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Docs / Data asset types

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).

PropertyTypeCategoryDescription
Last Stand (LastStand)FRSEAILastStandBoss
Phases (Phases)TArray<FRSEAIPhase>BossBoss phases, entered in order. Read from the profile the unit started the battle with.
Charge Interrupt (ChargeInterrupt)FRSEAIScalarIntelligenceATB / CTB: share of the value of hitting a unit charging a big move.
Danger Awareness (DangerAwareness)FRSEAIScalarIntelligenceAwareness of the danger of a position (0: AI settings' minimum awareness, 1: full).
Decision Quality (DecisionQuality)FRSEAIScalarIntelligencePicks the best option (1) or a softmax among the top options (0: plausible mistakes). Scales the AI temperature.
Focus Fire (FocusFire)FRSEAIScalarIntelligenceShare of the AI settings' focus-fire value (finishing hurt targets).
Gates (Gates)FRSEAIBehaviourGatesIntelligenceBehaviours switched on only from an intelligence.
Pact Awareness (PactAwareness)FRSEAIScalarIntelligenceShare of the Pact multipliers (hitting a unit about to summon, and summons).
Resource Management (ResourceManagement)FRSEAIScalarIntelligenceShare of the "last item" penalty (keeping the team's last consumable).
VIPFocus (VIPFocus)FRSEAIScalarIntelligenceShare of the AI settings' VIP damage multiplier (going for the enemy leader).
Weakness Knowledge (WeaknessKnowledge)FRSEAIScalarIntelligenceAccounts for elemental weaknesses and immunities (0: judges every hit as neutral).
Damage Weight (DamageWeight)FRSEAIScalarOffenseValue per point of expected damage dealt to enemies.
Flank Weight (FlankWeight)FRSEAIScalarOffenseBonus per extra positional damage multiplier (side, back, height). 10 = +10 value for a x2 hit.
Fragile Target Weight (FragileTargetWeight)FRSEAIScalarOffensePreference for fragile targets: scales damage value by the target's missing HP.
Friendly Fire Weight (FriendlyFireWeight)FRSEAIScalarOffensePenalty multiplier for damage dealt to allies.
Isolated Target Weight (IsolatedTargetWeight)FRSEAIScalarOffensePreference for targets with no allies near them (Tactics).
Kill Bonus (KillBonus)FRSEAIScalarOffenseBonus for an action that is expected to defeat a unit, scaled by the chance to do so.
Status Weight (StatusWeight)FRSEAIScalarOffenseValue per applied status (times its chance).
Approach Weight (ApproachWeight)FRSEAIScalarPositioningValue for closing distance to the nearest enemy.
Danger Weight (DangerWeight)FRSEAIScalarPositioningPenalty per point of expected enemy damage that can reach the unit's end position next turn.
Preferred Distance Weight (PreferredDistanceWeight)FRSEAIScalarPositioning
Preferred Enemy Distance (PreferredEnemyDistance)FRSEAIScalarPositioningPreferred distance (tiles, rounded) from the nearest enemy. 0 = no preference.
Protect Radius (ProtectRadius)FRSEAIScalarPositioningTiles (rounded, at least 1).
Protect Weight (ProtectWeight)FRSEAIScalarPositioningValue for staying within ProtectRadius of the team's VIP (leader / unit to protect).
Retreat HPPercent (RetreatHPPercent)FRSEAIScalarPositioningBelow this HP percentage the unit prioritises getting away from enemies. 0 = never.
Retreat Weight (RetreatWeight)FRSEAIScalarPositioning
Resource Cost Weight (ResourceCostWeight)FRSEAIScalarResourcesPenalty per point of resource (MP...) spent.
Decision Policy (DecisionPolicy)TObjectPtr<URSEAIDecisionPolicy>RulesD-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>RulesOrdered rules (gambits). The first Force rule that finds a usable action decides; Bonus and Forbid add up.
Scorers (Scorers)TArray<TObjectPtr<URSEAIScorer> >RulesCustom considerations added to every ability option (C++ or Blueprint subclasses of URSEAIScorer).
Boss Style (bBossStyle)boolStyleA boss style (listed under Boss in the wizards).
Style Base (StyleBase)TObjectPtr<URSEAIProfile>StyleThe style this profile was made from with the AI Style wizard (empty for hand-made profiles).
Style Description (StyleDescription)FTextStyleOne line for the enemy wizard and the style lists ("Keeps its distance and shoots; runs from melee").
Style Sliders (StyleSliders)FRSEAIStyleSlidersStyleThe wizard's sliders this profile was made with (0.5 = as the base style).
Heal Weight (HealWeight)FRSEAIScalarSupportValue per point of effective healing, scaled up the more hurt the ally is.
Combo Payoff Bonus (ComboPayoffBonus)FRSEAIScalarTeamBonus for using a combo's payoff element on a target with its setup status.
Combo Setup Bonus (ComboSetupBonus)FRSEAIScalarTeamBonus for applying a combo's setup status when a teammate can deliver its payoff (AI settings: Combos).
Focus Target Bonus (FocusTargetBonus)FRSEAIScalarTeamBonus for damaging the team's shared focus target (the first enemy the team committed to).
Protect Support Weight (ProtectSupportWeight)FRSEAIScalarTeamTactics: value per tile of staying close to allied Support-role units (bodyguard).
Punish Threat Bonus (PunishThreatBonus)FRSEAIScalarTeamBonus for hitting enemies that recently hurt an allied Support-role unit (per 10% of the Support's max HP).
Role (Role)ERSEAITeamRoleTeamThe unit's role in its team; coordination bonuses of allies read it.
Controller Area Bonus (ControllerAreaBonus)FRSEAIScalarTeam RoleController: bonus per enemy hit beyond the first (areas).
Controller Caster Bonus (ControllerCasterBonus)FRSEAIScalarTeam RoleController: extra bonus when the disabled enemy is a caster or a healer.
Controller Damage Scale (ControllerDamageScale)FRSEAIScalarTeam RoleController: multiplies the value of raw damage (below 1: control first).
Controller Disable Bonus (ControllerDisableBonus)FRSEAIScalarTeam RoleController: bonus per expected disable or debuff on an enemy (debuff statuses, turn delays, Action Point losses).
Damage High Value Bonus (DamageHighValueBonus)FRSEAIScalarTeam RoleDamage: bonus for hitting high-value targets: times the target's threat (0-1 among its team), plus casters and healers.
Damage Kill Focus (DamageKillFocus)FRSEAIScalarTeam RoleDamage: extra share of the kill value (0.5 = a likely kill is worth 50% more).
Support Buff Bonus (SupportBuffBonus)FRSEAIScalarTeam RoleSupport: bonus per buff on an ally that enemies can reach (on top of healing).
Tank Guard Bonus (TankGuardBonus)FRSEAIScalarTeam RoleTank: 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)FRSEAIScalarTeam RoleTank, 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)FRSEAIScalarTeam RoleTank: 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).

PropertyTypeCategoryDescription
Ability Type (AbilityType)FGameplayTagAbilityBattle 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)FTextAbilityWhat 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> >AbilityApplied in order to every affected unit.
Element (Element)FGameplayTagAbilityElement of the ability's damage. Empty = non-elemental.
Icon (Icon)TSoftObjectPtr<UTexture2D>AbilityIcon 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>AbilityItems consumed per use from the user's team items (ammunition: arrows, bombs). Without them the ability is disabled (D-082).
Role Tags (RoleTags)FGameplayTagContainerAbilityD-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)ERSETargetFilterAbility
Target State (TargetState)ERSETargetStateAbilityRevive abilities target fallen units; everything else targets standing ones.
Passive (bPassive)boolPassiveA 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> >PassiveConditional stat bonuses (e.g. +20% Attack while HP is below 30%) of a unit that has this ability.
Reactions (Reactions)TArray<TObjectPtr<URSEAbilityReaction> >PassiveAutomatic responses (counterattack, overwatch, on-hit, on-death...) of a unit that has this ability.
Action Command (ActionCommand)FRSEActionCommandRulesPresentationOptional timed press that grades the use (D-034).
Presentation (Presentation)FRSEAbilityPresentationRulesPresentationHow the ability is shown in battle (D-034): approach, moment and an optional timeline of cues.
Action Rules (ActionRules)FRSEAbilityActionRulesRulesAction 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)FRSEAbilityATBRulesRules
Field Rules (FieldRules)FRSEAbilityFieldRulesRules
Free Tactics Rules (FreeTacticsRules)FRSEAbilityFreeTacticsRulesRulesFree Tactics (D-091): ranges and areas in meters. Without Override they are derived from the Tactics rules.
Tactics Rules (TacticsRules)FRSEAbilityTacticsRulesRules
Use Conditions (UseConditions)TArray<TObjectPtr<URSEAICondition> >Use ConditionsWhen 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)FTextUse ConditionsWhy 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)boolUse GrowthNever ranks up with use (summons, items' abilities, story actions).
Use Growth (UseGrowth)TObjectPtr<URSEUseGrowthCurve>Use GrowthHow 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.

PropertyTypeCategoryDescription
Description (Description)FTextFamily
Icon (Icon)TSoftObjectPtr<UTexture2D>FamilyEmpty = the icon of the highest tier the unit knows.
Tiers (Tiers)TArray<FRSEAbilityTierDef>FamilyFrom 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).

PropertyTypeCategoryDescription
Loop (bLoop)boolComboAfter 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.

PropertyTypeCategoryDescription
Base Ability (BaseAbility)TObjectPtr<URSEAbilityData>WeaponThe ability combo steps and shots resolve with when they name none (empty = the unit's basic attack).
Can Block (bCanBlock)boolWeapon|GuardThe wielder may block (when the rules allow guarding).
Can Parry (bCanParry)boolWeapon|GuardThe wielder may parry (when the rules allow parrying).
Block Damage Multiplier (BlockDamageMultiplier)floatWeapon|GuardDamage 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)FRSEActionHitboxWeapon|MeleeThe hitbox of combo steps without their own.
Weapon Presentation (WeaponPresentation)TSoftObjectPtr<URSEWeaponPresentationBase>Weapon|PresentationD-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|RangedRanged: 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).

PropertyTypeCategoryDescription
Animations (Animations)TArray<FRSEAnimLibraryEntry>Library
Effects (Effects)TArray<FRSEFXLibraryEntry>Library
Folders (Folders)TArray<FDirectoryPath>LibraryFolders 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).

PropertyTypeCategoryDescription
Actions (Actions)TArray<FRSEAnimStyleAction>Abilities
Characters (Characters)TArray<TSoftObjectPtr<URSECharacterData> >AssignmentCharacters that use this style.
Classes (Classes)TArray<TSoftObjectPtr<URSEClassData> >AssignmentEvery character of these classes uses this style (unless a style names the character itself).
Outputs (Outputs)TArray<FRSEAnimStyleOutput>OutputThe animation sets Apply wrote (one per skeleton).
Slots (Slots)TArray<FRSEAnimStyleSlot>Slots
Description (Description)FTextStyle
Max Variants (MaxVariants)int32StyleClips per slot beyond the first (random variants).
Source Folders (SourceFolders)TArray<FDirectoryPath>StyleOnly 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)FGameplayTagStyleThe weapon it is for (clips of that weapon first). Empty = any.
**Fill Action Anims (Action.Anim.*)** (bBuildActionAnims)boolStyle|BuildA7: the Action.Anim.* slots (light and heavy combo steps, dodge, block, parry, fire, reload...) of the sets' Action Anims.
Fill Ability Animations (bBuildActions)boolStyle|Build
**Fill Idle (Idle.Anim.*)** (bBuildIdle)boolStyle|Build
Fill Animation Slots (bBuildSlots)boolStyle|BuildP32d: 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)boolStyle|Build
Traversal (Traversal)TArray<FRSEAnimStyleTraversal>TraversalD-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.

PropertyTypeCategoryDescription
In Place Flag (InPlaceFlag)FGameplayTagFlags
Loop Flag (LoopFlag)FGameplayTagFlagsFlags the measurements add (empty = none): a looping clip, an in-place clip, a clip whose root travels.
Root Motion Flag (RootMotionFlag)FGameplayTagFlags
Ignore Patterns (IgnorePatterns)TArray<FRSEPackNamePattern>RulesAnimations never offered (additive poses, aim offsets, facial...): classified, flagged Ignored.
Importer Profile (ImporterProfile)TSoftObjectPtr<URSECharacterPackProfile>RulesAlso 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)floatRules
Rules (Rules)TArray<FRSELibraryWordRule>RulesWord rules for every dimension (category, weapon, side, strength, flags).
Confidence Softness (ConfidenceSoftness)floatScoringConfidence = best / (best + runner-up + Softness): larger values make the library more careful.
Folder Weight (FolderWeight)floatScoringShare of a rule's weight when it matches a folder name instead of the asset name.
Loop Pose Tolerance (LoopPoseTolerance)floatScoringA clip loops when every bone of its last pose is within this angle of its first pose.
Min Root Speed (MinRootSpeed)floatScoringRoot speed (cm/s) under which a clip counts as in place.
Review Threshold (ReviewThreshold)floatScoringBelow this confidence an animation is listed as "needs review".
Action Categories (ActionCategories)TArray<FGameplayTag>StylesCategories a style keeps as ability animations (attacks, spells by kind...): Dress My Abilities picks from them.
Slot Mappings (SlotMappings)TArray<FRSEAnimSlotMapping>StylesWhich categories fill which animation set slots when a style is built (first mapping of a slot with clips wins).
Style Avoid Flags (StyleAvoidFlags)FGameplayTagContainerStylesClips with these flags come last when a style is built (air attacks, starts and stops, crouched moves).
Traversal Mappings (TraversalMappings)TArray<FRSEAnimTraversalMapping>StylesD-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>StylesWeapons a style can be built for (Auto-build Style lists them).
Categories (Categories)TArray<FRSEAnimCategoryDef>TaxonomyThe categories and their usual measurements. A category without an entry can still be voted for by rules.
Description (Description)FTextTaxonomy

URSEAppearancePart

Module RSE, parent URSEAppearancePartBase, primary asset. A visible piece of equipment (D-046): URSEEquipmentData::AppearancePart.

PropertyTypeCategoryDescription
Part (Part)FRSEAppearancePartSpecPart

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".

PropertyTypeCategoryDescription
Library Tags (LibraryTags)FGameplayTagContainerArchetypeExtra library filters (Archetype.*).
Role (Role)FGameplayTagArchetypeRole in the library filters (Archetype.Role.*: tank, damage, support, merchant...).
Sort Order (SortOrder)int32ArchetypeOrder in the library (lower first; ties sort by name).
Summary (Summary)FTextArchetypeWhat it is, in words a beginner understands ("Sturdy front-liner who protects the party. Good first pick.").
Thumbnail (Thumbnail)TSoftObjectPtr<UTexture2D>ArchetypePicture in the archetype library. Empty = the content's own portrait or icon, or a generic card.
Content Class (ContentClass)TSubclassOf<URSEPrimaryDataAsset>TemplateClass of the content made from this archetype (a subclass of the archetype kind's base class).
Non Inherited Fields (NonInheritedFields)TArray<FName>TemplateFields 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>TemplateThe 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.

PropertyTypeCategoryDescription
Default Arrival Point (DefaultArrivalPoint)FNameAreaArrival point used when a travel into this area names none (ARSEArrivalPoint id). None = the map's default arrival point or player start.
Description (Description)FTextAreaShort text under the name (world map details, banner caption).
Map (Map)TSoftObjectPtr<UWorld>AreaThe 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)boolPresentationShow the area name when the player arrives (travel, load) or walks in (if the Travel UI setting allows it).
Progression Zone (ProgressionZone)TObjectPtr<URSEProgressionZoneData>ProgressionProgression 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)boolRestrictionsThe world map cannot be used to leave from here (dungeons, story sequences).
No Save (bNoSave)boolRestrictionsThe 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).

PropertyTypeCategoryDescription
Entries (Entries)TMap<FSoftObjectPath,FRSEArtEntry>ArtContent 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).

PropertyTypeCategoryDescription
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.

PropertyTypeCategoryDescription
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).

PropertyTypeCategoryDescription
Use Default Groupings (bUseDefaultGroupings)boolGroups
Groupings (Groupings)TArray<FRSEBattleMenuGrouping>GroupsD-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>MenuLabels, icons and shapes of categories (by id), and their order: listed categories come first, in this order.
Providers (Providers)TArray<TObjectPtr<URSEBattleMenuProvider> >MenuFill 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.

PropertyTypeCategoryDescription
Rich Tooltip (bRichTooltip)boolAbility InfoThe tooltip tells everything about an ability: role tags, target and range, element and power, effects with chances, known weaknesses.
Show Target Badges (bShowTargetBadges)boolAbility InfoEach ability icon carries its targeting badge (one target, area, line, cone, self, ally): Battle Menus -> Target Badges.
Tooltip Affinity Hints (bTooltipAffinityHints)boolAbility InfoThe tooltip names the opponents on the field known (bestiary) to be weak to or resist the ability's element.
Target Badge Back Color (TargetBadgeBackColor)FRSEUIColorAbility Info
Target Badge Color (TargetBadgeColor)FRSEUIColorAbility Info
Target Badge Scale (TargetBadgeScale)floatAbility InfoSize of the badge (share of the icon), its disc and its glyph's tint.
Tooltip Effect Lines (TooltipEffectLines)int32Ability InfoMost effect lines the tooltip lists.
Show Tooltip (bShowTooltip)boolLookShow the highlighted entry's tooltip (name, cost, description, why it cannot be used).
Corner Radius (CornerRadius)floatLookCorner radius of slots and slices.
Disabled Opacity (DisabledOpacity)floatLookOpacity of entries that cannot be used now.
Disabled Shade (DisabledShade)FRSEUIColorLook
Icon Size (IconSize)floatLookSize of entry icons (pixels at 1080p).
Slot Color (SlotColor)FRSEUIColorLookFill of a slot / slice, highlighted, and the shade over one that cannot be used.
Slot Highlight Color (SlotHighlightColor)FRSEUIColorLook
Steam Deck Scale (SteamDeckScale)floatLookScale on a Steam Deck (readability on its 7" screen).
Tooltip Width (TooltipWidth)floatLookWidth of the tooltip (pixels at 1080p).
Description (Description)FTextStyleOne line in the options menu.
Presenter Class (PresenterClass)TSoftClassPtr<URSEBattleMenuPresenter>StyleThe widget that shows the menu (C++ or Widget Blueprint).
Style Id (StyleId)FNameStyleStable 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).

