costs, poise damage, cancel window. Without Override they are derived from the other rules (Project Settings -> Action Battle -> Derived Ability Rules). |
ATBRules (ATBRules) | FRSEAbilityATBRules | Rules | |
Field Rules (FieldRules) | FRSEAbilityFieldRules | Rules | |
Free Tactics Rules (FreeTacticsRules) | FRSEAbilityFreeTacticsRules | Rules | Free Tactics (D-091): ranges and areas in meters. Without Override they are derived from the Tactics rules. |
Tactics Rules (TacticsRules) | FRSEAbilityTacticsRules | Rules | |
Use Conditions (UseConditions) | TArray<TObjectPtr<URSEAICondition> > | Use Conditions | When the ability may be used in battle (D-082): every condition must hold for the user, in every battle mode, for the player's menus (disabled with a reason), the AI and the simulator. Battle conditions (Health, Resource, Has Status, Has Tag, Equipped, Row, Position, Identity, Battle Mode, Unit Count, Turn Number...) and story conditions (Story: flags, items, party members). Conditions about "the target" do not apply here (there is none yet). |
Use Conditions Text (UseConditionsText) | FText | Use Conditions | Why the ability is disabled when a use condition fails ("Only below 30% HP"). Empty = the failing condition's own text. |
Exclude from Use Growth (bExcludeFromUseGrowth) | bool | Use Growth | Never ranks up with use (summons, items' abilities, story actions). |
Use Growth (UseGrowth) | TObjectPtr<URSEUseGrowthCurve> | Use Growth | How this ability ranks up with battle uses, when use growth is on. Empty = Progression Systems -> Default Use Growth. |
URSEAbilityFamily
Module RSECore, parent URSEArchetype, primary asset. Ability family: "elemental attack", "healing", "status attack" (content: an Ability).
URSEAbilityPresentationBase
Module RSECore, parent URSEPrimaryDataAsset, abstract, primary asset. Base of battle presentation assets (defined in RSE).
URSEAbilityTierFamily
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A family of abilities in tiers (D-147): the base spell, a stronger one, the ultimate.
| Property | Type | Category | Description |
|---|---|---|---|
Description (Description) | FText | Family | |
Icon (Icon) | TSoftObjectPtr<UTexture2D> | Family | Empty = the icon of the highest tier the unit knows. |
Tiers (Tiers) | TArray<FRSEAbilityTierDef> | Family | From the base tier up. |
URSEActionComboData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A chain of attacks on one input (light or heavy), with timing windows (D-171).
| Property | Type | Category | Description |
|---|---|---|---|
Loop (bLoop) | bool | Combo | After the last step the chain starts again from the first (else the last step's input restarts it after its window). |
Steps (Steps) | TArray<FRSEActionComboStep> | Combo |
URSEActionWeaponData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. What a weapon does in action battles (D-171): its light and heavy combo chains and/or its fire modes.
| Property | Type | Category | Description |
|---|---|---|---|
Base Ability (BaseAbility) | TObjectPtr<URSEAbilityData> | Weapon | The ability combo steps and shots resolve with when they name none (empty = the unit's basic attack). |
Can Block (bCanBlock) | bool | Weapon|Guard | The wielder may block (when the rules allow guarding). |
Can Parry (bCanParry) | bool | Weapon|Guard | The wielder may parry (when the rules allow parrying). |
Block Damage Multiplier (BlockDamageMultiplier) | float | Weapon|Guard | Damage taken through this weapon's block (negative = the rules' Block Damage Multiplier). |
Heavy Combo (HeavyCombo) | TObjectPtr<URSEActionComboData> | Weapon|Melee | |
Light Combo (LightCombo) | TObjectPtr<URSEActionComboData> | Weapon|Melee | |
Melee Hitbox (MeleeHitbox) | FRSEActionHitbox | Weapon|Melee | The hitbox of combo steps without their own. |
Weapon Presentation (WeaponPresentation) | TSoftObjectPtr<URSEWeaponPresentationBase> | Weapon|Presentation | D-184: how the weapon looks when it swings or fires in action battles (muzzle flash, tracers, impacts per surface, trail, sounds). Empty = the wielder's held weapon's presentation, else the Weapon Presentation settings' default. |
Fire Modes (FireModes) | TArray<FRSEActionFireMode> | Weapon|Ranged | Ranged: the fire modes, switched in order. |
URSEAnimLibrary
Module RSEEditor, parent UDataAsset. The project's animation and effect library (D-087): the scanned folders, every animation and effect with its automatic and manual classification, the retargeted copies and what the library wrote into the project's data (provenance).
| Property | Type | Category | Description |
|---|---|---|---|
Animations (Animations) | TArray<FRSEAnimLibraryEntry> | Library | |
Effects (Effects) | TArray<FRSEFXLibraryEntry> | Library | |
Folders (Folders) | TArray<FDirectoryPath> | Library | Folders scanned (Rescan scans them again: new clips are added, automatic classifications refreshed, manual ones kept). |
Provenance (Provenance) | TArray<FRSEProvenanceRecord> | Library | |
Retarget Cache (RetargetCache) | TArray<FRSERetargetCacheEntry> | Library |
URSEAnimStyle
Module RSEEditor, parent UDataAsset. An animation style (D-087): which clips fill which animation set slots ("Sword & Shield", "Staff", "Bow", "Brawler"...) plus the style's ability animations, built from the library in one click and edited freely (hand-picked clips are never replaced by a rebuild).
| Property | Type | Category | Description |
|---|---|---|---|
Actions (Actions) | TArray<FRSEAnimStyleAction> | Abilities | |
Characters (Characters) | TArray<TSoftObjectPtr<URSECharacterData> > | Assignment | Characters that use this style. |
Classes (Classes) | TArray<TSoftObjectPtr<URSEClassData> > | Assignment | Every character of these classes uses this style (unless a style names the character itself). |
Outputs (Outputs) | TArray<FRSEAnimStyleOutput> | Output | The animation sets Apply wrote (one per skeleton). |
Slots (Slots) | TArray<FRSEAnimStyleSlot> | Slots | |
Description (Description) | FText | Style | |
Max Variants (MaxVariants) | int32 | Style | Clips per slot beyond the first (random variants). |
Source Folders (SourceFolders) | TArray<FDirectoryPath> | Style | Only clips from these folders (and their subfolders) are used when the style is built: one pack, or the packs made for this kind of body (humanoids, not the dragon pack). Empty = the whole library. |
Weapon (Weapon) | FGameplayTag | Style | The weapon it is for (clips of that weapon first). Empty = any. |
**Fill Action Anims (Action.Anim.*)** (bBuildActionAnims) | bool | Style|Build | A7: the Action.Anim.* slots (light and heavy combo steps, dodge, block, parry, fire, reload...) of the sets' Action Anims. |
Fill Ability Animations (bBuildActions) | bool | Style|Build | |
**Fill Idle (Idle.Anim.*)** (bBuildIdle) | bool | Style|Build | |
Fill Animation Slots (bBuildSlots) | bool | Style|Build | P32d: what Build / Rebuild fills. Off = that part is left as it is. A style that only adds idle clips to characters whose sets are already good (Fill Idle only) keeps their locomotion, combat poses and attacks: Apply writes only the slots the style holds. |
**Fill Traversal (Traversal.Anim.*)** (bBuildTraversal) | bool | Style|Build | |
Traversal (Traversal) | TArray<FRSEAnimStyleTraversal> | Traversal | D-121: traversal clips (climbing, swimming, jumping, vaulting), written to the sets' Traversal Anims; D-129: idle clips (Idle.Anim.*) to their Idle Anims. |
URSEAnimTaxonomy
Module RSEEditor, parent UDataAsset. The animation taxonomy (D-087): categories, the word rules that recognize them, weapons, sides, strengths and flags, and which categories fill which animation set slots.
| Property | Type | Category | Description |
|---|---|---|---|
In Place Flag (InPlaceFlag) | FGameplayTag | Flags | |
Loop Flag (LoopFlag) | FGameplayTag | Flags | Flags the measurements add (empty = none): a looping clip, an in-place clip, a clip whose root travels. |
Root Motion Flag (RootMotionFlag) | FGameplayTag | Flags | |
Ignore Patterns (IgnorePatterns) | TArray<FRSEPackNamePattern> | Rules | Animations never offered (additive poses, aim offsets, facial...): classified, flagged Ignored. |
Importer Profile (ImporterProfile) | TSoftObjectPtr<URSECharacterPackProfile> | Rules | Also asks a character pack importer profile (D-074): its animation rules vote for the categories their slots map to (Slot Mappings) with Importer Rule Weight, and its Ignore Animations mark clips ignored. Empty = only the rules here. |
Importer Rule Weight (ImporterRuleWeight) | float | Rules | |
Rules (Rules) | TArray<FRSELibraryWordRule> | Rules | Word rules for every dimension (category, weapon, side, strength, flags). |
Confidence Softness (ConfidenceSoftness) | float | Scoring | Confidence = best / (best + runner-up + Softness): larger values make the library more careful. |
Folder Weight (FolderWeight) | float | Scoring | Share of a rule's weight when it matches a folder name instead of the asset name. |
Loop Pose Tolerance (LoopPoseTolerance) | float | Scoring | A clip loops when every bone of its last pose is within this angle of its first pose. |
Min Root Speed (MinRootSpeed) | float | Scoring | Root speed (cm/s) under which a clip counts as in place. |
Review Threshold (ReviewThreshold) | float | Scoring | Below this confidence an animation is listed as "needs review". |
Action Categories (ActionCategories) | TArray<FGameplayTag> | Styles | Categories a style keeps as ability animations (attacks, spells by kind...): Dress My Abilities picks from them. |
Slot Mappings (SlotMappings) | TArray<FRSEAnimSlotMapping> | Styles | Which categories fill which animation set slots when a style is built (first mapping of a slot with clips wins). |
Style Avoid Flags (StyleAvoidFlags) | FGameplayTagContainer | Styles | Clips with these flags come last when a style is built (air attacks, starts and stops, crouched moves). |
Traversal Mappings (TraversalMappings) | TArray<FRSEAnimTraversalMapping> | Styles | D-121: which clips fill the traversal slots (Traversal.Anim.: climbing, swimming, jumping, vaulting) of a style's animation sets; D-129: and the idle slots (Idle.Anim.). Empty = the built-in mappings (RSEAnimLibrary::GetTraversalMappings). |
Weapons (Weapons) | TArray<FGameplayTag> | Styles | Weapons a style can be built for (Auto-build Style lists them). |
Categories (Categories) | TArray<FRSEAnimCategoryDef> | Taxonomy | The categories and their usual measurements. A category without an entry can still be voted for by rules. |
Description (Description) | FText | Taxonomy |
URSEAppearancePart
Module RSE, parent URSEAppearancePartBase, primary asset. A visible piece of equipment (D-046): URSEEquipmentData::AppearancePart.
| Property | Type | Category | Description |
|---|---|---|---|
Part (Part) | FRSEAppearancePartSpec | Part |
URSEAppearancePartBase
Module RSECore, parent URSEPrimaryDataAsset, abstract, primary asset. A visible piece a piece of equipment adds or swaps on its wearer (a sword, a helmet).
URSEArchetype
Module RSECore, parent URSEPrimaryDataAsset, abstract, primary asset. A template content is made from (D-095, docs/design/studio.md section 6): "Knight", "Goblin", "Merchant", "Healing spell".
| Property | Type | Category | Description |
|---|---|---|---|
Library Tags (LibraryTags) | FGameplayTagContainer | Archetype | Extra library filters (Archetype.*). |
Role (Role) | FGameplayTag | Archetype | Role in the library filters (Archetype.Role.*: tank, damage, support, merchant...). |
Sort Order (SortOrder) | int32 | Archetype | Order in the library (lower first; ties sort by name). |
Summary (Summary) | FText | Archetype | What it is, in words a beginner understands ("Sturdy front-liner who protects the party. Good first pick."). |
Thumbnail (Thumbnail) | TSoftObjectPtr<UTexture2D> | Archetype | Picture in the archetype library. Empty = the content's own portrait or icon, or a generic card. |
Content Class (ContentClass) | TSubclassOf<URSEPrimaryDataAsset> | Template | Class of the content made from this archetype (a subclass of the archetype kind's base class). |
Non Inherited Fields (NonInheritedFields) | TArray<FName> | Template | Fields content never inherits (identity: each class has its own Class Tag). They are copied once when content is created, then belong to the content. |
Template (Template) | TObjectPtr<URSEPrimaryDataAsset> | Template | The values content starts from and inherits. Its class is Content Class. |
URSEAreaData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A place of the world the player can be in (D-044, docs/design/zones-travel.md): a map, or a part of one when an ARSEAreaVolume links to it.
| Property | Type | Category | Description |
|---|---|---|---|
Default Arrival Point (DefaultArrivalPoint) | FName | Area | Arrival point used when a travel into this area names none (ARSEArrivalPoint id). None = the map's default arrival point or player start. |
Description (Description) | FText | Area | Short text under the name (world map details, banner caption). |
Map (Map) | TSoftObjectPtr<UWorld> | Area | The map of this area. An area without a map is a part of a map (linked from an ARSEAreaVolume). When several areas name the same map, the map-level area is the first one found; link the others through volumes. |
Show Banner (bShowBanner) | bool | Presentation | Show the area name when the player arrives (travel, load) or walks in (if the Travel UI setting allows it). |
Progression Zone (ProgressionZone) | TObjectPtr<URSEProgressionZoneData> | Progression | Progression zone of this area (D-051): regular encounters fought here scale their enemies within its level range, unless the encounter names its own zone. Empty = no scaling (authored levels). |
No Fast Travel (bNoFastTravel) | bool | Restrictions | The world map cannot be used to leave from here (dungeons, story sequences). |
No Save (bNoSave) | bool | Restrictions | The save item cannot be used here (like ARSENoSaveVolume, D-010). Save points still work. |
URSEArtLibrary
Module RSECore, parent UPrimaryDataAsset, primary asset. Generated art for content the project cannot edit (D-075): the Portrait & Icon Studio writes here the portraits and icons of assets outside /Game (the plugin's starter content, read-only when the plugin is installed from Fab).
| Property | Type | Category | Description |
|---|---|---|---|
Entries (Entries) | TMap<FSoftObjectPath,FRSEArtEntry> | Art | Content asset path -> its generated art. |
URSEAttributeRegistry
Module RSECore, parent URSEPrimaryDataAsset, primary asset. The attributes and resources of a project (D-054, docs/design/attributes.md).
| Property | Type | Category | Description |
|---|---|---|---|
Attributes (Attributes) | TArray<FRSEAttributeDefinition> | Attributes | |
Resources (Resources) | TArray<FRSEResourceDefinition> | Resources |
URSEBarkPoolData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A pool of NPC lines (D-157): villagers' small talk, a town's rumours, guards, merchants.
| Property | Type | Category | Description |
|---|---|---|---|
Lines (Lines) | TArray<FRSEBarkLine> | Barks |
URSEBattleMenuConfig
Module RSECore, parent URSEPrimaryDataAsset, primary asset. What the battle menus offer (D-122, docs/design/battle-menus.md): the providers that fill the menu, in order, and how the categories look (label, icon, shape, hidden).
| Property | Type | Category | Description |
|---|---|---|---|
Use Default Groupings (bUseDefaultGroupings) | bool | Groups | |
Groupings (Groupings) | TArray<FRSEBattleMenuGrouping> | Groups | D-147: how categories group their entries (spells by element, skills by role; each group a sub-ring). Empty = Project Settings -> Ability Info -> Default Groupings, unless Use Default Groupings is off (no groups). |
Categories (Categories) | TArray<FRSEBattleMenuCategoryDef> | Menu | Labels, icons and shapes of categories (by id), and their order: listed categories come first, in this order. |
Providers (Providers) | TArray<TObjectPtr<URSEBattleMenuProvider> > | Menu | Fill the menu in this order; a provider skips abilities an earlier one already added. |
URSEBattleMenuStyle
Module RSE, parent URSEPrimaryDataAsset, primary asset. A battle menu style (D-122, docs/design/battle-menus.md): its id, the presenter widget that shows it and its look.
| Property | Type | Category | Description |
|---|---|---|---|
Rich Tooltip (bRichTooltip) | bool | Ability Info | The tooltip tells everything about an ability: role tags, target and range, element and power, effects with chances, known weaknesses. |
Show Target Badges (bShowTargetBadges) | bool | Ability Info | Each ability icon carries its targeting badge (one target, area, line, cone, self, ally): Battle Menus -> Target Badges. |
Tooltip Affinity Hints (bTooltipAffinityHints) | bool | Ability Info | The tooltip names the opponents on the field known (bestiary) to be weak to or resist the ability's element. |
Target Badge Back Color (TargetBadgeBackColor) | FRSEUIColor | Ability Info | |
Target Badge Color (TargetBadgeColor) | FRSEUIColor | Ability Info | |
Target Badge Scale (TargetBadgeScale) | float | Ability Info | Size of the badge (share of the icon), its disc and its glyph's tint. |
Tooltip Effect Lines (TooltipEffectLines) | int32 | Ability Info | Most effect lines the tooltip lists. |
Show Tooltip (bShowTooltip) | bool | Look | Show the highlighted entry's tooltip (name, cost, description, why it cannot be used). |
Corner Radius (CornerRadius) | float | Look | Corner radius of slots and slices. |
Disabled Opacity (DisabledOpacity) | float | Look | Opacity of entries that cannot be used now. |
Disabled Shade (DisabledShade) | FRSEUIColor | Look | |
Icon Size (IconSize) | float | Look | Size of entry icons (pixels at 1080p). |
Slot Color (SlotColor) | FRSEUIColor | Look | Fill of a slot / slice, highlighted, and the shade over one that cannot be used. |
Slot Highlight Color (SlotHighlightColor) | FRSEUIColor | Look | |
Steam Deck Scale (SteamDeckScale) | float | Look | Scale on a Steam Deck (readability on its 7" screen). |
Tooltip Width (TooltipWidth) | float | Look | Width of the tooltip (pixels at 1080p). |
Description (Description) | FText | Style | One line in the options menu. |
Presenter Class (PresenterClass) | TSoftClassPtr<URSEBattleMenuPresenter> | Style | The widget that shows the menu (C++ or Widget Blueprint). |
Style Id (StyleId) | FName | Style | Stable id: project settings and the player's option refer to it ("List", "Radial", "Hotbar"). |
URSEBattleMenuStyle_Hotbar
Module RSE, parent URSEBattleMenuStyle, primary asset. A bottom bar of ability slots in the style of modern CRPGs (D-122): hotkeys, pages, drag to reorder (saved per character).
| Property | Type | Category | Description |
|---|---|---|---|
Allow Reorder (bAllowReorder) | bool | Hotbar | Slots can be dragged onto each other with the mouse (the order is saved per character). |
Bottom Offset (BottomOffset) | float | Hotbar | Distance of the bar from the bottom of the screen (pixels at 1080p). |
Hotkey Keys (HotkeyKeys) | TArray<FKey> | Hotbar | Keys of the slots on the current page, in order (1-0 by default). |
Reorder Keys (ReorderKeys) | TArray<FKey> | Hotbar | Gamepad: picks up the highlighted slot, then drops it on the next one highlighted (reorder without a mouse). |
Slot Size (SlotSize) | float | Hotbar | Size of a slot and the gap between slots (pixels at 1080p). |
Slot Spacing (SlotSpacing) | float | Hotbar | |
Slots Per Page (SlotsPerPage) | int32 | Hotbar | Slots on one page of the bar (the hotkeys cover the first ones). |
Tooltip Reserve (TooltipReserve) | float | Hotbar | Room kept above the bar for its tooltip (pixels at 1080p): the HUD's message line sits above it. |
Turn Button Width (TurnButtonWidth) | float | Hotbar | Width of the turn buttons right of the bar (Move, Jump, Flee, End Turn). |
URSEBattleMenuStyle_List
Module RSE, parent URSEBattleMenuStyle, primary asset. The static list of D-106: the command panel on the left.
| Property | Type | Category | Description |
|---|---|---|---|
Panel Offset (PanelOffset) | FVector2D | List | Where the panel sits: offset from the left middle of the screen (pixels at 1080p). |
URSEBattleMenuStyle_Radial
Module RSE, parent URSEBattleMenuStyle, primary asset. A radial menu on the active unit: categories on the first ring, their entries on the second (D-122).
| Property | Type | Category | Description |
|---|---|---|---|
Anchor Height (AnchorHeight) | float | Radial | Height above the unit's feet the ring is placed from (cm). |
Anchor to Unit (bAnchorToUnit) | bool | Radial | The ring opens at the active unit (else at the screen's center). |
Open at Turn Start (bOpenAtTurnStart) | bool | Radial | The ring opens by itself at each decision of the player's unit; off = only on demand (a toggle key, an Open Key such as the right mouse button, Confirm, or the small button left beside the unit). Players can change it in Options -> Game. |
Closed Label (ClosedLabel) | FText | Radial | Label of the small button left on the unit while the ring is closed. |
Dead Zone (DeadZone) | float | Radial | Stick deflection (0..1) needed to pick a slice. The mouse picks only inside the ring's outer edge, outside the center disc. |
Max Slices (MaxSlices) | int32 | Radial | Most slices on a ring; more entries go on pages (mouse wheel, shoulder buttons). |
Open Keys (OpenKeys) | TArray<FKey> | Radial | D-128: keys or mouse buttons that only open a closed ring (right click); Cancel closes it. |
Screen Margin (ScreenMargin) | float | Radial | The ring stays this far inside the screen's edges (pixels at 1080p). |
Toggle Keys (ToggleKeys) | TArray<FKey> | Radial | Keys that open or close the ring (keyboard and gamepad). Confirm also opens a closed ring. |
Back Button Color (BackButtonColor) | FRSEUIColor | Radial|Back | D-152: the button's fill, and under the mouse. |
Back Button Hover Color (BackButtonHoverColor) | FRSEUIColor | Radial|Back | |
Back Label (BackLabel) | FText | Radial|Back | D-152: the button's label in a sub-ring and on the first ring. |
Back Prompt Keys (BackPromptKeys) | TArray<FKey> | Radial|Back | D-152: the keys the button names, those of the device in use (keyboard and mouse: Esc / right click; gamepad: B). |
Outside Click Backs (bOutsideClickBacks) | bool | Radial|Back | D-152: a click outside the ring backs out of a sub-ring (to the previous ring) and closes the first ring. A quick ring shown small (D-128) lets the click through to the world (walking, aiming). |
Right Click Backs (bRightClickBacks) | bool | Radial|Back | D-152: the right mouse button on an open ring is Back (a sub-ring to the previous ring; the first ring closes). |
Show Back Button (bShowBackButton) | bool | Radial|Back | D-152: a Back / Close button in the center disc, with its keys (clicking the center does the same). |
Close Label (CloseLabel) | FText | Radial|Back | |
Badge Color (BadgeColor) | FRSEUIColor | Radial|Look | The badge drawn when an entry has no icon (its initials on this fill). |
Category Labels (bCategoryLabels) | bool | Radial|Look | Names on the slices of the first ring (categories) and of the second (entries; long names: the tooltip shows them). |
Entry Labels (bEntryLabels) | bool | Radial|Look | |
Show Aura (bShowAura) | bool | Radial|Look | D-147: the transparent aura around the ring: the dark band behind the slices (showing in the gaps) and the glow fading out around the highlighted slice. Off (default): crisp slices, the highlighted one outlined. |
Slice Details (bSliceDetails) | bool | Radial|Look | The cost or the reason under each slice's name. |
Tier Details (bTierDetails) | bool | Radial|Look | D-147: rings of a tier family's tiers show each tier's name and cost on its slice. |
Center Color (CenterColor) | FRSEUIColor | Radial|Look | The center disc and its edge. |
Center Edge Color (CenterEdgeColor) | FRSEUIColor | Radial|Look | |
Description Lines (DescriptionLines) | int32 | Radial|Look | Lines of description the center disc shows at most. |
Edge Color (EdgeColor) | FRSEUIColor | Radial|Look | |
Glow Color (GlowColor) | FRSEUIColor | Radial|Look | The glow outside the highlighted slice (with the aura): its color (fading out) and width (pixels at 1080p). |
Glow Width (GlowWidth) | float | Radial|Look | |
Group Accent Width (GroupAccentWidth) | float | Radial|Look | D-147: width of the band in a group's accent color along the outer edge of group slices and their entries (pixels at 1080p; 0 = none). |
Highlight Edge Color (HighlightEdgeColor) | FRSEUIColor | Radial|Look | Without the aura: the outline of the highlighted slice (color, thickness in pixels at 1080p). |
Highlight Edge Thickness (HighlightEdgeThickness) | float | Radial|Look | |
Ring Color (RingColor) | FRSEUIColor | Radial|Look | Fill behind the slices (shows in the gaps), the separators between slices and the ring's edge lines. |
Separator Color (SeparatorColor) | FRSEUIColor | Radial|Look | |
Separator Thickness (SeparatorThickness) | float | Radial|Look | |
Tooltip Color (TooltipColor) | FRSEUIColor | Radial|Look | The tooltip panel's fill and edge. |
Tooltip Edge Color (TooltipEdgeColor) | FRSEUIColor | Radial|Look | |
Tooltip Gap (TooltipGap) | float | Radial|Look | Gap between the ring and its tooltip panel (pixels at 1080p). |
Tooltip Placement (TooltipPlacement) | ERSERadialTooltip | Radial|Look | Where the highlighted slice's tooltip shows (Beside: a panel, Tooltip Width wide, on the far side from the unit). |
Highlight Seconds (HighlightSeconds) | float | Radial|Motion | Seconds a slice takes to light up or fade back. |
Open Scale From (OpenScaleFrom) | float | Radial|Motion | |
Open Seconds (OpenSeconds) | float | Radial|Motion | Open / close: seconds, and the scale it grows from. |
Anchor (Anchor) | ERSERadialAnchor | Radial|Placement | D-128: beside the unit (default) or on it. |
Other Unit Clearance (OtherUnitClearance) | float | Radial|Placement | Other units the ring tries not to cover: their screen radius (pixels at 1080p). |
Placement Angles (PlacementAngles) | TArray<float> | Radial|Placement | Sides tried, in order of preference (degrees on screen: 0 = right, 90 = below, -90 = above, 180 = left). The first side that keeps the unit clear and covers the fewest other units wins; the side is kept while the ring is open. |
Placement Gap (PlacementGap) | float | Radial|Placement | Gap between the unit's clear area and the ring (pixels at 1080p). |
Unit Clearance (UnitClearance) | float | Radial|Placement | Beside the unit: the screen radius around the unit kept clear (pixels at 1080p); the unit's own projected size is used when larger (a close camera). |
Quick Ring (bQuickRing) | bool | Radial|Quick Ring | D-128: the quick ring. Until the mouse comes near it (or the stick / D-pad picks a slice, or a category opens) the ring stays small, icons only; it grows to its full size, with the names, while used. |
Expand Hold Seconds (ExpandHoldSeconds) | float | Radial|Quick Ring | After a stick, D-pad or keyboard choice the ring stays full for this long (no mouse to hover with). |
Expand Seconds (ExpandSeconds) | float | Radial|Quick Ring | Seconds to grow or shrink. |
Quick Ring Hover Margin (QuickRingHoverMargin) | float | Radial|Quick Ring | The ring grows when the mouse is within this distance of its edge (pixels at 1080p). |
Quick Ring Scale (QuickRingScale) | float | Radial|Quick Ring | Size of the quick ring (share of the full ring). |
Arc Steps (ArcSteps) | int32 | Radial|Ring | Arc steps per slice (smoothness of the curves; more = rounder, a few more vertices). |
Center Radius (CenterRadius) | float | Radial|Ring | Radius of the center disc (pixels at 1080p; at most the inner radius). |
Inner Radius (InnerRadius) | float | Radial|Ring | Radii of the ring of slices (pixels at 1080p): inner and outer edge. |
Outer Radius (OuterRadius) | float | Radial|Ring | |
Slice Gap Degrees (SliceGapDegrees) | float | Radial|Ring | Gap between two slices (degrees). |
URSEBattlePresentationData
Module RSE, parent URSEAbilityPresentationBase, primary asset. A battle presentation (D-034): a timeline of cues (movement, montages, VFX, sounds, camera shots, hit-stop, slow motion, flashes, banners, impacts).