PropertyTypeCategoryDescription
Allow Reorder (bAllowReorder)boolHotbarSlots can be dragged onto each other with the mouse (the order is saved per character).
Bottom Offset (BottomOffset)floatHotbarDistance of the bar from the bottom of the screen (pixels at 1080p).
Hotkey Keys (HotkeyKeys)TArray<FKey>HotbarKeys of the slots on the current page, in order (1-0 by default).
Reorder Keys (ReorderKeys)TArray<FKey>HotbarGamepad: picks up the highlighted slot, then drops it on the next one highlighted (reorder without a mouse).
Slot Size (SlotSize)floatHotbarSize of a slot and the gap between slots (pixels at 1080p).
Slot Spacing (SlotSpacing)floatHotbar
Slots Per Page (SlotsPerPage)int32HotbarSlots on one page of the bar (the hotkeys cover the first ones).
Tooltip Reserve (TooltipReserve)floatHotbarRoom kept above the bar for its tooltip (pixels at 1080p): the HUD's message line sits above it.
Turn Button Width (TurnButtonWidth)floatHotbarWidth 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.

PropertyTypeCategoryDescription
Panel Offset (PanelOffset)FVector2DListWhere 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).

PropertyTypeCategoryDescription
Anchor Height (AnchorHeight)floatRadialHeight above the unit's feet the ring is placed from (cm).
Anchor to Unit (bAnchorToUnit)boolRadialThe ring opens at the active unit (else at the screen's center).
Open at Turn Start (bOpenAtTurnStart)boolRadialThe 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)FTextRadialLabel of the small button left on the unit while the ring is closed.
Dead Zone (DeadZone)floatRadialStick 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)int32RadialMost slices on a ring; more entries go on pages (mouse wheel, shoulder buttons).
Open Keys (OpenKeys)TArray<FKey>RadialD-128: keys or mouse buttons that only open a closed ring (right click); Cancel closes it.
Screen Margin (ScreenMargin)floatRadialThe ring stays this far inside the screen's edges (pixels at 1080p).
Toggle Keys (ToggleKeys)TArray<FKey>RadialKeys that open or close the ring (keyboard and gamepad). Confirm also opens a closed ring.
Back Button Color (BackButtonColor)FRSEUIColorRadial|BackD-152: the button's fill, and under the mouse.
Back Button Hover Color (BackButtonHoverColor)FRSEUIColorRadial|Back
Back Label (BackLabel)FTextRadial|BackD-152: the button's label in a sub-ring and on the first ring.
Back Prompt Keys (BackPromptKeys)TArray<FKey>Radial|BackD-152: the keys the button names, those of the device in use (keyboard and mouse: Esc / right click; gamepad: B).
Outside Click Backs (bOutsideClickBacks)boolRadial|BackD-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)boolRadial|BackD-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)boolRadial|BackD-152: a Back / Close button in the center disc, with its keys (clicking the center does the same).
Close Label (CloseLabel)FTextRadial|Back
Badge Color (BadgeColor)FRSEUIColorRadial|LookThe badge drawn when an entry has no icon (its initials on this fill).
Category Labels (bCategoryLabels)boolRadial|LookNames on the slices of the first ring (categories) and of the second (entries; long names: the tooltip shows them).
Entry Labels (bEntryLabels)boolRadial|Look
Show Aura (bShowAura)boolRadial|LookD-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)boolRadial|LookThe cost or the reason under each slice's name.
Tier Details (bTierDetails)boolRadial|LookD-147: rings of a tier family's tiers show each tier's name and cost on its slice.
Center Color (CenterColor)FRSEUIColorRadial|LookThe center disc and its edge.
Center Edge Color (CenterEdgeColor)FRSEUIColorRadial|Look
Description Lines (DescriptionLines)int32Radial|LookLines of description the center disc shows at most.
Edge Color (EdgeColor)FRSEUIColorRadial|Look
Glow Color (GlowColor)FRSEUIColorRadial|LookThe glow outside the highlighted slice (with the aura): its color (fading out) and width (pixels at 1080p).
Glow Width (GlowWidth)floatRadial|Look
Group Accent Width (GroupAccentWidth)floatRadial|LookD-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)FRSEUIColorRadial|LookWithout the aura: the outline of the highlighted slice (color, thickness in pixels at 1080p).
Highlight Edge Thickness (HighlightEdgeThickness)floatRadial|Look
Ring Color (RingColor)FRSEUIColorRadial|LookFill behind the slices (shows in the gaps), the separators between slices and the ring's edge lines.
Separator Color (SeparatorColor)FRSEUIColorRadial|Look
Separator Thickness (SeparatorThickness)floatRadial|Look
Tooltip Color (TooltipColor)FRSEUIColorRadial|LookThe tooltip panel's fill and edge.
Tooltip Edge Color (TooltipEdgeColor)FRSEUIColorRadial|Look
Tooltip Gap (TooltipGap)floatRadial|LookGap between the ring and its tooltip panel (pixels at 1080p).
Tooltip Placement (TooltipPlacement)ERSERadialTooltipRadial|LookWhere the highlighted slice's tooltip shows (Beside: a panel, Tooltip Width wide, on the far side from the unit).
Highlight Seconds (HighlightSeconds)floatRadial|MotionSeconds a slice takes to light up or fade back.
Open Scale From (OpenScaleFrom)floatRadial|Motion
Open Seconds (OpenSeconds)floatRadial|MotionOpen / close: seconds, and the scale it grows from.
Anchor (Anchor)ERSERadialAnchorRadial|PlacementD-128: beside the unit (default) or on it.
Other Unit Clearance (OtherUnitClearance)floatRadial|PlacementOther units the ring tries not to cover: their screen radius (pixels at 1080p).
Placement Angles (PlacementAngles)TArray<float>Radial|PlacementSides 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)floatRadial|PlacementGap between the unit's clear area and the ring (pixels at 1080p).
Unit Clearance (UnitClearance)floatRadial|PlacementBeside 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)boolRadial|Quick RingD-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)floatRadial|Quick RingAfter a stick, D-pad or keyboard choice the ring stays full for this long (no mouse to hover with).
Expand Seconds (ExpandSeconds)floatRadial|Quick RingSeconds to grow or shrink.
Quick Ring Hover Margin (QuickRingHoverMargin)floatRadial|Quick RingThe ring grows when the mouse is within this distance of its edge (pixels at 1080p).
Quick Ring Scale (QuickRingScale)floatRadial|Quick RingSize of the quick ring (share of the full ring).
Arc Steps (ArcSteps)int32Radial|RingArc steps per slice (smoothness of the curves; more = rounder, a few more vertices).
Center Radius (CenterRadius)floatRadial|RingRadius of the center disc (pixels at 1080p; at most the inner radius).
Inner Radius (InnerRadius)floatRadial|RingRadii of the ring of slices (pixels at 1080p): inner and outer edge.
Outer Radius (OuterRadius)floatRadial|Ring
Slice Gap Degrees (SliceGapDegrees)floatRadial|RingGap 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).

PropertyTypeCategoryDescription
Feel (Feel)FRSEPresentationFeelFeelD-115: trails, cast and impact effects, the magic circle, the telegraph and the projectile around the timeline.
Pacing (Pacing)FRSEActionPacingFeelD-115: the pace of this presentation (wind-up, cast, hit-stop, slide, recovery). Override off = the ability's kind default.
Skippable (bSkippable)boolTimelineConfirm / 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.

PropertyTypeCategoryDescription
Alternative Parties (AlternativeParties)TArray<FRSEBalancePartyComposition>BalanceOther 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)int32CampaignLevel cap the campaign is designed for (checked against Progression settings, MaxLevel).
Optional Content (OptionalContent)TArray<FRSEProgressionOptionalTarget>CampaignOptional challenges and their recommended levels.
Zones (Zones)TArray<TObjectPtr<URSEProgressionZoneData> >CampaignThe zones in campaign order. Optional zones (post-game) are played after the critical ones.
Optional Battle Share (OptionalBattleShare)floatPartyShare 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>PartyThe standard party the projection plays (main characters with their fixed classes).
Standard Classes (StandardClasses)TArray<TObjectPtr<URSEClassData> >PartyThe 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)floatSimulationAI 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>SimulationExtra-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)int32Simulation
Player Intelligence (PlayerIntelligence)floatSimulationAI intelligence playing the party (0-1).
Retry Grind Battles (RetryGrindBattles)int32SimulationA lost key battle is retried after this many extra regular battles of the zone, at most KeyBattleRetries times.
Rules Profile (RulesProfile)TObjectPtr<URSERulesProfile>SimulationRules 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)int32SimulationFirst seed: every run of the same data gives the same projection.
Tactics Grid (TacticsGrid)ERSEProgressionGridSourceSimulation
Targets (Targets)FRSEProgressionTargetsTargets--- Targets ---

URSECaravanData

Module RSECore, parent URSEPrimaryDataAsset, primary asset. A merchant caravan (D-157).

PropertyTypeCategoryDescription
Guard Barks (GuardBarks)TArray<TSoftObjectPtr<URSEBarkPoolData> >GuardsLines of guards without their own.
Guards (Guards)TArray<FRSECaravanGuard>Guards
Wagon Mesh (WagonMesh)TSoftObjectPtr<UStaticMesh>LookThe wagon (empty = an engine cube).
Wagon Scale (WagonScale)FVectorLook
Merchant Appearance (MerchantAppearance)TSoftObjectPtr<URSECharacterAppearanceBase>Merchant
Merchant Barks (MerchantBarks)TArray<TSoftObjectPtr<URSEBarkPoolData> >MerchantThe merchant's lines (calls on the road, rumours from the last town).
Merchant Name (MerchantName)FTextMerchant
Merchant Offset (MerchantOffset)FVector2DMerchantWhere the merchant walks relative to the wagon (X along the road, Y to the side, cm).
Shop (Shop)TSoftObjectPtr<URSEShopData>MerchantWhat the merchant sells (Open Shop).
Trades Only at Stops (bTradesOnlyAtStops)boolRoadThe merchant trades only at stops (off: also when hailed on the road).
Catch Up Multiplier (CatchUpMultiplier)floatRoadHow much faster than its pace it walks to catch up after a halt.
Halt Radius (HaltRadius)floatRoadIt 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)floatTimetableGame hours it waits at a stop without its own wait.
Km Per Game Hour (KmPerGameHour)floatTimetableThe pace on the road (km per game hour; the clock moves it, so a stopped clock stops it).
Start Hour (StartHour)floatTimetableThe 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).

PropertyTypeCategoryDescription
Description (Description)FTextCardFlavour text shown in the album. Localizable.
Element (Element)FGameplayTagCardOptional element, for flavour only (frame colour, album filter). No rule uses it.
Rarity (Rarity)FGameplayTagCardRarity tier; its value range is in the Cards settings.
Value (Value)int32CardThe card's strength: the higher value wins a trick.
Icon (Icon)TSoftObjectPtr<UTexture2D>PresentationCard art, loaded on demand by the UI.

URSECardOpponentData

Module RSECore, parent URSEPrimaryDataAsset, primary asset. An NPC who plays cards (D-028).

PropertyTypeCategoryDescription
Deck (Deck)TArray<TObjectPtr<URSECardData> >DeckThe opponent's deck (1 to MaxDeckSize cards, duplicates allowed).
First Win Rewards (FirstWinRewards)TArray<TObjectPtr<URSECardData> >RewardsCards given once, on the player's first victory (the opponent's unique cards).
Allow Rematch (bAllowRematch)boolRulesFalse: the opponent refuses to play again once beaten.
Play for Stake (bPlayForStake)boolRulesWhether the winner takes a card from the loser's deck (the D-028 stake). Off for friendly or tutorial matches.
Challenge Conditions (ChallengeConditions)FRSEConditionSetRulesWhen 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.

PropertyTypeCategoryDescription
Action Anims (ActionAnims)FRSEActionAnimsActionD-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>ActionD-171 (A3): per action weapon (a sword, a rifle...): its own clips, over Action Anims.
Loop Victory (bLoopVictory)boolBattle StatesVictory loops until the battle is left; off = it plays once and holds.
Casting (Casting)FRSECharacterAnimBattle StatesLoops while casting (SetBattleState Casting).
Charging (Charging)FRSECharacterAnimBattle StatesLoops while an ATB action charges.
Down (Down)FRSECharacterAnimBattle StatesKnock-out (from the front, and for every side without its own animation): plays once and holds the last pose until revived.
Down Back (DownBack)FRSECharacterAnimBattle StatesKnock-out by a hit in the back. Empty = Down.
Down Left (DownLeft)FRSECharacterAnimBattle StatesKnock-out by a hit on the left side. Empty = Down.
Down Right (DownRight)FRSECharacterAnimBattle StatesKnock-out by a hit on the right side. Empty = Down.
Get Up (GetUp)FRSECharacterAnimBattle StatesGetting 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)FRSECharacterAnimBattle StatesLoops while a block window is open.
Ready (Ready)FRSECharacterAnimBattle StatesCombat idle while in battle and standing still (loops). Empty = the locomotion idle.
Recoveries (Recoveries)TArray<FRSEKnockOutRecovery>Battle StatesGet-ups that match particular knock-out animations (each lies differently).
Victory (Victory)FRSECharacterAnimBattle StatesBattle won.
Pose Anims (PoseAnims)TMap<ERSECuePose,FRSEPoseAnim>CuesAnimations 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>IdleD-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>InteractD-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>LocomotionIdle / 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)int32LocomotionAxis 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)FRSECharacterAnimMovementDash toward the target when a battle cue moves the character there (Move, To Target). Empty = locomotion.
Turn 180 (Turn180)FRSECharacterAnimMovementTurn in place for about-faces (135 degrees and more, either way). Empty = the 90 degree turn of that side.
Turn Left 90 (TurnLeft90)FRSECharacterAnimMovementTurn 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)FRSECharacterAnimMovementTurn in place to the right (see TurnLeft90). Empty = only the procedural turn.
Expressions (Expressions)TMap<FGameplayTag,FRSECharacterAnim>PortraitsExpression (Dialog.Expression.*) -> pose / animation for emotion portraits (studio) and live portraits. Missing = the portrait pose.
Portrait Pose (PortraitPose)FRSECharacterAnimPortraitsPose of generated portraits and idle of live dialog portraits. Empty = the locomotion idle (or the reference pose in the studio).
Talk (Talk)FRSECharacterAnimPortraitsLooping talk animation of live dialog portraits. Empty = a small procedural sway and nod while the line types.
Blocked (Blocked)FRSECharacterAnimReactionsOne-shot when a hit lands on a guarding character. Empty = Hit.
Dodge (Dodge)FRSECharacterAnimReactionsOne-shot sidestep on a miss. Empty = only the procedural sidestep.
Hit (Hit)FRSECharacterAnimReactionsOne-shot reaction to a hit (from the front, and for every side without its own animation).
Hit Back (HitBack)FRSECharacterAnimReactionsHit in the back (a flank attack in Tactics). Empty = Hit.
Hit Heavy (HitHeavy)FRSECharacterAnimReactionsA critical hit from the front (a heavier stagger). Empty = Hit.
Hit Left (HitLeft)FRSECharacterAnimReactionsHit on the left side. Empty = Hit.
Hit Right (HitRight)FRSECharacterAnimReactionsHit on the right side. Empty = Hit.
Action Slot (ActionSlot)FNameSetupSlot node of the Anim Blueprint where states, reactions and cue animations play.
Traversal Anims (TraversalAnims)TMap<FGameplayTag,FRSECharacterAnim>TraversalD-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.

PropertyTypeCategoryDescription
Anim Class (AnimClass)TSoftClassPtr<UAnimInstance>AnimationAnim Blueprint of the leader (a thin child of URSECharacterAnimInstance).
Anim Set (AnimSet)TSoftObjectPtr<URSECharacterAnimSet>AnimationLocomotion, battle states, reactions and cue animations.
Weapon Hold Profile (WeaponHoldProfile)TSoftObjectPtr<URSEWeaponHoldProfile>AnimationD-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>PartsHow 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>PartsSockets (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)FNamePartsA 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)floatPartsCapsule half height of the exploration character wearing this look (cm), over the body preset's. 0 = the body preset's.
Capsule Radius (CapsuleRadius)floatPartsCapsule 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)floatPartsHeight (cm above the feet) of the chest: where prompts and battle shots aim. 0 = the placeholder value.
Leader Slot (LeaderSlot)FGameplayTagPartsSlot of the leader part (Appearance.Slot.Body). Unset = the first skeletal part.
Melee Reach (MeleeReach)floatPartsContact reach of this body's melee attacks (cm, D-079), over the body preset's. 0 = the body preset's.
Mesh Transform (MeshTransform)FTransformPartsOffset of the whole character from the actor's feet (UE mannequins face +Y: yaw -90).
Modular Body (ModularBody)ERSEModularBodyPartsWhether 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>PartsParts; the first skeletal part with the body slot (or the first skeletal part) is the leader that animates.
Unarmed Shot Anchor (UnarmedShotAnchor)FGameplayTagPartsD-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>VariantsAlternative 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.

PropertyTypeCategoryDescription
Battle Barks (BattleBarks)FRSEBattleBarksBattleD-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)ERSEBattleControlBattlePlayer units are usually Player; guests can be either; enemies are AI.
Default AIProfile (DefaultAIProfile)TObjectPtr<URSEAIProfile>BattleBehaviour when controlled by the AI. Encounters may override it.
Default ATBRow (DefaultATBRow)ERSEATBRowBattlePreferred row in ATB battles (casters and archers usually stand in the back).
Experience Reward (ExperienceReward)int32BattleExperience the party shares when this character is defeated as an enemy (D-030). 0 = the formula in Progression settings.
Loot Table (LootTable)TObjectPtr<URSELootTable>BattleMoney and items the party may get when this character is defeated as an enemy (D-042).
Bestiary Category (BestiaryCategory)FGameplayTagBestiaryBestiary group (Bestiary.Category.*): the list is sorted by it. Empty = uncategorized.
Bestiary Description (BestiaryDescription)FTextBestiaryBestiary text (D-047), shown once the enemy has been met. Empty = no description.
Hide from Bestiary (bHideFromBestiary)boolBestiaryNever recorded in the bestiary (story-only enemies, secret bosses, test units).
Class (Class)TObjectPtr<URSEClassData>CharacterFixed class. Class data is lightweight, so a hard reference is fine.
Personal Affinities (PersonalAffinities)TArray<FRSEElementAffinityEntry>CharacterPersonal elemental affinities, combined with the class ones.
Personal Modifiers (PersonalModifiers)TArray<FRSEStatModifier>CharacterPersonal differences from the class (e.g. a sturdier knight).
Personal Traits (PersonalTraits)FGameplayTagContainerCharacterPersonal traits (Trait.*), combined with the class ones.
Roster (Roster)ERSECharacterRosterCharacter
Starting Level (StartingLevel)int32Character
Bag Size (BagSize)FIntPointEquipmentPer Character inventory (D-143): this character's bag size (columns x rows). 0 = its class's, else Inventory Rules -> Bag.
Guest (bGuest)boolEquipmentTemporary party member: always wears its DefaultEquipment and the player cannot change it (D-011).
Default Equipment (DefaultEquipment)TArray<TObjectPtr<URSEEquipmentData> >EquipmentEquipment the character starts with; fixed and locked for guests and enemies (D-011).
Appearance (Appearance)TSoftObjectPtr<URSECharacterAppearanceBase>PresentationHow 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)ERSEAttackOrderPresentationOrder of the Attack Presentations: Sequential plays the combo A, B, C, A...; Random picks one each time.
Attack Presentations (AttackPresentations)TArray<TSoftObjectPtr<URSEAbilityPresentationBase> >PresentationLooks 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>PresentationD-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>PresentationPortrait 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> >PresentationPortraits of the appearance's variants (its Variants, by name), for units shown in another look.
Presentation Overrides (PresentationOverrides)TMap<TSoftObjectPtr<URSEAbilityData> ,TSoftObjectPtr<URSEAbilityPresentationBase> >PresentationSignature 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>ProgressionThis 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...

PropertyTypeCategoryDescription
Anchor Rules (AnchorRules)TArray<FRSEPackAnchorRule>AnchorsPresentation anchors (hands, weapon tip, muzzle, chest, head, feet): the sockets or bones effects attach to.
Animation Rules (AnimationRules)TArray<FRSEPackAnimRule>AnimationsAnimation rules, tried in order (the first rule that matches wins a slot).
Animation Source Folders (AnimationSourceFolders)TArray<FDirectoryPath>AnimationsExtra 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)boolAnimationsClips 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)boolAnimationsAttacks 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)boolAnimationsClips 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>AnimationsFolders (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)floatAnimationsHit frame of attack clips without such a notify, as a share of the clip (when the strike cannot be measured).
Fallback Body Preset (FallbackBodyPreset)FNameAnimationsBody preset (Character Visuals -> Body Presets) whose animation set fills the required slots the pack lacks.
Ignore Animations (IgnoreAnimations)TArray<FRSEPackNamePattern>AnimationsAnimations never used (additive poses, aim offsets, facial...).
Impact Notifies (ImpactNotifies)TArray<FRSEPackNamePattern>AnimationsAnim notifies of attack clips that mark the hit frame (the built montages get an RSEImpact notify there).
Jog Speed (JogSpeed)floatAnimations
Min Root Motion Speed (MinRootMotionSpeed)floatAnimationsClips whose root moves slower than this count as in place (their speed comes from the values above).
Required Slots (RequiredSlots)TArray<ERSEPackAnimSlot>AnimationsSlots that must play something: unmatched ones take the fallback body's animation (retargeted when needed), with a warning.
Run Speed (RunSpeed)floatAnimations
Strike Window (StrikeWindow)FVector2DAnimationsMeasured 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)floatAnimationsSpeed (cm/s) of walk / jog / run clips without root motion, for the generated blend space.
Weapon Reach Share (WeaponReachShare)floatAnimationsMeasured 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 DataPack characters that get a character data asset (a class and a role), ready for a party or an encounter.
Body Slot (BodySlot)FGameplayTagCharactersPart slot of the body (the leader mesh) on the generated looks.
Capsule Half Height Ratio (CapsuleHalfHeightRatio)floatCharactersCapsule half height as a share of the height.
Capsule Radius Ratio (CapsuleRadiusRatio)floatCharactersCapsule radius as a share of the height (exploration character).
Chest Height Ratio (ChestHeightRatio)floatCharactersChest height (where prompts and battle shots aim) as a share of the character's height.
Default Skin Name (DefaultSkinName)FStringCharactersName of the skin whose mesh name is the character's name.
Grouping (Grouping)ERSEPackGroupingCharacters--- Characters ---
Ignore Meshes (IgnoreMeshes)TArray<FRSEPackNamePattern>CharactersSkeletal meshes that are not characters (proxies, LOD test meshes, cloth pieces).
Mesh Yaw (MeshYaw)floatCharactersYaw of the mesh relative to the actor (meshes that face +Y, like the UE mannequin: -90).
Name Affixes (NameAffixes)TArray<FString>CharactersPrefixes and suffixes removed from skeleton and mesh names to name characters and skins ("SK_", "_Skeleton"...).
Target Height (TargetHeight)floatCharactersScales characters to this height (cm). 0 = keep the pack's size.
Color Mode (ColorMode)ERSEPackColorModeColors
Color Variants (ColorVariants)TArray<FRSEPackColorVariant>ColorsColor variants made for every skin (empty = none).
Hue Parameters (HueParameters)TArray<FName>ColorsScalar parameters that turn the hue (0..1 of a turn).
Saturation Parameters (SaturationParameters)TArray<FName>ColorsScalar parameters scaled by the variant's saturation.
Tint Parameters (TintParameters)TArray<FName>ColorsVector parameters that tint a material (their color is hue-shifted and multiplied).
Animation Word Aliases (AnimationWordAliases)TMap<FString,FString>EffectsExtra 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)boolEffectsAn attack without paired effects takes the character's first effect of each role (impact, whoosh).
Effect Rules (EffectRules)TArray<FRSEPackEffectRule>EffectsRoles of the pack's particle systems and sounds, tried in order.
Generic Name Tokens (GenericNameTokens)TArray<FString>EffectsName 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>EffectsAnchor each role spawns at on the caster (impacts go on the target).
Description (Description)FTextProfile
Auto Grip (bAutoGrip)boolWeaponsComputes 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)FRSEPackGripReferenceWeaponsRight-hand weapons point along this reference's weapon line (borrowed animations); unset = out of the fist, forward.
Grip Share (GripShare)floatWeaponsWeapons whose pivot is not at an end (staffs, spears): held at this share of their length from the handle end.
Palm Share (PalmShare)floatWeaponsThe palm point: this share of the way from the hand bone to its finger bones.
Weapon Rules (WeaponRules)TArray<FRSEPackWeaponRule>WeaponsWeapon 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.

PropertyTypeCategoryDescription
Abilities (Abilities)TArray<FRSEClassAbility>AbilitiesAbilities learned by level.
Command Menu (CommandMenu)TSoftObjectPtr<URSECommandMenuLayout>AbilitiesBattle command menu of this class (D-065). Empty = Project Settings -> Command Menu -> Default Layout.
Class Tag (ClassTag)FGameplayTagClass
Allowed Equipment Types (AllowedEquipmentTypes)FGameplayTagContainerEquipmentKinds of equipment the class may use (Equip.Type.*; parent tags allow all children).
Bag Size (BagSize)FIntPointEquipmentPer Character inventory (D-143): the bag size of this class's characters (columns x rows). 0 = Inventory Rules -> Bag.
Growth Plan (GrowthPlan)TObjectPtr<URSEGrowthPlan>ProgressionHow 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>StatsInnate elemental affinities of the class.
Granted Tags (GrantedTags)FGameplayTagContainerStatsInnate traits of the class (Trait.*, e.g. Trait.Move.Levitate for a flying class).
Stat Growth (StatGrowth)TMap<FGameplayTag,FRSEStatGrowth>StatsStat 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.

PropertyTypeCategoryDescription
Kind (Kind)ERSECodeLockKindLock
Length (Length)int32LockNumber of wheels (Digits, Symbols).
Max Attempts (MaxAttempts)int32LockWrong codes allowed each time the lock is opened (0 = unlimited). After the last one the lock closes (LockoutEffects).
Minute Step (MinuteStep)int32LockMinutes per step of the minute hand (ClockHands).
Prompt (Prompt)FTextLockShown above the wheels ("Set the hands to the hour of the founding.").
Solution (Solution)TArray<int32>LockThe 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)FGameplayTagLockMarked solved on success; a solved lock does not open again. Optional.
Symbols (Symbols)TArray<FText>LockThe alphabet of a Symbols lock (e.g. moon, sun, star).
Failure Effects (FailureEffects)FRSEEffectListOutcomeRun on every wrong code.
Failure Text (FailureText)FTextOutcomeShown in the lock screen after a wrong code.
Lockout Effects (LockoutEffects)FRSEEffectListOutcomeRun when the last attempt fails (MaxAttempts).
Lockout Lines (LockoutLines)TArray<FText>OutcomeNarrator lines after a lockout.
Success Effects (SuccessEffects)FRSEEffectListOutcome
Success Lines (SuccessLines)TArray<FText>OutcomeNarrator lines after the lock opens.

URSECombatRoleRegistry

Module RSECore, parent UPrimaryDataAsset, primary asset. Asset -> combat role, kept in the project (D-093).

PropertyTypeCategoryDescription
Assignments (Assignments)TMap<FSoftObjectPath,FRSECombatRoleAssignment>Combat RolesAsset 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.

PropertyTypeCategoryDescription
Class Overrides (ClassOverrides)TArray<FRSECommandMenuClassOverride>CommandsPer-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.

PropertyTypeCategoryDescription
Usable in Battle (bUsableInBattle)boolConsumable
Use Ability (UseAbility)TObjectPtr<URSEAbilityData>ConsumableWhat 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.

PropertyTypeCategoryDescription
Skippable (bSkippable)boolDialogThe whole scene can be skipped (e.g. on a second viewing). Skipping stops at choices.
Track History (bTrackHistory)boolDialogSave visited nodes and chosen options (needed by once-only / already-chosen options and history conditions).
Entry Node (EntryNode)FNameDialogThe first node.
Nodes (Nodes)TArray<TObjectPtr<URSEDialogNode> >Dialog
Participants (Participants)FGameplayTagContainerDialogSpeakers of this dialog (validation and portrait preloading).
Presentation (Presentation)FGameplayTagDialogDialog.Presentation.* (empty = Box). Bark dialogs cannot have choices; Battle dialogs cannot start battles.
Scene Title (SceneTitle)FTextDialogTitle card of a Cinematic scene ("Meanwhile, at the harbor...").

URSEDocumentData

Module RSECore, parent URSEItemData, primary asset. A readable note, letter or book.

PropertyTypeCategoryDescription
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.

PropertyTypeCategoryDescription
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.

PropertyTypeCategoryDescription
Intelligence (Intelligence)floatAIEnemy intelligence used until adaptive difficulty exists (Phase 9).
Max Intelligence (MaxIntelligence)floatAI
Min Intelligence (MinIntelligence)floatAIBounds for adaptive difficulty (e.g. bosses never below a floor).
Balance Role (BalanceRole)ERSEEncounterBalanceRoleBalanceKind 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 ScriptScripted 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 ScriptThe 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-opThe Free Tactics encounter fought instead in co-op (Co-op Conversion = Alternative Encounter).
Coop Conversion (CoopConversion)ERSECoopBattleConversionCo-opWhat 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>DeploymentTiles where the player may place units before the battle.
Field Objects (FieldObjects)TArray<FRSEFieldObjectPlacement>DeploymentTactics: walls, obstacles and explosive objects on the grid when the battle starts (D-055).
Max Deployed Units (MaxDeployedUnits)int32Deployment
Required Characters (RequiredCharacters)TArray<TObjectPtr<URSECharacterData> >DeploymentCharacters that must take part (story). They are pre-selected and cannot be removed.
Battle Mode (BattleMode)FGameplayTagEncounterBattle.Mode.Tactics, FreeTactics, ATB, Turn or Action (real-time, D-171). Decided by content, never by the player.
Can Flee (bCanFlee)boolEncounterATB only: the party may try to flee (disable for bosses and story battles).
Defeat Continues Story (bDefeatContinuesStory)boolEncounterStory 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)int32LevelsFixed mode: level of every enemy whose own Level is 0 (0 = the characters' starting levels).
Keep Up with Party Gap (KeepUpWithPartyGap)int32LevelsFixed 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)ERSEEncounterLevelModeLevelsScaled (regular battles) or Fixed (story key battles, epic quest bosses, ultra bosses).
Progression Zone (ProgressionZone)TObjectPtr<URSEProgressionZoneData>LevelsScaled mode: the zone whose level range applies. Empty = the zone of the area the player is in (URSEAreaData::ProgressionZone).
Scaled Level Offset (ScaledLevelOffset)int32LevelsScaled 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)boolMode OverrideA 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 OverrideRules 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)FGameplayTagContainerMode OverrideThe modes an override may fight it in. Empty = every mode its data supports.
Defeat Conditions (DefeatConditions)TArray<TObjectPtr<URSEBattleCondition> >ObjectivesAny of these met = defeat. Losing every player unit is always a defeat.
Victory Conditions (VictoryConditions)TArray<TObjectPtr<URSEBattleCondition> >ObjectivesAny of these met = victory. Empty = defeat every other team.
Battle Music (BattleMusic)TSoftObjectPtr<UObject>PresentationMusic 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)FTextPresentationText 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)ERSEBattleTransitionStylePresentationScreen transition into this battle (D-083). Default = Battle Transition settings, per battle mode.
Encounter Loot (EncounterLoot)FRSELootRewardsMoney and drops of the encounter itself (D-042), rolled on victory after the enemies' loot tables.
Loot Rule (LootRule)TSoftClassPtr<URSELootDistributionRule>RewardsPer 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>RewardsItems the party receives on victory (shown on the results screen). Experience comes from the enemies.
Victory Effects (VictoryEffects)FRSEEffectListRewardsRun 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>RulesRules 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)boolTeamsThe 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>TeamsThe enemy team's item pouch (D-024): what its units may use, and how many.
Enemy Team (EnemyTeam)FGameplayTagTeams
Player Team (PlayerTeam)FGameplayTagTeams

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).

PropertyTypeCategoryDescription
Battle Mode (BattleMode)FGameplayTagBattleBattle.Mode.ATB (default when empty) or Battle.Mode.Turn. Classic modes only: Tactics battles are never random.
Battle Music (BattleMusic)TSoftObjectPtr<UObject>BattleMusic of these battles (a sound asset); empty = the Audio settings' battle music.
Can Flee (bCanFlee)boolBattle
Encounter Loot (EncounterLoot)FRSELootBattleMoney and drops of every group of this pool, rolled on victory after the enemies' loot tables.
Enemy Team (EnemyTeam)FGameplayTagBattle
Intelligence (Intelligence)floatBattle
Max Intelligence (MaxIntelligence)floatBattle
Min Intelligence (MinIntelligence)floatBattle
Player Team (PlayerTeam)FGameplayTagBattleEmpty = the Encounters settings' Default Player Team / Default Enemy Team.
Reinforcements (Reinforcements)TObjectPtr<URSEReinforcementData>BattleD-117: the groups of this pool call for help in their battles (every composed encounter gets it).
Rules Profile (RulesProfile)TObjectPtr<URSERulesProfile>BattleRules profile of these battles (empty = the game's active profile).
Victory Effects (VictoryEffects)FRSEEffectListBattleRun 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)FRSEEncounterEliteRulesPool
Entries (Entries)TArray<FRSEEncounterPoolEntry>Pool
Group Size Max (GroupSizeMax)int32Pool
Group Size Min (GroupSizeMin)int32PoolEnemies per group (random between the two).
Progression Zone (ProgressionZone)TObjectPtr<URSEProgressionZoneData>PoolThe 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.

PropertyTypeCategoryDescription
Default Ending (DefaultEnding)FGameplayTagEndingsReached when no ending's requirements pass. Must be one of Endings.
Endings (Endings)TArray<FRSEEndingDefinition>EndingsChecked in order: put the most demanding ending first.
Lock Ending at Point Of No Return (bLockEndingAtPointOfNoReturn)boolPoint Of No ReturnThe ending is fixed when the point of no return is passed; later choices no longer change it.
Point Of No Return Flag (PointOfNoReturnFlag)FGameplayTagPoint Of No ReturnSet when the player passes the point of no return (usually by confirming the warning).
Point Of No Return Warning (PointOfNoReturnWarning)FTextPoint Of No ReturnShown by the confirmation the presentation opens before the point of no return.
Key Choices (KeyChoices)TArray<FRSEEndingKeyChoice>Score
Score Variable (ScoreVariable)FGameplayTagScoreThe 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.

PropertyTypeCategoryDescription
Action Weapon (ActionWeapon)TObjectPtr<URSEActionWeaponData>ActionAction battles (D-171): what the item does as a weapon there (combos, fire modes). Empty = not an action weapon.
Two Handed (bTwoHanded)boolEquipmentWeapons only: also occupies the off-hand slot (bows, great staves).
Equipment Type (EquipmentType)FGameplayTagEquipmentKind 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)FGameplayTagEquipmentWhich slots accept it (Equip.Slot.*).
Appearance Part (AppearancePart)TSoftObjectPtr<URSEAppearancePartBase>PresentationOptional 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>PresentationWeapons (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)FTransformPresentationAdjustment 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)FIntPointWhile EquippedPer Character inventory (D-143): extra bag columns (X) and rows (Y) while worn (a backpack, a belt with pouches).
Carry Capacity Bonus (CarryCapacityBonus)floatWhile EquippedPer Character inventory with weight (D-143): extra carry capacity while worn.
Granted Abilities (GrantedAbilities)TArray<TObjectPtr<URSEAbilityData> >While EquippedAbilities usable while equipped.
Granted Tags (GrantedTags)FGameplayTagContainerWhile EquippedTraits such as status immunities.
Mastery Abilities (MasteryAbilities)TArray<FRSEMasteryAbility>While EquippedEquipment 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)floatWhile EquippedMultiplies 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).