| Property | Type | Category | Description |
|---|---|---|---|
Feel (Feel) | FRSEPresentationFeel | Feel | D-115: trails, cast and impact effects, the magic circle, the telegraph and the projectile around the timeline. |
Pacing (Pacing) | FRSEActionPacing | Feel | D-115: the pace of this presentation (wind-up, cast, hit-stop, slide, recovery). Override off = the ability's kind default. |
Skippable (bSkippable) | bool | Timeline | Confirm / Cancel skip it (cinematic moments). Ordinary actions follow the settings. |
Cues (Cues) | TArray<TObjectPtr<URSEBattleCue> > | Timeline |
URSECampaignProgressionData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. The whole campaign for the Progression Designer (D-051, docs/design/progression-designer.md): the zones in order, the standard party and its classes, the targets and how to simulate.
| Property | Type | Category | Description |
|---|---|---|---|
Alternative Parties (AlternativeParties) | TArray<FRSEBalancePartyComposition> | Balance | Other party compositions "Balance My Campaign" plays next to the standard party (e.g. no area magic, all melee). They never get encounter proposals of their own; they reveal class outliers. |
Max Level (MaxLevel) | int32 | Campaign | Level cap the campaign is designed for (checked against Progression settings, MaxLevel). |
Optional Content (OptionalContent) | TArray<FRSEProgressionOptionalTarget> | Campaign | Optional challenges and their recommended levels. |
Zones (Zones) | TArray<TObjectPtr<URSEProgressionZoneData> > | Campaign | The zones in campaign order. Optional zones (post-game) are played after the critical ones. |
Optional Battle Share (OptionalBattleShare) | float | Party | Share of each zone's optional battles the standard player fights (0 = critical path only, 1 = everything). The grind index still compares with every battle the zone offers. |
Party (Party) | TArray<FRSEProgressionPartyMember> | Party | The standard party the projection plays (main characters with their fixed classes). |
Standard Classes (StandardClasses) | TArray<TObjectPtr<URSEClassData> > | Party | The project's standard main classes: the only classes whose stat growth the advisor may change. Enemies sharing one of these classes change with it (the advisor measures that too). |
Enemy Intelligence (EnemyIntelligence) | float | Simulation | AI intelligence of the enemies (0-1); negative = as a new game starts (adaptive difficulty's start value within each encounter's bounds). |
Grind Scenarios (GrindScenarios) | TArray<float> | Simulation | Extra-grind scenarios played next to the standard one: each value is the extra share of regular battles (0.3 = the player fights 30% more battles in every zone). |
Key Battle Retries (KeyBattleRetries) | int32 | Simulation | |
Player Intelligence (PlayerIntelligence) | float | Simulation | AI intelligence playing the party (0-1). |
Retry Grind Battles (RetryGrindBattles) | int32 | Simulation | A lost key battle is retried after this many extra regular battles of the zone, at most KeyBattleRetries times. |
Rules Profile (RulesProfile) | TObjectPtr<URSERulesProfile> | Simulation | Rules profile the campaign is played under (empty = the game's default profile). The advisor writes enemy rules here when it owns a Progression section. |
Seed (Seed) | int32 | Simulation | First seed: every run of the same data gives the same projection. |
Tactics Grid (TacticsGrid) | ERSEProgressionGridSource | Simulation | |
Targets (Targets) | FRSEProgressionTargets | Targets | --- Targets --- |
URSECaravanData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A merchant caravan (D-157).
| Property | Type | Category | Description |
|---|---|---|---|
Guard Barks (GuardBarks) | TArray<TSoftObjectPtr<URSEBarkPoolData> > | Guards | Lines of guards without their own. |
Guards (Guards) | TArray<FRSECaravanGuard> | Guards | |
Wagon Mesh (WagonMesh) | TSoftObjectPtr<UStaticMesh> | Look | The wagon (empty = an engine cube). |
Wagon Scale (WagonScale) | FVector | Look | |
Merchant Appearance (MerchantAppearance) | TSoftObjectPtr<URSECharacterAppearanceBase> | Merchant | |
Merchant Barks (MerchantBarks) | TArray<TSoftObjectPtr<URSEBarkPoolData> > | Merchant | The merchant's lines (calls on the road, rumours from the last town). |
Merchant Name (MerchantName) | FText | Merchant | |
Merchant Offset (MerchantOffset) | FVector2D | Merchant | Where the merchant walks relative to the wagon (X along the road, Y to the side, cm). |
Shop (Shop) | TSoftObjectPtr<URSEShopData> | Merchant | What the merchant sells (Open Shop). |
Trades Only at Stops (bTradesOnlyAtStops) | bool | Road | The merchant trades only at stops (off: also when hailed on the road). |
Catch Up Multiplier (CatchUpMultiplier) | float | Road | How much faster than its pace it walks to catch up after a halt. |
Halt Radius (HaltRadius) | float | Road | It halts while a player is this near on the road (they can trade), then catches up with its timetable (0 = never halts). |
Default Wait Hours (DefaultWaitHours) | float | Timetable | Game hours it waits at a stop without its own wait. |
Km Per Game Hour (KmPerGameHour) | float | Timetable | The pace on the road (km per game hour; the clock moves it, so a stopped clock stops it). |
Start Hour (StartHour) | float | Timetable | The game hour of day 1 at which it leaves the first stop (the timetable repeats from there). |
URSECardData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. One card of the War card game (D-028).
| Property | Type | Category | Description |
|---|---|---|---|
Description (Description) | FText | Card | Flavour text shown in the album. Localizable. |
Element (Element) | FGameplayTag | Card | Optional element, for flavour only (frame colour, album filter). No rule uses it. |
Rarity (Rarity) | FGameplayTag | Card | Rarity tier; its value range is in the Cards settings. |
Value (Value) | int32 | Card | The card's strength: the higher value wins a trick. |
Icon (Icon) | TSoftObjectPtr<UTexture2D> | Presentation | Card art, loaded on demand by the UI. |
URSECardOpponentData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. An NPC who plays cards (D-028).
| Property | Type | Category | Description |
|---|---|---|---|
Deck (Deck) | TArray<TObjectPtr<URSECardData> > | Deck | The opponent's deck (1 to MaxDeckSize cards, duplicates allowed). |
First Win Rewards (FirstWinRewards) | TArray<TObjectPtr<URSECardData> > | Rewards | Cards given once, on the player's first victory (the opponent's unique cards). |
Allow Rematch (bAllowRematch) | bool | Rules | False: the opponent refuses to play again once beaten. |
Play for Stake (bPlayForStake) | bool | Rules | Whether the winner takes a card from the loser's deck (the D-028 stake). Off for friendly or tutorial matches. |
Challenge Conditions (ChallengeConditions) | FRSEConditionSet | Rules | When the opponent accepts a challenge (empty = always), e.g. a story flag or a party member. |
URSECharacterAnimSet
Module RSE, parent UDataAsset. The animations of a character (D-046), shared by every character on the same skeleton and style.
| Property | Type | Category | Description |
|---|---|---|---|
Action Anims (ActionAnims) | FRSEActionAnims | Action | D-171 (A3): what this character plays in action battles when its weapon has no entry of its own in Weapon Action Anims (combo steps, shots, reload, dodge, parry, guard, stagger). Written by the animation library or by hand. |
Weapon Action Anims (WeaponActionAnims) | TArray<FRSEActionWeaponAnims> | Action | D-171 (A3): per action weapon (a sword, a rifle...): its own clips, over Action Anims. |
Loop Victory (bLoopVictory) | bool | Battle States | Victory loops until the battle is left; off = it plays once and holds. |
Casting (Casting) | FRSECharacterAnim | Battle States | Loops while casting (SetBattleState Casting). |
Charging (Charging) | FRSECharacterAnim | Battle States | Loops while an ATB action charges. |
Down (Down) | FRSECharacterAnim | Battle States | Knock-out (from the front, and for every side without its own animation): plays once and holds the last pose until revived. |
Down Back (DownBack) | FRSECharacterAnim | Battle States | Knock-out by a hit in the back. Empty = Down. |
Down Left (DownLeft) | FRSECharacterAnim | Battle States | Knock-out by a hit on the left side. Empty = Down. |
Down Right (DownRight) | FRSECharacterAnim | Battle States | Knock-out by a hit on the right side. Empty = Down. |
Get Up (GetUp) | FRSECharacterAnim | Battle States | Getting up when revived, from the knock-out's lying pose back to standing (D-067). Knock-outs listed in Recoveries use their own get-up; the others use GetUp. Empty = the knock-out blends back into the state. |
Guard (Guard) | FRSECharacterAnim | Battle States | Loops while a block window is open. |
Ready (Ready) | FRSECharacterAnim | Battle States | Combat idle while in battle and standing still (loops). Empty = the locomotion idle. |
Recoveries (Recoveries) | TArray<FRSEKnockOutRecovery> | Battle States | Get-ups that match particular knock-out animations (each lies differently). |
Victory (Victory) | FRSECharacterAnim | Battle States | Battle won. |
Pose Anims (PoseAnims) | TMap<ERSECuePose,FRSEPoseAnim> | Cues | Animations for the procedural pose cues (Lunge, Hop, Recoil...): the default timelines (no presentation asset) and Pose cues look animated on real characters. Poses without an entry stay procedural. |
Idle Anims (IdleAnims) | TMap<FGameplayTag,FRSECharacterAnim> | Idle | D-129: idle slot (Idle.Anim.*) -> clip, played by the visible party while the leader rests (stretch, look around, yawn, juggle, check the weapon, chat, sit, lean...; the profiles' behaviours name the slots). Written by the animation library's styles (D-087) or by hand. A missing slot falls back to its parent tag (Idle.Anim = any idle fidget), then to Project Settings -> Character Visuals -> Default Idle Anims; with nothing the behaviour is skipped. |
Interact Anims (InteractAnims) | TMap<FGameplayTag,FRSECharacterAnim> | Interact | D-157: world interaction slot (Interact.Anim.*) -> clip: the strike that breaks a barrel or a crate. A missing slot falls back to its parent tag, then to Project Settings -> Interaction Visibility -> Default Interact Anims, then to the Lunge pose anim; with nothing at all a short procedural lunge plays. |
Locomotion (Locomotion) | TSoftObjectPtr<UBlendSpace> | Locomotion | Idle / walk / run blend space (the UE mannequin's: X = direction in degrees, Y = speed in cm/s). The Anim Blueprint reads it. |
Locomotion Speed Axis (LocomotionSpeedAxis) | int32 | Locomotion | Axis of the locomotion blend space that carries the speed (0 = X, 1 = Y; the UE mannequin's is Y). Stride warping reads its maximum. |
Approach (Approach) | FRSECharacterAnim | Movement | Dash toward the target when a battle cue moves the character there (Move, To Target). Empty = locomotion. |
Turn 180 (Turn180) | FRSECharacterAnim | Movement | Turn in place for about-faces (135 degrees and more, either way). Empty = the 90 degree turn of that side. |
Turn Left 90 (TurnLeft90) | FRSECharacterAnim | Movement | Turn in place to the left, standing (a Tactics facing change, turning toward a target). An in-place clip: the mesh turns procedurally over the clip's length. Played for turns of at least Character Visuals -> Turn Anim Min Angle. Empty = only the procedural turn. |
Turn Right 90 (TurnRight90) | FRSECharacterAnim | Movement | Turn in place to the right (see TurnLeft90). Empty = only the procedural turn. |
Expressions (Expressions) | TMap<FGameplayTag,FRSECharacterAnim> | Portraits | Expression (Dialog.Expression.*) -> pose / animation for emotion portraits (studio) and live portraits. Missing = the portrait pose. |
Portrait Pose (PortraitPose) | FRSECharacterAnim | Portraits | Pose of generated portraits and idle of live dialog portraits. Empty = the locomotion idle (or the reference pose in the studio). |
Talk (Talk) | FRSECharacterAnim | Portraits | Looping talk animation of live dialog portraits. Empty = a small procedural sway and nod while the line types. |
Blocked (Blocked) | FRSECharacterAnim | Reactions | One-shot when a hit lands on a guarding character. Empty = Hit. |
Dodge (Dodge) | FRSECharacterAnim | Reactions | One-shot sidestep on a miss. Empty = only the procedural sidestep. |
Hit (Hit) | FRSECharacterAnim | Reactions | One-shot reaction to a hit (from the front, and for every side without its own animation). |
Hit Back (HitBack) | FRSECharacterAnim | Reactions | Hit in the back (a flank attack in Tactics). Empty = Hit. |
Hit Heavy (HitHeavy) | FRSECharacterAnim | Reactions | A critical hit from the front (a heavier stagger). Empty = Hit. |
Hit Left (HitLeft) | FRSECharacterAnim | Reactions | Hit on the left side. Empty = Hit. |
Hit Right (HitRight) | FRSECharacterAnim | Reactions | Hit on the right side. Empty = Hit. |
Action Slot (ActionSlot) | FName | Setup | Slot node of the Anim Blueprint where states, reactions and cue animations play. |
Traversal Anims (TraversalAnims) | TMap<FGameplayTag,FRSECharacterAnim> | Traversal | D-121: traversal slot (Traversal.Anim.*) -> clip: climbing, swimming, jumping, vaulting. Written by the animation library's styles (D-087) or by hand. A missing slot falls back to its parent tag, then to Project Settings -> Traversal -> Default Anims; with nothing at all the body moves along the traversal in its current pose. |
URSECharacterAppearance
Module RSE, parent URSECharacterAppearanceBase, primary asset. How a character looks (D-046): modular parts, material variants, the Anim Blueprint and the animation set.
| Property | Type | Category | Description |
|---|---|---|---|
Anim Class (AnimClass) | TSoftClassPtr<UAnimInstance> | Animation | Anim Blueprint of the leader (a thin child of URSECharacterAnimInstance). |
Anim Set (AnimSet) | TSoftObjectPtr<URSECharacterAnimSet> | Animation | Locomotion, battle states, reactions and cue animations. |
Weapon Hold Profile (WeaponHoldProfile) | TSoftObjectPtr<URSEWeaponHoldProfile> | Animation | D-185: how weapons sit in this look's hands (hand sockets per hold type, support hand IK, stance clips), over the body preset's. Empty = the body preset's, else Weapon Hold settings -> Profiles for the skeleton, else holds generated from the skeleton. |
Anchor Grips (AnchorGrips) | TMap<FGameplayTag,FTransform> | Parts | How item meshes are held at each anchor of this look (D-126 addendum), over the body preset's Anchor Grips: the transform, in the anchor socket's space, of an item mesh authored with its grip at the origin and its blade or shaft along +Z. An item's Worn Transform is applied in that frame. Missing = the socket's own frame. |
Anchors (Anchors) | TMap<FGameplayTag,FName> | Parts | Sockets (or bones) of the presentation anchors (Appearance.Anchor.*) on this look's leader mesh (D-074), over the body preset's. Battle cues that spawn at an anchor use them; an anchor without a socket uses the chest point. |
Body Preset (BodyPreset) | FName | Parts | A body of the project (Project Settings -> RPG Saga Engine -> Character Visuals -> Body Presets, D-070): its mesh fills the leader part when that part has no mesh (the part's materials and colors still apply), and its Anim Blueprint and animation set are used when Anim Class / Anim Set are empty. Lets looks shipped without meshes use whatever body the project has; a preset the project does not define leaves the placeholder shapes. |
Capsule Half Height (CapsuleHalfHeight) | float | Parts | Capsule half height of the exploration character wearing this look (cm), over the body preset's. 0 = the body preset's. |
Capsule Radius (CapsuleRadius) | float | Parts | Capsule radius of the exploration character wearing this look (cm), over the body preset's (D-074 addendum: the character pack importer stores the whole body on the look). 0 = the body preset's, else the character's own. |
Chest Height (ChestHeight) | float | Parts | Height (cm above the feet) of the chest: where prompts and battle shots aim. 0 = the placeholder value. |
Leader Slot (LeaderSlot) | FGameplayTag | Parts | Slot of the leader part (Appearance.Slot.Body). Unset = the first skeletal part. |
Melee Reach (MeleeReach) | float | Parts | Contact reach of this body's melee attacks (cm, D-079), over the body preset's. 0 = the body preset's. |
Mesh Transform (MeshTransform) | FTransform | Parts | Offset of the whole character from the actor's feet (UE mannequins face +Y: yaw -90). |
Modular Body (ModularBody) | ERSEModularBody | Parts | Whether worn armor can change this body (D-126). Rigid pieces (weapons, shields, hats on sockets) always show, and a piece for a slot the look already has always swaps it; a skeletal piece for a new slot shows only on a modular body. |
Parts (Parts) | TArray<FRSEAppearancePartSpec> | Parts | Parts; the first skeletal part with the body slot (or the first skeletal part) is the leader that animates. |
Unarmed Shot Anchor (UnarmedShotAnchor) | FGameplayTag | Parts | D-185 addendum 2: where this character fires ranged attacks from when it holds no gun (a creature's breath, a caster's palm): an anchor such as Appearance.Anchor.Chest or a hand. Empty = Weapon Presentation settings -> Unarmed Shot Anchor. |
Variants (Variants) | TArray<FRSEAppearanceVariant> | Variants | Alternative looks; the component picks one by name (none = the parts as they are). |
URSECharacterAppearanceBase
Module RSECore, parent URSEPrimaryDataAsset, abstract, primary asset. How a character looks (D-046): meshes, materials, animations.
URSECharacterData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A specific character or enemy type: its fixed class plus personal traits.
| Property | Type | Category | Description |
|---|---|---|---|
Battle Barks (BattleBarks) | FRSEBattleBarks | Battle | D-115: what this character shouts in live battles: when it turns toward the party at the start, and per intent on its turn. Empty lists use Project Settings -> RPG Saga Engine -> Battle Feel (Entry -> Alert Barks, Intent). |
Control (Control) | ERSEBattleControl | Battle | Player units are usually Player; guests can be either; enemies are AI. |
Default AIProfile (DefaultAIProfile) | TObjectPtr<URSEAIProfile> | Battle | Behaviour when controlled by the AI. Encounters may override it. |
Default ATBRow (DefaultATBRow) | ERSEATBRow | Battle | Preferred row in ATB battles (casters and archers usually stand in the back). |
Experience Reward (ExperienceReward) | int32 | Battle | Experience the party shares when this character is defeated as an enemy (D-030). 0 = the formula in Progression settings. |
Loot Table (LootTable) | TObjectPtr<URSELootTable> | Battle | Money and items the party may get when this character is defeated as an enemy (D-042). |
Bestiary Category (BestiaryCategory) | FGameplayTag | Bestiary | Bestiary group (Bestiary.Category.*): the list is sorted by it. Empty = uncategorized. |
Bestiary Description (BestiaryDescription) | FText | Bestiary | Bestiary text (D-047), shown once the enemy has been met. Empty = no description. |
Hide from Bestiary (bHideFromBestiary) | bool | Bestiary | Never recorded in the bestiary (story-only enemies, secret bosses, test units). |
Class (Class) | TObjectPtr<URSEClassData> | Character | Fixed class. Class data is lightweight, so a hard reference is fine. |
Personal Affinities (PersonalAffinities) | TArray<FRSEElementAffinityEntry> | Character | Personal elemental affinities, combined with the class ones. |
Personal Modifiers (PersonalModifiers) | TArray<FRSEStatModifier> | Character | Personal differences from the class (e.g. a sturdier knight). |
Personal Traits (PersonalTraits) | FGameplayTagContainer | Character | Personal traits (Trait.*), combined with the class ones. |
Roster (Roster) | ERSECharacterRoster | Character | |
Starting Level (StartingLevel) | int32 | Character | |
Bag Size (BagSize) | FIntPoint | Equipment | Per Character inventory (D-143): this character's bag size (columns x rows). 0 = its class's, else Inventory Rules -> Bag. |
Guest (bGuest) | bool | Equipment | Temporary party member: always wears its DefaultEquipment and the player cannot change it (D-011). |
Default Equipment (DefaultEquipment) | TArray<TObjectPtr<URSEEquipmentData> > | Equipment | Equipment the character starts with; fixed and locked for guests and enemies (D-011). |
Appearance (Appearance) | TSoftObjectPtr<URSECharacterAppearanceBase> | Presentation | How the character looks in the world and in battle (D-046): a URSECharacterAppearance (meshes, materials, animations). Empty = the placeholder shapes. Presentation only: battles and saves never read it. |
Attack Order (AttackOrder) | ERSEAttackOrder | Presentation | Order of the Attack Presentations: Sequential plays the combo A, B, C, A...; Random picks one each time. |
Attack Presentations (AttackPresentations) | TArray<TSoftObjectPtr<URSEAbilityPresentationBase> > | Presentation | Looks for this character's plain attacks (abilities typed Ability.Type.Attack without an override above), taken in turn so a basic attack plays the character's combo. Empty = the ability's own look. |
Follower Profile (FollowerProfile) | TSoftObjectPtr<URSEFollowerProfile> | Presentation | D-129: how this character follows the leader and lives while the party rests (its pace, its drift, its own idle behaviours). Empty = the party's (Project Settings -> Party Field -> Follower Profile). |
Portrait (Portrait) | TSoftObjectPtr<UTexture2D> | Presentation | Portrait for menus and battle cards (D-075): member cards, results, turn order chips, target card, bestiary; the dialog box uses it when the character's speaker has no portrait. Empty = the initial (or the generated art library's portrait). The Portrait & Icon Studio fills it (RPG Saga -> Content -> Generate Portraits & Icons). |
Portrait Variants (PortraitVariants) | TMap<FName,TSoftObjectPtr<UTexture2D> > | Presentation | Portraits of the appearance's variants (its Variants, by name), for units shown in another look. |
Presentation Overrides (PresentationOverrides) | TMap<TSoftObjectPtr<URSEAbilityData> ,TSoftObjectPtr<URSEAbilityPresentationBase> > | Presentation | Signature looks: this character's own presentation for an ability, used instead of the ability's (e.g. a hero from a character pack swinging its own staff with its own effects). Presentation only. |
Growth Plan (GrowthPlan) | TObjectPtr<URSEGrowthPlan> | Progression | This character's own Growth Plan (D-144), instead of its class's. Empty = the class's. |
URSECharacterPackProfile
Module RSEEditor, parent UDataAsset. How a family of third-party character packs maps onto the framework (D-074, docs/product/character-packs.md): which animations fill which slots, which sockets are which presentation anchors, which meshes are weapons, which effects and sounds do what, the color variants to make and the classes of the...
| Property | Type | Category | Description |
|---|---|---|---|
Anchor Rules (AnchorRules) | TArray<FRSEPackAnchorRule> | Anchors | Presentation anchors (hands, weapon tip, muzzle, chest, head, feet): the sockets or bones effects attach to. |
Animation Rules (AnimationRules) | TArray<FRSEPackAnimRule> | Animations | Animation rules, tried in order (the first rule that matches wins a slot). |
Animation Source Folders (AnimationSourceFolders) | TArray<FDirectoryPath> | Animations | Extra animation folders (D-079), e.g. an animation pack for a pack that has meshes only. Their clips are matched with the same rules, after the pack's own and before the fallback body, for the slots the pack leaves empty. Clips on another skeleton are retargeted onto the pack's (a skeletal mesh of their skeleton is the source), like the fallback. |
Borrowed Clips in Place (bBorrowedClipsInPlace) | bool | Animations | Clips taken from other folders and retargeted play in place (root motion enabled, the root's travel is extracted): attack packs often lunge metres forward through the root, which would pull the body away from the unit and snap it back. Battle presentations do the travel (Move cues, D-079); locomotion speeds are measured before. |
Measure Strikes (bMeasureStrikes) | bool | Animations | Attacks and abilities without a hit notify (D-079): the hit frame is measured from the clip, the moment the right hand (Appearance.Anchor.HandRight) is furthest forward, and melee attacks get their contact reach from it (the attacker then stops where the blow lands on the target's body). Off = Default Impact Fraction and the fixed melee stop distance. |
Strip Borrowed Effect Notifies (bStripBorrowedEffectNotifies) | bool | Animations | Clips taken from other folders (Animation Source Folders, the fallback body) and retargeted lose their particle and trail notifies: those effects belong to the other pack's look (and many loop). Sounds stay. |
Character Animation Folders (CharacterAnimationFolders) | TArray<FDirectoryPath> | Animations | Folders (D-081) whose clips only animation rules with Characters may use: another pack's idles and stances given to chosen characters (a staff idle for the mages, a bow stance for the ranger) without the general rules picking them for everyone. Retargeted like Animation Source Folders. |
Default Impact Fraction (DefaultImpactFraction) | float | Animations | Hit frame of attack clips without such a notify, as a share of the clip (when the strike cannot be measured). |
Fallback Body Preset (FallbackBodyPreset) | FName | Animations | Body preset (Character Visuals -> Body Presets) whose animation set fills the required slots the pack lacks. |
Ignore Animations (IgnoreAnimations) | TArray<FRSEPackNamePattern> | Animations | Animations never used (additive poses, aim offsets, facial...). |
Impact Notifies (ImpactNotifies) | TArray<FRSEPackNamePattern> | Animations | Anim notifies of attack clips that mark the hit frame (the built montages get an RSEImpact notify there). |
Jog Speed (JogSpeed) | float | Animations | |
Min Root Motion Speed (MinRootMotionSpeed) | float | Animations | Clips whose root moves slower than this count as in place (their speed comes from the values above). |
Required Slots (RequiredSlots) | TArray<ERSEPackAnimSlot> | Animations | Slots that must play something: unmatched ones take the fallback body's animation (retargeted when needed), with a warning. |
Run Speed (RunSpeed) | float | Animations | |
Strike Window (StrikeWindow) | FVector2D | Animations | Measured strikes: the part of the hand's search window, as shares of the clip (the wind-up and follow-through are skipped). |
Walk Speed (WalkSpeed) | float | Animations | Speed (cm/s) of walk / jog / run clips without root motion, for the generated blend space. |
Weapon Reach Share (WeaponReachShare) | float | Animations | Measured melee reach: the share of the held weapon's length added to the hand's reach (the blade meets the body). |
Character Classes (CharacterClasses) | TArray<FRSEPackCharacterClass> | Character Data | Pack characters that get a character data asset (a class and a role), ready for a party or an encounter. |
Body Slot (BodySlot) | FGameplayTag | Characters | Part slot of the body (the leader mesh) on the generated looks. |
Capsule Half Height Ratio (CapsuleHalfHeightRatio) | float | Characters | Capsule half height as a share of the height. |
Capsule Radius Ratio (CapsuleRadiusRatio) | float | Characters | Capsule radius as a share of the height (exploration character). |
Chest Height Ratio (ChestHeightRatio) | float | Characters | Chest height (where prompts and battle shots aim) as a share of the character's height. |
Default Skin Name (DefaultSkinName) | FString | Characters | Name of the skin whose mesh name is the character's name. |
Grouping (Grouping) | ERSEPackGrouping | Characters | --- Characters --- |
Ignore Meshes (IgnoreMeshes) | TArray<FRSEPackNamePattern> | Characters | Skeletal meshes that are not characters (proxies, LOD test meshes, cloth pieces). |
Mesh Yaw (MeshYaw) | float | Characters | Yaw of the mesh relative to the actor (meshes that face +Y, like the UE mannequin: -90). |
Name Affixes (NameAffixes) | TArray<FString> | Characters | Prefixes and suffixes removed from skeleton and mesh names to name characters and skins ("SK_", "_Skeleton"...). |
Target Height (TargetHeight) | float | Characters | Scales characters to this height (cm). 0 = keep the pack's size. |
Color Mode (ColorMode) | ERSEPackColorMode | Colors | |
Color Variants (ColorVariants) | TArray<FRSEPackColorVariant> | Colors | Color variants made for every skin (empty = none). |
Hue Parameters (HueParameters) | TArray<FName> | Colors | Scalar parameters that turn the hue (0..1 of a turn). |
Saturation Parameters (SaturationParameters) | TArray<FName> | Colors | Scalar parameters scaled by the variant's saturation. |
Tint Parameters (TintParameters) | TArray<FName> | Colors | Vector parameters that tint a material (their color is hue-shifted and multiplied). |
Animation Word Aliases (AnimationWordAliases) | TMap<FString,FString> | Effects | Extra words an animation word stands for when pairing effects, for packs whose effects are named after what an ability does while its animations are named after its key (e.g. "rmb" -> "StaffExtend Poke", "q" -> "GroundSlam"). Keys are lower-case animation words; values are words (any case, space or underscore separated). |
Use Character Default Effects (bUseCharacterDefaultEffects) | bool | Effects | An attack without paired effects takes the character's first effect of each role (impact, whoosh). |
Effect Rules (EffectRules) | TArray<FRSEPackEffectRule> | Effects | Roles of the pack's particle systems and sounds, tried in order. |
Generic Name Tokens (GenericNameTokens) | TArray<FString> | Effects | Name tokens ignored when pairing effects and sounds with an animation (words every asset has: Attack, Ability, FX, the prefixes...). What is left (e.g. "Q", "Primary", "Slam") must be shared for a pairing. |
Role Anchors (RoleAnchors) | TMap<ERSEPackEffectRole,FGameplayTag> | Effects | Anchor each role spawns at on the caster (impacts go on the target). |
Description (Description) | FText | Profile | |
Auto Grip (bAutoGrip) | bool | Weapons | Computes how each weapon is held (D-079), for packs whose skeletons have no weapon sockets: the grip (the handle end of the weapon's long axis) goes into the palm (between the hand bone and its finger bones, in the reference pose), the tip points forward out of the fist with the blade's flat side up; shields lie flat side out along the forearm. The result is the look part's attach transform (editable data). Off = the rule's Offset only. |
Grip Reference (GripReference) | FRSEPackGripReference | Weapons | Right-hand weapons point along this reference's weapon line (borrowed animations); unset = out of the fist, forward. |
Grip Share (GripShare) | float | Weapons | Weapons whose pivot is not at an end (staffs, spears): held at this share of their length from the handle end. |
Palm Share (PalmShare) | float | Weapons | The palm point: this share of the way from the hand bone to its finger bones. |
Weapon Rules (WeaponRules) | TArray<FRSEPackWeaponRule> | Weapons | Weapon and prop meshes (static or skeletal) attached to the looks. Characters whose weapon is in the body mesh need none. |
URSEClassData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A fixed character class (no job changes, see CLAUDE.md 2.2): stat growth, innate affinities, and later its ability list.