PropertyTypeCategoryDescription
Description (Description)FTextSlot SetWhat the preset is for (shown in the Details panel).
Off Hand Slot Id (OffHandSlotId)FNameSlot SetSlot a two-handed weapon also occupies (None = no off-hand).
Slots (Slots)TArray<FRSEEquipmentSlotDef>Slot SetThe 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.

PropertyTypeCategoryDescription
Pickup (Pickup)FRSEExaminePickupExamine
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.

PropertyTypeCategoryDescription
Attack Effects (AttackEffects)TArray<FRSEDressFX>Dress My AbilitiesDress My Abilities: effects of the characters' basic attack combos built from their style (impact, swing sound).
Neutral Fallback (bNeutralFallback)boolDress My AbilitiesNo effect of the ability's element for a role: take a neutral (element-less) one.
Prefer Niagara (bPreferNiagara)boolDress My AbilitiesPrefer Niagara systems over legacy (Cascade) ones of the same confidence.
Dress Rules (DressRules)TArray<FRSEDressRule>Dress My AbilitiesDress My Abilities: tried in order, the first rule an ability matches decides its effects and animation.
Feel Roles (FeelRoles)FRSEFeelRolesDress My AbilitiesD-115: the roles that fill the battle feel slots of dressed looks (trail, cast, impact, projectile) and statuses.
Min Pick Confidence (MinPickConfidence)floatDress My AbilitiesEffects below this confidence are never picked automatically.
Loop Flag (LoopFlag)FGameplayTagFlagsFlag a looping effect gets (empty = none).
Include Sounds (bIncludeSounds)boolRulesScan sounds too (Sound Cues, MetaSounds, waves).
Ignore Patterns (IgnorePatterns)TArray<FRSEPackNamePattern>RulesEffects and sounds never offered (UI sounds, music, test systems).
Rules (Rules)TArray<FRSELibraryWordRule>RulesWord rules for elements, roles and flags.
Confidence Softness (ConfidenceSoftness)floatScoring
Folder Weight (FolderWeight)floatScoring
Review Threshold (ReviewThreshold)floatScoring
Description (Description)FTextTaxonomy
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.

PropertyTypeCategoryDescription
Explodes when Destroyed (bExplodesWhenDestroyed)boolExplosion--- Explosion ---
Explosion Damage (ExplosionDamage)floatExplosionFixed damage to every unit in the blast (before affinity).
Explosion Damage Percent (ExplosionDamagePercent)floatExplosionExtra damage as a percent of each unit's max HP.
Explosion Element (ExplosionElement)FGameplayTagExplosionElement of the blast (affinities apply).
Explosion Object Damage (ExplosionObjectDamage)floatExplosionDamage to other objects in the blast (chain reactions of barrels).
Explosion Radius (ExplosionRadius)int32ExplosionTiles around the object (Manhattan) hit by the explosion.
Explosion Status (ExplosionStatus)TObjectPtr<URSEStatusData>ExplosionStatus applied to units in the blast (Burn...).
Explosion Status Chance (ExplosionStatusChance)floatExplosion
Leaves Zone (LeavesZone)TObjectPtr<URSETileZoneData>ExplosionZone left on the blast's tiles (burning ground). Free Tactics: a surface on the blast's circle (D-108).
Free Explosion Radius (FreeExplosionRadius)floatFree TacticsFree Tactics: blast radius in meters (0 = Explosion Radius tiles x Meters Per Tile, at least Free Tactics Field -> Min Explosion Radius).
Free Height (FreeHeight)floatFree Tactics
Free Radius (FreeRadius)floatFree TacticsFree Tactics: footprint radius and height when an ability places it (0 = Free Tactics Field -> Spawned Object Radius / Height).
Blocks Line Of Sight (bBlocksLineOfSight)boolObject
Blocks Movement (bBlocksMovement)boolObject
Damage Taken Multiplier (DamageTakenMultiplier)floatObjectMultiplies damage the object takes.
Lifetime Turns (LifetimeTurns)int32ObjectTurns of the creator the object lasts (after it is gone: every unit's turn counts). 0 = permanent.
Max HP (MaxHP)floatObjectHP. 0 = indestructible.
Object Tag (ObjectTag)FGameplayTagObject
Sight Height (SightHeight)int32ObjectHow far above its tile the object blocks sight, in height steps.
Color (Color)FLinearColorPresentationTint of the default look (when Visual is empty).
Visual (Visual)TSoftObjectPtr<URSEFieldVisualBase>PresentationHow 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).

PropertyTypeCategoryDescription
Effect Scale (EffectScale)floatEffectsEffect scale.
End Effect (EndEffect)TSoftObjectPtr<UNiagaraSystem>EffectsOne-shot effect when the zone ends / the object breaks (explosions).
Loop Effect (LoopEffect)TSoftObjectPtr<UNiagaraSystem>EffectsLooping effect on each tile (fire, frost, poison fumes...).
Spawn Effect (SpawnEffect)TSoftObjectPtr<UNiagaraSystem>EffectsOne-shot effect when the zone appears / the object is placed.
Material (Material)TSoftObjectPtr<UMaterialInterface>LookMaterial of the mesh (a "Color" vector parameter is set to the zone / object color when present).
Mesh (Mesh)TSoftObjectPtr<UStaticMesh>LookMesh per tile (zones: a flat plate; objects: the object). Empty = the settings' default.
Mesh Scale (MeshScale)FVectorLookMesh 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.

PropertyTypeCategoryDescription
Acceleration (Acceleration)floatFeelD-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)floatFeelD-150: the slowest a braking member walks before it stands (cm/s).
Braking Deceleration (BrakingDeceleration)floatFeelD-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)floatFeelD-150: within this distance of its place (beyond the slack) a member slows down smoothly instead of stopping dead (cm).
Member Spacing (MemberSpacing)floatFeelD-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)floatFeelD-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)floatFeelD-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)FVector2DFeelD-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)floatFeelD-150: how slowly a member's trailing distance changes (seconds per new value; longer = calmer).
Trail Range (TrailRange)FVector2DFeelD-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)floatFeelD-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)floatFormationThe formation's width in corridors (multiplies the slots' sideways offsets).
Corridor Width (CorridorWidth)floatFormationFree width (cm) at and below which the formation is at its corridor width.
Follow Lead Time (FollowLeadTime)floatFormationMembers 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)floatFormationMembers never aim closer than this to the leader, nor into its path while it walks (cm).
Leader Look Ahead (LeaderLookAhead)floatFormationHow far ahead of a walking leader its path is kept clear (cm).
Min Side Offset (MinSideOffset)floatFormationMembers keep at least this sideways offset, alternating sides (cm): never a single-file line, even in corridors.
Open Ground Spread (OpenGroundSpread)floatFormationThe formation's width on open ground (multiplies the slots' sideways offsets).
Open Ground Width (OpenGroundWidth)floatFormationFree width around the leader (cm, measured sideways) at which the formation is fully open.
Reaction Delay (ReactionDelay)FVector2DFormationSeconds 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)floatFormationHow far the member's own place drifts around its formation slot (cm): followers never keep the exact slot.
Slot Drift Period (SlotDriftPeriod)floatFormationHow slowly the drift changes (seconds per new drift target; longer = calmer).
Speed Variation (SpeedVariation)floatFormationThe 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)floatFormationHow quickly the formation widens or narrows when the space changes (higher = sooner).
Also Party Behaviors (bAlsoPartyBehaviors)boolIdleA character profile also uses the party profile's behaviours (after its own). Off: only its own.
Behaviors (Behaviors)TArray<TObjectPtr<URSEIdleBehavior> >IdleThe idle behaviours and their weights. Order does not matter.
Idle Life (bIdleLife)boolIdleMembers live while the leader stands still: stroll, look around, play idle animations (Behaviors).
Idle Gap (IdleGap)FVector2DIdleSeconds between two idle actions (random between the two).
Idle Radius (IdleRadius)floatIdleStrolls and spots stay within this distance of the leader (cm).
Idle Start Delay (IdleStartDelay)FVector2DIdleSeconds the leader must stand still before a member starts its idle life (random between the two, per member).
Repeat Weight (RepeatWeight)floatIdleThe 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)floatIdleWalking 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.

PropertyTypeCategoryDescription
Furniture Tags (FurnitureTags)FGameplayTagContainerFurnitureWhat it is (Furniture.Bed, .Table, .Chair, .Light...): anchors, rules and the checker read them.
Light (bLight)boolLightA light of its own that is always on (a chandelier; interactable lights use their Interactable Data's look).
Light Color (LightColor)FLinearColorLight
Light Intensity (LightIntensity)floatLight
Light Offset (LightOffset)FVectorLightThe light's place in the piece's space (cm).
Light Radius (LightRadius)floatLight
Fit Mesh to Size (bFitMeshToSize)boolLookMesh is fitted to Size (stretched to the footprint and height). Off: its own size, centred on the footprint.
Symmetric (bSymmetric)boolLookD-164: it looks the same whichever way it faces (a barrel, a round table, a candle): any facing is right.
Front (Front)ERSEFurnitureFrontLookWhich axis of Mesh is its front (beds: the foot end; wardrobes: their doors; chairs: where one sits facing).
Mesh (Mesh)TSoftObjectPtr<UStaticMesh>LookThe prop (soft). Empty = Parts.
Mesh Scale (MeshScale)FVectorLookMesh's own scale (when not fitted).
Parts (Parts)TArray<FRSEFurniturePart>LookPlaceholder look made of simple shapes (used when Mesh is empty).
Anchor Tag (AnchorTag)FGameplayTagPlacementAroundAnchor / OnAnchor: the piece it goes with (Furniture.Table).
Allowed at Windows (bAllowedAtWindows)boolPlacementD-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)boolPlacementIt takes floor and blocks walking (off: rugs, things on walls and tables).
Depth (Depth)floatPlacement
Front Clearance (FrontClearance)floatPlacementFree floor kept in front of it (to stand at a bed, open a wardrobe, pull a chair out) (cm).
Height (Height)floatPlacement
Mount Height (MountHeight)floatPlacementWallMounted: the height of its bottom (cm). Ceiling: how far it hangs below the ceiling (cm).
Placement (Placement)ERSEFurniturePlacementPlacement
Side Clearance (SideClearance)floatPlacementFree floor kept beside / around it (Center pieces: room for chairs and to walk around) (cm).
Width (Width)floatPlacementThe footprint and height (cm): Width across its front, Depth from front to back, Height.
Generated (bGenerated)boolProvenanceD-164: made by the Interior Kit Wizard (a re-run updates it; fields the designer changed are kept).
Source Mesh (SourceMesh)FSoftObjectPathProvenanceD-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>UseWhat 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)int32UseD-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)FGameplayTagUseD-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).

PropertyTypeCategoryDescription
Rows (Rows)TArray<FRSEGASAbilityRow>Abilities

URSEGASAttributeMap

Module RSEGAS, parent UDataAsset. RSE stats and resources <-> GAS attributes (D-169).

PropertyTypeCategoryDescription
Rows (Rows)TArray<FRSEGASAttributeRow>Attributes

URSEGASStatusMap

Module RSEGAS, parent UDataAsset. RSE statuses <-> GAS tags and Gameplay Effects (D-169).

PropertyTypeCategoryDescription
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.

PropertyTypeCategoryDescription
Terms (Terms)TArray<FRSEFoundationTerm>1. Vocabulary--- 1. Vocabulary ---
Starter Content (StarterContent)FRSEFoundationStarterContent10. Starter ContentContent 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 ResourcesThe 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 ResourcesThe resources (Resource.HP, the life resource, is required).
Formulas (Formulas)FRSEFoundationFormulas3. Combat Formulas--- 3. Combat formulas ---
Affinity Multipliers (AffinityMultipliers)TMap<ERSEElementAffinity,float>4. ElementsDamage multiplier per affinity (the weakness table). Empty = keep the current one.
Elements (Elements)TArray<FRSEFoundationTagEntry>4. ElementsElements / 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 ItemsEquipment kinds classes may use (Equip.Type.*): firearms, blades, implants...
Inventory Mode (InventoryMode)ERSEInventoryMode5. Equipment and ItemsHow 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 ItemsItem categories (Item.Category.*) for inventory tabs.
Off Hand Slot Id (OffHandSlotId)FName5. Equipment and ItemsSlot a two-handed weapon also occupies (None = no off-hand).
Ability Categories (AbilityCategories)TArray<FRSEFoundationTagEntry>6. Abilities and Command MenuAbility categories (Ability.Type.*).
Command Menu (CommandMenu)TArray<FRSECommandMenuEntry>6. Abilities and Command MenuThe classic battle command menu (written into the project's default layout).
Battle Modes (BattleModes)FRSEFoundationBattleModes7. Battle Modes--- 7. Battle modes ---
Progression (Progression)FRSEFoundationProgression8. Progression--- 8. Progression ---
Economy (Economy)FRSEFoundationEconomy9. Economy--- 9. Economy ---
Suggested Replacements (SuggestedReplacements)TMap<FGameplayTag,FGameplayTag>Change SafetyReplacements 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)FTextInfoWhat the preset is for, shown on its card in the Studio.
Sort Order (SortOrder)int32InfoOrder among presets (lower first).
Thumbnail (Thumbnail)TSoftObjectPtr<UTexture2D>Info
UIStyle Id (UIStyleId)FNameInfoThe 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.

PropertyTypeCategoryDescription
Edges (Edges)TArray<FRSEGrowthEdge>Board
Nodes (Nodes)TArray<FRSEGrowthNode>Board
Generator Class (GeneratorClass)TSoftObjectPtr<URSEClassData>GeneratorThe class the board was last generated from (the editor's Layout menu regenerates from it).
Generator Seed (GeneratorSeed)int32GeneratorSeed and inputs of the last Generate Board (re-runnable).
Edge Shape (EdgeShape)ERSEGrowthEdgeShapeLookStraight or curved edges (FromStyle = the style's choice). The layout check uses the same shape.
Layout Preset (LayoutPreset)ERSEGrowthLayoutPresetLookThe layout preset the board was generated with (the editor's Layout menu switches it). Informative for hand-made boards.
Regions (Regions)TArray<FRSEGrowthRegion>LookThemed regions (D-149): the screen tints their part of the board and writes their names.
Style (Style)TSoftObjectPtr<URSEGrowthBoardStyle>LookLook and vocabulary. Empty = Progression Systems -> Default Board Style.
Character Start Nodes (CharacterStartNodes)TMap<TSoftObjectPtr<URSECharacterData> ,FName>StartStart node per character (overrides the class).
Class Start Nodes (ClassStartNodes)TMap<FGameplayTag,FName>StartStart node per class tag (shared boards: each class enters from its own side).
Default Start Node (DefaultStartNode)FNameStartWhere 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.

PropertyTypeCategoryDescription
Backdrop (Backdrop)TSoftObjectPtr<UTexture2D>ArtOptional full-screen backdrop behind the board.
Backdrop Layers (BackdropLayers)TArray<FRSEGrowthBackdropLayer>ArtLayers behind the board, back to front (parallax, starfields, textures).
Center Light Color (CenterLightColor)FLinearColorArtA soft light behind the board's center (vignette from Background Color).
Nebula Clouds (NebulaClouds)TArray<FRSEGrowthNebulaCloud>ArtSoft colored clouds behind the board (depth). Empty = Growth UI -> Board -> Nebula Clouds.
Node Icons (NodeIcons)TMap<ERSEGrowthNodeKind,TSoftObjectPtr<UTexture2D> >ArtOptional art per kind (drawn inside the node).
Available Glow Color (AvailableGlowColor)FLinearColorColorsNodes the character can unlock now.
Background Color (BackgroundColor)FLinearColorColors
Color Mode (ColorMode)ERSEGrowthBoardColorModeColorsP65: 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)FLinearColorColors
Edge Open Color (EdgeOpenColor)FLinearColorColorsEdges between two unlocked nodes.
Locked Node Color (LockedNodeColor)FLinearColorColors
Node Colors (NodeColors)TMap<ERSEGrowthNodeKind,FLinearColor>ColorsNode fill per kind (missing kinds use Locked Node Color).
Edge Flow Seconds (EdgeFlowSeconds)floatLightLight that runs along open paths (seconds per pass; 0 = none).
Edge Glow Color (EdgeGlowColor)FLinearColorLightGlow around open paths: color and width in pixels (0 = no glow).
Edge Glow Width (EdgeGlowWidth)floatLight
Edge Width (EdgeWidth)floatLightEdge thickness in pixels at zoom 1.
Kind Halo Extent (KindHaloExtent)floatLightD-154: how far the kind halos reach, in node sizes beyond the node.
Kind Halos (KindHalos)TMap<ERSEGrowthNodeKind,FLinearColor>LightD-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)floatLightUnlocked nodes glow in their kind color (halo alpha).
Pulse Scale (PulseScale)floatLight
Pulse Seconds (PulseSeconds)floatLight"Available next" pulse: seconds per cycle and how far the halo grows (share of the node size).
Marker Color (MarkerColor)FLinearColorMarkerWhere the character stands (travel cost): marker color and optional icon.
Marker Icon (MarkerIcon)TSoftObjectPtr<UTexture2D>Marker
Curved Edges (bCurvedEdges)boolShapeEdges drawn as gentle curves (roots, vines) instead of straight lines (constellations, circuits).
Round Nodes (bRoundNodes)boolShapeNodes drawn as circles (stars, knots) instead of rounded squares (sockets).
Node Scales (NodeScales)TMap<ERSEGrowthNodeKind,float>ShapeSize 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>ShapeOutline per node kind (missing kinds: circle when Round Nodes, else square).
Node Size (NodeSize)floatShapeNode size in board units (1 unit = one grid step of the board's positions).
Tier Ring Colors (TierRingColors)TArray<FLinearColor>ShapeRing color per node tier (FRSEGrowthNode::Tier: 0 common .. 3 rare), like item rarity. Missing tiers: no ring.
Board Term (BoardTerm)FTextVocabularyWhat the board is called on screen ("Constellation", "Roots", "Circuit"). DisplayName names the style itself.
Kind Names (KindNames)TMap<ERSEGrowthNodeKind,FText>VocabularyNames of the node kinds on screen (legend, tooltips). Missing = the engine's words.
Node Term (NodeTerm)FTextVocabularyWhat a node is called ("Star", "Knot", "Socket").
Points Term (PointsTerm)FTextVocabularyWhat the board points are called ("Starlight", "Sap", "Charge").
Unlock Verb (UnlockVerb)FTextVocabularyThe 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).

PropertyTypeCategoryDescription
Board (Board)TObjectPtr<URSEGrowthBoard>BoardThis class's board. Empty = the shared board (Progression Systems -> Board Scope) or none.
Generator Seed (GeneratorSeed)int32GeneratorSeed of the last Generate Point Tables (re-runnable).
Enemy Learning (EnemyLearning)TArray<FRSEEnemyLearningRule>LearningLearn abilities from enemies (blue magic style, in our own words: "Mimic"). Empty = never (unless a trait allows it).
Ability Catalog (AbilityCatalog)TArray<FRSEPointsAbility>PointsAbilities bought with ability points (active and passive), with prerequisites.
Attributes (Attributes)TArray<FRSEAttributeAllocation>PointsThe key attributes the player may raise, with their price and caps.
Point Grants (PointGrants)TArray<FRSEPointsGrant>PointsPoints 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.

PropertyTypeCategoryDescription
Behavior (Behavior)TObjectPtr<URSEInteractableBehavior>Interactable
Effects (Effects)FRSEEffectListInteractableRun after every successful use (a flag, a quest objective, a tutorial).
Icon (Icon)TSoftObjectPtr<UTexture2D>InteractableThe icon (map, prompt, Studio).
Kind Tag (KindTag)FGameplayTagInteractableThe kind (Interactable.Kind.*): the map icon, the Populate tool and the Studio group by it.
Prompt (Prompt)FTextInteractableThe prompt's action; empty = the behaviour's ("Open", "Light", "Read").
Use Conditions (UseConditions)FRSEConditionSetInteractableThe prompt (and the use) is there only while these pass.
Look (Look)FRSEInteractableLookLook
Placement (Placement)FRSEInteractablePlacementPlacement
Reactive Tags (ReactiveTags)FGameplayTagContainerReactionsD-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)FRSEInteractableVisibilityVisibilityD-157: how it shows itself before use (highlight, hint, sparkle, map icon).

URSEInteractionData

Module RSECore, parent URSEPrimaryDataAsset, primary asset. A scripted interaction: conditions + effects.

PropertyTypeCategoryDescription
One Shot (bOneShot)boolInteractionSucceeds 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)FRSEEffectListInteractionRuns on later attempts of a completed one-shot interaction.
Conditions (Conditions)FRSEConditionSetInteraction
Effects (Effects)FRSEEffectListInteraction
Failed Effects (FailedEffects)FRSEEffectListInteractionRuns when Conditions fail.
Bark Pools (BarkPools)TArray<TSoftObjectPtr<URSEBarkPoolData> >NPCD-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>NPCLiving 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.

PropertyTypeCategoryDescription
Closed Phases (ClosedPhases)FGameplayTagContainerAccessClosed during these phases of the day (Time.Phase.Night: a shop closed at night). Empty = always open.
Closed Text (ClosedText)FTextAccessSaid when it is closed / locked (empty = the settings' texts).
Conditions (Conditions)FRSEConditionSetAccessStory conditions to enter (a quest stage, a flag).
Key (Key)TObjectPtr<URSEItemData>AccessThe party needs this key to enter (kept, not used up).
Locked Text (LockedText)FTextAccess
Generation (Generation)FRSEInteriorGenerationGenerationD-158: a generated interior: sized from the building, rooms from the program, a personality, a seed.
Blackout Seconds (BlackoutSeconds)floatInteriorSeconds of black between outside and inside (negative = Interiors -> Blackout Seconds, about 0.4).
Override Rules (bOverrideRules)boolInteriorD-153: this interior's own rules (who goes in, battles, the shell) instead of its template's.
Entry Point (EntryPoint)FNameInteriorWhere 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>InteriorThe interior's map (empty = the template's). Loaded as a level instance away from the playable area.
Rules (Rules)FRSEInteriorRulesInterior
Template (Template)TObjectPtr<URSEInteriorTemplateData>InteriorThe template it was made from (its map when Map is empty; the analyzer and the Studio).
Inhabitants (Inhabitants)TArray<FRSEInteriorInhabitant>StoryD-158: who lives or works here (the story's NPCs in the program's inhabitant roles).
Lore (Lore)TArray<FRSELoreEntry>StoryD-158: texts for this interior's books, letters and notes (first; then Buildings -> Lore Libraries).
Stations (Stations)TArray<FRSEStationHook>StoryD-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.

PropertyTypeCategoryDescription
Requirements (Requirements)TArray<FRSEInteractionRequirement>Interactions
Total Range (TotalRange)FIntPointInteractionsThe 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.

PropertyTypeCategoryDescription
Use Kit Collision (bUseKitCollision)boolKitThe pieces' own collision is used. Off (default): invisible boxes collide, the enclosure checks stay exact.
Grid (Grid)FRSEInteriorModuleGridKit
Kit Id (KitId)FNameKitA stable id (the wizard: the pack and kit name); None = the asset's name.
Pieces (Pieces)TArray<FRSEKitPiece>Kit
Style Tags (StyleTags)FGameplayTagContainerKitIts 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> >LookMaterial overrides by material slot name (empty = each mesh's own materials).
Kind Fallbacks (KindFallbacks)TArray<FRSEKitKindFallback>RulesWhat 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>RulesLarger 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>RulesWhich 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.

PropertyTypeCategoryDescription
Interaction Set (InteractionSet)TObjectPtr<URSEInteriorInteractionSetData>InteractionsD-161: the interactions every interior of this kind offers (completed and capped after the furniture).
Force Own Heights (bForceOwnHeights)boolProgramD-164 / K4: the floor heights above stay even with a modular kit (else the storey is the kit's Wall Height).
Cellar Chance (CellarChance)floatProgramChance of a cellar when the building does not say (0..1; the interior's Generation can force it).
Cellar Height (CellarHeight)floatProgram
Corridor Width (CorridorWidth)floatProgramThe width of an upper floor's corridor or landing (cm; the stairs and a walkway fit in it).
Ground Floor Height (GroundFloorHeight)floatProgramThe ground floor's height and the upper floors' (cm, floor to floor).
Inhabitants (Inhabitants)TArray<FRSEInhabitantSlotSpec>ProgramWho lives or works here (spots or areas for NPCs and their routines).
Min Room Depth (MinRoomDepth)floatProgramThe 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)floatProgramA floor smaller than this is one single room (m²).
Upper Floor Height (UpperFloorHeight)floatProgram
Window Density (WindowDensity)floatProgramD-164 / K4: the share of the possible windows its interiors get (0..1; a room spec may set its own).
Resident Count (ResidentCount)FIntPointResidentsD-161: how many live here (the story's inhabitants included; random between the two). 0 = only the inhabitant slots.
Residents (Residents)TObjectPtr<URSEInteriorResidentSetData>ResidentsD-161: who lives here when the interior does not say (resident profiles by role).
Max Floors (MaxFloors)int32Size
Min Floors (MinFloors)int32SizeD-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).

PropertyTypeCategoryDescription
Household Role (HouseholdRole)FGameplayTagResidentsThe 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).

PropertyTypeCategoryDescription
Default Floors (DefaultFloors)int32GenerationD-158: floors above ground of a generated interior when its building does not say.
Program (Program)TObjectPtr<URSEInteriorProgramData>GenerationD-158: the rooms of interiors generated from this template (an inn: common room, kitchen, bedrooms upstairs, cellar).
Program Choices (ProgramChoices)TArray<FRSEInteriorProgramChoice>GenerationD-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>GenerationD-158: the personalities its generated interiors may get (the seed picks one by weight).
Keywords (Keywords)TArray<FString>TemplateWords in a building's name or mesh that suggest this template ("inn", "tavern"): the building analyzer.
Map (Map)TSoftObjectPtr<UWorld>TemplateThe template's map (a small level: floor, walls, the entry point, the exit, the slots). Duplicate it to fill it.
Rules (Rules)FRSEInteriorRulesTemplateD-153: who goes in, battles, the sealed shell and the world's lighting while inside (interiors made from it inherit it).
Size (Size)FVectorTemplateThe inside size (cm), for the designer and the analyzer's report.
Slots (Slots)TArray<FRSEInteriorSlotInfo>TemplateThe slots of the map (what a buyer fills).
Template Tag (TemplateTag)FGameplayTagTemplateInterior.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.

PropertyTypeCategoryDescription
Room Light Color (RoomLightColor)FLinearColorLightThe rooms' own light (a warm lamp light by default).
Room Light Intensity Range (RoomLightIntensityRange)FVector2DLight
Room Light Jitter (RoomLightJitter)floatLightThe seed varies the light's colour this much (0..1).
Room Light Per Square Meter (RoomLightPerSquareMeter)floatLightThe room light's intensity per square metre of floor (candela-like units), clamped below.
Snap to Kit Grid (bSnapToKitGrid)boolLookD-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> >LookMaterials picked by the seed: floors, walls, wood (door frames, stairs).
Kit (Kit)FRSEInteriorKitLook
Kit Variants (KitVariants)TArray<FRSEInteriorKit>LookD-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>ThemeWords in a building's name that ask for this theme ("witch", "hunter"): the Building Analyzer.
Room Furnishings (RoomFurnishings)TArray<FRSEThemeRoomFurnishing>Theme
Style Tags (StyleTags)FGameplayTagContainerThemeD-164: its style (Interior.Style.Medieval, .SciFi...): kits and themes are matched by it.
Substitutions (Substitutions)TArray<FRSEFurnitureSubstitution>ThemeD-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)FGameplayTagThemeInterior.Theme.Workshop, .Hunter, .Witch...

URSEItemData

Module RSECore, parent URSEPrimaryDataAsset, primary asset. Base item definition (D-024).

PropertyTypeCategoryDescription
Sellable (bSellable)boolEconomyShops may buy it. Key items and documents never sell, whatever this says.
Buy Price (BuyPrice)int32EconomyPrice in shops, before the Economy BuyPriceMultiplier. 0 = no value (shops need a price override; it cannot be sold).
Sell Price Override (SellPriceOverride)int32EconomyWhat shops pay for one. -1 = BuyPrice x the sell ratio (the shop's or the Economy settings').
Category (Category)FGameplayTagGrid InventoryCategory (Item.Category.*), for inventory tab filters and sorting. Optional.
Grid Size (GridSize)FIntPointGrid InventoryCells 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)FGameplayTagGrid InventoryRarity tier (Item.Rarity.*): name color, frame and sort order. Empty = Items -> Default Rarity.
Weight (Weight)floatGrid InventoryWeight of one (D-143): counts against a member's carry capacity when Inventory Rules -> Use Weight is on.
Description (Description)FTextItem
Icon (Icon)TSoftObjectPtr<UTexture2D>Item
Icon Mesh Rotation (IconMeshRotation)FRotatorItemTurns 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>ItemThe 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)int32ItemMaximum 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.

PropertyTypeCategoryDescription
Consume First (bConsumeFirst)boolRecipe
Consume Second (bConsumeSecond)boolRecipe
Effects (Effects)FRSEEffectListRecipeExtra effects of the combination (e.g. a story flag).
First Ingredient (FirstIngredient)TObjectPtr<URSEItemData>Recipe
Result (Result)TObjectPtr<URSEItemData>Recipe
Result Count (ResultCount)int32Recipe
Second Ingredient (SecondIngredient)TObjectPtr<URSEItemData>Recipe
Success Text (SuccessText)FTextRecipeShown 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).

PropertyTypeCategoryDescription
Accepted Items (AcceptedItems)TArray<FRSEItemUseRule>Use
Offer Automatically (bOfferAutomatically)boolUseAsk "Use ...?" on Interact when the party holds an accepted item. Off = only from the party menu.
Conditions (Conditions)FRSEConditionSetUseWhen items can be used on the object at all (e.g. the puzzle is not solved yet). Empty = always.
Refusal Lines (RefusalLines)TArray<FText>UseSaid for a wrong item. Empty = Project Settings -> RPG Saga Engine -> Puzzles -> Default Refusal Lines.

URSEKitLibrary

Module RSEEditor, parent UDataAsset. The interior kit library asset.

PropertyTypeCategoryDescription
Entries (Entries)TArray<FRSEKitLibraryEntry>Library
Folders (Folders)TArray<FDirectoryPath>LibraryFolders scanned (a rescan scans them again: changed meshes measured, everything reclassified, corrections kept).
Grid Overrides (GridOverrides)FRSEKitGridOverridesLibraryThe 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>LibraryLanguage packs used (ids); empty = the taxonomy's defaults.
Last Report (LastReport)FRSEKitScanReportLibrary
Provenance (Provenance)TArray<FRSEProvenanceRecord>LibraryWhat the Create step wrote into kit and furniture assets (a field is rewritten only while it still holds this).
Taxonomy (Taxonomy)TSoftObjectPtr<URSEKitTaxonomy>LibraryThis 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).

PropertyTypeCategoryDescription
Front Axis Min Ratio (FrontAxisMinRatio)floatFrontK11: 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)floatFrontK11: 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)floatFrontK11: confidence of a front read through a front rule = evidence on the axis / (evidence + the other axis' evidence + this).
Folder Only Max Confidence (FolderOnlyMaxConfidence)floatReviewK11: the highest confidence of a kind named only by folder words (the mesh's own name says nothing).
Front Review Threshold (FrontReviewThreshold)floatReviewK11: 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)floatReviewK11: 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)floatReviewRows below this confidence are listed as needing review (a kind may set its own).
Rival Word Share (RivalWordShare)floatReviewK11, 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)floatReviewK11: 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)floatReviewK11: 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)boolRulesDrop one-letter words (variant tails: _A, _B; also the "S" of "S_Wall").
Group Words (GroupWords)TArray<FString>RulesK11: 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>RulesMeshes under a folder with one of these words are ignored without being loaded (fx, vehicles, characters).
Ignore Patterns (IgnorePatterns)TArray<FRSEPackNamePattern>RulesMeshes 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>RulesWords dropped from names before matching (prefixes and filler: sm, mesh, prop, bld, env, geo, static).
Confidence Softness (ConfidenceSoftness)floatScoringConfidence = best / (best + runner-up + this).
Folder Weight (FolderWeight)floatScoringFolder words count this much of a name word.
Group Shape Weight (GroupShapeWeight)floatScoringK11: share of the shape score kept for a group (0 = the name alone decides).
Max Reasons (MaxReasons)int32ScoringReasons kept per classification (strongest first).
Min Score (MinScore)floatScoringA best score below this leaves the mesh unclassified.
Shape Only Weight (ShapeOnlyWeight)floatScoringKinds guessed from shape alone count this much of their shape score.
Description (Description)FTextTaxonomy
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.

PropertyTypeCategoryDescription
Consume Key (bConsumeKey)boolLockThe key is used up when it opens the lock.
Pickable (bPickable)boolLockIt can be picked at all (off = only a key or the story opens it).
Breaks on Failure (BreaksOnFailure)TObjectPtr<URSEItemData>LockA failed attempt uses up one of this item (a lockpick breaks). Empty = nothing.
Difficulty (Difficulty)floatLockLockpick score at which the chance is Chance At Equal Score (and the sweet spot has its base width).
Failure Effects (FailureEffects)FRSEEffectListLockStory effects of a failed attempt.
Failure Noise Radius (FailureNoiseRadius)floatLockVisible enemies within this distance hear a failed attempt (cm; 0 = silent).
Keys (Keys)TArray<TObjectPtr<URSEItemData> >LockKeys that open it at once (any one of them).
Pick Requirements (PickRequirements)FRSEExploreRequirementsLockWho may pick it (usually: the party carries Thieves' Tools).
Pins Override (PinsOverride)int32LockPins 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.

PropertyTypeCategoryDescription
Loot (Loot)FRSELootLoot

URSELoreLibraryData

Module RSECore, parent URSEPrimaryDataAsset, primary asset. A library of lore texts (D-158): Buildings -> Lore Libraries, and an interior's own Lore.

PropertyTypeCategoryDescription
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).

PropertyTypeCategoryDescription
Show Minimap (bShowMinimap)boolContentShow the minimap on this level (the area map stays available).
Fog Of War (FogOfWar)ERSEMapFogModeContent
Hidden Categories (HiddenCategories)FGameplayTagContainerContentMarker categories this map never shows (e.g. enemies on a town map).
Markers (Markers)TArray<FRSEMapManualMarker>ContentMarkers placed by hand (kept when the map is regenerated).
Regions (Regions)TArray<FRSEMapRegion>ContentNamed parts of the map. Regions made from the level's area volumes are marked Generated and refreshed each time.
Generated Resolution (GeneratedResolution)int32GenerationPicture size of the last generation.
North Yaw (NorthYaw)floatGenerationWorld 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)int32GenerationPicture size in pixels for this map (0 = Map Generator settings -> Resolution).
Style (Style)TSoftObjectPtr<URSEMapStyle>GenerationThe look Generate Map uses for this map (empty = Map Generator settings -> Default Style).
Frame (Frame)FRSEMapFrameMapWhere the picture lies in the world (written by Generate Map).
Level (Level)TSoftObjectPtr<UWorld>MapThe level this map shows.
Playable Bounds (PlayableBounds)FBoxMapThe 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)FStringMapThe target ids above as "|id|id|", searchable without loading the map (objectives on another level).
Targets (Targets)TArray<FRSEMapTargetLocation>MapWhere the level's map target ids lie (written by Generate Map from Map Marker components).
Texture (Texture)TSoftObjectPtr<UTexture2D>MapThe generated top-down picture.
World Bounds (WorldBounds)FBoxMapThe 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.