| Property | Type | Category | Description |
|---|---|---|---|
Abilities (Abilities) | TArray<FRSEClassAbility> | Abilities | Abilities learned by level. |
Command Menu (CommandMenu) | TSoftObjectPtr<URSECommandMenuLayout> | Abilities | Battle command menu of this class (D-065). Empty = Project Settings -> Command Menu -> Default Layout. |
Class Tag (ClassTag) | FGameplayTag | Class | |
Allowed Equipment Types (AllowedEquipmentTypes) | FGameplayTagContainer | Equipment | Kinds of equipment the class may use (Equip.Type.*; parent tags allow all children). |
Bag Size (BagSize) | FIntPoint | Equipment | Per Character inventory (D-143): the bag size of this class's characters (columns x rows). 0 = Inventory Rules -> Bag. |
Growth Plan (GrowthPlan) | TObjectPtr<URSEGrowthPlan> | Progression | How the class grows beyond its levels (D-144): point tables and ability catalog (Classic + Points), Growth Board, learning from enemies. Empty = Project Settings -> Progression Systems -> Default Plan. The level abilities above stay in every system. |
Affinities (Affinities) | TArray<FRSEElementAffinityEntry> | Stats | Innate elemental affinities of the class. |
Granted Tags (GrantedTags) | FGameplayTagContainer | Stats | Innate traits of the class (Trait.*, e.g. Trait.Move.Levitate for a flying class). |
Stat Growth (StatGrowth) | TMap<FGameplayTag,FRSEStatGrowth> | Stats | Stat values by level. Stats not listed are zero unless a modifier adds them. |
URSECodeLockData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A code lock (D-039): digits, symbols or clock hands.
| Property | Type | Category | Description |
|---|---|---|---|
Kind (Kind) | ERSECodeLockKind | Lock | |
Length (Length) | int32 | Lock | Number of wheels (Digits, Symbols). |
Max Attempts (MaxAttempts) | int32 | Lock | Wrong codes allowed each time the lock is opened (0 = unlimited). After the last one the lock closes (LockoutEffects). |
Minute Step (MinuteStep) | int32 | Lock | Minutes per step of the minute hand (ClockHands). |
Prompt (Prompt) | FText | Lock | Shown above the wheels ("Set the hands to the hour of the founding."). |
Solution (Solution) | TArray<int32> | Lock | The code, one value per wheel: Digits 0-9; Symbols = index in Symbols; ClockHands = { hour 1-12, minute 0-59 } (the minute must be a multiple of MinuteStep). |
Solved Puzzle (SolvedPuzzle) | FGameplayTag | Lock | Marked solved on success; a solved lock does not open again. Optional. |
Symbols (Symbols) | TArray<FText> | Lock | The alphabet of a Symbols lock (e.g. moon, sun, star). |
Failure Effects (FailureEffects) | FRSEEffectList | Outcome | Run on every wrong code. |
Failure Text (FailureText) | FText | Outcome | Shown in the lock screen after a wrong code. |
Lockout Effects (LockoutEffects) | FRSEEffectList | Outcome | Run when the last attempt fails (MaxAttempts). |
Lockout Lines (LockoutLines) | TArray<FText> | Outcome | Narrator lines after a lockout. |
Success Effects (SuccessEffects) | FRSEEffectList | Outcome | |
Success Lines (SuccessLines) | TArray<FText> | Outcome | Narrator lines after the lock opens. |
URSECombatRoleRegistry
Module RSECore, parent UPrimaryDataAsset, primary asset. Asset -> combat role, kept in the project (D-093).
| Property | Type | Category | Description |
|---|---|---|---|
Assignments (Assignments) | TMap<FSoftObjectPath,FRSECombatRoleAssignment> | Combat Roles | Asset path -> its role. |
URSECommandMenuLayout
Module RSECore, parent URSEPrimaryDataAsset, primary asset. The battle command menu of classic battles (D-065): the top-level commands in order and how abilities are sorted into them.
| Property | Type | Category | Description |
|---|---|---|---|
Class Overrides (ClassOverrides) | TArray<FRSECommandMenuClassOverride> | Commands | Per-class renames and hidden commands (the first override whose class matches). |
Entries (Entries) | TArray<FRSECommandMenuEntry> | Commands |
URSECompanionRadialStyle
Module RSE, parent URSEBattleMenuStyle_Radial, primary asset. D-148: the companion radial's look: the battle radial (D-122 / D-128) at full size with the names on the slices (no quick ring: the game waits while it is open).
URSEConsumableData
Module RSECore, parent URSEItemData, primary asset. An item used up on use: potions, bombs, cures.
| Property | Type | Category | Description |
|---|---|---|---|
Usable in Battle (bUsableInBattle) | bool | Consumable | |
Use Ability (UseAbility) | TObjectPtr<URSEAbilityData> | Consumable | What using the item does, with its Tactics (range, area, AP cost) and ATB (scope) rules. |
URSEDialogData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A dialog (dialog-proposal.md 4.1): a graph of instanced nodes linked by NodeId.
| Property | Type | Category | Description |
|---|---|---|---|
Skippable (bSkippable) | bool | Dialog | The whole scene can be skipped (e.g. on a second viewing). Skipping stops at choices. |
Track History (bTrackHistory) | bool | Dialog | Save visited nodes and chosen options (needed by once-only / already-chosen options and history conditions). |
Entry Node (EntryNode) | FName | Dialog | The first node. |
Nodes (Nodes) | TArray<TObjectPtr<URSEDialogNode> > | Dialog | |
Participants (Participants) | FGameplayTagContainer | Dialog | Speakers of this dialog (validation and portrait preloading). |
Presentation (Presentation) | FGameplayTag | Dialog | Dialog.Presentation.* (empty = Box). Bark dialogs cannot have choices; Battle dialogs cannot start battles. |
Scene Title (SceneTitle) | FText | Dialog | Title card of a Cinematic scene ("Meanwhile, at the harbor..."). |
URSEDocumentData
Module RSECore, parent URSEItemData, primary asset. A readable note, letter or book.
| Property | Type | Category | Description |
|---|---|---|---|
Pages (Pages) | TArray<FText> | Document |
URSEEmoteSet
Module RSE, parent URSEPrimaryDataAsset, primary asset. Emotes of a speaker (dialog-proposal.md 6.6): Emote.* -> montage + optional balloon.
| Property | Type | Category | Description |
|---|---|---|---|
Emotes (Emotes) | TMap<FGameplayTag,FRSEEmoteEntry> | Emotes |
URSEEncounterData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. One battle: mode, enemies, player deployment (D-018), objectives and AI intelligence bounds.
| Property | Type | Category | Description |
|---|---|---|---|
Intelligence (Intelligence) | float | AI | Enemy intelligence used until adaptive difficulty exists (Phase 9). |
Max Intelligence (MaxIntelligence) | float | AI | |
Min Intelligence (MinIntelligence) | float | AI | Bounds for adaptive difficulty (e.g. bosses never below a floor). |
Balance Role (BalanceRole) | ERSEEncounterBalanceRole | Balance | Kind of battle for "Balance My Campaign" (D-077): its win-rate band and party level. Auto = derived from the campaign. |
Battle Events (BattleEvents) | TArray<FRSEScriptedBattleEvent> | Battle Script | Scripted moments of the battle, in order: at a trigger the battle pauses, a unit says a line, the camera shows it, effects apply (reinforcements, an AI profile, statuses, a surface, new objectives), then the battle goes on. |
Reinforcements (Reinforcements) | TObjectPtr<URSEReinforcementData> | Battle Script | The enemies call for help during the battle (who calls, when, the waves). Also usable from a dialog-started battle. A spawner's own Reinforcements override it for its groups. |
Coop Alternative (CoopAlternative) | TSoftObjectPtr<URSEEncounterData> | Co-op | The Free Tactics encounter fought instead in co-op (Co-op Conversion = Alternative Encounter). |
Coop Conversion (CoopConversion) | ERSECoopBattleConversion | Co-op | What this encounter becomes while a session has more than one player (D-142: co-op is played live). Default = Co-op Rules -> Default Encounter Conversion (Free Tactics). Free Tactics encounters never change. |
Deployment Tiles (DeploymentTiles) | TArray<FRSEGridCoord> | Deployment | Tiles where the player may place units before the battle. |
Field Objects (FieldObjects) | TArray<FRSEFieldObjectPlacement> | Deployment | Tactics: walls, obstacles and explosive objects on the grid when the battle starts (D-055). |
Max Deployed Units (MaxDeployedUnits) | int32 | Deployment | |
Required Characters (RequiredCharacters) | TArray<TObjectPtr<URSECharacterData> > | Deployment | Characters that must take part (story). They are pre-selected and cannot be removed. |
Battle Mode (BattleMode) | FGameplayTag | Encounter | Battle.Mode.Tactics, FreeTactics, ATB, Turn or Action (real-time, D-171). Decided by content, never by the player. |
Can Flee (bCanFlee) | bool | Encounter | ATB only: the party may try to flee (disable for bosses and story battles). |
Defeat Continues Story (bDefeatContinuesStory) | bool | Encounter | Story battles the party may lose (D-031): defeat shows no game over. Fallen members get back on their feet (Party settings, DefeatRecoveryHP*) and the game goes on. |
Fixed Level (FixedLevel) | int32 | Levels | Fixed mode: level of every enemy whose own Level is 0 (0 = the characters' starting levels). |
Keep Up with Party Gap (KeepUpWithPartyGap) | int32 | Levels | Fixed mode (D-120): with an overlevelled party, every enemy rises by the same amount (their gaps kept) so that Fixed Level (or the highest enemy level when it is 0) stays at least the party level minus this many levels. -1 = off: the fixed levels, whatever the party's level. For a boss that must stay a real fight however the party got there; at the intended level nothing changes. |
Level Mode (LevelMode) | ERSEEncounterLevelMode | Levels | Scaled (regular battles) or Fixed (story key battles, epic quest bosses, ultra bosses). |
Progression Zone (ProgressionZone) | TObjectPtr<URSEProgressionZoneData> | Levels | Scaled mode: the zone whose level range applies. Empty = the zone of the area the player is in (URSEAreaData::ProgressionZone). |
Scaled Level Offset (ScaledLevelOffset) | int32 | Levels | Scaled mode: levels added to the scaled level before the zone's range clamps it (e.g. +2 for an elite group). |
Allow Mode Override (bAllowModeOverride) | bool | Mode Override | A session's Battle Mode Override (demo menus, test tools, showcase captures) may fight this encounter in another mode. Turn it off for scripted battles that only work in their own mode. The encounter's mode report lists the modes its data can run in. |
Mode Rules Profiles (ModeRulesProfiles) | TMap<FGameplayTag,TObjectPtr<URSERulesProfile> > | Mode Override | Rules profile per battle mode (e.g. the real-time timing rules when it is fought in Action, a slower ATB): used instead of Rules Profile when the encounter is fought in that mode. Empty entries = Rules Profile. |
Override Modes (OverrideModes) | FGameplayTagContainer | Mode Override | The modes an override may fight it in. Empty = every mode its data supports. |
Defeat Conditions (DefeatConditions) | TArray<TObjectPtr<URSEBattleCondition> > | Objectives | Any of these met = defeat. Losing every player unit is always a defeat. |
Victory Conditions (VictoryConditions) | TArray<TObjectPtr<URSEBattleCondition> > | Objectives | Any of these met = victory. Empty = defeat every other team. |
Battle Music (BattleMusic) | TSoftObjectPtr<UObject> | Presentation | Music of this battle (a sound asset), instead of the mode / boss music of the Audio settings (D-036). Typed loosely because RSECore knows nothing about audio; the presentation plays it. |
Intro Text (IntroText) | FText | Presentation | Text of the battle's intro banner ("The Fortress Golem!", D-083). Empty = Battle Transition settings: Preemptive! / Back Attack! when someone struck first, else the encounter's name (Use Encounter Name) or "Battle!". |
Transition Style (TransitionStyle) | ERSEBattleTransitionStyle | Presentation | Screen transition into this battle (D-083). Default = Battle Transition settings, per battle mode. |
Encounter Loot (EncounterLoot) | FRSELoot | Rewards | Money and drops of the encounter itself (D-042), rolled on victory after the enemies' loot tables. |
Loot Rule (LootRule) | TSoftClassPtr<URSELootDistributionRule> | Rewards | Per Character inventory (D-143): who receives this encounter's rewards and drops (a boss whose loot goes to the stash, to the leader...). Empty = Inventory Rules -> Distribution Rule. |
Reward Items (RewardItems) | TMap<TObjectPtr<URSEItemData> ,int32> | Rewards | Items the party receives on victory (shown on the results screen). Experience comes from the enemies. |
Victory Effects (VictoryEffects) | FRSEEffectList | Rewards | Run when a battle of this encounter started from exploration is won (D-081), after the rewards: a story flag, a quest objective, an unlocked area. Not run on a defeat, a flight or in the battle simulator. |
Rules Profile (RulesProfile) | TObjectPtr<URSERulesProfile> | Rules | Rules profile of this battle (e.g. a boss profile). Empty = the game's active profile. The battle keeps the profile it started with, whatever the story switches meanwhile. |
Enemies from Scene (bEnemiesFromScene) | bool | Teams | The enemies come from the scene (a dialog's Start Battle with Scene NPCs Fight or Combatants, D-109), so the Enemies list may stay empty. |
Enemies (Enemies) | TArray<FRSEEncounterUnit> | Teams | |
Enemy Items (EnemyItems) | TMap<TObjectPtr<URSEConsumableData> ,int32> | Teams | The enemy team's item pouch (D-024): what its units may use, and how many. |
Enemy Team (EnemyTeam) | FGameplayTag | Teams | |
Player Team (PlayerTeam) | FGameplayTag | Teams |
URSEEncounterPoolData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. The enemies a zone's random battles are made of (D-063, docs/design/random-encounters.md): every battle composes a new group from the weighted entries, with levels that follow the progression zone (D-051).
| Property | Type | Category | Description |
|---|---|---|---|
Battle Mode (BattleMode) | FGameplayTag | Battle | Battle.Mode.ATB (default when empty) or Battle.Mode.Turn. Classic modes only: Tactics battles are never random. |
Battle Music (BattleMusic) | TSoftObjectPtr<UObject> | Battle | Music of these battles (a sound asset); empty = the Audio settings' battle music. |
Can Flee (bCanFlee) | bool | Battle | |
Encounter Loot (EncounterLoot) | FRSELoot | Battle | Money and drops of every group of this pool, rolled on victory after the enemies' loot tables. |
Enemy Team (EnemyTeam) | FGameplayTag | Battle | |
Intelligence (Intelligence) | float | Battle | |
Max Intelligence (MaxIntelligence) | float | Battle | |
Min Intelligence (MinIntelligence) | float | Battle | |
Player Team (PlayerTeam) | FGameplayTag | Battle | Empty = the Encounters settings' Default Player Team / Default Enemy Team. |
Reinforcements (Reinforcements) | TObjectPtr<URSEReinforcementData> | Battle | D-117: the groups of this pool call for help in their battles (every composed encounter gets it). |
Rules Profile (RulesProfile) | TObjectPtr<URSERulesProfile> | Battle | Rules profile of these battles (empty = the game's active profile). |
Victory Effects (VictoryEffects) | FRSEEffectList | Battle | Run when a group of this pool is beaten (D-081): e.g. a flag for "the road's warband is gone". Every composed encounter gets them. |
Elite (Elite) | FRSEEncounterEliteRules | Pool | |
Entries (Entries) | TArray<FRSEEncounterPoolEntry> | Pool | |
Group Size Max (GroupSizeMax) | int32 | Pool | |
Group Size Min (GroupSizeMin) | int32 | Pool | Enemies per group (random between the two). |
Progression Zone (ProgressionZone) | TObjectPtr<URSEProgressionZoneData> | Pool | The zone whose level range applies. Empty = the zone of the area the player is in (URSEAreaData::ProgressionZone). |
URSEEndingSetData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. The ending layer (D-027): which ending the story reaches.
| Property | Type | Category | Description |
|---|---|---|---|
Default Ending (DefaultEnding) | FGameplayTag | Endings | Reached when no ending's requirements pass. Must be one of Endings. |
Endings (Endings) | TArray<FRSEEndingDefinition> | Endings | Checked in order: put the most demanding ending first. |
Lock Ending at Point Of No Return (bLockEndingAtPointOfNoReturn) | bool | Point Of No Return | The ending is fixed when the point of no return is passed; later choices no longer change it. |
Point Of No Return Flag (PointOfNoReturnFlag) | FGameplayTag | Point Of No Return | Set when the player passes the point of no return (usually by confirming the warning). |
Point Of No Return Warning (PointOfNoReturnWarning) | FText | Point Of No Return | Shown by the confirmation the presentation opens before the point of no return. |
Key Choices (KeyChoices) | TArray<FRSEEndingKeyChoice> | Score | |
Score Variable (ScoreVariable) | FGameplayTag | Score | The hidden score (never shown to the player). |
URSEEnemyArchetype
Module RSECore, parent URSEArchetype, primary asset. Enemy type: its family class, AI profile, rewards and look (content: an enemy Character).
URSEEquipmentData
Module RSECore, parent URSEItemData, primary asset. Something a character wears or wields.
| Property | Type | Category | Description |
|---|---|---|---|
Action Weapon (ActionWeapon) | TObjectPtr<URSEActionWeaponData> | Action | Action battles (D-171): what the item does as a weapon there (combos, fire modes). Empty = not an action weapon. |
Two Handed (bTwoHanded) | bool | Equipment | Weapons only: also occupies the off-hand slot (bows, great staves). |
Equipment Type (EquipmentType) | FGameplayTag | Equipment | Kind of equipment (Equip.Type.*); classes list the kinds they may use. Worn, it is also a granted tag of the unit (e.g. shields let it block). |
Slot Type (SlotType) | FGameplayTag | Equipment | Which slots accept it (Equip.Slot.*). |
Appearance Part (AppearancePart) | TSoftObjectPtr<URSEAppearancePartBase> | Presentation | Optional visible piece while worn (D-046): a URSEAppearancePart that adds or replaces a part of the wearer's appearance (its slot decides which). Empty = the item does not change how the wearer looks. |
Weapon Presentation (WeaponPresentation) | TSoftObjectPtr<URSEWeaponPresentationBase> | Presentation | Weapons (D-184): how attacks with it look in every battle mode (a URSEWeaponPresentation: swing or fire animations, muzzle flash, tracers or projectiles, impacts per surface, trail, sounds, burst). Empty = the presentation of its Equipment Type (Project Settings -> RPG Saga Engine -> Weapon Presentation), else the default for the attack's approach. |
Worn Transform (WornTransform) | FTransform | Presentation | Adjustment of the Item Mesh when worn without an Appearance Part (D-126: grip, scale), in the wearer's grip frame at its slot's Attach Anchor (the body's Anchor Grips: grip at the origin, blade or shaft along +Z). Identity for meshes authored that way; a staff held part way up moves along Z. |
Affinities (Affinities) | TArray<FRSEElementAffinityEntry> | While Equipped | |
Bag Size Bonus (BagSizeBonus) | FIntPoint | While Equipped | Per Character inventory (D-143): extra bag columns (X) and rows (Y) while worn (a backpack, a belt with pouches). |
Carry Capacity Bonus (CarryCapacityBonus) | float | While Equipped | Per Character inventory with weight (D-143): extra carry capacity while worn. |
Granted Abilities (GrantedAbilities) | TArray<TObjectPtr<URSEAbilityData> > | While Equipped | Abilities usable while equipped. |
Granted Tags (GrantedTags) | FGameplayTagContainer | While Equipped | Traits such as status immunities. |
Mastery Abilities (MasteryAbilities) | TArray<FRSEMasteryAbility> | While Equipped | Equipment mastery (D-144): abilities usable while equipped that the wearer learns for good after earning their mastery points in won battles with the item (Progression Systems -> Mastery). Learned ones stay after the item is removed. |
Mastery Rate (MasteryRate) | float | While Equipped | Multiplies the mastery points earned with this item (1 = normal, 2 = learns twice as fast). |
Modifiers (Modifiers) | TArray<FRSEStatModifier> | While Equipped |
URSEEquipmentSlotSet
Module RSECore, parent UDataAsset. A preset of character equipment slots (D-126): the classic JRPG set (weapon, off-hand, head, body, two accessories) or the ARPG set (helmet, body armor, hands, legs, feet, main hand, off-hand, two accessories).
| Property | Type | Category | Description |
|---|---|---|---|
Description (Description) | FText | Slot Set | What the preset is for (shown in the Details panel). |
Off Hand Slot Id (OffHandSlotId) | FName | Slot Set | Slot a two-handed weapon also occupies (None = no off-hand). |
Slots (Slots) | TArray<FRSEEquipmentSlotDef> | Slot Set | The slots, in display order (the classic Equipment page lists them in this order). |
URSEExamineData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. What an object says when examined (D-039): a list of state-dependent responses (the first whose conditions pass) and an optional one-time pickup.
| Property | Type | Category | Description |
|---|---|---|---|
Pickup (Pickup) | FRSEExaminePickup | Examine | |
Responses (Responses) | TArray<FRSEExamineResponse> | Examine |
URSEFXTaxonomy
Module RSEEditor, parent UDataAsset. The effect taxonomy (D-087): elements and roles of particle systems and sounds, and the Dress My Abilities rules.
| Property | Type | Category | Description |
|---|---|---|---|
Attack Effects (AttackEffects) | TArray<FRSEDressFX> | Dress My Abilities | Dress My Abilities: effects of the characters' basic attack combos built from their style (impact, swing sound). |
Neutral Fallback (bNeutralFallback) | bool | Dress My Abilities | No effect of the ability's element for a role: take a neutral (element-less) one. |
Prefer Niagara (bPreferNiagara) | bool | Dress My Abilities | Prefer Niagara systems over legacy (Cascade) ones of the same confidence. |
Dress Rules (DressRules) | TArray<FRSEDressRule> | Dress My Abilities | Dress My Abilities: tried in order, the first rule an ability matches decides its effects and animation. |
Feel Roles (FeelRoles) | FRSEFeelRoles | Dress My Abilities | D-115: the roles that fill the battle feel slots of dressed looks (trail, cast, impact, projectile) and statuses. |
Min Pick Confidence (MinPickConfidence) | float | Dress My Abilities | Effects below this confidence are never picked automatically. |
Loop Flag (LoopFlag) | FGameplayTag | Flags | Flag a looping effect gets (empty = none). |
Include Sounds (bIncludeSounds) | bool | Rules | Scan sounds too (Sound Cues, MetaSounds, waves). |
Ignore Patterns (IgnorePatterns) | TArray<FRSEPackNamePattern> | Rules | Effects and sounds never offered (UI sounds, music, test systems). |
Rules (Rules) | TArray<FRSELibraryWordRule> | Rules | Word rules for elements, roles and flags. |
Confidence Softness (ConfidenceSoftness) | float | Scoring | |
Folder Weight (FolderWeight) | float | Scoring | |
Review Threshold (ReviewThreshold) | float | Scoring | |
Description (Description) | FText | Taxonomy | |
Roles (Roles) | TArray<FRSEFXRoleDef> | Taxonomy |
URSEFieldObjectData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A field object on the Tactics grid (D-055): a wall or barrier, a destructible obstacle, an explosive barrel.
| Property | Type | Category | Description |
|---|---|---|---|
Explodes when Destroyed (bExplodesWhenDestroyed) | bool | Explosion | --- Explosion --- |
Explosion Damage (ExplosionDamage) | float | Explosion | Fixed damage to every unit in the blast (before affinity). |
Explosion Damage Percent (ExplosionDamagePercent) | float | Explosion | Extra damage as a percent of each unit's max HP. |
Explosion Element (ExplosionElement) | FGameplayTag | Explosion | Element of the blast (affinities apply). |
Explosion Object Damage (ExplosionObjectDamage) | float | Explosion | Damage to other objects in the blast (chain reactions of barrels). |
Explosion Radius (ExplosionRadius) | int32 | Explosion | Tiles around the object (Manhattan) hit by the explosion. |
Explosion Status (ExplosionStatus) | TObjectPtr<URSEStatusData> | Explosion | Status applied to units in the blast (Burn...). |
Explosion Status Chance (ExplosionStatusChance) | float | Explosion | |
Leaves Zone (LeavesZone) | TObjectPtr<URSETileZoneData> | Explosion | Zone left on the blast's tiles (burning ground). Free Tactics: a surface on the blast's circle (D-108). |
Free Explosion Radius (FreeExplosionRadius) | float | Free Tactics | Free Tactics: blast radius in meters (0 = Explosion Radius tiles x Meters Per Tile, at least Free Tactics Field -> Min Explosion Radius). |
Free Height (FreeHeight) | float | Free Tactics | |
Free Radius (FreeRadius) | float | Free Tactics | Free Tactics: footprint radius and height when an ability places it (0 = Free Tactics Field -> Spawned Object Radius / Height). |
Blocks Line Of Sight (bBlocksLineOfSight) | bool | Object | |
Blocks Movement (bBlocksMovement) | bool | Object | |
Damage Taken Multiplier (DamageTakenMultiplier) | float | Object | Multiplies damage the object takes. |
Lifetime Turns (LifetimeTurns) | int32 | Object | Turns of the creator the object lasts (after it is gone: every unit's turn counts). 0 = permanent. |
Max HP (MaxHP) | float | Object | HP. 0 = indestructible. |
Object Tag (ObjectTag) | FGameplayTag | Object | |
Sight Height (SightHeight) | int32 | Object | How far above its tile the object blocks sight, in height steps. |
Color (Color) | FLinearColor | Presentation | Tint of the default look (when Visual is empty). |
Visual (Visual) | TSoftObjectPtr<URSEFieldVisualBase> | Presentation | How the object looks (soft; RSE's field visual asset). Empty = the Tactics presentation's default object look. |
URSEFieldVisualBase
Module RSECore, parent URSEPrimaryDataAsset, abstract, primary asset. How a zone or field object looks (D-055).