PropertyTypeCategoryDescription
Building Color (BuildingColor)FLinearColorBuildings--- Buildings (Stylized) ---
Building Edge Color (BuildingEdgeColor)FLinearColorBuildings
Building Roof Shade (BuildingRoofShade)floatBuildingsLight and shade of the roof sides (0 = flat).
Building Roof Tint (BuildingRoofTint)floatBuildingsHow much of the roofs' own color shows (0 = every building in Building Color).
Building Shadow (BuildingShadow)floatBuildingsThe shadow buildings cast on the ground (0 = none).
Shadow Offset (ShadowOffset)floatBuildingsHow far shadows fall, in pixels at 2048 (toward the bottom right).
Exposure Bias (ExposureBias)floatCaptureExposure compensation of the capture, in stops.
Post Process Material (PostProcessMaterial)TSoftObjectPtr<UMaterialInterface>CaptureOptional post-process material blended into the top-down capture (outlines, toon shading...).
Brightness (Brightness)floatColor--- Color ---
Contrast (Contrast)floatColor
Posterize Levels (PosterizeLevels)int32ColorColor steps per channel (0 = off): fewer steps give flat, painted areas.
Saturation (Saturation)floatColor0 = gray, 1 = as captured.
Smooth Radius (SmoothRadius)int32ColorBlur radius in pixels before the color steps (0 = off).
Tint (Tint)FLinearColorColor
Tint Strength (TintStrength)floatColorHow much the colors are multiplied by Tint (0 = not at all).
Forest Canopy Shade (ForestCanopyShade)floatForestsLight and shade of the tree crowns inside forests (0 = flat color).
Forest Color (ForestColor)FLinearColorForests--- Forests (Stylized) ---
Forest Edge Color (ForestEdgeColor)FLinearColorForests
Forest Merge Distance (ForestMergeDistance)floatForestsTrees closer than this merge into one forest shape.
Forest Shadow (ForestShadow)floatForestsThe shadow forests cast on the ground (0 = none).
Border Color (BorderColor)FLinearColorFrame
Border Width (BorderWidth)int32FrameBorder line width in pixels (at 2048; scaled with the resolution). 0 = none.
Frame Texture (FrameTexture)TSoftObjectPtr<UTexture2D>FrameOptional frame picture laid over the whole map (its alpha shows the map through).
Edges Only (bEdgesOnly)boolOutlinesOnly the outlines on the background color (plans, blueprints).
Edge Color (EdgeColor)FLinearColorOutlines
Edge Strength (EdgeStrength)floatOutlinesOutline strength (0 = none) along edges of shapes and height changes.
Edge Threshold (EdgeThreshold)floatOutlinesBrightness difference that counts as an edge (lower = more lines).
Outside Desaturate (OutsideDesaturate)floatOutsideColor loss outside the playable area (0 = none).
Outside Dim (OutsideDim)floatOutsideDarkening of what lies outside the playable area (0 = none).
Outside Feather (OutsideFeather)floatOutsideSoftness of the playable area's edge, in pixels at 2048.
Background Color (BackgroundColor)FLinearColorPaperWhere the level has nothing (outside the ground), and under the lines of an edges-only style.
Grid Color (GridColor)FLinearColorPaperGrid line color; alpha = opacity.
Grid Spacing (GridSpacing)int32PaperGrid line every N pixels (0 = no grid).
Paper Noise (PaperNoise)floatPaperGenerated paper grain and blotches when there is no paper picture (0 = none).
Paper Strength (PaperStrength)floatPaperHow strongly the paper picture shows (0 = not at all).
Paper Texture (PaperTexture)TSoftObjectPtr<UTexture2D>PaperOptional paper picture multiplied over the map (tiled at its own size).
Vignette (Vignette)floatPaperDarkening toward the corners (0 = none).
Vignette Color (VignetteColor)FLinearColorPaper
Preset (Preset)ERSEMapStylePresetPresetPreset Apply Preset writes.
Contour Color (ContourColor)FLinearColorRelief
Contour Interval (ContourInterval)floatReliefHeight between contour lines (0 = no contour lines).
Contour Major Every (ContourMajorEvery)int32ReliefEvery Nth contour line is stronger (0 = all the same).
Contour Strength (ContourStrength)floatRelief
Hillshade Altitude (HillshadeAltitude)floatReliefHeight of that light above the horizon (lower = longer, stronger shading).
Hillshade Azimuth (HillshadeAzimuth)floatReliefWhere the light of the hill shading comes from on the map (degrees clockwise from up; 315 = top left).
Hillshade Exaggeration (HillshadeExaggeration)floatReliefHeights are multiplied by this for the shading (gentle levels need more).
Hillshade Strength (HillshadeStrength)floatReliefHill shading from the ground's height (0 = none).
Road Color (RoadColor)FLinearColorRoadsRoad and path meshes (Map Generator -> Road Keywords) in this color, with a thin edge. Alpha = how much.
Road Edge Color (RoadEdgeColor)FLinearColorRoads
Rock Color (RockColor)FLinearColorRocks--- Rocks (Stylized) ---
Source (Source)ERSEMapSourceSourceWhat the picture is made from: a drawn map (Stylized) or a lit photo from above (Photo).
Palette Strength (PaletteStrength)floatTerrainHow strongly each terrain type takes its palette color (0 = the level's color, 1 = the palette's).
Rock Slope (RockSlope)floatTerrainShape terrain: slopes steeper than this are rock.
Sand Distance (SandDistance)floatTerrainShape terrain: ground this close to water (and at most Sand Height above it) is sand.
Sand Height (SandHeight)floatTerrain
Terrain Border Strength (TerrainBorderStrength)floatTerrainA thin line where two terrain types meet (0 = none).
Terrain Clean Radius (TerrainCleanRadius)int32TerrainSpeckle cleanup: a pixel takes the most common terrain type around it within this radius (pixels at 2048).
Terrain Detail (TerrainDetail)floatTerrainHow 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>TerrainLandscapes: 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)floatTerrain
Terrain Min Lightness (TerrainMinLightness)floatTerrainLightness range the terrain colors are brought into (maps read best light).
Terrain Palette (TerrainPalette)TArray<FLinearColor>TerrainMap colors the terrain types are pulled toward (nearest color wins). Empty = keep the level's own colors.
Terrain Saturation (TerrainSaturation)floatTerrainSaturation of the terrain colors (1 = as sorted).
Terrain Smooth Radius (TerrainSmoothRadius)int32TerrainBlur of the ground colors before they are sorted, in pixels at 2048 (removes texture noise).
Terrain Source (TerrainSource)ERSEMapTerrainSourceTerrainWhere the terrain colors come from: the ground's colors, or its shape (slopes, shores) when the colors say nothing.
Terrain Types (TerrainTypes)int32TerrainHow many terrain types the ground colors are sorted into (grass, road, sand, rock...). 0 or 1 = keep the colors.
Water Color (WaterColor)FLinearColorWater--- Water (Stylized) ---
Water Edge Color (WaterEdgeColor)FLinearColorWater
Water Shore Color (WaterShoreColor)FLinearColorWaterThe lighter band along the shore, inside the water.
Water Shore Width (WaterShoreWidth)floatWaterWidth 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).

PropertyTypeCategoryDescription
Battle Response (BattleResponse)ERSENPCBattleResponseBattle--- Battles ---
Reaction Activity (ReactionActivity)FGameplayTagBattleThe activity shown while it reacts (its animation: NPC.Activity.Cower, .Watch, .Flee). Empty = the response's default.
Reaction Bark Kind (ReactionBarkKind)FGameplayTagBattleThe line it says when it reacts (Bark.Kind.Panic from its pools). Empty = none.
Reaction Delay (ReactionDelay)FVector2DBattleSeconds before it reacts (random between the two: a crowd never moves in unison).
Return Delay (ReturnDelay)FVector2DBattleSeconds it waits after the battle ended before it returns to its day (random between the two).
Trigger Distance (TriggerDistance)floatBattleIt reacts to a battle that starts within this distance of it (cm).
Crimes (Crimes)TArray<FRSENPCCrimeRule>CrimesThe crimes it answers, the first rule that fits wins. Empty = it ignores crimes.
Require Line Of Sight (bRequireLineOfSight)boolCrimes|SensesWithout a Senses asset: sight needs a clear line.
Eye Height (EyeHeight)floatCrimes|SensesHeight of its eyes above its feet (cm), for the line of sight.
Hearing Radius (HearingRadius)floatCrimes|SensesWithout a Senses asset: how far it hears all around (cm).
Senses (Senses)TSoftObjectPtr<URSERoamingBehaviorData>Crimes|SensesIts 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)floatCrimes|SensesWithout a Senses asset: half the opening of its sight cone (degrees).
Sight Radius (SightRadius)floatCrimes|SensesWithout a Senses asset: how far it sees (cm).
Hide at Flee Place (bHideAtFleePlace)boolFleeIt 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)floatFleeFlee without a place: how far from the fight it runs (cm).
Flee Place (FleePlace)FNameFleeFlee: 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)floatFleeMultiplies its walking speed while it flees.
Help Distance (HelpDistance)floatHelpHelp: it stops this far from the fight, ready (cm).
Help Effects (HelpEffects)FRSEEffectListHelpHelp: 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)floatHelpHelp: multiplies its walking speed on the way.
Watch Distance (WatchDistance)floatWatchWatch: 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).

PropertyTypeCategoryDescription
Reaction (Reaction)TSoftObjectPtr<URSENPCReactionData>ReactionD-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)FRSENPCActivityScheduleWhat it does when no line holds.
Entries (Entries)TArray<FRSENPCScheduleEntry>ScheduleThe day, first matching line wins (put the special cases first: "in the rain", "after the quest").
Seek Shelter (bSeekShelter)boolWeatherReacts to bad weather: an outdoor activity (not Sheltered, not Away) becomes Shelter in the Shelter Weathers.
Shelter (Shelter)FRSENPCActivityWeatherWhere it goes in that weather: home (Away) or a spot under a roof (Stay, Sheltered).
Shelter Weathers (ShelterWeathers)FGameplayTagContainerWeather

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...).

PropertyTypeCategoryDescription
Bark Pools (BarkPools)TArray<TSoftObjectPtr<URSEBarkPoolData> >StyleWhat it says. Empty = the project's default pools.
Names (Names)TArray<FText>StyleNames used in turn when the request gives none ("Old Hob", "Mara").
Places (Places)TArray<FName>StyleThe 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>StyleHow it reacts to a battle nearby and to crimes. Empty = the project's default reaction.
Schedule (Schedule)TSoftObjectPtr<URSENPCScheduleData>StyleIts day: hours / phases -> activities at places.
Tags (Tags)FGameplayTagContainerStyleThe 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.

PropertyTypeCategoryDescription
Missed when Skipped (bMissedWhenSkipped)boolSceneWalking away without viewing it skips it for good (marked seen, like a missed ATE). Off = offered again next time.
Conditions (Conditions)FRSEConditionSetSceneWhen the scene is offered (empty = always, until seen).
Dialog (Dialog)TSoftObjectPtr<URSEDialogData>SceneThe scene itself.
Effects (Effects)FRSEEffectListSceneRun when the player chooses to view it.
Event (Event)FGameplayTagSceneStory 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.

PropertyTypeCategoryDescription
Backlash Damage Percent (BacklashDamagePercent)floatBacklashDamage to the summoner, in percent of its maximum HP.
Backlash Status (BacklashStatus)TObjectPtr<URSEStatusData>Backlash
Backlash Status Chance (BacklashStatusChance)floatBacklashChance in percent to apply BacklashStatus.
Abilities (Abilities)TArray<FRSEPactAbility>HolderAbilities learned with Pact points.
Affinities (Affinities)TArray<FRSEElementAffinityEntry>HolderElemental affinities of the holder, combined with class, equipment and statuses.
Granted Tags (GrantedTags)FGameplayTagContainerHolderTraits of the holder (e.g. a status immunity).
Description (Description)FTextPact
Resonance on Act (ResonanceOnAct)floatResonanceResonance the holder gains each time it uses an ability or item (not the summon itself).
Resonance on Hit (ResonanceOnHit)floatResonanceResonance the holder gains for each damaging hit it receives.
Resonance Per Damage Percent (ResonancePerDamagePercent)floatResonanceExtra Resonance per percent of maximum HP lost to a hit.
Summon Controlled by AI (bSummonControlledByAI)boolSummonPlayer-commanded (default) or AI-commanded. A summon of an AI unit is always AI-commanded.
Summon Ability (SummonAbility)TObjectPtr<URSEAbilityData>SummonThe summon command: an ability with a Summon effect, targeting Self. Always available to the holder.
Summon AIProfile (SummonAIProfile)TObjectPtr<URSEAIProfile>SummonProfile when the summon is AI-commanded. Empty = the summoner's profile, then the default one.
Summon Character (SummonCharacter)TObjectPtr<URSECharacterData>SummonThe summoned creature: class, stats and abilities like any character.
Summon Footprint Radius (SummonFootprintRadius)floatSummonFree 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)int32SummonLevel of the summon. 0 = the summoner's level.
Summon Turns ATB (SummonTurnsATB)int32SummonATB: own turns (commands) the summon keeps the summoner's place.
Summon Turns Tactics (SummonTurnsTactics)int32SummonTactics: 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.

PropertyTypeCategoryDescription
Align Mode (AlignMode)ERSEPairedAlignModeAlignment
Align Seconds (AlignSeconds)floatAlignmentSeconds the alignment slide takes (negative = Paired Animations -> Align Seconds). Motion warping replaces it when available.
Relative (Relative)FRSEPairedRelativeTransformAlignment
Warp Target Name (WarpTargetName)FNameAlignmentWarp 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)FRSEPairedConditionsConditions
Weight (Weight)floatConditionsRelative 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>PairPlayed on the unit acting.
Kind (Kind)ERSEPairedAnimationKindPair
Play Rate (PlayRate)floatPairSpeed of both montages.
Victim Montage (VictimMontage)TSoftObjectPtr<UAnimMontage>PairPlayed on its primary target. Empty = the victim keeps its own reactions (a one-sided pair).
Skippable (bSkippable)boolPresentationConfirm / Cancel may skip it (Paired Animations -> Skippable decides when unset).
Camera (Camera)TObjectPtr<URSECue_Camera>PresentationThe cinematic camera while the pair plays (when the battle allows camera shots). Empty = Paired Animations -> Default Camera.
Slow Motion (SlowMotion)FRuntimeFloatCurvePresentationTime dilation over real seconds from the sync point (empty = Paired Animations -> Default Slow Motion; flat 1 = none).
Sync Cues (SyncCues)TArray<TObjectPtr<URSEBattleCue> >PresentationCues that start at the sync point (VFX, sounds, flashes, shakes...).
Attacker Sync Time (AttackerSyncTime)floatSyncSeconds into the attacker montage where the two meet (the hit). Negative = its first RSEImpact notify, else half its length.
Victim Sync Time (VictimSyncTime)floatSyncSeconds 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.

PropertyTypeCategoryDescription
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).

PropertyTypeCategoryDescription
Behavior (Behavior)ERSEPartyCommandBehaviorCommand
Icon (Icon)TSoftObjectPtr<UTexture2D>CommandIcon of the radial menu entry (empty = the name only).
Max Range (MaxRange)floatCommandFarthest target from the leader (cm; 0 = no limit).
Sort Order (SortOrder)int32CommandPosition of the entry in the radial menu (lower first).
Target (Target)ERSEPartyCommandTargetCommand
Conditions (Conditions)FRSEConditionSetRequirementsStory conditions (flags, items, members...). Empty = always.
Required Abilities (RequiredAbilities)TArray<TObjectPtr<URSEAbilityData> >RequirementsThe member must know one of these abilities (empty = none needed).
Required Class Tags (RequiredClassTags)FGameplayTagContainerRequirementsThe member's class tag must match one of these (empty = any class).
Required Equipment Tags (RequiredEquipmentTags)FGameplayTagContainerRequirementsD-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> >RequirementsThe party must carry every one of these items ("only who has lockpicks").
Requirement Text (RequirementText)FTextRequirementsWhy nobody may do it now ("Needs lockpicks."), shown on the disabled entry. Empty = a generic text.
Failure Effects (FailureEffects)FRSEEffectListResultEffects when it fails.
Failure Noise Radius (FailureNoiseRadius)floatResultA failure makes noise: visible enemies within this distance of the member notice the party (cm; 0 = silent).
Failure Text (FailureText)FTextResultLine shown when it fails. {Member} = the member's name.
Preferred Bonus (PreferredBonus)floatResult
Preferred Class Tags (PreferredClassTags)FGameplayTagContainerResultClasses that are good at it ("the thief opens locks more easily"): their chance rises by Preferred Bonus.
Success Chance (SuccessChance)floatResultChance (0..1) that it works.
Success Effects (SuccessEffects)FRSEEffectListResultEffects when it works (items found, a flag, a door unlocked).
Success Text (SuccessText)FTextResultLine 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).

PropertyTypeCategoryDescription
Alert Radius (AlertRadius)floatCaughtVisible enemies (guards) within this distance are alerted when the thief is caught (cm; 0 = none).
Wary After Caught (bWaryAfterCaught)boolCaughtAfter being caught once, the NPC cannot be robbed again.
Caught Effects (CaughtEffects)FRSEEffectListCaughtWhen the thief is caught: the unified effects (flags, reputation, Start Battle, Alert Enemies, Start Dialog...).
Conditions (Conditions)FRSEConditionSetPickpocketStealing is possible only while these pass (not from a friend, not after the quest). Empty = always.
Difficulty (Difficulty)floatPickpocketPickpocket score at which the chance is Chance At Equal Score.
Loot (Loot)TArray<FRSEPickpocketEntry>Pickpocket
Stolen Effects (StolenEffects)FRSEEffectListPickpocketEffects 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).

PropertyTypeCategoryDescription
Chest Level Follows Distance (bChestLevelFollowsDistance)boolChestsFarther chests (path from the player start) get levels nearer the top of the zone's range.
Chest Flag Root (ChestFlagRoot)FStringChestsParent of the chests' Opened flags (a tag per chest is created under it).
Chest Flag Tag File (ChestFlagTagFile)FStringChestsTag file (Config/Tags) that receives the chests' flags.
Chest Loot Tiers (ChestLootTiers)TArray<FRSEPopulateLootTier>ChestsContents by chest level (sorted by Min Level when used).
Chests (Chests)FRSEPopulateKindRuleKinds
Random Areas (RandomAreas)FRSEPopulateKindRuleKinds--- Kinds ---
Save Points (SavePoints)FRSEPopulateKindRuleKinds
Signposts (Signposts)FRSEPopulateKindRuleKindsPlaced only when the request asks for signposts.
Spawners (Spawners)FRSEPopulateKindRuleKinds
Traders (Traders)FRSEPopulateKindRuleKinds
Zone Exits (ZoneExits)FRSEPopulateKindRuleKindsPlaced only when the request asks for zone exits (placeholders: set their destination afterwards).
Pools Per Area (PoolsPerArea)int32Random AreasPools of the zone offered by one area (picked by seed).
Random Area Extent (RandomAreaExtent)FVectorRandom AreasHalf size of a random encounter area's volume.
Random Area Rules (RandomAreaRules)FRSERandomEncounterRulesRandom Areas
Battle Site Margin (BattleSiteMargin)floatSpacingKept free around Tactics zones and ATB stages.
Candidate Spacing (CandidateSpacing)floatSpacingDistance between two candidate points (smaller = finer, slower).
Max Placements Per 100Square Meters (MaxPlacementsPer100SquareMeters)floatSpacingAll kinds together: at most this many per 100 m² (0 = no cap).
Min Distance Between Kinds (MinDistanceBetweenKinds)floatSpacingPlacements of different kinds stand at least this far apart.
Nav Projection Extent (NavProjectionExtent)floatSpacingHow far a candidate may move to reach the navmesh.
Groups Per Spawner (GroupsPerSpawner)int32Spawners
Patrol Points (PatrolPoints)int32SpawnersPatrol points given to each spawner (walked by patrolling behaviors), on the navmesh around it.
Patrol Radius (PatrolRadius)floatSpawners
Spawner Behaviors (SpawnerBehaviors)TArray<FRSEPopulateBehaviorChoice>SpawnersBehaviors mixed over the spawners by weight. Empty = every roaming behavior of the project, equally.
Spawn Radius (SpawnRadius)floatSpawners
Default Shop (DefaultShop)TSoftObjectPtr<URSEShopData>TraderShop of the trader when the request names none. Empty = no trader.
Trader Name (TraderName)FTextTraderName 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...).

PropertyTypeCategoryDescription
Archetype Link (ArchetypeLink)FRSEArchetypeLinkArchetypeThe 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)boolInfoBalance 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)FStringInfoDesign notes for the team. Editor-only, stripped from cooked builds.
Display Name (DisplayName)FTextInfoPlayer-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.

PropertyTypeCategoryDescription
Encounter Pool (EncounterPool)TArray<FRSEProgressionEncounterEntry>BattlesThe 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> >BattlesStory battles, bosses, epic quest bosses of the zone (usually Level Mode "Fixed"), fought in this order after the regular battles.
Max Enemy Level (MaxEnemyLevel)int32Enemy LevelsHighest level of a regular (scaled) enemy fought in this zone.
Min Enemy Level (MinEnemyLevel)int32Enemy LevelsLowest level of a regular (scaled) enemy fought in this zone.
Expected Battles (ExpectedBattles)int32ExpectationsRegular battles a player fights on the critical path through this zone.
Expected Optional Battles (ExpectedOptionalBattles)int32ExpectationsExtra regular battles the zone offers off the critical path (side areas, optional fights).
Target Entry Level (TargetEntryLevel)int32ExpectationsParty level the designer expects when the party enters the zone (0 = not set).
Target Exit Level (TargetExitLevel)int32ExpectationsParty level the designer expects when the party leaves the zone, after its key battles (0 = not set).
Optional Zone (bOptionalZone)boolZoneOptional 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)int32ZonePosition 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.

PropertyTypeCategoryDescription
Auto Start Maps (AutoStartMaps)TArray<TSoftObjectPtr<UWorld> >AvailabilityAuto 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)FRSEConditionSetAvailabilityThe quest can be started only while these pass (empty = always). Also drives giver markers.
Auto Start (bAutoStart)boolAvailabilityStarts by itself as soon as it is available (story beats, events), instead of from an effect.
Can Abandon (bCanAbandon)boolAvailabilityThe player may abandon it (it can then be started again). Only side quests (Quest.Category.Side, D-029).
Can Retry After Fail (bCanRetryAfterFail)boolAvailabilityA 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)boolFailureMissed (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)boolFailureThe 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>FailureChecked while active, before objectives. The first rule that passes fails (or, with bMissed, misses) the quest.
Outcomes (Outcomes)TArray<FRSEQuestOutcome>OutcomesSuccess variants and failures. The first of each kind is the default.
Characters (Characters)TArray<TSoftObjectPtr<UObject> >PresentationD-155: who the journal shows with the quest (portraits): the giver first, then the others. Characters or speakers.
Header Image (HeaderImage)TSoftObjectPtr<UTexture2D>PresentationD-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)FGameplayTagQuestJournal category (presentation grouping).
Description (Description)FTextQuestJournal summary shown under the title.
Giver (Giver)FGameplayTagQuestGiver id for world markers (the NPC actor carries the same tag).
Giver Name (GiverName)FTextQuestWho gives the quest, as shown in the journal (may be empty).
Region (Region)FGameplayTagQuestWhere the quest takes place (journal grouping, map markers).
Stages (Stages)TArray<FRSEQuestStage>StagesThe 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.

PropertyTypeCategoryDescription
Announce Text (AnnounceText)FTextCallBanner when the help is called. Empty = Reinforcements (Presentation) -> Announce Text ("Reinforcements!").
Cancel if Caller Interrupted (bCancelIfCallerInterrupted)boolCallA call in progress is lost when the caller falls or gets an interrupting status (Reinforcements -> Interrupting Statuses).
Call Bark (CallBark)FTextCallWhat the caller shouts while calling ("To me!"). Empty = Reinforcements (Presentation) -> Default Call Bark.
Caller (Caller)ERSEReinforcementCallerCallWho calls.
Call Sound (CallSound)FGameplayTagCallSound of the call (an Audio.* tag of the sound catalog; a wolf's howl). Empty = the presentation settings' default.
Call Turns (CallTurns)int32CallHow 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)ERSEReinforcementLeftoverFree TacticsFree Tactics: units still on their way when the battle ends.
Spawn Points (SpawnPoints)ERSEReinforcementSpawnPointsFree TacticsFree Tactics: how the placed Reinforcement Spawn Points are used.
Waves (Waves)TArray<FRSEReinforcementWave>WavesThe waves, in order.

URSERewardFeedStyle

Module RSE, parent UDataAsset. The look and timing of the reward feed (D-128): a UI style asset (DA_RewardFeedStyle_*).

PropertyTypeCategoryDescription
Skip Fade Seconds (SkipFadeSeconds)floatCommonSeconds everything takes to leave after a skip.
Skip Keys (SkipKeys)TArray<FKey>CommonKeys that hurry everything off the screen (empty = none).
Steam Deck Scale (SteamDeckScale)floatCommonScale on a Steam Deck (its 7" screen).
Experience Color (ExperienceColor)FRSEUIColorFloaters
Experience Format (ExperienceFormat)FTextFloaters{Amount}.
Experience Role (ExperienceRole)ERSETextRoleFloaters
Floater Fade Seconds (FloaterFadeSeconds)floatFloaters
Floater Height (FloaterHeight)floatFloatersHeight above the character's feet (cm) the texts start at.
Floater Rise (FloaterRise)floatFloatersThe experience text rises this far (pixels at 1080p) over its life.
Floater Seconds (FloaterSeconds)floatFloaters
Floater Stagger Seconds (FloaterStaggerSeconds)floatFloatersDelay between two characters' texts.
Detail Color (DetailColor)FRSEUIColorLevel Up
Level Up Color (LevelUpColor)FRSEUIColorLevel Up
Level Up Delay (LevelUpDelay)floatLevel UpAfter the experience text, before the level up appears.
Level Up Glow Color (LevelUpGlowColor)FRSEUIColorLevel UpThe glow behind it.
Level Up Pop Scale (LevelUpPopScale)floatLevel UpIt grows from this scale and settles at 1.
Level Up Pop Seconds (LevelUpPopSeconds)floatLevel Up
Level Up Role (LevelUpRole)ERSETextRoleLevel Up
Level Up Seconds (LevelUpSeconds)floatLevel Up
Level Up Text (LevelUpText)FTextLevel UpThe level up: its text, color, size, and the pop it makes.
Max New Abilities Shown (MaxNewAbilitiesShown)int32Level Up
More Abilities Format (MoreAbilitiesFormat)FTextLevel Up
New Ability Format (NewAbilityFormat)FTextLevel Up
New Level Format (NewLevelFormat)FTextLevel UpUnder it: {Level} and each new ability ({Ability}), at most Max New Abilities Shown (then "+N more").
Providers (Providers)TArray<TObjectPtr<URSERewardToastProvider> >ProvidersWhat makes toasts, in order. Empty = the built-in list (items, money, Pact points, recruits, bestiary, quests).
Avoid HUDElements (bAvoidHUDElements)boolToasts|LayoutP32d: the stack starts below HUD elements that report their area in its column (the quest tracker; URSEHUDLayoutSubsystem).
Icon Size (IconSize)floatToasts|Layout
Max Visible (MaxVisible)int32Toasts|LayoutToasts on screen at once; more wait their turn.
Right Margin (RightMargin)floatToasts|LayoutDistance of the stack from the right edge, and its top as a share of the screen's height.
Stack Top (StackTop)floatToasts|Layout
Toast Height (ToastHeight)floatToasts|Layout
Toast Spacing (ToastSpacing)floatToasts|Layout
Toast Width (ToastWidth)floatToasts|Layout--- Toasts ---
Accent Bar Width (AccentBarWidth)floatToasts|LookThe accent bar on the toast's left edge and the soft glow it casts.
Accent Glow Opacity (AccentGlowOpacity)floatToasts|Look
Arrival Flash Opacity (ArrivalFlashOpacity)floatToasts|LookA light flash over a toast as it arrives.
Background Color (BackgroundColor)FRSEUIColorToasts|Look
Corner Radius (CornerRadius)floatToasts|Look
Default Accent (DefaultAccent)FRSEUIColorToasts|LookKinds without a color.
Kind Colors (KindColors)TMap<FName,FRSEUIColor>Toasts|LookColor of each kind of toast (items use their rarity).
Subtitle Role (SubtitleRole)ERSETextRoleToasts|Look
Title Role (TitleRole)ERSETextRoleToasts|Look
Value Role (ValueRole)ERSETextRoleToasts|Look
Fade in Seconds (FadeInSeconds)floatToasts|Motion
Fade Out Seconds (FadeOutSeconds)floatToasts|Motion
Hold Seconds (HoldSeconds)floatToasts|Motion
Restack Speed (RestackSpeed)floatToasts|MotionHow fast the stack closes up when a toast leaves (per second, a share of the gap).
Slide Distance (SlideDistance)floatToasts|MotionA toast slides in from the right over this distance.
Stagger Seconds (StaggerSeconds)floatToasts|MotionTime 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.

PropertyTypeCategoryDescription
Alarm Radius (AlarmRadius)floatAlarmWhen 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)floatAlertHow long the alert stays.
Alert Text (AlertText)FTextAlertThe alert text. Empty = the default of the Encounter Presentation settings ("!").
Show Alert (bShowAlert)boolAlertShows an alert above the leader when it notices the party.
Attitude (Attitude)ERSERoamingAttitudeBehavior
Behavior Tags (BehaviorTags)FGameplayTagContainerBehaviorTags 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)ERSERoamingIdleBehavior
Flee if Party Levels Above (FleeIfPartyLevelsAbove)int32ChaseAny attitude runs away from a party this many levels above the group (0 = never).
Give Up Distance (GiveUpDistance)floatChaseGives up when it gets this far from its spawn point.
Lose Sight Seconds (LoseSightSeconds)floatChaseGives up after this long without seeing the party.
Max Chase Seconds (MaxChaseSeconds)floatChaseGives up after chasing this long in total (0 = no limit).
Safe Distance (SafeDistance)floatChaseCautious: runs until it is this far from the party.
Contact Padding (ContactPadding)floatContactExtra distance around the body that counts as touching the party.
Require Line Of Sight (bRequireLineOfSight)boolDetectionSight needs a clear line (a visibility trace).
Detection Speed (DetectionSpeed)floatDetectionHow 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)floatDetectionNotices the party inside this distance whatever its facing (Aggressive: hearing; Cautious: the distance that scares it).
Reaction Seconds (ReactionSeconds)floatDetectionSeconds between noticing the party (the alert shows) and starting the chase.
Sight Half Angle (SightHalfAngle)floatDetection...and within this half angle of its facing.
Sight Max Height Difference (SightMaxHeightDifference)floatDetectionD-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)floatDetectionAggressive: sees the party inside this distance...
Chase Speed (ChaseSpeed)floatMovementSpeed while chasing the party (Aggressive).
Flee Speed (FleeSpeed)floatMovementSpeed while running away (Cautious, or an overleveled party).
Pause Max (PauseMax)floatMovement
Pause Min (PauseMin)floatMovementWander / Patrol: pause at each point (random between the two).
Walk Speed (WalkSpeed)floatMovement--- Movement ---
Wander Radius (WanderRadius)floatMovementWander: how far from the spawn point the group walks.
Reinforcements (Reinforcements)TObjectPtr<URSEReinforcementData>ReinforcementsGroups 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.

PropertyTypeCategoryDescription
Description (Description)FTextInfoDesigner-facing explanation (what this profile is for).
Parent (Parent)TObjectPtr<URSERulesProfile>RulesOptional base profile: sections missing here are looked up there (then in its parent, then globally).
Sections (Sections)TArray<TObjectPtr<URSEDeveloperSettings> >RulesOverridden 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).

PropertyTypeCategoryDescription
Auto Advance Lines (bAutoAdvanceLines)boolLine SectionsLines go on by themselves when their spoken part ends (a film). Off = the player advances (the hold loops meanwhile).
Dialog (Dialog)TSoftObjectPtr<URSEDialogData>Line SectionsLine Sections: the conversation. It starts when the sequence reaches Dialog Start.
Dialog Start Marker (DialogStartMarker)FNameLine SectionsMarked frame where the dialog starts (after the establishing shot). None or missing = Dialog Start Time.
Dialog Start Time (DialogStartTime)floatLine Sections
Line Sections (LineSections)TArray<FRSESceneLineSection>Line SectionsOne section per line or choice of Dialog (made by Cinematic from Screenplay). Lines without one keep the current shot.
Outro Marker (OutroMarker)FNameLine SectionsMarked frame of the outro, played from there to the end when the dialog ends. None or missing = Outro Time.
Outro Time (OutroTime)floatLine SectionsSeconds of the outro start (negative = the dialog's end ends the scene at once).
Restore Music at End (bRestoreMusicAtEnd)boolMusicThe music from before the scene comes back at the end. Off = Music keeps playing until Restore Music.
Music (Music)TSoftObjectPtr<UObject>MusicStory music while the scene plays (empty = the current music continues).
Music Fade In (MusicFadeIn)floatMusicFade-in of Music. Negative = the audio default.
Hide Player (bHidePlayer)boolPlaybackHides the player's pawn while the scene plays (when it is not bound in the sequence).
Keep State at End (bKeepStateAtEnd)boolPlaybackActors keep what the scene did to them (the NPC stays turned). Off = everything is restored at the end.
Blend Out Seconds (BlendOutSeconds)floatPlaybackCamera blend back to gameplay at the end. Negative = the Scenes settings' default.
Skippable (bSkippable)boolPlaybackThe player may skip it (after a confirmation).
Bindings (Bindings)TArray<FRSESceneBinding>SceneTagged Sequencer bindings played by real actors.
Dialog Cues (DialogCues)TArray<FRSESceneDialogCue>SceneDialogs synced with the sequence (in time order or not; they are sorted when the scene starts).
Dialog Sync (DialogSync)ERSESceneDialogSyncSceneCues: dialogs started at moments of the sequence (D-043). Line Sections: the dialog drives the sequence line by line (D-078).
End Effects (EndEffects)FRSEEffectListSceneRun once when the scene ends or is skipped (not on theater replays).
Seen Event (SeenEvent)FGameplayTagSceneMarked seen when the scene ends or is skipped (saved; Event Seen condition; the theater lists seen scenes).
Sequence (Sequence)TSoftObjectPtr<UObject>SceneThe 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.

PropertyTypeCategoryDescription
Buys Items (bBuysItems)boolShopThe shop buys items from the party (Sell tab).
Greeting (Greeting)FTextShopLine under the title ("Welcome! Take a look.").
Sell Ratio Override (SellRatioOverride)floatShopSell 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.

PropertyTypeCategoryDescription
Parent (Parent)TObjectPtr<URSESoundCatalog>CatalogFallback 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).

PropertyTypeCategoryDescription
Blip Pitch Range (BlipPitchRange)FVector2DPresentationRandom pitch range of the blip.
Default Portrait Side (DefaultPortraitSide)ERSEDialogPortraitSidePresentation
Emote Set (EmoteSet)TSoftObjectPtr<UObject>PresentationEmote set (a data type of the RSE module: montages and balloons per Emote.* tag).
Name Color (NameColor)FLinearColorPresentation
Portraits (Portraits)TMap<FGameplayTag,TSoftObjectPtr<UTexture2D> >PresentationExpression (Dialog.Expression.*) -> portrait. Dialog.Expression.Neutral is required.
Voice Blip (VoiceBlip)TSoftObjectPtr<USoundBase>PresentationTypewriter sound for unvoiced lines.
Appearance (Appearance)TSoftObjectPtr<URSECharacterAppearanceBase>Presentation|Portrait ModeThe look of the Live mode and of generated portraits for speakers without a Character (NPCs). Empty = the Character's appearance.
Appearance Variant (AppearanceVariant)FNamePresentation|Portrait ModeOne of the appearance's variants (None = its parts as they are).
Portrait Mode (PortraitMode)ERSEDialogPortraitModePresentation|Portrait ModeHow 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 ModeExpression (Dialog.Expression.*) -> looping clip (a Media Source: talking / idle), for the Video mode. Neutral is the fallback.
Character (Character)TSoftObjectPtr<URSECharacterData>SpeakerThe playable character this speaker is, if any: "first available" speakers check it is in the party.
Name Revealed Condition (NameRevealedCondition)FRSEConditionSetSpeakerWhen the player knows the real name. Empty = always known.
Speaker Tag (SpeakerTag)FGameplayTagSpeakerId used by cues and by speaker components on actors.
Unknown Name (UnknownName)FTextSpeakerShown until NameRevealedCondition passes (empty = the dialog settings' DefaultUnknownName).