URSEFieldVisualData
Module RSE, parent URSEFieldVisualBase, primary asset. How a zone or field object looks on the Tactics grid (D-055).
| Property | Type | Category | Description |
|---|---|---|---|
Effect Scale (EffectScale) | float | Effects | Effect scale. |
End Effect (EndEffect) | TSoftObjectPtr<UNiagaraSystem> | Effects | One-shot effect when the zone ends / the object breaks (explosions). |
Loop Effect (LoopEffect) | TSoftObjectPtr<UNiagaraSystem> | Effects | Looping effect on each tile (fire, frost, poison fumes...). |
Spawn Effect (SpawnEffect) | TSoftObjectPtr<UNiagaraSystem> | Effects | One-shot effect when the zone appears / the object is placed. |
Material (Material) | TSoftObjectPtr<UMaterialInterface> | Look | Material of the mesh (a "Color" vector parameter is set to the zone / object color when present). |
Mesh (Mesh) | TSoftObjectPtr<UStaticMesh> | Look | Mesh per tile (zones: a flat plate; objects: the object). Empty = the settings' default. |
Mesh Scale (MeshScale) | FVector | Look | Mesh scale per tile (1 = the settings' tile-sized default). |
URSEFollowerProfile
Module RSECore, parent URSEPrimaryDataAsset, primary asset. How a party member follows and lives in exploration (D-129): its loose place in the formation and its idle behaviours.
| Property | Type | Category | Description |
|---|---|---|---|
Acceleration (Acceleration) | float | Feel | D-150: how quickly a member gets up to speed (cm/s², its movement's Max Acceleration while it follows). 0 = the character's own. |
Arrival Speed (ArrivalSpeed) | float | Feel | D-150: the slowest a braking member walks before it stands (cm/s). |
Braking Deceleration (BrakingDeceleration) | float | Feel | D-150: how gently a member stops (cm/s², its movement's walking braking deceleration and a light separate braking friction while it follows). 0 = the character's own. |
Braking Distance (BrakingDistance) | float | Feel | D-150: within this distance of its place (beyond the slack) a member slows down smoothly instead of stopping dead (cm). |
Member Spacing (MemberSpacing) | float | Feel | D-150: the least distance between two members (cm): their places are pushed apart to it, and they steer around each other's bodies (with Party Field -> Followers Avoid Each Other). Larger = a roomier party. |
Path Variation (PathVariation) | float | Feel | D-150: freer paths: a member far from its place aims up to this far to one side of the straight line (cm, its own side and amount), so the party does not file through the same line. |
Rank Start Delay (RankStartDelay) | float | Feel | D-150: each place further back in the formation starts this much later (seconds per place, on top of the member's own Reaction Delay): the party sets off one after another, never all on the leader's first step. |
Stop Slack (StopSlack) | FVector2D | Feel | D-150: once the leader stands, a member closer than this to its place stays where it is (cm, a new value in the range on every stop): no small shuffles to reach an exact spot. |
Trail Period (TrailPeriod) | float | Feel | D-150: how slowly a member's trailing distance changes (seconds per new value; longer = calmer). |
Trail Range (TrailRange) | FVector2D | Feel | D-150: while the leader walks each member trails its place by a distance of its own that changes slowly within this range (cm): some lag a little and catch up when the leader stops, nobody is glued to a slot. |
Urgent Distance (UrgentDistance) | float | Feel | D-150: farther than this from its place (cm) a member sets off at once, without its reaction delay (it was left far behind). Closer, even a member that has to catch up waits its delay first. |
Corridor Spread (CorridorSpread) | float | Formation | The formation's width in corridors (multiplies the slots' sideways offsets). |
Corridor Width (CorridorWidth) | float | Formation | Free width (cm) at and below which the formation is at its corridor width. |
Follow Lead Time (FollowLeadTime) | float | Formation | Members aim where their place will be this many seconds ahead while the leader walks (they keep up instead of reaching a place the leader already left; about two thinks). |
Leader Clearance (LeaderClearance) | float | Formation | Members never aim closer than this to the leader, nor into its path while it walks (cm). |
Leader Look Ahead (LeaderLookAhead) | float | Formation | How far ahead of a walking leader its path is kept clear (cm). |
Min Side Offset (MinSideOffset) | float | Formation | Members keep at least this sideways offset, alternating sides (cm): never a single-file line, even in corridors. |
Open Ground Spread (OpenGroundSpread) | float | Formation | The formation's width on open ground (multiplies the slots' sideways offsets). |
Open Ground Width (OpenGroundWidth) | float | Formation | Free width around the leader (cm, measured sideways) at which the formation is fully open. |
Reaction Delay (ReactionDelay) | FVector2D | Formation | Seconds before the member reacts when the leader starts walking (random between the two, per start and member). D-150: catching up waits too, unless the member is farther than Urgent Distance from its place. |
Slot Drift (SlotDrift) | float | Formation | How far the member's own place drifts around its formation slot (cm): followers never keep the exact slot. |
Slot Drift Period (SlotDriftPeriod) | float | Formation | How slowly the drift changes (seconds per new drift target; longer = calmer). |
Speed Variation (SpeedVariation) | float | Formation | The member's own pace: its walk and run speeds vary by up to this share (0.1 = 10% slower or faster, fixed per member). |
Spread Change Speed (SpreadChangeSpeed) | float | Formation | How quickly the formation widens or narrows when the space changes (higher = sooner). |
Also Party Behaviors (bAlsoPartyBehaviors) | bool | Idle | A character profile also uses the party profile's behaviours (after its own). Off: only its own. |
Behaviors (Behaviors) | TArray<TObjectPtr<URSEIdleBehavior> > | Idle | The idle behaviours and their weights. Order does not matter. |
Idle Life (bIdleLife) | bool | Idle | Members live while the leader stands still: stroll, look around, play idle animations (Behaviors). |
Idle Gap (IdleGap) | FVector2D | Idle | Seconds between two idle actions (random between the two). |
Idle Radius (IdleRadius) | float | Idle | Strolls and spots stay within this distance of the leader (cm). |
Idle Start Delay (IdleStartDelay) | FVector2D | Idle | Seconds the leader must stand still before a member starts its idle life (random between the two, per member). |
Repeat Weight (RepeatWeight) | float | Idle | The same behaviour twice in a row is this much less likely (1 = no penalty, 0 = never twice in a row when another can run). |
Stroll Speed (StrollSpeed) | float | Idle | Walking speed of strolls (cm/s; the member's pace applies). |
URSEFurnitureData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A piece of furniture (D-158): its mesh (or simple parts), its size and front, how it may be placed and what it does.
| Property | Type | Category | Description |
|---|---|---|---|
Furniture Tags (FurnitureTags) | FGameplayTagContainer | Furniture | What it is (Furniture.Bed, .Table, .Chair, .Light...): anchors, rules and the checker read them. |
Light (bLight) | bool | Light | A light of its own that is always on (a chandelier; interactable lights use their Interactable Data's look). |
Light Color (LightColor) | FLinearColor | Light | |
Light Intensity (LightIntensity) | float | Light | |
Light Offset (LightOffset) | FVector | Light | The light's place in the piece's space (cm). |
Light Radius (LightRadius) | float | Light | |
Fit Mesh to Size (bFitMeshToSize) | bool | Look | Mesh is fitted to Size (stretched to the footprint and height). Off: its own size, centred on the footprint. |
Symmetric (bSymmetric) | bool | Look | D-164: it looks the same whichever way it faces (a barrel, a round table, a candle): any facing is right. |
Front (Front) | ERSEFurnitureFront | Look | Which axis of Mesh is its front (beds: the foot end; wardrobes: their doors; chairs: where one sits facing). |
Mesh (Mesh) | TSoftObjectPtr<UStaticMesh> | Look | The prop (soft). Empty = Parts. |
Mesh Scale (MeshScale) | FVector | Look | Mesh's own scale (when not fitted). |
Parts (Parts) | TArray<FRSEFurniturePart> | Look | Placeholder look made of simple shapes (used when Mesh is empty). |
Anchor Tag (AnchorTag) | FGameplayTag | Placement | AroundAnchor / OnAnchor: the piece it goes with (Furniture.Table). |
Allowed at Windows (bAllowedAtWindows) | bool | Placement | D-164 / K4: it may stand in front of a window even when taller than the sill (a see-through screen, a plant stand). |
Blocks Movement (bBlocksMovement) | bool | Placement | It takes floor and blocks walking (off: rugs, things on walls and tables). |
Depth (Depth) | float | Placement | |
Front Clearance (FrontClearance) | float | Placement | Free floor kept in front of it (to stand at a bed, open a wardrobe, pull a chair out) (cm). |
Height (Height) | float | Placement | |
Mount Height (MountHeight) | float | Placement | WallMounted: the height of its bottom (cm). Ceiling: how far it hangs below the ceiling (cm). |
Placement (Placement) | ERSEFurniturePlacement | Placement | |
Side Clearance (SideClearance) | float | Placement | Free floor kept beside / around it (Center pieces: room for chairs and to walk around) (cm). |
Width (Width) | float | Placement | The footprint and height (cm): Width across its front, Depth from front to back, Height. |
Generated (bGenerated) | bool | Provenance | D-164: made by the Interior Kit Wizard (a re-run updates it; fields the designer changed are kept). |
Source Mesh (SourceMesh) | FSoftObjectPath | Provenance | D-164: the pack mesh this piece was made from (the kit scan's provenance; the wizard updates the asset while it still matches). |
Interactable (Interactable) | TObjectPtr<URSEInteractableData> | Use | What using it does (a chest, a bed to rest in, a book to read, a fireplace to light): it becomes an RSE World Interactable. Without a Mesh or Parts of its own it shows the interactable's look (a breakable pot keeps its broken look). |
Interactable Capacity (InteractableCapacity) | int32 | Use | D-161: how many interactables this spot holds: itself (when it is interactable) and whatever usable stands on it (a candle, a book on a table). 1 = one thing to use here; 0 = nothing usable on it. The generator respects it, the furniture checker reports more. |
Interaction Category (InteractionCategory) | FGameplayTag | Use | D-161: what kind of interaction it gives a house (Interior.Interaction.Read, .Loot, .Light, .Breakable, .Examine, .Rest, .Station, .QuestHook): interaction sets count and complete interiors by it. Empty = not counted. |
URSEGASAbilityMap
Module RSEGAS, parent UDataAsset. RSE abilities -> GAS triggers (D-169).
| Property | Type | Category | Description |
|---|---|---|---|
Rows (Rows) | TArray<FRSEGASAbilityRow> | Abilities |
URSEGASAttributeMap
Module RSEGAS, parent UDataAsset. RSE stats and resources <-> GAS attributes (D-169).
| Property | Type | Category | Description |
|---|---|---|---|
Rows (Rows) | TArray<FRSEGASAttributeRow> | Attributes |
URSEGASStatusMap
Module RSEGAS, parent UDataAsset. RSE statuses <-> GAS tags and Gameplay Effects (D-169).
| Property | Type | Category | Description |
|---|---|---|---|
Rows (Rows) | TArray<FRSEGASStatusRow> | Statuses |
URSEGameFoundation
Module RSECore, parent URSEPrimaryDataAsset, primary asset. The Game Foundation (D-095, docs/design/studio.md section 5): the bottom layer of a game, built bottom-up in the Studio's foundation wizard.
| Property | Type | Category | Description |
|---|---|---|---|
Terms (Terms) | TArray<FRSEFoundationTerm> | 1. Vocabulary | --- 1. Vocabulary --- |
Starter Content (StarterContent) | FRSEFoundationStarterContent | 10. Starter Content | Content made for this foundation, offered when it is applied (D-100). Empty for Empty and for your own foundations. |
Attributes (Attributes) | TArray<FRSEAttributeDefinition> | 2. Stats and Resources | The attributes (written into the attribute registry). Stat.Speed is required; Tactics also needs Stat.ActionPoints and Stat.Jump. |
Resources (Resources) | TArray<FRSEResourceDefinition> | 2. Stats and Resources | The resources (Resource.HP, the life resource, is required). |
Formulas (Formulas) | FRSEFoundationFormulas | 3. Combat Formulas | --- 3. Combat formulas --- |
Affinity Multipliers (AffinityMultipliers) | TMap<ERSEElementAffinity,float> | 4. Elements | Damage multiplier per affinity (the weakness table). Empty = keep the current one. |
Elements (Elements) | TArray<FRSEFoundationTagEntry> | 4. Elements | Elements / damage types (Element.*). May be empty (no elemental damage). |
Equipment Slots (EquipmentSlots) | TArray<FRSEEquipmentSlotDef> | 5. Equipment and Items | --- 5. Equipment and items --- |
Equipment Types (EquipmentTypes) | TArray<FRSEFoundationTagEntry> | 5. Equipment and Items | Equipment kinds classes may use (Equip.Type.*): firearms, blades, implants... |
Inventory Mode (InventoryMode) | ERSEInventoryMode | 5. Equipment and Items | How the party carries its items (D-143), written into Inventory Rules -> Mode: Shared (one party grid: JRPG, ATB, Tactics) or Per Character (a bag per member, a stash at save points: live / Free Tactics games). It can be switched later both ways. |
Item Categories (ItemCategories) | TArray<FRSEFoundationTagEntry> | 5. Equipment and Items | Item categories (Item.Category.*) for inventory tabs. |
Off Hand Slot Id (OffHandSlotId) | FName | 5. Equipment and Items | Slot a two-handed weapon also occupies (None = no off-hand). |
Ability Categories (AbilityCategories) | TArray<FRSEFoundationTagEntry> | 6. Abilities and Command Menu | Ability categories (Ability.Type.*). |
Command Menu (CommandMenu) | TArray<FRSECommandMenuEntry> | 6. Abilities and Command Menu | The classic battle command menu (written into the project's default layout). |
Battle Modes (BattleModes) | FRSEFoundationBattleModes | 7. Battle Modes | --- 7. Battle modes --- |
Progression (Progression) | FRSEFoundationProgression | 8. Progression | --- 8. Progression --- |
Economy (Economy) | FRSEFoundationEconomy | 9. Economy | --- 9. Economy --- |
Suggested Replacements (SuggestedReplacements) | TMap<FGameplayTag,FGameplayTag> | Change Safety | Replacements proposed when content made for another foundation names tags this one drops (Resource.MP -> Resource.Energy, Element.Fire -> Element.Plasma). The breaking-change report uses them first. |
Description (Description) | FText | Info | What the preset is for, shown on its card in the Studio. |
Sort Order (SortOrder) | int32 | Info | Order among presets (lower first). |
Thumbnail (Thumbnail) | TSoftObjectPtr<UTexture2D> | Info | |
UIStyle Id (UIStyleId) | FName | Info | The UI Style (Style Id of a DA_UIStyle_*: Gothic, Holo, Brass, Tactical...) that fits this preset (D-162 P64). Applying the foundation in the Studio makes it the project's default UI style (UI Theme -> Default Style). None = leave the style alone. Just an id: RSECore does not know UI styles. |
URSEGrowthBoard
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A Growth Board (D-144): nodes and edges the player unlocks with board points, from a start node, each new node next to an open one.
| Property | Type | Category | Description |
|---|---|---|---|
Edges (Edges) | TArray<FRSEGrowthEdge> | Board | |
Nodes (Nodes) | TArray<FRSEGrowthNode> | Board | |
Generator Class (GeneratorClass) | TSoftObjectPtr<URSEClassData> | Generator | The class the board was last generated from (the editor's Layout menu regenerates from it). |
Generator Seed (GeneratorSeed) | int32 | Generator | Seed and inputs of the last Generate Board (re-runnable). |
Edge Shape (EdgeShape) | ERSEGrowthEdgeShape | Look | Straight or curved edges (FromStyle = the style's choice). The layout check uses the same shape. |
Layout Preset (LayoutPreset) | ERSEGrowthLayoutPreset | Look | The layout preset the board was generated with (the editor's Layout menu switches it). Informative for hand-made boards. |
Regions (Regions) | TArray<FRSEGrowthRegion> | Look | Themed regions (D-149): the screen tints their part of the board and writes their names. |
Style (Style) | TSoftObjectPtr<URSEGrowthBoardStyle> | Look | Look and vocabulary. Empty = Progression Systems -> Default Board Style. |
Character Start Nodes (CharacterStartNodes) | TMap<TSoftObjectPtr<URSECharacterData> ,FName> | Start | Start node per character (overrides the class). |
Class Start Nodes (ClassStartNodes) | TMap<FGameplayTag,FName> | Start | Start node per class tag (shared boards: each class enters from its own side). |
Default Start Node (DefaultStartNode) | FName | Start | Where characters start when nothing more specific applies. |
URSEGrowthBoardStyle
Module RSECore, parent URSEPrimaryDataAsset, primary asset. How a Growth Board looks in game (D-144): its vocabulary, colors and node art.
| Property | Type | Category | Description |
|---|---|---|---|
Backdrop (Backdrop) | TSoftObjectPtr<UTexture2D> | Art | Optional full-screen backdrop behind the board. |
Backdrop Layers (BackdropLayers) | TArray<FRSEGrowthBackdropLayer> | Art | Layers behind the board, back to front (parallax, starfields, textures). |
Center Light Color (CenterLightColor) | FLinearColor | Art | A soft light behind the board's center (vignette from Background Color). |
Nebula Clouds (NebulaClouds) | TArray<FRSEGrowthNebulaCloud> | Art | Soft colored clouds behind the board (depth). Empty = Growth UI -> Board -> Nebula Clouds. |
Node Icons (NodeIcons) | TMap<ERSEGrowthNodeKind,TSoftObjectPtr<UTexture2D> > | Art | Optional art per kind (drawn inside the node). |
Available Glow Color (AvailableGlowColor) | FLinearColor | Colors | Nodes the character can unlock now. |
Background Color (BackgroundColor) | FLinearColor | Colors | |
Color Mode (ColorMode) | ERSEGrowthBoardColorMode | Colors | P65: the colors below are the board in the reference UI style (Classic). Follow UI Style (default) moves them with the active UI style's tokens; Fixed keeps them exactly. |
Edge Closed Color (EdgeClosedColor) | FLinearColor | Colors | |
Edge Open Color (EdgeOpenColor) | FLinearColor | Colors | Edges between two unlocked nodes. |
Locked Node Color (LockedNodeColor) | FLinearColor | Colors | |
Node Colors (NodeColors) | TMap<ERSEGrowthNodeKind,FLinearColor> | Colors | Node fill per kind (missing kinds use Locked Node Color). |
Edge Flow Seconds (EdgeFlowSeconds) | float | Light | Light that runs along open paths (seconds per pass; 0 = none). |
Edge Glow Color (EdgeGlowColor) | FLinearColor | Light | Glow around open paths: color and width in pixels (0 = no glow). |
Edge Glow Width (EdgeGlowWidth) | float | Light | |
Edge Width (EdgeWidth) | float | Light | Edge thickness in pixels at zoom 1. |
Kind Halo Extent (KindHaloExtent) | float | Light | D-154: how far the kind halos reach, in node sizes beyond the node. |
Kind Halos (KindHalos) | TMap<ERSEGrowthNodeKind,FLinearColor> | Light | D-154: a soft, constant halo per node kind (the keystones' subtle gold glow), drawn behind the node whether open or not. Alpha = strength; missing or transparent = none. |
Open Node Glow (OpenNodeGlow) | float | Light | Unlocked nodes glow in their kind color (halo alpha). |
Pulse Scale (PulseScale) | float | Light | |
Pulse Seconds (PulseSeconds) | float | Light | "Available next" pulse: seconds per cycle and how far the halo grows (share of the node size). |
Marker Color (MarkerColor) | FLinearColor | Marker | Where the character stands (travel cost): marker color and optional icon. |
Marker Icon (MarkerIcon) | TSoftObjectPtr<UTexture2D> | Marker | |
Curved Edges (bCurvedEdges) | bool | Shape | Edges drawn as gentle curves (roots, vines) instead of straight lines (constellations, circuits). |
Round Nodes (bRoundNodes) | bool | Shape | Nodes drawn as circles (stars, knots) instead of rounded squares (sockets). |
Node Scales (NodeScales) | TMap<ERSEGrowthNodeKind,float> | Shape | Size multiplier per node kind. Missing = 1. D-154: the starter looks keep every kind at 1 (one base size at any zoom); shape, color and Kind Halos tell the kinds apart. |
Node Shapes (NodeShapes) | TMap<ERSEGrowthNodeKind,ERSEGrowthNodeShape> | Shape | Outline per node kind (missing kinds: circle when Round Nodes, else square). |
Node Size (NodeSize) | float | Shape | Node size in board units (1 unit = one grid step of the board's positions). |
Tier Ring Colors (TierRingColors) | TArray<FLinearColor> | Shape | Ring color per node tier (FRSEGrowthNode::Tier: 0 common .. 3 rare), like item rarity. Missing tiers: no ring. |
Board Term (BoardTerm) | FText | Vocabulary | What the board is called on screen ("Constellation", "Roots", "Circuit"). DisplayName names the style itself. |
Kind Names (KindNames) | TMap<ERSEGrowthNodeKind,FText> | Vocabulary | Names of the node kinds on screen (legend, tooltips). Missing = the engine's words. |
Node Term (NodeTerm) | FText | Vocabulary | What a node is called ("Star", "Knot", "Socket"). |
Points Term (PointsTerm) | FText | Vocabulary | What the board points are called ("Starlight", "Sap", "Charge"). |
Unlock Verb (UnlockVerb) | FText | Vocabulary | The verb on the unlock button ("Ignite", "Grow", "Wire"). |
URSEGrowthPlan
Module RSECore, parent URSEPrimaryDataAsset, primary asset. How one class grows beyond its levels (D-144): the point tables and ability catalog of Classic + Points, its Growth Board, and the optional ways it learns (from enemies).
| Property | Type | Category | Description |
|---|---|---|---|
Board (Board) | TObjectPtr<URSEGrowthBoard> | Board | This class's board. Empty = the shared board (Progression Systems -> Board Scope) or none. |
Generator Seed (GeneratorSeed) | int32 | Generator | Seed of the last Generate Point Tables (re-runnable). |
Enemy Learning (EnemyLearning) | TArray<FRSEEnemyLearningRule> | Learning | Learn abilities from enemies (blue magic style, in our own words: "Mimic"). Empty = never (unless a trait allows it). |
Ability Catalog (AbilityCatalog) | TArray<FRSEPointsAbility> | Points | Abilities bought with ability points (active and passive), with prerequisites. |
Attributes (Attributes) | TArray<FRSEAttributeAllocation> | Points | The key attributes the player may raise, with their price and caps. |
Point Grants (PointGrants) | TArray<FRSEPointsGrant> | Points | Points earned by level, per currency (attribute and ability points; board points for the board system). |
URSEHeroArchetype
Module RSECore, parent URSEArchetype, primary asset. Hero class archetype: role, stats and growth, abilities by level, allowed equipment, command menu (content: a Class).
URSEInteractableData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A kind of interactable (D-150): what it does (Behavior), who may use it (Use Conditions), what it also runs (Effects), its look, icon and prompt, and where the Populate Interactions tool may put it.
| Property | Type | Category | Description |
|---|---|---|---|
Behavior (Behavior) | TObjectPtr<URSEInteractableBehavior> | Interactable | |
Effects (Effects) | FRSEEffectList | Interactable | Run after every successful use (a flag, a quest objective, a tutorial). |
Icon (Icon) | TSoftObjectPtr<UTexture2D> | Interactable | The icon (map, prompt, Studio). |
Kind Tag (KindTag) | FGameplayTag | Interactable | The kind (Interactable.Kind.*): the map icon, the Populate tool and the Studio group by it. |
Prompt (Prompt) | FText | Interactable | The prompt's action; empty = the behaviour's ("Open", "Light", "Read"). |
Use Conditions (UseConditions) | FRSEConditionSet | Interactable | The prompt (and the use) is there only while these pass. |
Look (Look) | FRSEInteractableLook | Look | |
Placement (Placement) | FRSEInteractablePlacement | Placement | |
Reactive Tags (ReactiveTags) | FGameplayTagContainer | Reactions | D-157: what it reacts to when an ability is used on the world (World.Reactive.*: Light, Flammable, Water, Fog). The World Reactions rules (Project Settings -> RPG Saga Engine -> World Reactions) decide what an ability does to it. Empty = nothing. |
Visibility (Visibility) | FRSEInteractableVisibility | Visibility | D-157: how it shows itself before use (highlight, hint, sparkle, map icon). |
URSEInteractionData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A scripted interaction: conditions + effects.
| Property | Type | Category | Description |
|---|---|---|---|
One Shot (bOneShot) | bool | Interaction | Succeeds only once; the narrative state remembers it by this asset's path. When several level objects share one asset but each must be one-shot (e.g. identical chests), give each its own asset or gate it with its own flag instead. |
Completed Effects (CompletedEffects) | FRSEEffectList | Interaction | Runs on later attempts of a completed one-shot interaction. |
Conditions (Conditions) | FRSEConditionSet | Interaction | |
Effects (Effects) | FRSEEffectList | Interaction | |
Failed Effects (FailedEffects) | FRSEEffectList | Interaction | Runs when Conditions fail. |
Bark Pools (BarkPools) | TArray<TSoftObjectPtr<URSEBarkPoolData> > | NPC | D-157: the lines of NPCs that use this interaction (an NPC Type's small talk, a guard's calls), after the NPC's own pools and before the project's default pools (Barks settings). |
Schedule (Schedule) | TSoftObjectPtr<URSENPCScheduleData> | NPC | Living NPCs (D-104): the day of an NPC that uses this interaction (a shopkeeper's hours, an innkeeper's evenings). NPC Types (archetypes) give it to every NPC made from them; an NPC's own Living NPC component schedule wins. |
URSEInteriorData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A separate interior (D-150): which map, where the party appears, when it is open and what it needs.
| Property | Type | Category | Description |
|---|---|---|---|
Closed Phases (ClosedPhases) | FGameplayTagContainer | Access | Closed during these phases of the day (Time.Phase.Night: a shop closed at night). Empty = always open. |
Closed Text (ClosedText) | FText | Access | Said when it is closed / locked (empty = the settings' texts). |
Conditions (Conditions) | FRSEConditionSet | Access | Story conditions to enter (a quest stage, a flag). |
Key (Key) | TObjectPtr<URSEItemData> | Access | The party needs this key to enter (kept, not used up). |
Locked Text (LockedText) | FText | Access | |
Generation (Generation) | FRSEInteriorGeneration | Generation | D-158: a generated interior: sized from the building, rooms from the program, a personality, a seed. |
Blackout Seconds (BlackoutSeconds) | float | Interior | Seconds of black between outside and inside (negative = Interiors -> Blackout Seconds, about 0.4). |
Override Rules (bOverrideRules) | bool | Interior | D-153: this interior's own rules (who goes in, battles, the shell) instead of its template's. |
Entry Point (EntryPoint) | FName | Interior | Where the party appears inside (an RSE Arrival Point id or an actor tag in the map). None = the map's first entry point. |
Map (Map) | TSoftObjectPtr<UWorld> | Interior | The interior's map (empty = the template's). Loaded as a level instance away from the playable area. |
Rules (Rules) | FRSEInteriorRules | Interior | |
Template (Template) | TObjectPtr<URSEInteriorTemplateData> | Interior | The template it was made from (its map when Map is empty; the analyzer and the Studio). |
Inhabitants (Inhabitants) | TArray<FRSEInteriorInhabitant> | Story | D-158: who lives or works here (the story's NPCs in the program's inhabitant roles). |
Lore (Lore) | TArray<FRSELoreEntry> | Story | D-158: texts for this interior's books, letters and notes (first; then Buildings -> Lore Libraries). |
Stations (Stations) | TArray<FRSEStationHook> | Story | D-158: what the workstations do here (the counter opens this town's shop, the altar blesses). |
URSEInteriorInteractionSetData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. What a kind of interior offers to do (D-161): 3 to 6 varied interactions in a home (something to examine, a note or a book, a small chest or drawer, a hearth or candle to light, a breakable, sometimes a quest hook), more at an inn.
| Property | Type | Category | Description |
|---|---|---|---|
Requirements (Requirements) | TArray<FRSEInteractionRequirement> | Interactions | |
Total Range (TotalRange) | FIntPoint | Interactions | The interactions counted by the requirements below, in all (the cap keeps the most wanted ones). |
URSEInteriorKitData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A modular interior kit (D-164): pieces of one pack that fit together on a module grid.
| Property | Type | Category | Description |
|---|---|---|---|
Use Kit Collision (bUseKitCollision) | bool | Kit | The pieces' own collision is used. Off (default): invisible boxes collide, the enclosure checks stay exact. |
Grid (Grid) | FRSEInteriorModuleGrid | Kit | |
Kit Id (KitId) | FName | Kit | A stable id (the wizard: the pack and kit name); None = the asset's name. |
Pieces (Pieces) | TArray<FRSEKitPiece> | Kit | |
Style Tags (StyleTags) | FGameplayTagContainer | Kit | Its style (Interior.Style.Medieval, .Rustic, .SciFi...): the Building Analyzer matches kits and themes by it. |
Thumbnail (Thumbnail) | TSoftObjectPtr<UTexture2D> | Kit | |
Material Overrides (MaterialOverrides) | TMap<FName,TSoftObjectPtr<UMaterialInterface> > | Look | Material overrides by material slot name (empty = each mesh's own materials). |
Kind Fallbacks (KindFallbacks) | TArray<FRSEKitKindFallback> | Rules | What a missing kind falls back to. A kind not listed uses the built-in table (Fill Default Fallbacks shows it). |
Kind Stretch (KindStretch) | TArray<FRSEKindStretch> | Rules | Larger stretch for some piece kinds of this kit (a kind not listed uses the project's Kit Build -> Kind Stretch, then the grid's Max Stretch). |
Slot Kinds (SlotKinds) | TArray<FRSEKitSlotKinds> | Rules | Which kinds fill each plan slot. A slot not listed uses the built-in table (Fill Default Slot Kinds shows it). |
URSEInteriorProgramData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A kind of interior's rooms (D-158): which rooms on which floor, how tall the floors are, whether there is a cellar, who lives there.
| Property | Type | Category | Description |
|---|---|---|---|
Interaction Set (InteractionSet) | TObjectPtr<URSEInteriorInteractionSetData> | Interactions | D-161: the interactions every interior of this kind offers (completed and capped after the furniture). |
Force Own Heights (bForceOwnHeights) | bool | Program | D-164 / K4: the floor heights above stay even with a modular kit (else the storey is the kit's Wall Height). |
Cellar Chance (CellarChance) | float | Program | Chance of a cellar when the building does not say (0..1; the interior's Generation can force it). |
Cellar Height (CellarHeight) | float | Program | |
Corridor Width (CorridorWidth) | float | Program | The width of an upper floor's corridor or landing (cm; the stairs and a walkway fit in it). |
Ground Floor Height (GroundFloorHeight) | float | Program | The ground floor's height and the upper floors' (cm, floor to floor). |
Inhabitants (Inhabitants) | TArray<FRSEInhabitantSlotSpec> | Program | Who lives or works here (spots or areas for NPCs and their routines). |
Min Room Depth (MinRoomDepth) | float | Program | The smallest depth of a band of rooms behind or in front of the hub (cm); a thinner band joins the hub. |
Rooms (Rooms) | TArray<FRSEInteriorRoomSpec> | Program | |
Single Room Area (SingleRoomArea) | float | Program | A floor smaller than this is one single room (m²). |
Upper Floor Height (UpperFloorHeight) | float | Program | |
Window Density (WindowDensity) | float | Program | D-164 / K4: the share of the possible windows its interiors get (0..1; a room spec may set its own). |
Resident Count (ResidentCount) | FIntPoint | Residents | D-161: how many live here (the story's inhabitants included; random between the two). 0 = only the inhabitant slots. |
Residents (Residents) | TObjectPtr<URSEInteriorResidentSetData> | Residents | D-161: who lives here when the interior does not say (resident profiles by role). |
Max Floors (MaxFloors) | int32 | Size | |
Min Floors (MinFloors) | int32 | Size | D-161: the floors this program is made for: a building with more is given MaxFloors (a cottage stays one storey, its loft left out), one with fewer gets MinFloors. 0 = no limit. |
URSEInteriorResidentSetData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. Who lives in a settlement's interiors (D-161): resident profiles by role, picked by each interior's seed (names, looks, lines, schedules, the odd card player).
| Property | Type | Category | Description |
|---|---|---|---|
Household Role (HouseholdRole) | FGameplayTag | Residents | The household's role (Interior.Role.Resident): profiles of it (or under it) fill the interior up to its Resident Count, each in a spot of its own; the program's slots of this role are filled only while the count allows. Other roles fill their work places. |
Profiles (Profiles) | TArray<FRSEInteriorResidentProfile> | Residents |
URSEInteriorTemplateData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A kind of interior (D-150): a reusable small map with an entry point, an exit and slots (inn, house, shop, smithy, temple, cellar).
| Property | Type | Category | Description |
|---|---|---|---|
Default Floors (DefaultFloors) | int32 | Generation | D-158: floors above ground of a generated interior when its building does not say. |
Program (Program) | TObjectPtr<URSEInteriorProgramData> | Generation | D-158: the rooms of interiors generated from this template (an inn: common room, kitchen, bedrooms upstairs, cellar). |
Program Choices (ProgramChoices) | TArray<FRSEInteriorProgramChoice> | Generation | D-161: programs by building size (a cottage, a family house, a large house): the generator picks the one whose floor area and floors fit the interior (the seed decides between equal fits). Empty = Program for every size. |
Themes (Themes) | TArray<FRSEThemeChoice> | Generation | D-158: the personalities its generated interiors may get (the seed picks one by weight). |
Keywords (Keywords) | TArray<FString> | Template | Words in a building's name or mesh that suggest this template ("inn", "tavern"): the building analyzer. |
Map (Map) | TSoftObjectPtr<UWorld> | Template | The template's map (a small level: floor, walls, the entry point, the exit, the slots). Duplicate it to fill it. |
Rules (Rules) | FRSEInteriorRules | Template | D-153: who goes in, battles, the sealed shell and the world's lighting while inside (interiors made from it inherit it). |
Size (Size) | FVector | Template | The inside size (cm), for the designer and the analyzer's report. |
Slots (Slots) | TArray<FRSEInteriorSlotInfo> | Template | The slots of the map (what a buyer fills). |
Template Tag (TemplateTag) | FGameplayTag | Template | Interior.Template.Inn, .House, .Shop, .Smithy, .Temple, .Cellar (open set). |
URSEInteriorThemeData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A dwelling's personality (D-158): a craftsman's workshop, a hunter's lodge, a witch's hut, a merchant's or a noble's house.
| Property | Type | Category | Description |
|---|---|---|---|
Room Light Color (RoomLightColor) | FLinearColor | Light | The rooms' own light (a warm lamp light by default). |
Room Light Intensity Range (RoomLightIntensityRange) | FVector2D | Light | |
Room Light Jitter (RoomLightJitter) | float | Light | The seed varies the light's colour this much (0..1). |
Room Light Per Square Meter (RoomLightPerSquareMeter) | float | Light | The room light's intensity per square metre of floor (candela-like units), clamped below. |
Snap to Kit Grid (bSnapToKitGrid) | bool | Look | D-164 / K4: the layout snaps to the kit asset's module grid (off: the pieces are fitted to the free layout). |
Floor Materials (FloorMaterials) | TArray<TSoftObjectPtr<UMaterialInterface> > | Look | Materials picked by the seed: floors, walls, wood (door frames, stairs). |
Kit (Kit) | FRSEInteriorKit | Look | |
Kit Variants (KitVariants) | TArray<FRSEInteriorKit> | Look | D-161: other kits the seed may pick instead of Kit (other floor boards, other wall timbers): neighbours of one size differ. |
Trim Materials (TrimMaterials) | TArray<TSoftObjectPtr<UMaterialInterface> > | Look | |
Wall Materials (WallMaterials) | TArray<TSoftObjectPtr<UMaterialInterface> > | Look | |
Keywords (Keywords) | TArray<FString> | Theme | Words in a building's name that ask for this theme ("witch", "hunter"): the Building Analyzer. |
Room Furnishings (RoomFurnishings) | TArray<FRSEThemeRoomFurnishing> | Theme | |
Style Tags (StyleTags) | FGameplayTagContainer | Theme | D-164: its style (Interior.Style.Medieval, .SciFi...): kits and themes are matched by it. |
Substitutions (Substitutions) | TArray<FRSEFurnitureSubstitution> | Theme | D-164: pieces swapped by kind (the first substitution whose Furniture Tag the piece has wins). Programs, interaction sets and resident sets keep their own pieces and tags; the seed (its own stream) picks the replacement. |
Theme Tag (ThemeTag) | FGameplayTag | Theme | Interior.Theme.Workshop, .Hunter, .Witch... |
URSEItemData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. Base item definition (D-024).
| Property | Type | Category | Description |
|---|---|---|---|
Sellable (bSellable) | bool | Economy | Shops may buy it. Key items and documents never sell, whatever this says. |
Buy Price (BuyPrice) | int32 | Economy | Price in shops, before the Economy BuyPriceMultiplier. 0 = no value (shops need a price override; it cannot be sold). |
Sell Price Override (SellPriceOverride) | int32 | Economy | What shops pay for one. -1 = BuyPrice x the sell ratio (the shop's or the Economy settings'). |
Category (Category) | FGameplayTag | Grid Inventory | Category (Item.Category.*), for inventory tab filters and sorting. Optional. |
Grid Size (GridSize) | FIntPoint | Grid Inventory | Cells the item takes in grid inventories (width x height). 1x1 for most items; at most Items -> Max Item Grid Size and never wider than the narrowest stash tab that shows it. |
Rarity (Rarity) | FGameplayTag | Grid Inventory | Rarity tier (Item.Rarity.*): name color, frame and sort order. Empty = Items -> Default Rarity. |
Weight (Weight) | float | Grid Inventory | Weight of one (D-143): counts against a member's carry capacity when Inventory Rules -> Use Weight is on. |
Description (Description) | FText | Item | |
Icon (Icon) | TSoftObjectPtr<UTexture2D> | Item | |
Icon Mesh Rotation (IconMeshRotation) | FRotator | Item | Turns the icon mesh before it is framed (packs model weapons along different axes; the studio's view does the rest). |
Item Mesh (ItemMesh) | TSoftObjectPtr<UStaticMesh> | Item | The item's mesh (D-126): the Portrait & Icon Studio renders Icon from it, and equipment without an Appearance Part shows it on its wearer at its slot's Attach Anchor (weapons in the hand). Empty: equipment uses its Appearance Part's mesh for the icon; items with neither get a template icon (a glyph of their kind). |
Max Stack (MaxStack) | int32 | Item | Maximum stack size. 0 = the default from Project Settings -> RPG Saga Engine -> Items. |
URSEItemFamily
Module RSECore, parent URSEArchetype, primary asset. Item family: "potion", "bomb", "melee weapon", "ranged weapon" (content: an Item of the family's item class).
URSEItemRecipeData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. Two items combined into a third (D-039), e.g.
| Property | Type | Category | Description |
|---|---|---|---|
Consume First (bConsumeFirst) | bool | Recipe | |
Consume Second (bConsumeSecond) | bool | Recipe | |
Effects (Effects) | FRSEEffectList | Recipe | Extra effects of the combination (e.g. a story flag). |
First Ingredient (FirstIngredient) | TObjectPtr<URSEItemData> | Recipe | |
Result (Result) | TObjectPtr<URSEItemData> | Recipe | |
Result Count (ResultCount) | int32 | Recipe | |
Second Ingredient (SecondIngredient) | TObjectPtr<URSEItemData> | Recipe | |
Success Text (SuccessText) | FText | Recipe | Shown after combining. Empty = Project Settings -> RPG Saga Engine -> Puzzles -> Combine Success Format. |
URSEItemUseData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. Items an object accepts (D-039): "Use the Minute Hand?" is asked automatically when the party holds one, and any key item can be tried on the object from the party menu (a wrong one gets the refusal lines).
| Property | Type | Category | Description |
|---|---|---|---|
Accepted Items (AcceptedItems) | TArray<FRSEItemUseRule> | Use | |
Offer Automatically (bOfferAutomatically) | bool | Use | Ask "Use ...?" on Interact when the party holds an accepted item. Off = only from the party menu. |
Conditions (Conditions) | FRSEConditionSet | Use | When items can be used on the object at all (e.g. the puzzle is not solved yet). Empty = always. |
Refusal Lines (RefusalLines) | TArray<FText> | Use | Said for a wrong item. Empty = Project Settings -> RPG Saga Engine -> Puzzles -> Default Refusal Lines. |
URSEKitLibrary
Module RSEEditor, parent UDataAsset. The interior kit library asset.
| Property | Type | Category | Description |
|---|---|---|---|
Entries (Entries) | TArray<FRSEKitLibraryEntry> | Library | |
Folders (Folders) | TArray<FDirectoryPath> | Library | Folders scanned (a rescan scans them again: changed meshes measured, everything reclassified, corrections kept). |
Grid Overrides (GridOverrides) | FRSEKitGridOverrides | Library | The buyer's kit corrections (typed grid values per kit; piece moves are taken from the entries' Kit corrections). |
Kits (Kits) | TArray<FRSEKitGroupInfo> | Library | |
Languages (Languages) | TArray<FName> | Library | Language packs used (ids); empty = the taxonomy's defaults. |
Last Report (LastReport) | FRSEKitScanReport | Library | |
Provenance (Provenance) | TArray<FRSEProvenanceRecord> | Library | What the Create step wrote into kit and furniture assets (a field is rewritten only while it still holds this). |
Taxonomy (Taxonomy) | TSoftObjectPtr<URSEKitTaxonomy> | Library | This library's taxonomy (empty = Project Settings -> Interior Kits -> Taxonomy). |
URSEKitTaxonomy
Module RSEEditor, parent UDataAsset. The kit classifier's rules (data asset, Project Settings -> RPG Saga Engine -> Interior Kits -> Taxonomy).
| Property | Type | Category | Description |
|---|---|---|---|
Front Axis Min Ratio (FrontAxisMinRatio) | float | Front | K11: Long Side / Short Side front rules apply when the footprint's long side is at least this many times its short side. |
Front Mirror Threshold (FrontMirrorThreshold) | float | Front | K11: an axis whose mirror symmetry reaches this looks the same from the front and the back: either front on it is right. |
Front Softness (FrontSoftness) | float | Front | K11: confidence of a front read through a front rule = evidence on the axis / (evidence + the other axis' evidence + this). |
Folder Only Max Confidence (FolderOnlyMaxConfidence) | float | Review | K11: the highest confidence of a kind named only by folder words (the mesh's own name says nothing). |
Front Review Threshold (FrontReviewThreshold) | float | Review | K11: furniture and props whose kind's front matters (Front Matters) need review when the front is less sure than this (and the piece is neither symmetric nor the same from the front and the back). |
Named Shape Veto (NamedShapeVeto) | float | Review | K11: the shape tests lower a named kind's score at most by this share of its word score, so a named piece that does not look the part stays a doubtful guess (low confidence, review) instead of becoming unclassified. 1 = the shape may veto the name entirely. |
Review Threshold (ReviewThreshold) | float | Review | Rows below this confidence are listed as needing review (a kind may set its own). |
Rival Word Share (RivalWordShare) | float | Review | K11, confidence calibration: a word naming an unrelated kind is a conflict even when that kind's shape tests ruled it out ("Workbench_Forge"): the runner-up counts at least this share of the best unrelated kind's word score. |
Shape Conflict Penalty (ShapeConflictPenalty) | float | Review | K11: when the shape tests of a named winner add up against it, the confidence is scaled by 1 - this x (shape against / word score), down to 1 - this: the name says one thing, the geometry another. |
Shape Only Max Confidence (ShapeOnlyMaxConfidence) | float | Review | K11: the highest confidence of a kind guessed from the shape alone (no word names any kind). Below Review Threshold by default: on a real pack shape-only guesses (a lily pad, a flag) passed as tables. |
Drop Single Letters (bDropSingleLetters) | bool | Rules | Drop one-letter words (variant tails: _A, _B; also the "S" of "S_Wall"). |
Group Words (GroupWords) | TArray<FString> | Rules | K11: words that make a name a group of pieces ("Barrel_Stack", "Crate_Pile", "Books"): one piece's size tests do not describe it, so the named kind's shape score counts at Group Shape Weight. |
Ignore Folder Words (IgnoreFolderWords) | TArray<FString> | Rules | Meshes under a folder with one of these words are ignored without being loaded (fx, vehicles, characters). |
Ignore Patterns (IgnorePatterns) | TArray<FRSEPackNamePattern> | Rules | Meshes whose name matches are ignored without being loaded (LODs, UCX_ collision, _Broken chunks...). |
Languages (Languages) | TArray<FRSEKitLanguagePack> | Rules | |
Rules (Rules) | TArray<FRSEKitWordRule> | Rules | |
Stop Words (StopWords) | TArray<FString> | Rules | Words dropped from names before matching (prefixes and filler: sm, mesh, prop, bld, env, geo, static). |
Confidence Softness (ConfidenceSoftness) | float | Scoring | Confidence = best / (best + runner-up + this). |
Folder Weight (FolderWeight) | float | Scoring | Folder words count this much of a name word. |
Group Shape Weight (GroupShapeWeight) | float | Scoring | K11: share of the shape score kept for a group (0 = the name alone decides). |
Max Reasons (MaxReasons) | int32 | Scoring | Reasons kept per classification (strongest first). |
Min Score (MinScore) | float | Scoring | A best score below this leaves the mesh unclassified. |
Shape Only Weight (ShapeOnlyWeight) | float | Scoring | Kinds guessed from shape alone count this much of their shape score. |
Description (Description) | FText | Taxonomy | |
Kinds (Kinds) | TArray<FRSEKitPieceKindDef> | Taxonomy |
URSELockData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A kind of lock (D-109): how hard it is to pick, who may pick it, which keys open it, what a failure costs.
| Property | Type | Category | Description |
|---|---|---|---|
Consume Key (bConsumeKey) | bool | Lock | The key is used up when it opens the lock. |
Pickable (bPickable) | bool | Lock | It can be picked at all (off = only a key or the story opens it). |
Breaks on Failure (BreaksOnFailure) | TObjectPtr<URSEItemData> | Lock | A failed attempt uses up one of this item (a lockpick breaks). Empty = nothing. |
Difficulty (Difficulty) | float | Lock | Lockpick score at which the chance is Chance At Equal Score (and the sweet spot has its base width). |
Failure Effects (FailureEffects) | FRSEEffectList | Lock | Story effects of a failed attempt. |
Failure Noise Radius (FailureNoiseRadius) | float | Lock | Visible enemies within this distance hear a failed attempt (cm; 0 = silent). |
Keys (Keys) | TArray<TObjectPtr<URSEItemData> > | Lock | Keys that open it at once (any one of them). |
Pick Requirements (PickRequirements) | FRSEExploreRequirements | Lock | Who may pick it (usually: the party carries Thieves' Tools). |
Pins Override (PinsOverride) | int32 | Lock | Pins of the minigame (0 = from the difficulty: Exploration RPG -> Base Pins, Difficulty Per Pin). |
URSELootTable
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A reusable loot table (D-042): what an enemy drops when defeated.
| Property | Type | Category | Description |
|---|---|---|---|
Loot (Loot) | FRSELoot | Loot |
URSELoreLibraryData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A library of lore texts (D-158): Buildings -> Lore Libraries, and an interior's own Lore.
| Property | Type | Category | Description |
|---|---|---|---|
Entries (Entries) | TArray<FRSELoreEntry> | Lore |
URSEMapData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. The area map of one level (D-089): the top-down picture Generate Map made, where it lies in the world, and what the designers added by hand (name, regions, markers, hidden categories).
| Property | Type | Category | Description |
|---|---|---|---|
Show Minimap (bShowMinimap) | bool | Content | Show the minimap on this level (the area map stays available). |
Fog Of War (FogOfWar) | ERSEMapFogMode | Content | |
Hidden Categories (HiddenCategories) | FGameplayTagContainer | Content | Marker categories this map never shows (e.g. enemies on a town map). |
Markers (Markers) | TArray<FRSEMapManualMarker> | Content | Markers placed by hand (kept when the map is regenerated). |
Regions (Regions) | TArray<FRSEMapRegion> | Content | Named parts of the map. Regions made from the level's area volumes are marked Generated and refreshed each time. |
Generated Resolution (GeneratedResolution) | int32 | Generation | Picture size of the last generation. |
North Yaw (NorthYaw) | float | Generation | World yaw that points up on the map, used when the level has no Map Bounds Volume (0 = world +X up, 90 = world +Y up). |
Resolution (Resolution) | int32 | Generation | Picture size in pixels for this map (0 = Map Generator settings -> Resolution). |
Style (Style) | TSoftObjectPtr<URSEMapStyle> | Generation | The look Generate Map uses for this map (empty = Map Generator settings -> Default Style). |
Frame (Frame) | FRSEMapFrame | Map | Where the picture lies in the world (written by Generate Map). |
Level (Level) | TSoftObjectPtr<UWorld> | Map | The level this map shows. |
Playable Bounds (PlayableBounds) | FBox | Map | The playable part of the level (navmesh and gameplay actors; written by Generate Map). The area map opens fitted to it and does not pan far outside it. Invalid = the whole picture. |
Target Index (TargetIndex) | FString | Map | The target ids above as "|id|id|", searchable without loading the map (objectives on another level). |
Targets (Targets) | TArray<FRSEMapTargetLocation> | Map | Where the level's map target ids lie (written by Generate Map from Map Marker components). |
Texture (Texture) | TSoftObjectPtr<UTexture2D> | Map | The generated top-down picture. |
World Bounds (WorldBounds) | FBox | Map | The level content the picture was made from (written by Generate Map). |
URSEMapStyle
Module RSECore, parent URSEPrimaryDataAsset, primary asset. The look of a generated area map (D-089): what Generate Map does to the top-down picture of the level.
| Property | Type | Category | Description |
|---|---|---|---|
Building Color (BuildingColor) | FLinearColor | Buildings | --- Buildings (Stylized) --- |
Building Edge Color (BuildingEdgeColor) | FLinearColor | Buildings | |
Building Roof Shade (BuildingRoofShade) | float | Buildings | Light and shade of the roof sides (0 = flat). |
Building Roof Tint (BuildingRoofTint) | float | Buildings | How much of the roofs' own color shows (0 = every building in Building Color). |
Building Shadow (BuildingShadow) | float | Buildings | The shadow buildings cast on the ground (0 = none). |
Shadow Offset (ShadowOffset) | float | Buildings | How far shadows fall, in pixels at 2048 (toward the bottom right). |
Exposure Bias (ExposureBias) | float | Capture | Exposure compensation of the capture, in stops. |
Post Process Material (PostProcessMaterial) | TSoftObjectPtr<UMaterialInterface> | Capture | Optional post-process material blended into the top-down capture (outlines, toon shading...). |
Brightness (Brightness) | float | Color | --- Color --- |
Contrast (Contrast) | float | Color | |
Posterize Levels (PosterizeLevels) | int32 | Color | Color steps per channel (0 = off): fewer steps give flat, painted areas. |
Saturation (Saturation) | float | Color | 0 = gray, 1 = as captured. |
Smooth Radius (SmoothRadius) | int32 | Color | Blur radius in pixels before the color steps (0 = off). |
Tint (Tint) | FLinearColor | Color | |
Tint Strength (TintStrength) | float | Color | How much the colors are multiplied by Tint (0 = not at all). |
Forest Canopy Shade (ForestCanopyShade) | float | Forests | Light and shade of the tree crowns inside forests (0 = flat color). |
Forest Color (ForestColor) | FLinearColor | Forests | --- Forests (Stylized) --- |
Forest Edge Color (ForestEdgeColor) | FLinearColor | Forests | |
Forest Merge Distance (ForestMergeDistance) | float | Forests | Trees closer than this merge into one forest shape. |
Forest Shadow (ForestShadow) | float | Forests | The shadow forests cast on the ground (0 = none). |
Border Color (BorderColor) | FLinearColor | Frame | |
Border Width (BorderWidth) | int32 | Frame | Border line width in pixels (at 2048; scaled with the resolution). 0 = none. |
Frame Texture (FrameTexture) | TSoftObjectPtr<UTexture2D> | Frame | Optional frame picture laid over the whole map (its alpha shows the map through). |
Edges Only (bEdgesOnly) | bool | Outlines | Only the outlines on the background color (plans, blueprints). |
Edge Color (EdgeColor) | FLinearColor | Outlines | |
Edge Strength (EdgeStrength) | float | Outlines | Outline strength (0 = none) along edges of shapes and height changes. |
Edge Threshold (EdgeThreshold) | float | Outlines | Brightness difference that counts as an edge (lower = more lines). |
Outside Desaturate (OutsideDesaturate) | float | Outside | Color loss outside the playable area (0 = none). |
Outside Dim (OutsideDim) | float | Outside | Darkening of what lies outside the playable area (0 = none). |
Outside Feather (OutsideFeather) | float | Outside | Softness of the playable area's edge, in pixels at 2048. |
Background Color (BackgroundColor) | FLinearColor | Paper | Where the level has nothing (outside the ground), and under the lines of an edges-only style. |
Grid Color (GridColor) | FLinearColor | Paper | Grid line color; alpha = opacity. |
Grid Spacing (GridSpacing) | int32 | Paper | Grid line every N pixels (0 = no grid). |
Paper Noise (PaperNoise) | float | Paper | Generated paper grain and blotches when there is no paper picture (0 = none). |
Paper Strength (PaperStrength) | float | Paper | How strongly the paper picture shows (0 = not at all). |
Paper Texture (PaperTexture) | TSoftObjectPtr<UTexture2D> | Paper | Optional paper picture multiplied over the map (tiled at its own size). |
Vignette (Vignette) | float | Paper | Darkening toward the corners (0 = none). |
Vignette Color (VignetteColor) | FLinearColor | Paper | |
Preset (Preset) | ERSEMapStylePreset | Preset | Preset Apply Preset writes. |
Contour Color (ContourColor) | FLinearColor | Relief | |
Contour Interval (ContourInterval) | float | Relief | Height between contour lines (0 = no contour lines). |
Contour Major Every (ContourMajorEvery) | int32 | Relief | Every Nth contour line is stronger (0 = all the same). |
Contour Strength (ContourStrength) | float | Relief | |
Hillshade Altitude (HillshadeAltitude) | float | Relief | Height of that light above the horizon (lower = longer, stronger shading). |
Hillshade Azimuth (HillshadeAzimuth) | float | Relief | Where the light of the hill shading comes from on the map (degrees clockwise from up; 315 = top left). |
Hillshade Exaggeration (HillshadeExaggeration) | float | Relief | Heights are multiplied by this for the shading (gentle levels need more). |
Hillshade Strength (HillshadeStrength) | float | Relief | Hill shading from the ground's height (0 = none). |
Road Color (RoadColor) | FLinearColor | Roads | Road and path meshes (Map Generator -> Road Keywords) in this color, with a thin edge. Alpha = how much. |
Road Edge Color (RoadEdgeColor) | FLinearColor | Roads | |
Rock Color (RockColor) | FLinearColor | Rocks | --- Rocks (Stylized) --- |
Source (Source) | ERSEMapSource | Source | What the picture is made from: a drawn map (Stylized) or a lit photo from above (Photo). |
Palette Strength (PaletteStrength) | float | Terrain | How strongly each terrain type takes its palette color (0 = the level's color, 1 = the palette's). |
Rock Slope (RockSlope) | float | Terrain | Shape terrain: slopes steeper than this are rock. |
Sand Distance (SandDistance) | float | Terrain | Shape terrain: ground this close to water (and at most Sand Height above it) is sand. |
Sand Height (SandHeight) | float | Terrain | |
Terrain Border Strength (TerrainBorderStrength) | float | Terrain | A thin line where two terrain types meet (0 = none). |
Terrain Clean Radius (TerrainCleanRadius) | int32 | Terrain | Speckle cleanup: a pixel takes the most common terrain type around it within this radius (pixels at 2048). |
Terrain Detail (TerrainDetail) | float | Terrain | How much of the ground's own light and dark detail is kept inside a terrain type (0 = flat color). |
Terrain Layer Colors (TerrainLayerColors) | TArray<FRSEMapTerrainLayerColor> | Terrain | Landscapes: the map color of each paint layer by a word of its name (first match wins). Layers without a match keep the color the landscape shows. The terrain types are then sorted from these colors. |
Terrain Max Lightness (TerrainMaxLightness) | float | Terrain | |
Terrain Min Lightness (TerrainMinLightness) | float | Terrain | Lightness range the terrain colors are brought into (maps read best light). |
Terrain Palette (TerrainPalette) | TArray<FLinearColor> | Terrain | Map colors the terrain types are pulled toward (nearest color wins). Empty = keep the level's own colors. |
Terrain Saturation (TerrainSaturation) | float | Terrain | Saturation of the terrain colors (1 = as sorted). |
Terrain Smooth Radius (TerrainSmoothRadius) | int32 | Terrain | Blur of the ground colors before they are sorted, in pixels at 2048 (removes texture noise). |
Terrain Source (TerrainSource) | ERSEMapTerrainSource | Terrain | Where the terrain colors come from: the ground's colors, or its shape (slopes, shores) when the colors say nothing. |
Terrain Types (TerrainTypes) | int32 | Terrain | How many terrain types the ground colors are sorted into (grass, road, sand, rock...). 0 or 1 = keep the colors. |
Water Color (WaterColor) | FLinearColor | Water | --- Water (Stylized) --- |
Water Edge Color (WaterEdgeColor) | FLinearColor | Water | |
Water Shore Color (WaterShoreColor) | FLinearColor | Water | The lighter band along the shore, inside the water. |
Water Shore Width (WaterShoreWidth) | float | Water | Width of the shore band in pixels at 2048. |
URSENPCArchetype
Module RSECore, parent URSEArchetype, primary asset. NPC type: merchant, quest giver, recruiter, innkeeper, card player, passer-by (content: the NPC's Interaction).
URSENPCReactionData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. How a living NPC reacts to danger (D-173, docs/product/living-npcs.md "Reactions"): a battle that starts near it (flee, watch, cower, help, or ignore) and the crimes it witnesses (guards: warn, chase, effects).
| Property | Type | Category | Description |
|---|---|---|---|
Battle Response (BattleResponse) | ERSENPCBattleResponse | Battle | --- Battles --- |
Reaction Activity (ReactionActivity) | FGameplayTag | Battle | The activity shown while it reacts (its animation: NPC.Activity.Cower, .Watch, .Flee). Empty = the response's default. |
Reaction Bark Kind (ReactionBarkKind) | FGameplayTag | Battle | The line it says when it reacts (Bark.Kind.Panic from its pools). Empty = none. |
Reaction Delay (ReactionDelay) | FVector2D | Battle | Seconds before it reacts (random between the two: a crowd never moves in unison). |
Return Delay (ReturnDelay) | FVector2D | Battle | Seconds it waits after the battle ended before it returns to its day (random between the two). |
Trigger Distance (TriggerDistance) | float | Battle | It reacts to a battle that starts within this distance of it (cm). |
Crimes (Crimes) | TArray<FRSENPCCrimeRule> | Crimes | The crimes it answers, the first rule that fits wins. Empty = it ignores crimes. |
Require Line Of Sight (bRequireLineOfSight) | bool | Crimes|Senses | Without a Senses asset: sight needs a clear line. |
Eye Height (EyeHeight) | float | Crimes|Senses | Height of its eyes above its feet (cm), for the line of sight. |
Hearing Radius (HearingRadius) | float | Crimes|Senses | Without a Senses asset: how far it hears all around (cm). |
Senses (Senses) | TSoftObjectPtr<URSERoamingBehaviorData> | Crimes|Senses | Its senses for crimes: a Roaming Behavior asset (sight cone and radius, hearing, line of sight; the time and weather rules scale them). Empty = the values below. |
Sight Half Angle (SightHalfAngle) | float | Crimes|Senses | Without a Senses asset: half the opening of its sight cone (degrees). |
Sight Radius (SightRadius) | float | Crimes|Senses | Without a Senses asset: how far it sees (cm). |
Hide at Flee Place (bHideAtFleePlace) | bool | Flee | It goes inside at the end of the run (hidden, like a night at home) until the battle is over. Off: it stays out and cowers there. |
Flee Distance (FleeDistance) | float | Flee | Flee without a place: how far from the fight it runs (cm). |
Flee Place (FleePlace) | FName | Flee | Flee: the NPC Place it runs to (its door, a cellar, the church). Empty = it runs away from the fight (Flee Distance). |
Flee Speed Scale (FleeSpeedScale) | float | Flee | Multiplies its walking speed while it flees. |
Help Distance (HelpDistance) | float | Help | Help: it stops this far from the fight, ready (cm). |
Help Effects (HelpEffects) | FRSEEffectList | Help | Help: run once when it answers the call (a flag, a story effect: "the guards joined the fight"). Reinforcements of the encounter itself are the encounter's. |
Help Speed Scale (HelpSpeedScale) | float | Help | Help: multiplies its walking speed on the way. |
Watch Distance (WatchDistance) | float | Watch | Watch: it keeps at least this far from the fight (cm). |
URSENPCScheduleData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A living NPC's day (D-104, docs/product/living-npcs.md): hour ranges (or phases of the day, weather, story conditions) -> an activity at a place (stay and work, wander, walk a route, or be away at home).
| Property | Type | Category | Description |
|---|---|---|---|
Reaction (Reaction) | TSoftObjectPtr<URSENPCReactionData> | Reaction | D-173: how an NPC with this schedule reacts to a battle nearby and to crimes (flee, watch, cower, help; guards warn and chase). The Living NPC component's own Reaction wins; empty = the project's default (Living NPCs -> Default Reaction). |
Default (Default) | FRSENPCActivity | Schedule | What it does when no line holds. |
Entries (Entries) | TArray<FRSENPCScheduleEntry> | Schedule | The day, first matching line wins (put the special cases first: "in the rain", "after the quest"). |
Seek Shelter (bSeekShelter) | bool | Weather | Reacts to bad weather: an outdoor activity (not Sheltered, not Away) becomes Shelter in the Shelter Weathers. |
Shelter (Shelter) | FRSENPCActivity | Weather | Where it goes in that weather: home (Away) or a spot under a roof (Stay, Sheltered). |
Shelter Weathers (ShelterWeathers) | FGameplayTagContainer | Weather |
URSENPCStyleData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. An NPC style (D-173, docs/product/living-npcs.md "Presets"): one pick for a kind of person: its day (schedule), how it reacts to battles and crimes (reaction), what it says (bark pools) and the places its day needs (Home, Field, Tavern...).
| Property | Type | Category | Description |
|---|---|---|---|
Bark Pools (BarkPools) | TArray<TSoftObjectPtr<URSEBarkPoolData> > | Style | What it says. Empty = the project's default pools. |
Names (Names) | TArray<FText> | Style | Names used in turn when the request gives none ("Old Hob", "Mara"). |
Places (Places) | TArray<FName> | Style | The NPC Place ids its schedule uses (Home, Field...). Populate NPCs puts an area place with each id over the populated area unless the level has one already (then the NPCs use yours: move the places where they belong). |
Reaction (Reaction) | TSoftObjectPtr<URSENPCReactionData> | Style | How it reacts to a battle nearby and to crimes. Empty = the project's default reaction. |
Schedule (Schedule) | TSoftObjectPtr<URSENPCScheduleData> | Style | Its day: hours / phases -> activities at places. |
Tags (Tags) | FGameplayTagContainer | Style | The roles this style covers (a Merchant style: Archetype.Role.NPC.Merchant), for search and the NPC Type presets. |
URSEOptionalSceneData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. An optional scene (D-039): what other characters are doing elsewhere.
| Property | Type | Category | Description |
|---|---|---|---|
Missed when Skipped (bMissedWhenSkipped) | bool | Scene | Walking away without viewing it skips it for good (marked seen, like a missed ATE). Off = offered again next time. |
Conditions (Conditions) | FRSEConditionSet | Scene | When the scene is offered (empty = always, until seen). |
Dialog (Dialog) | TSoftObjectPtr<URSEDialogData> | Scene | The scene itself. |
Effects (Effects) | FRSEEffectList | Scene | Run when the player chooses to view it. |
Event (Event) | FGameplayTag | Scene | Story id; seen = the scene is no longer offered. Required. |
URSEPactData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A Pact (D-013, docs/design/pacts.md): the customization layer of main characters.
| Property | Type | Category | Description |
|---|---|---|---|
Backlash Damage Percent (BacklashDamagePercent) | float | Backlash | Damage to the summoner, in percent of its maximum HP. |
Backlash Status (BacklashStatus) | TObjectPtr<URSEStatusData> | Backlash | |
Backlash Status Chance (BacklashStatusChance) | float | Backlash | Chance in percent to apply BacklashStatus. |
Abilities (Abilities) | TArray<FRSEPactAbility> | Holder | Abilities learned with Pact points. |
Affinities (Affinities) | TArray<FRSEElementAffinityEntry> | Holder | Elemental affinities of the holder, combined with class, equipment and statuses. |
Granted Tags (GrantedTags) | FGameplayTagContainer | Holder | Traits of the holder (e.g. a status immunity). |
Description (Description) | FText | Pact | |
Resonance on Act (ResonanceOnAct) | float | Resonance | Resonance the holder gains each time it uses an ability or item (not the summon itself). |
Resonance on Hit (ResonanceOnHit) | float | Resonance | Resonance the holder gains for each damaging hit it receives. |
Resonance Per Damage Percent (ResonancePerDamagePercent) | float | Resonance | Extra Resonance per percent of maximum HP lost to a hit. |
Summon Controlled by AI (bSummonControlledByAI) | bool | Summon | Player-commanded (default) or AI-commanded. A summon of an AI unit is always AI-commanded. |
Summon Ability (SummonAbility) | TObjectPtr<URSEAbilityData> | Summon | The summon command: an ability with a Summon effect, targeting Self. Always available to the holder. |
Summon AIProfile (SummonAIProfile) | TObjectPtr<URSEAIProfile> | Summon | Profile when the summon is AI-commanded. Empty = the summoner's profile, then the default one. |
Summon Character (SummonCharacter) | TObjectPtr<URSECharacterData> | Summon | The summoned creature: class, stats and abilities like any character. |
Summon Footprint Radius (SummonFootprintRadius) | float | Summon | Free Tactics (D-110): footprint radius of the summon in meters (a big creature takes more room). 0 = Free Tactics -> Default Summon Radius. |
Summon Level (SummonLevel) | int32 | Summon | Level of the summon. 0 = the summoner's level. |
Summon Turns ATB (SummonTurnsATB) | int32 | Summon | ATB: own turns (commands) the summon keeps the summoner's place. |
Summon Turns Tactics (SummonTurnsTactics) | int32 | Summon | Tactics: own turns the summon stays on the grid. |
URSEPairedAnimationData
Module RSE, parent URSEPrimaryDataAsset, primary asset. One paired animation (D-172): the attacker's and the victim's montages, where they stand, the sync point, when it may play, and its camera, slow motion and effects.
| Property | Type | Category | Description |
|---|---|---|---|
Align Mode (AlignMode) | ERSEPairedAlignMode | Alignment | |
Align Seconds (AlignSeconds) | float | Alignment | Seconds the alignment slide takes (negative = Paired Animations -> Align Seconds). Motion warping replaces it when available. |
Relative (Relative) | FRSEPairedRelativeTransform | Alignment | |
Warp Target Name (WarpTargetName) | FName | Alignment | Warp target name of the attacker montage's Motion Warping window (AnimationWarping / MotionWarping plugins): when the attacker has a motion warping component, its target is set to the aligned transform and the montage carries it there (no slide). |
Conditions (Conditions) | FRSEPairedConditions | Conditions | |
Weight (Weight) | float | Conditions | Relative chance among the pairs that fit (0 = never picked by chance; still usable by name from an ability's look). |
Attacker Montage (AttackerMontage) | TSoftObjectPtr<UAnimMontage> | Pair | Played on the unit acting. |
Kind (Kind) | ERSEPairedAnimationKind | Pair | |
Play Rate (PlayRate) | float | Pair | Speed of both montages. |
Victim Montage (VictimMontage) | TSoftObjectPtr<UAnimMontage> | Pair | Played on its primary target. Empty = the victim keeps its own reactions (a one-sided pair). |
Skippable (bSkippable) | bool | Presentation | Confirm / Cancel may skip it (Paired Animations -> Skippable decides when unset). |
Camera (Camera) | TObjectPtr<URSECue_Camera> | Presentation | The cinematic camera while the pair plays (when the battle allows camera shots). Empty = Paired Animations -> Default Camera. |
Slow Motion (SlowMotion) | FRuntimeFloatCurve | Presentation | Time dilation over real seconds from the sync point (empty = Paired Animations -> Default Slow Motion; flat 1 = none). |
Sync Cues (SyncCues) | TArray<TObjectPtr<URSEBattleCue> > | Presentation | Cues that start at the sync point (VFX, sounds, flashes, shakes...). |
Attacker Sync Time (AttackerSyncTime) | float | Sync | Seconds into the attacker montage where the two meet (the hit). Negative = its first RSEImpact notify, else half its length. |
Victim Sync Time (VictimSyncTime) | float | Sync | Seconds into the victim montage that match the attacker's sync point. Negative = its first RSEImpact notify, else its start. |
URSEPairedAnimationLibrary
Module RSE, parent URSEPrimaryDataAsset, primary asset. The pairs a project can pick from (D-172): finishers, counters, parries, grabs and phase moments, chosen by their conditions and weights.
| Property | Type | Category | Description |
|---|---|---|---|
Pairs (Pairs) | TArray<TObjectPtr<URSEPairedAnimationData> > | Library |
URSEPartyCommandData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A delegated party command (D-097): what it does, who may do it (class, abilities, items, story conditions) and its result (success chance, effects on success and failure, noise that draws enemies).
| Property | Type | Category | Description |
|---|---|---|---|
Behavior (Behavior) | ERSEPartyCommandBehavior | Command | |
Icon (Icon) | TSoftObjectPtr<UTexture2D> | Command | Icon of the radial menu entry (empty = the name only). |
Max Range (MaxRange) | float | Command | Farthest target from the leader (cm; 0 = no limit). |
Sort Order (SortOrder) | int32 | Command | Position of the entry in the radial menu (lower first). |
Target (Target) | ERSEPartyCommandTarget | Command | |
Conditions (Conditions) | FRSEConditionSet | Requirements | Story conditions (flags, items, members...). Empty = always. |
Required Abilities (RequiredAbilities) | TArray<TObjectPtr<URSEAbilityData> > | Requirements | The member must know one of these abilities (empty = none needed). |
Required Class Tags (RequiredClassTags) | FGameplayTagContainer | Requirements | The member's class tag must match one of these (empty = any class). |
Required Equipment Tags (RequiredEquipmentTags) | FGameplayTagContainer | Requirements | D-148: the member must wear equipment with one of these tags (its Equipment Type, Slot Type or Granted Tags: a lute, a grappling hook...). Empty = none needed. A member without it never sees the command on its radial. |
Required Items (RequiredItems) | TArray<TObjectPtr<URSEItemData> > | Requirements | The party must carry every one of these items ("only who has lockpicks"). |
Requirement Text (RequirementText) | FText | Requirements | Why nobody may do it now ("Needs lockpicks."), shown on the disabled entry. Empty = a generic text. |
Failure Effects (FailureEffects) | FRSEEffectList | Result | Effects when it fails. |
Failure Noise Radius (FailureNoiseRadius) | float | Result | A failure makes noise: visible enemies within this distance of the member notice the party (cm; 0 = silent). |
Failure Text (FailureText) | FText | Result | Line shown when it fails. {Member} = the member's name. |
Preferred Bonus (PreferredBonus) | float | Result | |
Preferred Class Tags (PreferredClassTags) | FGameplayTagContainer | Result | Classes that are good at it ("the thief opens locks more easily"): their chance rises by Preferred Bonus. |
Success Chance (SuccessChance) | float | Result | Chance (0..1) that it works. |
Success Effects (SuccessEffects) | FRSEEffectList | Result | Effects when it works (items found, a flag, a door unlocked). |
Success Text (SuccessText) | FText | Result | Line shown when it works ("{Member} found something."). {Member} = the member's name. Empty = none. |
URSEPickpocketData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. What an NPC carries and what happens when a thief is caught (D-109).
| Property | Type | Category | Description |
|---|---|---|---|
Alert Radius (AlertRadius) | float | Caught | Visible enemies (guards) within this distance are alerted when the thief is caught (cm; 0 = none). |
Wary After Caught (bWaryAfterCaught) | bool | Caught | After being caught once, the NPC cannot be robbed again. |
Caught Effects (CaughtEffects) | FRSEEffectList | Caught | When the thief is caught: the unified effects (flags, reputation, Start Battle, Alert Enemies, Start Dialog...). |
Conditions (Conditions) | FRSEConditionSet | Pickpocket | Stealing is possible only while these pass (not from a friend, not after the quest). Empty = always. |
Difficulty (Difficulty) | float | Pickpocket | Pickpocket score at which the chance is Chance At Equal Score. |
Loot (Loot) | TArray<FRSEPickpocketEntry> | Pickpocket | |
Stolen Effects (StolenEffects) | FRSEEffectList | Pickpocket | Effects after a successful theft (a quest flag, a reputation drop nobody sees yet). |
URSEPopulateRules
Module RSEEditor, parent UDataAsset. Rules of the Populate tool (D-076, docs/product/world-tools.md): how many of each kind, spacing, density, distances from the player start, and what the placed actors get (random battle rules, spawner behaviors, chest loot by level, the trader's shop).
| Property | Type | Category | Description |
|---|---|---|---|
Chest Level Follows Distance (bChestLevelFollowsDistance) | bool | Chests | Farther chests (path from the player start) get levels nearer the top of the zone's range. |
Chest Flag Root (ChestFlagRoot) | FString | Chests | Parent of the chests' Opened flags (a tag per chest is created under it). |
Chest Flag Tag File (ChestFlagTagFile) | FString | Chests | Tag file (Config/Tags) that receives the chests' flags. |
Chest Loot Tiers (ChestLootTiers) | TArray<FRSEPopulateLootTier> | Chests | Contents by chest level (sorted by Min Level when used). |
Chests (Chests) | FRSEPopulateKindRule | Kinds | |
Random Areas (RandomAreas) | FRSEPopulateKindRule | Kinds | --- Kinds --- |
Save Points (SavePoints) | FRSEPopulateKindRule | Kinds | |
Signposts (Signposts) | FRSEPopulateKindRule | Kinds | Placed only when the request asks for signposts. |
Spawners (Spawners) | FRSEPopulateKindRule | Kinds | |
Traders (Traders) | FRSEPopulateKindRule | Kinds | |
Zone Exits (ZoneExits) | FRSEPopulateKindRule | Kinds | Placed only when the request asks for zone exits (placeholders: set their destination afterwards). |
Pools Per Area (PoolsPerArea) | int32 | Random Areas | Pools of the zone offered by one area (picked by seed). |
Random Area Extent (RandomAreaExtent) | FVector | Random Areas | Half size of a random encounter area's volume. |
Random Area Rules (RandomAreaRules) | FRSERandomEncounterRules | Random Areas | |
Battle Site Margin (BattleSiteMargin) | float | Spacing | Kept free around Tactics zones and ATB stages. |
Candidate Spacing (CandidateSpacing) | float | Spacing | Distance between two candidate points (smaller = finer, slower). |
Max Placements Per 100Square Meters (MaxPlacementsPer100SquareMeters) | float | Spacing | All kinds together: at most this many per 100 m² (0 = no cap). |
Min Distance Between Kinds (MinDistanceBetweenKinds) | float | Spacing | Placements of different kinds stand at least this far apart. |
Nav Projection Extent (NavProjectionExtent) | float | Spacing | How far a candidate may move to reach the navmesh. |
Groups Per Spawner (GroupsPerSpawner) | int32 | Spawners | |
Patrol Points (PatrolPoints) | int32 | Spawners | Patrol points given to each spawner (walked by patrolling behaviors), on the navmesh around it. |
Patrol Radius (PatrolRadius) | float | Spawners | |
Spawner Behaviors (SpawnerBehaviors) | TArray<FRSEPopulateBehaviorChoice> | Spawners | Behaviors mixed over the spawners by weight. Empty = every roaming behavior of the project, equally. |
Spawn Radius (SpawnRadius) | float | Spawners | |
Default Shop (DefaultShop) | TSoftObjectPtr<URSEShopData> | Trader | Shop of the trader when the request names none. Empty = no trader. |
Trader Name (TraderName) | FText | Trader | Name shown on the trader's prompt. |
URSEPrimaryDataAsset
Module RSECore, parent UPrimaryDataAsset, abstract, primary asset. Base class for all game content definitions (classes, abilities, items, tactical maps...).
| Property | Type | Category | Description |
|---|---|---|---|
Archetype Link (ArchetypeLink) | FRSEArchetypeLink | Archetype | The archetype this asset was made from and the fields its author changed (D-095). Unset = no archetype. The fields always hold the resolved values; the RPG Saga Studio and URSEArchetypeLibrary edit this link (propagation, "Reset to archetype"). Editing an inherited field in the Details panel marks it overridden. Editor-only, stripped from cooked builds. |
Balance Locked (bBalanceLocked) | bool | Info | Balance tools never change this asset (D-077, "Balance My Campaign"): no proposal targets it, and Apply skips it. Editor-only, stripped from cooked builds. |
Dev Notes (DevNotes) | FString | Info | Design notes for the team. Editor-only, stripped from cooked builds. |
Display Name (DisplayName) | FText | Info | Player-facing name. Localizable. |
URSEProgressionZoneData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A progression zone (D-051, docs/design/progression-designer.md): one chapter of the campaign with the level range of its regular enemies, the battles a player is expected to fight there and the party levels the designer aims for.
| Property | Type | Category | Description |
|---|---|---|---|
Encounter Pool (EncounterPool) | TArray<FRSEProgressionEncounterEntry> | Battles | The zone's regular encounters (usually Level Mode "Scaled"), picked at random by weight by the projection. The game itself picks encounters through its triggers and random encounter areas; this list mirrors them. |
Key Encounters (KeyEncounters) | TArray<TSoftObjectPtr<URSEEncounterData> > | Battles | Story battles, bosses, epic quest bosses of the zone (usually Level Mode "Fixed"), fought in this order after the regular battles. |
Max Enemy Level (MaxEnemyLevel) | int32 | Enemy Levels | Highest level of a regular (scaled) enemy fought in this zone. |
Min Enemy Level (MinEnemyLevel) | int32 | Enemy Levels | Lowest level of a regular (scaled) enemy fought in this zone. |
Expected Battles (ExpectedBattles) | int32 | Expectations | Regular battles a player fights on the critical path through this zone. |
Expected Optional Battles (ExpectedOptionalBattles) | int32 | Expectations | Extra regular battles the zone offers off the critical path (side areas, optional fights). |
Target Entry Level (TargetEntryLevel) | int32 | Expectations | Party level the designer expects when the party enters the zone (0 = not set). |
Target Exit Level (TargetExitLevel) | int32 | Expectations | Party level the designer expects when the party leaves the zone, after its key battles (0 = not set). |
Optional Zone (bOptionalZone) | bool | Zone | Optional content (a post-game area, an epic quest region): not on the critical path. The campaign projection plays it after the story is complete and reports it separately (optional content targets). |
Order Index (OrderIndex) | int32 | Zone | Position of the zone in the campaign (informational; the campaign's Zones list decides the order). |
URSEQuestData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A quest (D-027): the main storyline, a side quest, a card challenge or an optional event.
| Property | Type | Category | Description |
|---|---|---|---|
Auto Start Maps (AutoStartMaps) | TArray<TSoftObjectPtr<UWorld> > | Availability | Auto Start only while one of these maps is loaded (D-081): a demo map, a chapter's maps, a parallel scenario's. Empty = on any map. Effects (Start Quest) start the quest anywhere; once started it stays active on every map. |
Available When (AvailableWhen) | FRSEConditionSet | Availability | The quest can be started only while these pass (empty = always). Also drives giver markers. |
Auto Start (bAutoStart) | bool | Availability | Starts by itself as soon as it is available (story beats, events), instead of from an effect. |
Can Abandon (bCanAbandon) | bool | Availability | The player may abandon it (it can then be started again). Only side quests (Quest.Category.Side, D-029). |
Can Retry After Fail (bCanRetryAfterFail) | bool | Availability | A failed quest can be taken again from the beginning (D-029). Auto-start quests are not restarted by themselves. |
Fails at Point Of No Return (bFailsAtPointOfNoReturn) | bool | Failure | Missed (default failure outcome runs) when the point of no return is passed while it is active; the warning lists it. With bMissable, a quest not started by then is listed as Missed too. |
Missable (bMissable) | bool | Failure | The quest can be missed (journal hint). Its missed rules (FailWhen with bMissed) and bFailsAtPointOfNoReturn then also apply before it starts: a quest never started whose window closes is listed as Missed. |
Fail When (FailWhen) | TArray<FRSEQuestFailureRule> | Failure | Checked while active, before objectives. The first rule that passes fails (or, with bMissed, misses) the quest. |
Outcomes (Outcomes) | TArray<FRSEQuestOutcome> | Outcomes | Success variants and failures. The first of each kind is the default. |
Characters (Characters) | TArray<TSoftObjectPtr<UObject> > | Presentation | D-155: who the journal shows with the quest (portraits): the giver first, then the others. Characters or speakers. |
Header Image (HeaderImage) | TSoftObjectPtr<UTexture2D> | Presentation | D-155: the picture at the top of the journal page. Made by RPG Saga Engine -> Content -> Capture Quest Images (a view of the quest's place, captured from the level), or any texture. Empty = the generated art library's, else the category's colors. |
Category (Category) | FGameplayTag | Quest | Journal category (presentation grouping). |
Description (Description) | FText | Quest | Journal summary shown under the title. |
Giver (Giver) | FGameplayTag | Quest | Giver id for world markers (the NPC actor carries the same tag). |
Giver Name (GiverName) | FText | Quest | Who gives the quest, as shown in the journal (may be empty). |
Region (Region) | FGameplayTag | Quest | Where the quest takes place (journal grouping, map markers). |
Stages (Stages) | TArray<FRSEQuestStage> | Stages | The first stage is where the quest starts. |
URSEReinforcementData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. Reinforcements (D-117, docs/product/reinforcements.md): a group calls for help during a battle.
| Property | Type | Category | Description |
|---|---|---|---|
Announce Text (AnnounceText) | FText | Call | Banner when the help is called. Empty = Reinforcements (Presentation) -> Announce Text ("Reinforcements!"). |
Cancel if Caller Interrupted (bCancelIfCallerInterrupted) | bool | Call | A call in progress is lost when the caller falls or gets an interrupting status (Reinforcements -> Interrupting Statuses). |
Call Bark (CallBark) | FText | Call | What the caller shouts while calling ("To me!"). Empty = Reinforcements (Presentation) -> Default Call Bark. |
Caller (Caller) | ERSEReinforcementCaller | Call | Who calls. |
Call Sound (CallSound) | FGameplayTag | Call | Sound of the call (an Audio.* tag of the sound catalog; a wolf's howl). Empty = the presentation settings' default. |
Call Turns (CallTurns) | int32 | Call | How long the call takes, in the caller's turns: 0 = at once; 1 = it completes when the caller's next turn starts (the player has the turns in between to stop it). |
Leftover (Leftover) | ERSEReinforcementLeftover | Free Tactics | Free Tactics: units still on their way when the battle ends. |
Spawn Points (SpawnPoints) | ERSEReinforcementSpawnPoints | Free Tactics | Free Tactics: how the placed Reinforcement Spawn Points are used. |
Waves (Waves) | TArray<FRSEReinforcementWave> | Waves | The waves, in order. |
URSERewardFeedStyle
Module RSE, parent UDataAsset. The look and timing of the reward feed (D-128): a UI style asset (DA_RewardFeedStyle_*).
| Property | Type | Category | Description |
|---|---|---|---|
Skip Fade Seconds (SkipFadeSeconds) | float | Common | Seconds everything takes to leave after a skip. |
Skip Keys (SkipKeys) | TArray<FKey> | Common | Keys that hurry everything off the screen (empty = none). |
Steam Deck Scale (SteamDeckScale) | float | Common | Scale on a Steam Deck (its 7" screen). |
Experience Color (ExperienceColor) | FRSEUIColor | Floaters | |
Experience Format (ExperienceFormat) | FText | Floaters | {Amount}. |
Experience Role (ExperienceRole) | ERSETextRole | Floaters | |
Floater Fade Seconds (FloaterFadeSeconds) | float | Floaters | |
Floater Height (FloaterHeight) | float | Floaters | Height above the character's feet (cm) the texts start at. |
Floater Rise (FloaterRise) | float | Floaters | The experience text rises this far (pixels at 1080p) over its life. |
Floater Seconds (FloaterSeconds) | float | Floaters | |
Floater Stagger Seconds (FloaterStaggerSeconds) | float | Floaters | Delay between two characters' texts. |
Detail Color (DetailColor) | FRSEUIColor | Level Up | |
Level Up Color (LevelUpColor) | FRSEUIColor | Level Up | |
Level Up Delay (LevelUpDelay) | float | Level Up | After the experience text, before the level up appears. |
Level Up Glow Color (LevelUpGlowColor) | FRSEUIColor | Level Up | The glow behind it. |
Level Up Pop Scale (LevelUpPopScale) | float | Level Up | It grows from this scale and settles at 1. |
Level Up Pop Seconds (LevelUpPopSeconds) | float | Level Up | |
Level Up Role (LevelUpRole) | ERSETextRole | Level Up | |
Level Up Seconds (LevelUpSeconds) | float | Level Up | |
Level Up Text (LevelUpText) | FText | Level Up | The level up: its text, color, size, and the pop it makes. |
Max New Abilities Shown (MaxNewAbilitiesShown) | int32 | Level Up | |
More Abilities Format (MoreAbilitiesFormat) | FText | Level Up | |
New Ability Format (NewAbilityFormat) | FText | Level Up | |
New Level Format (NewLevelFormat) | FText | Level Up | Under it: {Level} and each new ability ({Ability}), at most Max New Abilities Shown (then "+N more"). |
Providers (Providers) | TArray<TObjectPtr<URSERewardToastProvider> > | Providers | What makes toasts, in order. Empty = the built-in list (items, money, Pact points, recruits, bestiary, quests). |
Avoid HUDElements (bAvoidHUDElements) | bool | Toasts|Layout | P32d: the stack starts below HUD elements that report their area in its column (the quest tracker; URSEHUDLayoutSubsystem). |
Icon Size (IconSize) | float | Toasts|Layout | |
Max Visible (MaxVisible) | int32 | Toasts|Layout | Toasts on screen at once; more wait their turn. |
Right Margin (RightMargin) | float | Toasts|Layout | Distance of the stack from the right edge, and its top as a share of the screen's height. |
Stack Top (StackTop) | float | Toasts|Layout | |
Toast Height (ToastHeight) | float | Toasts|Layout | |
Toast Spacing (ToastSpacing) | float | Toasts|Layout | |
Toast Width (ToastWidth) | float | Toasts|Layout | --- Toasts --- |
Accent Bar Width (AccentBarWidth) | float | Toasts|Look | The accent bar on the toast's left edge and the soft glow it casts. |
Accent Glow Opacity (AccentGlowOpacity) | float | Toasts|Look | |
Arrival Flash Opacity (ArrivalFlashOpacity) | float | Toasts|Look | A light flash over a toast as it arrives. |
Background Color (BackgroundColor) | FRSEUIColor | Toasts|Look | |
Corner Radius (CornerRadius) | float | Toasts|Look | |
Default Accent (DefaultAccent) | FRSEUIColor | Toasts|Look | Kinds without a color. |
Kind Colors (KindColors) | TMap<FName,FRSEUIColor> | Toasts|Look | Color of each kind of toast (items use their rarity). |
Subtitle Role (SubtitleRole) | ERSETextRole | Toasts|Look | |
Title Role (TitleRole) | ERSETextRole | Toasts|Look | |
Value Role (ValueRole) | ERSETextRole | Toasts|Look | |
Fade in Seconds (FadeInSeconds) | float | Toasts|Motion | |
Fade Out Seconds (FadeOutSeconds) | float | Toasts|Motion | |
Hold Seconds (HoldSeconds) | float | Toasts|Motion | |
Restack Speed (RestackSpeed) | float | Toasts|Motion | How fast the stack closes up when a toast leaves (per second, a share of the gap). |
Slide Distance (SlideDistance) | float | Toasts|Motion | A toast slides in from the right over this distance. |
Stagger Seconds (StaggerSeconds) | float | Toasts|Motion | Time between two toasts appearing. |
URSERoamingBehaviorData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. Behavior profile of visible enemy groups (D-063, visible soldiers): attitude, speeds, detection, chase limits and the alert shown when they notice the party.
| Property | Type | Category | Description |
|---|---|---|---|
Alarm Radius (AlarmRadius) | float | Alarm | When it becomes aware of the party it raises the alarm this far: the groups inside join its battle, the others stay unaware. -1 = Stealth -> Alarm -> Default Alarm Radius; 0 = it never raises the alarm (a lone animal). |
Alert Seconds (AlertSeconds) | float | Alert | How long the alert stays. |
Alert Text (AlertText) | FText | Alert | The alert text. Empty = the default of the Encounter Presentation settings ("!"). |
Show Alert (bShowAlert) | bool | Alert | Shows an alert above the leader when it notices the party. |
Attitude (Attitude) | ERSERoamingAttitude | Behavior | |
Behavior Tags (BehaviorTags) | FGameplayTagContainer | Behavior | Tags the time and weather rules (Time & Weather Rules -> Behavior Rules -> Applies To, D-101 / D-104) target these enemies by, together with their character's traits and bestiary category ("Enemy.Nocturnal": wolves hunt at night). |
Idle (Idle) | ERSERoamingIdle | Behavior | |
Flee if Party Levels Above (FleeIfPartyLevelsAbove) | int32 | Chase | Any attitude runs away from a party this many levels above the group (0 = never). |
Give Up Distance (GiveUpDistance) | float | Chase | Gives up when it gets this far from its spawn point. |
Lose Sight Seconds (LoseSightSeconds) | float | Chase | Gives up after this long without seeing the party. |
Max Chase Seconds (MaxChaseSeconds) | float | Chase | Gives up after chasing this long in total (0 = no limit). |
Safe Distance (SafeDistance) | float | Chase | Cautious: runs until it is this far from the party. |
Contact Padding (ContactPadding) | float | Contact | Extra distance around the body that counts as touching the party. |
Require Line Of Sight (bRequireLineOfSight) | bool | Detection | Sight needs a clear line (a visibility trace). |
Detection Speed (DetectionSpeed) | float | Detection | How quickly this kind of enemy fills its detection meter (D-097, Stealth settings): 2 = twice as alert, 0.5 = half. 0 = it never notices the party by itself (it still joins a battle it is called to). |
Hearing Radius (HearingRadius) | float | Detection | Notices the party inside this distance whatever its facing (Aggressive: hearing; Cautious: the distance that scares it). |
Reaction Seconds (ReactionSeconds) | float | Detection | Seconds between noticing the party (the alert shows) and starting the chase. |
Sight Half Angle (SightHalfAngle) | float | Detection | ...and within this half angle of its facing. |
Sight Max Height Difference (SightMaxHeightDifference) | float | Detection | D-151: its eyes do not reach a party member this much higher or lower (a cliff, a roof, a ditch); hearing still does. 0 = any height. |
Sight Radius (SightRadius) | float | Detection | Aggressive: sees the party inside this distance... |
Chase Speed (ChaseSpeed) | float | Movement | Speed while chasing the party (Aggressive). |
Flee Speed (FleeSpeed) | float | Movement | Speed while running away (Cautious, or an overleveled party). |
Pause Max (PauseMax) | float | Movement | |
Pause Min (PauseMin) | float | Movement | Wander / Patrol: pause at each point (random between the two). |
Walk Speed (WalkSpeed) | float | Movement | --- Movement --- |
Wander Radius (WanderRadius) | float | Movement | Wander: how far from the spawn point the group walks. |
Reinforcements (Reinforcements) | TObjectPtr<URSEReinforcementData> | Reinforcements | Groups with this behavior call for help in their battles (a wolf alpha howling for the pack). Below the spawner's and the encounter's own. |
URSERulesProfile
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A set of gameplay-rule overrides (D-035, docs/design/rules-profiles.md): e.g.
| Property | Type | Category | Description |
|---|---|---|---|
Description (Description) | FText | Info | Designer-facing explanation (what this profile is for). |
Parent (Parent) | TObjectPtr<URSERulesProfile> | Rules | Optional base profile: sections missing here are looked up there (then in its parent, then globally). |
Sections (Sections) | TArray<TObjectPtr<URSEDeveloperSettings> > | Rules | Overridden settings sections, one per settings class. Add one with the "+" and pick a class. |
URSESaveItemData
Module RSE, parent URSEConsumableData, primary asset. The consumable save item (D-010): saves anywhere outside battles, dialogs, cutscenes and no-save zones.
URSESceneData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A story scene played with a Level Sequence (D-043, docs/design/scenes.md).
| Property | Type | Category | Description |
|---|---|---|---|
Auto Advance Lines (bAutoAdvanceLines) | bool | Line Sections | Lines go on by themselves when their spoken part ends (a film). Off = the player advances (the hold loops meanwhile). |
Dialog (Dialog) | TSoftObjectPtr<URSEDialogData> | Line Sections | Line Sections: the conversation. It starts when the sequence reaches Dialog Start. |
Dialog Start Marker (DialogStartMarker) | FName | Line Sections | Marked frame where the dialog starts (after the establishing shot). None or missing = Dialog Start Time. |
Dialog Start Time (DialogStartTime) | float | Line Sections | |
Line Sections (LineSections) | TArray<FRSESceneLineSection> | Line Sections | One section per line or choice of Dialog (made by Cinematic from Screenplay). Lines without one keep the current shot. |
Outro Marker (OutroMarker) | FName | Line Sections | Marked frame of the outro, played from there to the end when the dialog ends. None or missing = Outro Time. |
Outro Time (OutroTime) | float | Line Sections | Seconds of the outro start (negative = the dialog's end ends the scene at once). |
Restore Music at End (bRestoreMusicAtEnd) | bool | Music | The music from before the scene comes back at the end. Off = Music keeps playing until Restore Music. |
Music (Music) | TSoftObjectPtr<UObject> | Music | Story music while the scene plays (empty = the current music continues). |
Music Fade In (MusicFadeIn) | float | Music | Fade-in of Music. Negative = the audio default. |
Hide Player (bHidePlayer) | bool | Playback | Hides the player's pawn while the scene plays (when it is not bound in the sequence). |
Keep State at End (bKeepStateAtEnd) | bool | Playback | Actors keep what the scene did to them (the NPC stays turned). Off = everything is restored at the end. |
Blend Out Seconds (BlendOutSeconds) | float | Playback | Camera blend back to gameplay at the end. Negative = the Scenes settings' default. |
Skippable (bSkippable) | bool | Playback | The player may skip it (after a confirmation). |
Bindings (Bindings) | TArray<FRSESceneBinding> | Scene | Tagged Sequencer bindings played by real actors. |
Dialog Cues (DialogCues) | TArray<FRSESceneDialogCue> | Scene | Dialogs synced with the sequence (in time order or not; they are sorted when the scene starts). |
Dialog Sync (DialogSync) | ERSESceneDialogSync | Scene | Cues: dialogs started at moments of the sequence (D-043). Line Sections: the dialog drives the sequence line by line (D-078). |
End Effects (EndEffects) | FRSEEffectList | Scene | Run once when the scene ends or is skipped (not on theater replays). |
Seen Event (SeenEvent) | FGameplayTag | Scene | Marked seen when the scene ends or is skipped (saved; Event Seen condition; the theater lists seen scenes). |
Sequence (Sequence) | TSoftObjectPtr<UObject> | Scene | The Level Sequence. |
URSEShopData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A shop (D-042, docs/design/economy.md): its stock and whether it buys from the party.
| Property | Type | Category | Description |
|---|---|---|---|
Buys Items (bBuysItems) | bool | Shop | The shop buys items from the party (Sell tab). |
Greeting (Greeting) | FText | Shop | Line under the title ("Welcome! Take a look."). |
Sell Ratio Override (SellRatioOverride) | float | Shop | Sell ratio of this shop. Negative = the Economy settings' SellRatio. |
Stock (Stock) | TArray<FRSEShopEntry> | Shop |
URSESoundCatalog
Module RSE, parent URSEPrimaryDataAsset, primary asset. The sound effect library (D-036): GameplayTag -> sound.
| Property | Type | Category | Description |
|---|---|---|---|
Parent (Parent) | TObjectPtr<URSESoundCatalog> | Catalog | Fallback catalog (e.g. a project catalog over the framework's defaults). |
Sounds (Sounds) | TMap<FGameplayTag,FRSESoundCatalogEntry> | Catalog |
URSESpeakerData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. Someone who speaks in dialogs (dialog-proposal.md 4.4).
| Property | Type | Category | Description |
|---|---|---|---|
Blip Pitch Range (BlipPitchRange) | FVector2D | Presentation | Random pitch range of the blip. |
Default Portrait Side (DefaultPortraitSide) | ERSEDialogPortraitSide | Presentation | |
Emote Set (EmoteSet) | TSoftObjectPtr<UObject> | Presentation | Emote set (a data type of the RSE module: montages and balloons per Emote.* tag). |
Name Color (NameColor) | FLinearColor | Presentation | |
Portraits (Portraits) | TMap<FGameplayTag,TSoftObjectPtr<UTexture2D> > | Presentation | Expression (Dialog.Expression.*) -> portrait. Dialog.Expression.Neutral is required. |
Voice Blip (VoiceBlip) | TSoftObjectPtr<USoundBase> | Presentation | Typewriter sound for unvoiced lines. |
Appearance (Appearance) | TSoftObjectPtr<URSECharacterAppearanceBase> | Presentation|Portrait Mode | The look of the Live mode and of generated portraits for speakers without a Character (NPCs). Empty = the Character's appearance. |
Appearance Variant (AppearanceVariant) | FName | Presentation|Portrait Mode | One of the appearance's variants (None = its parts as they are). |
Portrait Mode (PortraitMode) | ERSEDialogPortraitMode | Presentation|Portrait Mode | How the portrait is shown (D-075): Image (Portraits), Video (Portrait Videos) or Live (a render of the appearance). Lines may override it. Missing clips / appearance, or modes turned off (settings, Steam Deck profile), fall back to Image. |
Portrait Videos (PortraitVideos) | TMap<FGameplayTag,TSoftObjectPtr<UObject> > | Presentation|Portrait Mode | Expression (Dialog.Expression.*) -> looping clip (a Media Source: talking / idle), for the Video mode. Neutral is the fallback. |
Character (Character) | TSoftObjectPtr<URSECharacterData> | Speaker | The playable character this speaker is, if any: "first available" speakers check it is in the party. |
Name Revealed Condition (NameRevealedCondition) | FRSEConditionSet | Speaker | When the player knows the real name. Empty = always known. |
Speaker Tag (SpeakerTag) | FGameplayTag | Speaker | Id used by cues and by speaker components on actors. |
Unknown Name (UnknownName) | FText | Speaker | Shown until NameRevealedCondition passes (empty = the dialog settings' DefaultUnknownName). |
URSEStatusData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A status effect (poison, haste, stun...).
| Property | Type | Category | Description |
|---|---|---|---|
AIValue Scale (AIValueScale) | float | AI | Multiplies what the AI thinks applying this status is worth. The AI measures stat changes against the threats around the unit (damage prevented or added) and gives a flat value to what it cannot measure (granted tags, other stats, affinities). 0 = the AI ignores the status, 2 = it values it twice. |
Behaviors (Behaviors) | TArray<TObjectPtr<URSEStatusBehavior> > | Control | How the status changes the way its bearer acts: Confuse (random targets, allies included), Charm (fights for the other side), Berserk (attacks only, on its own) or your own (Custom (Blueprint)). Every battle mode and the AI follow them. |
Periodic Percent Of Max HP (PeriodicPercentOfMaxHP) | float | Periodic | HP change per period as a percentage of max HP. Positive damages (poison), negative heals (regen). |
Periodic Timing (PeriodicTiming) | ERSEStatusTiming | Periodic | |
Persists After Battle (bPersistsAfterBattle) | bool | Status | The status stays on party members after battle, until cured (Poison, Blind...). Others end with the battle (D-025). |
Removed by Damage (bRemovedByDamage) | bool | Status | The status ends when the unit takes damage (e.g. Sleep). |
Duration Turns (DurationTurns) | int32 | Status | Turns of the afflicted unit before the status wears off. 0 = until removed. |
Icon (Icon) | TSoftObjectPtr<UTexture2D> | Status | Icon in menus and on battle cards (D-075). Empty = no icon (or the generated art library's); the Portrait & Icon Studio makes one from its polarity. |
Immunity Tag (ImmunityTag) | FGameplayTag | Status | Units with this tag (from equipment, class traits, Pacts...) cannot receive the status. |
Stacking (Stacking) | ERSEStatusStacking | Status | |
Status Tag (StatusTag) | FGameplayTag | Status | |
Effect Anchor (EffectAnchor) | FGameplayTag | Status|Visual | Where the loop effect sits on the body (Appearance.Anchor.*; empty = the feet). |
Effect Scale (EffectScale) | float | Status|Visual | |
Loop Effect (LoopEffect) | TSoftObjectPtr<UObject> | Status|Visual | D-115: a looping effect on the unit while the status lasts in battle (embers for a burn, bubbles for poison). A Niagara system or a legacy particle system. Empty = Battle Feel -> Status Visuals for this tag (or none). |
Dispellable (bDispellable) | bool | Toolkit | Dispel / Purge / Steal Buff may remove it (off for curses, transformations, story statuses). |
Taunt (bTaunt) | bool | Toolkit | A taunt: AI units with it strongly prefer (or must, see Ability Toolkit settings) to target the unit that applied it. |
Polarity (Polarity) | ERSEStatusPolarity | Toolkit | Buff or debuff: Dispel / Purge effects remove statuses by polarity, Steal Buff takes buffs. |
Shield Absorbs (ShieldAbsorbs) | ERSEShieldAbsorb | Toolkit | A shield (barrier): absorbs damage of this kind before HP, from a pool set by the Shield effect that applies it. The status ends when the pool is empty (or when its duration runs out). |
Affinities (Affinities) | TArray<FRSEElementAffinityEntry> | While Active | |
Granted Tags (GrantedTags) | FGameplayTagContainer | While Active | |
Modifiers (Modifiers) | TArray<FRSEStatModifier> | While Active |
URSESurfaceData
Module RSECore, parent URSETileZoneData, primary asset. A surface type for Free Tactics (D-108): a tile zone (URSETileZoneData: effects on enter and at turn start, who it touches, duration, the Tactics look) with the free-movement extras: movement cost, slipping, a tooltip and the look of its decal.
| Property | Type | Category | Description |
|---|---|---|---|
Look (Look) | ERSESurfaceLook | Presentation | How its ground decal looks (pattern and animation); the color is the zone's Color. |
Slip Ends Move (bSlipEndsMove) | bool | Surface | A unit that slips stops where it fell (its move ends). |
Description (Description) | FText | Surface | What the tooltip says about it ("Burns whoever stands in it. Water puts it out."). |
Move Cost Multiplier (MoveCostMultiplier) | float | Surface | Movement cost multiplier while walking through it (1 = normal, 2 = each meter costs two). |
Route Avoid Cost (RouteAvoidCost) | float | Surface | D-156: how hard routes avoid it, in meters of extra walking a route accepts to keep one meter out of it (the same for the player's paths and the AI's). Below 0 = automatic: Free Tactics Field -> Route Hazards (Harmful Avoid Cost for a surface that hurts, Slippery Avoid Cost for one that only makes units slip, nothing otherwise). 0 = routes walk through it freely. |
Slip Chance (SlipChance) | float | Surface | Chance (percent) that a unit walking onto it slips and falls (ice, oil). 0 = never. |
Slip Status (SlipStatus) | TObjectPtr<URSEStatusData> | Surface | Status of a unit that slips (prone). Empty = Free Tactics Field -> Default Slip Status. |
URSETargetingStyle
Module RSE, parent UDataAsset. D-146: how single-target aiming looks in the live mode (docs/design/free-tactics.md, "Targeting"): the rings on the units an ability can be aimed at (the chosen one highlighted, the others dimmed with their reason), the subtle arc of a projectile colored by the line of sight, the card at the target...
| Property | Type | Category | Description |
|---|---|---|---|
Arc Blocked (ArcBlocked) | FRSEUIColor | Arc | |
Arc Clear (ArcClear) | FRSEUIColor | Arc | |
Arc Dash (ArcDash) | float | Arc | Dash and gap of the arc (pixels). |
Arc Gap (ArcGap) | float | Arc | |
Arc Partial (ArcPartial) | FRSEUIColor | Arc | |
Arc Thickness (ArcThickness) | float | Arc | |
Projectile Arc (bProjectileArc) | bool | Arc | Projectiles (ranged abilities that need a line of sight) show a subtle dashed arc from the user to the target. |
Direct Arc Rise (DirectArcRise) | float | Arc | Rise of the arc of a straight shot (cm; lobbed attacks use their own arc height). |
Body Font Size (BodyFontSize) | int32 | Card | |
Card Background (CardBackground) | FRSEUIColor | Card | |
Card Offset (CardOffset) | float | Card | The card stands this far to the right of the target's head on screen (pixels). |
Card Subtle (CardSubtle) | FRSEUIColor | Card | |
Card Text (CardText) | FRSEUIColor | Card | |
Card Width (CardWidth) | float | Card | --- Card at the target --- |
Damage Color (DamageColor) | FRSEUIColor | Card | |
Heal Color (HealColor) | FRSEUIColor | Card | |
HPBack (HPBack) | FRSEUIColor | Card | |
HPFill (HPFill) | FRSEUIColor | Card | |
HPGain (HPGain) | FRSEUIColor | Card | |
HPLoss (HPLoss) | FRSEUIColor | Card | The part of the HP bar the hit would take (or the heal would add). |
Reason Color (ReasonColor) | FRSEUIColor | Card | The reason a target cannot be aimed at (out of range, no line of sight). |
Title Font Size (TitleFontSize) | int32 | Card | |
Ally Watch Color (AllyWatchColor) | FRSEUIColor | Overwatch | |
Enemy Watch Color (EnemyWatchColor) | FRSEUIColor | Overwatch | Rings of the units on Overwatch at their watch range (enemies' while you choose where to walk) and the label over them. |
Watch Callout (WatchCallout) | FText | Overwatch | |
Watch Label (WatchLabel) | FText | Overwatch | "Overwatch" over a watching unit, and the callout when it goes on watch. Empty = the built-in texts. |
Watch Ring Thickness (WatchRingThickness) | float | Overwatch | |
Gamepad Key Hints (GamepadKeyHints) | FText | Prompt | |
Key Hints (KeyHints) | FText | Prompt | Key hints under the prompt (keyboard and mouse; gamepad). Empty = the built-in texts. |
Prompt Font Size (PromptFontSize) | int32 | Prompt | |
Prompt Top (PromptTop) | float | Prompt | The prompt over the field while aiming (title and key hints), this far below the top of the screen (pixels). |
Candidate Opacity (CandidateOpacity) | float | Rings | Opacity of a valid candidate that is not chosen. |
Dimmed Color (DimmedColor) | FRSEUIColor | Rings | A unit that cannot be aimed at (out of range, hidden): its ring and reason in this color and opacity. |
Dimmed Opacity (DimmedOpacity) | float | Rings | |
Marker Height (MarkerHeight) | float | Rings | |
Marker Size (MarkerSize) | float | Rings | The marker over the chosen unit's head (pixels; 0 = none) and its height above the feet (cm). |
Pulse Amount (PulseAmount) | float | Rings | |
Pulse Speed (PulseSpeed) | float | Rings | The chosen ring breathes (cycles per second; 0 = still) by this fraction of its radius. |
Ring Min Radius (RingMinRadius) | float | Rings | |
Ring Radius Scale (RingRadiusScale) | float | Rings | A ring's radius around a unit: its footprint times this (cm), at least Ring Min Radius. |
Ring Segments (RingSegments) | int32 | Rings | Points of a ring (smoother = more). |
Ring Thickness (RingThickness) | float | Rings | Line width of a candidate's ring and of the chosen one's (pixels). |
Selected Ring Thickness (SelectedRingThickness) | float | Rings | |
Compact Below Height (CompactBelowHeight) | float | Small Screens | On screens at most this tall (pixels; the Steam Deck is 800), texts and lines grow by Compact Scale. |
Compact Scale (CompactScale) | float | Small Screens | |
Hostile (Hostile) | FRSETargetingTheme | Themes | Attacks and debuffs on enemies. |
Self (Self) | FRSETargetingTheme | Themes | Abilities used on the user alone (a stance, Overwatch). |
Support (Support) | FRSETargetingTheme | Themes | Heals and buffs on allies. |
URSETeacherData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. An NPC who teaches abilities (D-144): an "ability shop" opened from a dialog (effect Open Teacher) or a single lesson (effect Teach Ability).
| Property | Type | Category | Description |
|---|---|---|---|
Offers Respec (bOffersRespec) | bool | Respec | This teacher resets a character's points (used when Respec Mode is NPC; also offered in other modes). |
Respec Money (RespecMoney) | int32 | Respec | |
Greeting (Greeting) | FText | Teacher | Line shown at the top of the teacher screen. |
Offers (Offers) | TArray<FRSETeacherOffer> | Teacher |
URSETestRoomDefinition
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A test room (P55, D-179): a small map built to exercise one area of the framework, with a smoke script that proves it works.
| Property | Type | Category | Description |
|---|---|---|---|
Presets (Presets) | TArray<FRSEBattleLaunchPreset> | Launch | Battle setups the launcher offers in this room. |
Needs Network (bNeedsNetwork) | bool | Room | The room needs more than one player (a listen server and a client): the single-process smoke test skips it. |
Description (Description) | FText | Room | What the room shows and what its smoke test proves (one or two sentences, for the menu tooltip and the docs). |
Map (Map) | TSoftObjectPtr<UWorld> | Room | The room's map. |
Room Id (RoomId) | FName | Room | Stable name of the room (letters, digits, underscore): used by RSE.Rooms.Go and the test name RSE.Rooms.<RoomId>. |
Smoke Script (SmokeScript) | TArray<FString> | Smoke Test | The smoke test, one dev-script line each (the language of RSE.Dev.Script): console commands, "wait <seconds>", "waituntil <state> [timeout]" and "assert <state>" / "assertnot <state>" (states: battle, exploration, results, gameover, dialog, nodialog, scene, noscene, ready, action, noaction, freebattle, nofreebattle, playerturn). Lines starting with # are comments. Empty = the room has no scripted test (it only has to open and start play). |
Timeout Seconds (TimeoutSeconds) | float | Smoke Test | Seconds the test waits for the room to start play, and again for the script to finish (on top of the script's own waits). |
URSETileZoneData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A tile zone (D-055): fire, ice, poison, healing, blessed ground, or a trap.
| Property | Type | Category | Description |
|---|---|---|---|
Color (Color) | FLinearColor | Presentation | Tint of the default zone look (when Visual is empty). |
Visual (Visual) | TSoftObjectPtr<URSEFieldVisualBase> | Presentation | How the zone looks (soft; RSE's field visual asset). Empty = the Tactics presentation's default zone look. |
Hidden from Enemies (bHiddenFromEnemies) | bool | Zone | Only the creator's side sees it (traps). The presentation hides it from the others. |
Slippery (bSlippery) | bool | Zone | Slippery (ice): a unit ending its move here slides one more tile; knockbacks slide further (Ability Toolkit: Max Slide Tiles). |
Trap (bTrap) | bool | Zone | A trap: fires once, on the first unit that enters it and passes TriggerFilter, stops that unit's move, then disappears. |
Duration Turns (DurationTurns) | int32 | Zone | Turns of the creator the zone lasts (after it is gone: every unit's turn counts). 0 = until the battle ends. |
Effects on Enter (EffectsOnEnter) | TArray<TObjectPtr<URSEAbilityEffect> > | Zone | Applied once per move to a unit entering the zone (walking, pushed, landing), if it passes TriggerFilter. |
Effects on Turn Start (EffectsOnTurnStart) | TArray<TObjectPtr<URSEAbilityEffect> > | Zone | Applied to a unit that starts its turn inside the zone, if it passes TriggerFilter. |
Extra Move Cost (ExtraMoveCost) | int32 | Zone | Extra Action Points to walk into a tile of the zone (mud, thorns). |
Power Multiplier (PowerMultiplier) | float | Zone | Power of the zone's effects (like an ability's power multiplier). |
Removes Zones (RemovesZones) | FGameplayTagContainer | Zone | Creating this zone removes zones with these tags on the same tiles (fire melts ice). |
Trigger Filter (TriggerFilter) | ERSETargetFilter | Zone | Who the zone's effects touch, relative to its creator (Enemies: a trap never catches its owner's side). |
Zone Tag (ZoneTag) | FGameplayTag | Zone | Identifies the zone kind (Zone.Fire, Zone.Ice...): other zones cancel it by tag. |
URSETimeOfDayProfile
Module RSE, parent URSEPrimaryDataAsset, primary asset. The look of a whole day (D-101): hour keys (light, colors, fog, exposure, grading, stars) and the path of the sun and the moon.
| Property | Type | Category | Description |
|---|---|---|---|
Max EV100 (MaxEV100) | float | Exposure | |
Min EV100 (MinEV100) | float | Exposure | Eye adaptation range (EV100): the night never adapts brighter than MinEV100, so it stays night. |
Keys (Keys) | TArray<FRSESkyKey> | Keys | Hour keys, in any order (sorted when used). At least one. |
Horizon Fade Degrees (HorizonFadeDegrees) | float | Sun & Moon | The sun / moon light fades in over this many degrees above the horizon. |
Max Moon Elevation (MaxMoonElevation) | float | Sun & Moon | Moon height in the middle of the night (degrees). |
Max Sun Elevation (MaxSunElevation) | float | Sun & Moon | Sun height at midday (degrees). |
Min Moon Light Elevation (MinMoonLightElevation) | float | Sun & Moon | The moon light never comes lower than this (long night shadows stay readable). |
Moon Disc Brightness (MoonDiscBrightness) | float | Sun & Moon | Brightness of the moon disc. |
Moon Disc Scale (MoonDiscScale) | float | Sun & Moon | Size of the moon disc in the sky (multiplies the light's source angle). |
Sunrise Hour (SunriseHour) | float | Sun & Moon | The sun rises (crosses the horizon) at this hour. |
Sunrise Yaw (SunriseYaw) | float | Sun & Moon | World yaw of the sunrise (degrees). The sun crosses to the opposite side by sunset. |
Sunset Hour (SunsetHour) | float | Sun & Moon | The sun sets at this hour. |
URSETouchLayout
Module RSE, parent UPrimaryDataAsset, primary asset. "RSE Touch Layout" (D-180, docs/product/mobile.md): the on-screen controls and gestures of one moment of play (exploration, grid Tactics, live Tactics, classic battles, action battles).
| Property | Type | Category | Description |
|---|---|---|---|
Context (Context) | ERSETouchContext | Layout | The moment of play this layout is made for (validation, the Studio list). The settings decide where it is used. |
Controls (Controls) | TArray<FRSETouchControl> | Layout | |
Display Name (DisplayName) | FText | Layout | The name in tools and logs. |
Gestures (Gestures) | TArray<FRSETouchGestureBinding> | Layout |
URSETrapData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A kind of trap (D-109): a pressure plate, a tripwire, a gas vent, an arrow trap.
| Property | Type | Category | Description |
|---|---|---|---|
Battle Effects (BattleEffects) | TArray<TObjectPtr<URSEAbilityEffect> > | Battle | Extra battle effects on the unit that sets it off in a Free Tactics battle, run as the unit's own (a surface or zone once the battle supports it, a push, a debuff). Damage and Statuses above already apply; leave empty for most traps. |
Stops Movement (bStopsMovement) | bool | Battle | The unit stops on the trap when it goes off (its walk ends there). |
Area Radius (AreaRadius) | float | Effect | It hits every party member within Area Radius of the trap (a gas vent), not only the one who stepped on it. 0 = only the one who set it off. |
Damage (Damage) | FRSETrapDamage | Effect | --- When it goes off --- |
Disarm Effects (DisarmEffects) | FRSEEffectList | Effect | Effects on disarm (salvaged parts: Give Item). |
Noise Radius (NoiseRadius) | float | Effect | Visible enemies within this distance hear it and come running (cm; 0 = silent). |
Status Chance (StatusChance) | float | Effect | Chance of each status (percent). |
Statuses (Statuses) | TArray<TObjectPtr<URSEStatusData> > | Effect | Statuses it tries to give (lasting ones stay after battles, D-025). |
Trigger Effects (TriggerEffects) | FRSEEffectList | Effect | Story effects when it goes off in exploration (an alarm flag, a door slamming shut). |
Spotted Text (SpottedText) | FText | Texts | Shown when a member spots it ("{Member} spotted a {Trap}."). Empty = Exploration RPG UI default. |
Triggered Text (TriggeredText) | FText | Texts | Shown when it goes off ("Click! Arrows fly from the wall."). Empty = the default. |
Failure Triggers (bFailureTriggers) | bool | Trap | A failed disarm sets it off (off = the attempt only fails and may be tried again). |
Consumed Per Attempt (ConsumedPerAttempt) | TArray<TObjectPtr<URSEItemData> > | Trap | Items used up by each disarm attempt (a spare wire). Empty = nothing is used. |
Detect Difficulty (DetectDifficulty) | float | Trap | Perception needed to spot it (passive: a member whose score reaches it sees it). |
Disarm Difficulty (DisarmDifficulty) | float | Trap | Disarm score at which the chance is Exploration RPG -> Chance At Equal Score. |
Disarm Requirements (DisarmRequirements) | FRSEExploreRequirements | Trap | Who may try to disarm it. |
Kind (Kind) | FGameplayTag | Trap | What kind of trap it is (Trap.PressurePlate, Trap.Tripwire...): the world actor picks its look by it. |
Rearm Seconds (RearmSeconds) | float | Trap | It arms itself again this many seconds after going off (0 = once only). |
URSETravelDestinationData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A place of the world map (D-044, docs/design/zones-travel.md): where fast travel can take the party once the place is discovered.
| Property | Type | Category | Description |
|---|---|---|---|
Conditions (Conditions) | FRSEConditionSet | Availability | Travel there only while these pass (a discovered place may be closed by the story). Empty = always. |
Area (Area) | TSoftObjectPtr<URSEAreaData> | Destination | The area the party arrives in (its map is opened). Being in this area means "you are here". |
Arrival Point (ArrivalPoint) | FName | Destination | ARSEArrivalPoint id on the area's map. None = the area's default arrival point. |
Description (Description) | FText | Destination | Shown in the world map details. |
Discovered by Default (bDiscoveredByDefault) | bool | Discovery | Known from the start (the home town). |
Discover on Visit (bDiscoverOnVisit) | bool | Discovery | Discovered the first time the player is in Area (travel, load or walking in). |
Discovery Flag (DiscoveryFlag) | FGameplayTag | Discovery | Also discovered while this story flag is set (Set Flag effect in a dialog, a map bought in a shop...). |
Map Position (MapPosition) | FVector2D | World Map | Marker position on the world map, normalized (0,0 = top left, 1,1 = bottom right). |
Sort Order (SortOrder) | int32 | World Map | Order in the list (lower first; equal orders sort by name). |
URSETraversalKindData
Module RSECore, parent URSEPrimaryDataAsset, abstract, primary asset. A kind of traversal (D-121, docs/design/traversal.md): what every ladder, rope, swim area or jump of that kind shares.
| Property | Type | Category | Description |
|---|---|---|---|
Kind Tag (KindTag) | FGameplayTag | Kind | Identity for conditions, statistics and UI (Traversal.Kind.*). |
Prompt Backward (PromptBackward) | FText | Kind | Prompt at the end point, for links taken back ("Climb down"). Empty = Prompt Forward. |
Prompt Forward (PromptForward) | FText | Kind | Prompt at the start end ("Climb up", "Jump", "Swim"). |
Allow Save (bAllowSave) | bool | Rules | Saving is allowed while someone is on it (D-010). Off for ladders and ropes: a save never holds a body mid-climb. |
Blocked Tags (BlockedTags) | FGameplayTagContainer | Who | Units or characters with any of these tags may not (heavy armor that sinks, a status that roots). |
Required Tags (RequiredTags) | FGameplayTagContainer | Who | Only units or characters with all of these tags (traits, statuses) may use it. |
URSETraversalLinkKindData
Module RSECore, parent URSETraversalKindData, primary asset. A link between two standable points (D-121): ladders, ropes, jumps across gaps, vaults over low ledges, controlled drops, zip-lines, rope swings, rope bridges.
| Property | Type | Category | Description |
|---|---|---|---|
Backward Anims (BackwardAnims) | FRSETraversalLinkAnims | Animation | Animations when taken backward (end to start). Empty slots use the forward ones. |
Forward Anims (ForwardAnims) | FRSETraversalLinkAnims | Animation | Animations when taken forward (start to end). |
AIUses (bAIUses) | bool | Battle | The AI may route through it (off: only players use it, a secret passage). |
Battle Cost Multiplier (BattleCostMultiplier) | float | Battle | Movement cost per meter of the link's 3D length (at least 1: never cheaper than walking the same ground). |
Battle Extra Cost (BattleExtraCost) | float | Battle | Meters of movement added to every use (getting on and off). |
Usable in Battle (bUsableInBattle) | bool | Battle | The link exists in Free Tactics battles (a nav link with a movement cost). |
Face Movement (bFaceMovement) | bool | Motion | The body faces the link's horizontal direction while moving (off: it keeps facing the actor's wall side, as on a ladder). |
Dismount Seconds (DismountSeconds) | float | Motion | Seconds spent getting off after the motion ends. |
Motion (Motion) | TObjectPtr<URSETraversalMotion> | Motion | How the body moves along the link's points (along the path for a ladder, an arc for a jump). |
Mount Seconds (MountSeconds) | float | Motion | Seconds spent getting on before the motion starts (the mount animation plays meanwhile). |
Speed (Speed) | float | Motion | Speed along the motion (meters per second), in exploration and in battle playback. |
Bidirectional by Default (bBidirectionalByDefault) | bool | Rules | Taken both ways unless the placed actor says otherwise (a drop or a zip-line is one way). |
Followers Use (bFollowersUse) | bool | Rules | Party followers take the link after the leader; off = they are brought to the far end. |
URSETraversalVolumeKindData
Module RSECore, parent URSETraversalKindData, primary asset. An area where bodies move differently (D-121): deep water today (swimming), deep mud or snow later.
| Property | Type | Category | Description |
|---|---|---|---|
Anims (Anims) | FRSETraversalVolumeAnims | Animation | |
Allows Actions (bAllowsActions) | bool | Battle | Units inside may use abilities and items (off: no fighting while swimming). |
Battle Cost Multiplier (BattleCostMultiplier) | float | Battle | Movement cost multiplier on the volume's cells (2 = swimming costs double). |
Usable in Battle (bUsableInBattle) | bool | Battle | The volume exists in Free Tactics battles (its cells float at the surface with this kind's cost and rules). |
Exit Check Distance (ExitCheckDistance) | float | Volume | Exploration: a bank this close ahead (meters) is climbed onto when the body moves toward it. |
Exit Max Height (ExitMaxHeight) | float | Volume | Highest bank (meters above the surface) a body climbs out onto, in exploration and in battle. |
Exit Seconds (ExitSeconds) | float | Volume | Seconds the climb out takes (exploration). |
Min Depth (MinDepth) | float | Volume | Below this depth (meters of water above the ground) bodies walk (a ford), above it they swim. |
Move Speed (MoveSpeed) | float | Volume | Exploration speed inside (meters per second). |
Surface Offset (SurfaceOffset) | float | Volume | How far below the surface the body's feet hang (meters): the head stays above water. |
URSETutorialData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A contextual tutorial (D-047): a few pages shown once, the first time its trigger happens (Trigger) or when the story asks for it (the Show Tutorial effect).
| Property | Type | Category | Description |
|---|---|---|---|
Conditions (Conditions) | FRSEConditionSet | Tutorial | Optional gate checked when the trigger happens (e.g. only after a story flag). Empty = always. |
Pages (Pages) | TArray<FRSETutorialPage> | Tutorial | |
Sort Order (SortOrder) | int32 | Tutorial | When several tutorials share a trigger, the lowest value shows first. Also the order of the Help list. |
Trigger (Trigger) | FGameplayTag | Tutorial | Game event that shows it the first time (Tutorial.Trigger.*). Empty = only the Show Tutorial effect shows it. |
URSEUIStyle
Module RSE, parent URSEPrimaryDataAsset, primary asset. A UI style (D-162, docs/product/ui-styles.md): the colors, fonts, frames, rows, controls, gauges, key caps, icons, sounds and motion of every screen built on URSEHUDWidgetBase.
| Property | Type | Category | Description |
|---|---|---|---|
Ramp (Ramp) | FRSEUIRampSpec | Colors | How the shades S50..S900 are derived from each seed. |
Roles (Roles) | FRSEUIColorRoles | Colors | The roles every screen uses (surfaces, borders, selection, muted text...), each derived from a seed. |
Tokens (Tokens) | FRSEUIColorTokens | Colors | --- Colors --- |
Vision Overrides (VisionOverrides) | TMap<ERSEColorVision,FRSEUIVisionOverride> | Colors|Accessibility | Optional colors for the color vision modes (D-164): per mode, the tokens that change (Positive, Negative, Warning, Info, Charge...). A mode without an entry uses the global safe remap (UI Theme -> Accessibility): Positive blue, Negative orange. |
Hue Shift (HueShift) | float | Colors|Global Shift | Rotates the hue of every token that is not hue-locked (degrees). |
Lightness Scale (LightnessScale) | float | Colors|Global Shift | Lightness of every token times this. |
Saturation Scale (SaturationScale) | float | Colors|Global Shift | Saturation of every token times this. |
Buttons (Buttons) | FRSEUIControlStyle | Controls | |
Chips (Chips) | FRSEUIChipStyle | Controls | |
Key Caps (KeyCaps) | FRSEUIKeyCapStyle | Controls | |
Meters (Meters) | FRSEUIMeterStyle | Controls | |
Rows (Rows) | FRSEUIStyleRows | Controls | --- Controls --- |
Tabs (Tabs) | FRSEUIControlStyle | Controls | |
Backdrop (Backdrop) | FRSEUIBackdropStyle | Frames | |
Divider Color (DividerColor) | FRSEUIColor | Frames | Thin separator lines. |
Divider Thickness (DividerThickness) | float | Frames | |
Frames (Frames) | TMap<ERSEPanelKind,FRSEUIFrameStyle> | Frames | The panel looks (Window, Inset, Plate, Hud, Tooltip, Modal). A missing kind uses Window. |
Plain Panel Corner Radius (PlainPanelCornerRadius) | float | Frames | Plain one-color panels (rounded panels of screens). |
Plain Panel Outline (PlainPanelOutline) | FRSEUIColor | Frames | |
Plain Panel Outline Width (PlainPanelOutlineWidth) | float | Frames | |
Icon Overrides (IconOverrides) | TMap<FGameplayTag,TSoftObjectPtr<UTexture2D> > | Icons | Icons replaced by this style (by tag). Missing = the plugin's icons. |
Icon Tint (IconTint) | ERSEUIIconTint | Icons | |
Description (Description) | FText | Identity | One line in the options menu and the style editor. |
Style Id (StyleId) | FName | Identity | Stable id: the options menu and the player's saved choice refer to it. |
Thumbnail (Thumbnail) | TSoftObjectPtr<UTexture2D> | Identity | |
Default Battle Menu Style (DefaultBattleMenuStyle) | FName | Layout | Battle menu style (List, Radial, Hotbar...) this style suggests (P61). None = the project's (Battle Menus -> Free Tactics Style). The player's choice in the options wins. |
Layouts (Layouts) | FRSEUILayoutVariants | Layout | The arrangement of the dialog, the party menu and the battle HUDs, plus the inventory and Growth board this style suggests (P61). Every variant works with every style; switching styles at runtime rebuilds the screens. |
Motion (Motion) | FRSEUIMotion | Motion | |
Sounds (Sounds) | FRSEUISoundSet | Sounds | |
Typography (Typography) | FRSEUITypography | Typography | --- Typography --- |
URSEUseGrowthCurve
Module RSECore, parent URSEPrimaryDataAsset, primary asset. How abilities grow with use (D-144): ranks reached by battle uses, each with its power and cost.
| Property | Type | Category | Description |
|---|---|---|---|
Ranks (Ranks) | TArray<FRSEUseGrowthRank> | Ranks | Ranks above the base (rank 1), in increasing Uses Required. |
URSEVisualStyle
Module RSE, parent URSEPrimaryDataAsset, primary asset. A visual style preset (D-037): how the whole game looks, switchable live (Realistic, Stylized Realistic, Cel-shaded, Retro Low-poly...).
| Property | Type | Category | Description |
|---|---|---|---|
Console Variables (ConsoleVariables) | TMap<FString,FString> | Console Variables | Console variables set while the style is active (name -> value), e.g. r.ScreenPercentage for a low-resolution look or r.Tonemapper.Sharpen. Each one goes back to its previous value when the style changes. Prefer post-process materials and parameters: a console variable is global and also changes what scalability chose. |
Description (Description) | FText | Info | What the style is for (shown to the designer, not to the player). |
Scalar Parameters (ScalarParameters) | TMap<FName,float> | Material Parameters | Scalar values written to the style parameter collection (Project Settings -> RPG Saga Engine -> Visual Style) while the style is active, e.g. OutlineWidth, ShadeSteps, PixelSize, ColorLevels, Saturation. Parameters not listed return to the collection's defaults, so materials that read the collection follow the style. |
Vector Parameters (VectorParameters) | TMap<FName,FLinearColor> | Material Parameters | Vector values written to the style parameter collection, e.g. OutlineColor, ShadowTint. |
Post Process (PostProcess) | FPostProcessSettings | Post Process | Post-process overrides of the style (color grading, bloom, vignette, exposure, film grain...). Only the fields whose override box is ticked apply; the rest come from the level's own volumes and the engine defaults. Post-process materials go in PostProcessMaterials below (soft references), not in this struct's Blendables. |
Post Process Blend Weight (PostProcessBlendWeight) | float | Post Process | Weight of the whole post-process layer (0 = the style changes no post-process setting). |
Post Process Materials (PostProcessMaterials) | TArray<FRSEVisualStyleBlendable> | Post Process | Post-process materials of the style, in order. Loaded when the style becomes active. |
URSEWeaponHoldProfile
Module RSE, parent UDataAsset. How weapons sit in the hands of one skeleton (D-185, docs/product/weapons.md): one hand socket per weapon hold type (pistol, rifle, one / two-handed melee, polearm, bow, staff), the support hand IK and the stance animations.
| Property | Type | Category | Description |
|---|---|---|---|
Holds (Holds) | TArray<FRSEWeaponHold> | Holds | One entry per hold type (a missing one is generated from the reference pose). |
Left Hand Bone (LeftHandBone) | FName | Skeleton | Left hand bone (None = found by name). Its parent is the elbow joint of the support hand IK. |
Recoil Arm Bone (RecoilArmBone) | FName | Skeleton | The weapon arm bone the procedural recoil pitches up (None = Weapon Hold settings -> Recoil Arm Bone Names). |
Recoil Spine Bone (RecoilSpineBone) | FName | Skeleton | The bone the procedural recoil pitches back (None = Weapon Hold settings -> Recoil Spine Bone Names). |
Right Hand Bone (RightHandBone) | FName | Skeleton | Right hand bone (None = found by name: Weapon Hold settings -> Right Hand Bone Names). |
Skeleton (Skeleton) | TSoftObjectPtr<USkeleton> | Skeleton | The skeleton this profile is for (the settings' profile list is matched by it). |
Upper Body Bone (UpperBodyBone) | FName | Skeleton | First bone of the upper body (stance overlays layer from it; the procedural recoil bends the spine from it). None = found by name. |
Default Ready Mode (DefaultReadyMode) | ERSEStanceReadyMode | Stance | D-185 addendum 2: how stance Ready clips play when their hold says Profile Default (upper body or whole body). |
Disable Support Hand IKCurve (DisableSupportHandIKCurve) | FName | Support Hand IK | A curve of the playing animations that turns the support hand IK (position and rotation) off while it is 1 (reloads, melee bashes). |
URSEWeaponPresentation
Module RSE, parent URSEWeaponPresentationBase, primary asset. How attacks with a weapon look (D-184), in every battle mode (grid, live, ATB, turn-based through the cue timelines; action battles through the combat presentation): the stance's swing or fire animations, the muzzle flash and shell ejection, tracers or projectiles, impacts per surface with decals, t...
| Property | Type | Category | Description |
|---|---|---|---|
Stance Anims (StanceAnims) | TArray<FRSEWeaponStanceAnims> | Animation | Animations per stance (the light and heavy melee stances, the gun stances, the bow, the caster). |
Feel (Feel) | FRSEWeaponFeel | Feel | --- Feel --- |
Aim Time (AimTime) | float | Firing | Seconds aiming before the first shot (without an Aim animation, a still beat). |
Muzzle Flash (MuzzleFlash) | TSoftObjectPtr<UNiagaraSystem> | Firing | --- Firing --- |
Muzzle Flash Scale (MuzzleFlashScale) | float | Firing | |
Pellets Per Shot (PelletsPerShot) | int32 | Firing | Tracers per shot (shotgun pellets). |
Pellet Spread (PelletSpread) | float | Firing | Visual spread of pellets around the target (cm at the target). |
Recoil Distance (RecoilDistance) | float | Firing | Recoil of each shot on units without animations (cm). |
Shell Eject (ShellEject) | TSoftObjectPtr<UNiagaraSystem> | Firing | |
Shot (Shot) | FRSEWeaponShotVisual | Firing | The tracer or projectile of each shot. |
Shot Interval (ShotInterval) | float | Firing | Seconds between the shots of a burst. |
Shots Per Attack (ShotsPerAttack) | int32 | Firing | Shots per attack (a rifle burst, a pistol double tap): each fires, flies and lands with a hit reaction. |
Default Impact (DefaultImpact) | FRSEWeaponImpact | Impacts | Used when no entry matches the surface. |
Impacts (Impacts) | TArray<FRSEWeaponImpact> | Impacts | Impacts per surface (Surface.Flesh, Surface.Metal, Surface.Stone...); the first match wins. |
Lunge Distance (LungeDistance) | float | Melee | Swing length on units without animations (the procedural lunge, cm). |
Melee Trail (MeleeTrail) | TSoftObjectPtr<UNiagaraSystem> | Melee | The ribbon on the blade during a swing. |
Swing Impact Time (SwingImpactTime) | float | Melee | Seconds from the swing's start to the hit (units without hit-frame notifies). |
Trail Seconds (TrailSeconds) | float | Melee | Seconds the trail lasts (the swing). |
Muzzle Offset (MuzzleOffset) | FVector | Sockets | The muzzle in the weapon mesh's space (cm), when it has no socket (the classifier measures it). Zero = the measured tip. |
Muzzle Socket (MuzzleSocket) | FName | Sockets | Socket of the weapon mesh where shots leave (missing = Muzzle Offset, else the mesh's measured tip). |
Shell Eject Offset (ShellEjectOffset) | FVector | Sockets | |
Shell Eject Socket (ShellEjectSocket) | FName | Sockets | Socket where spent shells leave (missing = Shell Eject Offset, else the muzzle). |
Trail End Socket (TrailEndSocket) | FName | Sockets | |
Trail Start Socket (TrailStartSocket) | FName | Sockets | Melee trail: the sockets of the blade's base and tip (missing = the measured weapon tip). |
Fire Sound (FireSound) | TSoftObjectPtr<USoundBase> | Sounds | --- Sounds --- |
Reload Sound (ReloadSound) | TSoftObjectPtr<USoundBase> | Sounds | |
Swing Sound (SwingSound) | TSoftObjectPtr<USoundBase> | Sounds | |
Grip (Grip) | FRSEWeaponGrip | Weapon | D-185: how the weapon is held (hold type, grip and support points). |
Stance (Stance) | ERSEWeaponStance | Weapon | The stance its attacks use (Auto = from the kind). |
Weapon Kind (WeaponKind) | ERSEWeaponKind | Weapon | |
Weapon Mesh (WeaponMesh) | TSoftObjectPtr<UObject> | Weapon | The weapon mesh this presentation is for (a static or skeletal mesh; Dress My Abilities sets it): the Weapon Hold Editor previews it and the validation measures it. Presentations shared by a kind leave it empty. |
URSEWeaponPresentationBase
Module RSECore, parent URSEPrimaryDataAsset, abstract, primary asset. Base of weapon presentation assets (D-184; the asset itself, URSEWeaponPresentation, is defined in the RSE module): equipment (URSEEquipmentData::WeaponPresentation) and action weapons (URSEActionWeaponData::WeaponPresentation) reference it softly without RSECore knowing its contents.
URSEWeatherTableData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. The weather of a region (D-101): which weathers happen and how often, by phase of day and season.
| Property | Type | Category | Description |
|---|---|---|---|
Entries (Entries) | TArray<FRSEWeatherTableEntry> | Weather | |
Initial Weather (InitialWeather) | FGameplayTag | Weather | The weather of a new game (or when this table starts and the current weather is not in it). Empty = a roll. |
Repeat Weight (RepeatWeight) | float | Weather | Weight multiplier for rolling the weather that is already there (above 1: weather lasts longer; 0: always changes). |
URSEWeatherTypeData
Module RSECore, parent URSEPrimaryDataAsset, primary asset. A weather type (D-101): Clear, Cloudy, Rain, Storm, Fog, Snow...
| Property | Type | Category | Description |
|---|---|---|---|
Max Hours (MaxHours) | float | Duration | |
Min Hours (MinHours) | float | Duration | How long it lasts once it starts, in game hours (random in the range; a weather table entry can override). |
Transition Seconds (TransitionSeconds) | float | Duration | Real seconds this weather takes to come in (the previous one fades out meanwhile). |
Lightning (Lightning) | FRSEWeatherLightning | Look | |
Look (Look) | FRSEWeatherLook | Look | |
Ambient Loop (AmbientLoop) | TSoftObjectPtr<USoundBase> | Presentation | Looping ambience (rain, wind), faded with the weather (SFX channel of the Audio settings). |
Ambient Volume (AmbientVolume) | float | Presentation | |
Particles (Particles) | TSoftObjectPtr<UObject> | Presentation | Camera-attached precipitation (a Niagara system), for High and Epic quality. |
Particles Low (ParticlesLow) | TSoftObjectPtr<UObject> | Presentation | Cheaper precipitation for Low / Medium effects quality (Steam Deck). Empty = Particles. |
Thunder Sounds (ThunderSounds) | TArray<TSoftObjectPtr<USoundBase> > | Presentation | Thunder claps (one is picked per strike). |
Thunder Volume (ThunderVolume) | float | Presentation | |
Icon (Icon) | TSoftObjectPtr<UTexture2D> | Weather | HUD / menu icon (optional). |
Weather (Weather) | FGameplayTag | Weather | The weather's id (Weather.Rain, Weather.Rain.Storm, a project's Weather.Sandstorm...). |