URSEStatusData

Module RSECore, parent URSEPrimaryDataAsset, primary asset. A status effect (poison, haste, stun...).

PropertyTypeCategoryDescription
AIValue Scale (AIValueScale)floatAIMultiplies 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> >ControlHow 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)floatPeriodicHP change per period as a percentage of max HP. Positive damages (poison), negative heals (regen).
Periodic Timing (PeriodicTiming)ERSEStatusTimingPeriodic
Persists After Battle (bPersistsAfterBattle)boolStatusThe status stays on party members after battle, until cured (Poison, Blind...). Others end with the battle (D-025).
Removed by Damage (bRemovedByDamage)boolStatusThe status ends when the unit takes damage (e.g. Sleep).
Duration Turns (DurationTurns)int32StatusTurns of the afflicted unit before the status wears off. 0 = until removed.
Icon (Icon)TSoftObjectPtr<UTexture2D>StatusIcon 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)FGameplayTagStatusUnits with this tag (from equipment, class traits, Pacts...) cannot receive the status.
Stacking (Stacking)ERSEStatusStackingStatus
Status Tag (StatusTag)FGameplayTagStatus
Effect Anchor (EffectAnchor)FGameplayTagStatus|VisualWhere the loop effect sits on the body (Appearance.Anchor.*; empty = the feet).
Effect Scale (EffectScale)floatStatus|Visual
Loop Effect (LoopEffect)TSoftObjectPtr<UObject>Status|VisualD-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)boolToolkitDispel / Purge / Steal Buff may remove it (off for curses, transformations, story statuses).
Taunt (bTaunt)boolToolkitA taunt: AI units with it strongly prefer (or must, see Ability Toolkit settings) to target the unit that applied it.
Polarity (Polarity)ERSEStatusPolarityToolkitBuff or debuff: Dispel / Purge effects remove statuses by polarity, Steal Buff takes buffs.
Shield Absorbs (ShieldAbsorbs)ERSEShieldAbsorbToolkitA 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)FGameplayTagContainerWhile 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.

PropertyTypeCategoryDescription
Look (Look)ERSESurfaceLookPresentationHow its ground decal looks (pattern and animation); the color is the zone's Color.
Slip Ends Move (bSlipEndsMove)boolSurfaceA unit that slips stops where it fell (its move ends).
Description (Description)FTextSurfaceWhat the tooltip says about it ("Burns whoever stands in it. Water puts it out.").
Move Cost Multiplier (MoveCostMultiplier)floatSurfaceMovement cost multiplier while walking through it (1 = normal, 2 = each meter costs two).
Route Avoid Cost (RouteAvoidCost)floatSurfaceD-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)floatSurfaceChance (percent) that a unit walking onto it slips and falls (ice, oil). 0 = never.
Slip Status (SlipStatus)TObjectPtr<URSEStatusData>SurfaceStatus 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...

PropertyTypeCategoryDescription
Arc Blocked (ArcBlocked)FRSEUIColorArc
Arc Clear (ArcClear)FRSEUIColorArc
Arc Dash (ArcDash)floatArcDash and gap of the arc (pixels).
Arc Gap (ArcGap)floatArc
Arc Partial (ArcPartial)FRSEUIColorArc
Arc Thickness (ArcThickness)floatArc
Projectile Arc (bProjectileArc)boolArcProjectiles (ranged abilities that need a line of sight) show a subtle dashed arc from the user to the target.
Direct Arc Rise (DirectArcRise)floatArcRise of the arc of a straight shot (cm; lobbed attacks use their own arc height).
Body Font Size (BodyFontSize)int32Card
Card Background (CardBackground)FRSEUIColorCard
Card Offset (CardOffset)floatCardThe card stands this far to the right of the target's head on screen (pixels).
Card Subtle (CardSubtle)FRSEUIColorCard
Card Text (CardText)FRSEUIColorCard
Card Width (CardWidth)floatCard--- Card at the target ---
Damage Color (DamageColor)FRSEUIColorCard
Heal Color (HealColor)FRSEUIColorCard
HPBack (HPBack)FRSEUIColorCard
HPFill (HPFill)FRSEUIColorCard
HPGain (HPGain)FRSEUIColorCard
HPLoss (HPLoss)FRSEUIColorCardThe part of the HP bar the hit would take (or the heal would add).
Reason Color (ReasonColor)FRSEUIColorCardThe reason a target cannot be aimed at (out of range, no line of sight).
Title Font Size (TitleFontSize)int32Card
Ally Watch Color (AllyWatchColor)FRSEUIColorOverwatch
Enemy Watch Color (EnemyWatchColor)FRSEUIColorOverwatchRings of the units on Overwatch at their watch range (enemies' while you choose where to walk) and the label over them.
Watch Callout (WatchCallout)FTextOverwatch
Watch Label (WatchLabel)FTextOverwatch"Overwatch" over a watching unit, and the callout when it goes on watch. Empty = the built-in texts.
Watch Ring Thickness (WatchRingThickness)floatOverwatch
Gamepad Key Hints (GamepadKeyHints)FTextPrompt
Key Hints (KeyHints)FTextPromptKey hints under the prompt (keyboard and mouse; gamepad). Empty = the built-in texts.
Prompt Font Size (PromptFontSize)int32Prompt
Prompt Top (PromptTop)floatPromptThe prompt over the field while aiming (title and key hints), this far below the top of the screen (pixels).
Candidate Opacity (CandidateOpacity)floatRingsOpacity of a valid candidate that is not chosen.
Dimmed Color (DimmedColor)FRSEUIColorRingsA unit that cannot be aimed at (out of range, hidden): its ring and reason in this color and opacity.
Dimmed Opacity (DimmedOpacity)floatRings
Marker Height (MarkerHeight)floatRings
Marker Size (MarkerSize)floatRingsThe marker over the chosen unit's head (pixels; 0 = none) and its height above the feet (cm).
Pulse Amount (PulseAmount)floatRings
Pulse Speed (PulseSpeed)floatRingsThe chosen ring breathes (cycles per second; 0 = still) by this fraction of its radius.
Ring Min Radius (RingMinRadius)floatRings
Ring Radius Scale (RingRadiusScale)floatRingsA ring's radius around a unit: its footprint times this (cm), at least Ring Min Radius.
Ring Segments (RingSegments)int32RingsPoints of a ring (smoother = more).
Ring Thickness (RingThickness)floatRingsLine width of a candidate's ring and of the chosen one's (pixels).
Selected Ring Thickness (SelectedRingThickness)floatRings
Compact Below Height (CompactBelowHeight)floatSmall ScreensOn screens at most this tall (pixels; the Steam Deck is 800), texts and lines grow by Compact Scale.
Compact Scale (CompactScale)floatSmall Screens
Hostile (Hostile)FRSETargetingThemeThemesAttacks and debuffs on enemies.
Self (Self)FRSETargetingThemeThemesAbilities used on the user alone (a stance, Overwatch).
Support (Support)FRSETargetingThemeThemesHeals 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).

PropertyTypeCategoryDescription
Offers Respec (bOffersRespec)boolRespecThis teacher resets a character's points (used when Respec Mode is NPC; also offered in other modes).
Respec Money (RespecMoney)int32Respec
Greeting (Greeting)FTextTeacherLine 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.

PropertyTypeCategoryDescription
Presets (Presets)TArray<FRSEBattleLaunchPreset>LaunchBattle setups the launcher offers in this room.
Needs Network (bNeedsNetwork)boolRoomThe room needs more than one player (a listen server and a client): the single-process smoke test skips it.
Description (Description)FTextRoomWhat the room shows and what its smoke test proves (one or two sentences, for the menu tooltip and the docs).
Map (Map)TSoftObjectPtr<UWorld>RoomThe room's map.
Room Id (RoomId)FNameRoomStable 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 TestThe 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)floatSmoke TestSeconds 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.

PropertyTypeCategoryDescription
Color (Color)FLinearColorPresentationTint of the default zone look (when Visual is empty).
Visual (Visual)TSoftObjectPtr<URSEFieldVisualBase>PresentationHow the zone looks (soft; RSE's field visual asset). Empty = the Tactics presentation's default zone look.
Hidden from Enemies (bHiddenFromEnemies)boolZoneOnly the creator's side sees it (traps). The presentation hides it from the others.
Slippery (bSlippery)boolZoneSlippery (ice): a unit ending its move here slides one more tile; knockbacks slide further (Ability Toolkit: Max Slide Tiles).
Trap (bTrap)boolZoneA trap: fires once, on the first unit that enters it and passes TriggerFilter, stops that unit's move, then disappears.
Duration Turns (DurationTurns)int32ZoneTurns 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> >ZoneApplied once per move to a unit entering the zone (walking, pushed, landing), if it passes TriggerFilter.
Effects on Turn Start (EffectsOnTurnStart)TArray<TObjectPtr<URSEAbilityEffect> >ZoneApplied to a unit that starts its turn inside the zone, if it passes TriggerFilter.
Extra Move Cost (ExtraMoveCost)int32ZoneExtra Action Points to walk into a tile of the zone (mud, thorns).
Power Multiplier (PowerMultiplier)floatZonePower of the zone's effects (like an ability's power multiplier).
Removes Zones (RemovesZones)FGameplayTagContainerZoneCreating this zone removes zones with these tags on the same tiles (fire melts ice).
Trigger Filter (TriggerFilter)ERSETargetFilterZoneWho the zone's effects touch, relative to its creator (Enemies: a trap never catches its owner's side).
Zone Tag (ZoneTag)FGameplayTagZoneIdentifies 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.

PropertyTypeCategoryDescription
Max EV100 (MaxEV100)floatExposure
Min EV100 (MinEV100)floatExposureEye adaptation range (EV100): the night never adapts brighter than MinEV100, so it stays night.
Keys (Keys)TArray<FRSESkyKey>KeysHour keys, in any order (sorted when used). At least one.
Horizon Fade Degrees (HorizonFadeDegrees)floatSun & MoonThe sun / moon light fades in over this many degrees above the horizon.
Max Moon Elevation (MaxMoonElevation)floatSun & MoonMoon height in the middle of the night (degrees).
Max Sun Elevation (MaxSunElevation)floatSun & MoonSun height at midday (degrees).
Min Moon Light Elevation (MinMoonLightElevation)floatSun & MoonThe moon light never comes lower than this (long night shadows stay readable).
Moon Disc Brightness (MoonDiscBrightness)floatSun & MoonBrightness of the moon disc.
Moon Disc Scale (MoonDiscScale)floatSun & MoonSize of the moon disc in the sky (multiplies the light's source angle).
Sunrise Hour (SunriseHour)floatSun & MoonThe sun rises (crosses the horizon) at this hour.
Sunrise Yaw (SunriseYaw)floatSun & MoonWorld yaw of the sunrise (degrees). The sun crosses to the opposite side by sunset.
Sunset Hour (SunsetHour)floatSun & MoonThe 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).

PropertyTypeCategoryDescription
Context (Context)ERSETouchContextLayoutThe 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)FTextLayoutThe 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.

PropertyTypeCategoryDescription
Battle Effects (BattleEffects)TArray<TObjectPtr<URSEAbilityEffect> >BattleExtra 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)boolBattleThe unit stops on the trap when it goes off (its walk ends there).
Area Radius (AreaRadius)floatEffectIt 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)FRSETrapDamageEffect--- When it goes off ---
Disarm Effects (DisarmEffects)FRSEEffectListEffectEffects on disarm (salvaged parts: Give Item).
Noise Radius (NoiseRadius)floatEffectVisible enemies within this distance hear it and come running (cm; 0 = silent).
Status Chance (StatusChance)floatEffectChance of each status (percent).
Statuses (Statuses)TArray<TObjectPtr<URSEStatusData> >EffectStatuses it tries to give (lasting ones stay after battles, D-025).
Trigger Effects (TriggerEffects)FRSEEffectListEffectStory effects when it goes off in exploration (an alarm flag, a door slamming shut).
Spotted Text (SpottedText)FTextTextsShown when a member spots it ("{Member} spotted a {Trap}."). Empty = Exploration RPG UI default.
Triggered Text (TriggeredText)FTextTextsShown when it goes off ("Click! Arrows fly from the wall."). Empty = the default.
Failure Triggers (bFailureTriggers)boolTrapA failed disarm sets it off (off = the attempt only fails and may be tried again).
Consumed Per Attempt (ConsumedPerAttempt)TArray<TObjectPtr<URSEItemData> >TrapItems used up by each disarm attempt (a spare wire). Empty = nothing is used.
Detect Difficulty (DetectDifficulty)floatTrapPerception needed to spot it (passive: a member whose score reaches it sees it).
Disarm Difficulty (DisarmDifficulty)floatTrapDisarm score at which the chance is Exploration RPG -> Chance At Equal Score.
Disarm Requirements (DisarmRequirements)FRSEExploreRequirementsTrapWho may try to disarm it.
Kind (Kind)FGameplayTagTrapWhat kind of trap it is (Trap.PressurePlate, Trap.Tripwire...): the world actor picks its look by it.
Rearm Seconds (RearmSeconds)floatTrapIt 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.

PropertyTypeCategoryDescription
Conditions (Conditions)FRSEConditionSetAvailabilityTravel there only while these pass (a discovered place may be closed by the story). Empty = always.
Area (Area)TSoftObjectPtr<URSEAreaData>DestinationThe area the party arrives in (its map is opened). Being in this area means "you are here".
Arrival Point (ArrivalPoint)FNameDestinationARSEArrivalPoint id on the area's map. None = the area's default arrival point.
Description (Description)FTextDestinationShown in the world map details.
Discovered by Default (bDiscoveredByDefault)boolDiscoveryKnown from the start (the home town).
Discover on Visit (bDiscoverOnVisit)boolDiscoveryDiscovered the first time the player is in Area (travel, load or walking in).
Discovery Flag (DiscoveryFlag)FGameplayTagDiscoveryAlso discovered while this story flag is set (Set Flag effect in a dialog, a map bought in a shop...).
Map Position (MapPosition)FVector2DWorld MapMarker position on the world map, normalized (0,0 = top left, 1,1 = bottom right).
Sort Order (SortOrder)int32World MapOrder 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.

PropertyTypeCategoryDescription
Kind Tag (KindTag)FGameplayTagKindIdentity for conditions, statistics and UI (Traversal.Kind.*).
Prompt Backward (PromptBackward)FTextKindPrompt at the end point, for links taken back ("Climb down"). Empty = Prompt Forward.
Prompt Forward (PromptForward)FTextKindPrompt at the start end ("Climb up", "Jump", "Swim").
Allow Save (bAllowSave)boolRulesSaving 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)FGameplayTagContainerWhoUnits or characters with any of these tags may not (heavy armor that sinks, a status that roots).
Required Tags (RequiredTags)FGameplayTagContainerWhoOnly 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.

PropertyTypeCategoryDescription
Backward Anims (BackwardAnims)FRSETraversalLinkAnimsAnimationAnimations when taken backward (end to start). Empty slots use the forward ones.
Forward Anims (ForwardAnims)FRSETraversalLinkAnimsAnimationAnimations when taken forward (start to end).
AIUses (bAIUses)boolBattleThe AI may route through it (off: only players use it, a secret passage).
Battle Cost Multiplier (BattleCostMultiplier)floatBattleMovement cost per meter of the link's 3D length (at least 1: never cheaper than walking the same ground).
Battle Extra Cost (BattleExtraCost)floatBattleMeters of movement added to every use (getting on and off).
Usable in Battle (bUsableInBattle)boolBattleThe link exists in Free Tactics battles (a nav link with a movement cost).
Face Movement (bFaceMovement)boolMotionThe 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)floatMotionSeconds spent getting off after the motion ends.
Motion (Motion)TObjectPtr<URSETraversalMotion>MotionHow the body moves along the link's points (along the path for a ladder, an arc for a jump).
Mount Seconds (MountSeconds)floatMotionSeconds spent getting on before the motion starts (the mount animation plays meanwhile).
Speed (Speed)floatMotionSpeed along the motion (meters per second), in exploration and in battle playback.
Bidirectional by Default (bBidirectionalByDefault)boolRulesTaken both ways unless the placed actor says otherwise (a drop or a zip-line is one way).
Followers Use (bFollowersUse)boolRulesParty 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.

PropertyTypeCategoryDescription
Anims (Anims)FRSETraversalVolumeAnimsAnimation
Allows Actions (bAllowsActions)boolBattleUnits inside may use abilities and items (off: no fighting while swimming).
Battle Cost Multiplier (BattleCostMultiplier)floatBattleMovement cost multiplier on the volume's cells (2 = swimming costs double).
Usable in Battle (bUsableInBattle)boolBattleThe volume exists in Free Tactics battles (its cells float at the surface with this kind's cost and rules).
Exit Check Distance (ExitCheckDistance)floatVolumeExploration: a bank this close ahead (meters) is climbed onto when the body moves toward it.
Exit Max Height (ExitMaxHeight)floatVolumeHighest bank (meters above the surface) a body climbs out onto, in exploration and in battle.
Exit Seconds (ExitSeconds)floatVolumeSeconds the climb out takes (exploration).
Min Depth (MinDepth)floatVolumeBelow this depth (meters of water above the ground) bodies walk (a ford), above it they swim.
Move Speed (MoveSpeed)floatVolumeExploration speed inside (meters per second).
Surface Offset (SurfaceOffset)floatVolumeHow 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).

PropertyTypeCategoryDescription
Conditions (Conditions)FRSEConditionSetTutorialOptional gate checked when the trigger happens (e.g. only after a story flag). Empty = always.
Pages (Pages)TArray<FRSETutorialPage>Tutorial
Sort Order (SortOrder)int32TutorialWhen several tutorials share a trigger, the lowest value shows first. Also the order of the Help list.
Trigger (Trigger)FGameplayTagTutorialGame 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.

PropertyTypeCategoryDescription
Ramp (Ramp)FRSEUIRampSpecColorsHow the shades S50..S900 are derived from each seed.
Roles (Roles)FRSEUIColorRolesColorsThe roles every screen uses (surfaces, borders, selection, muted text...), each derived from a seed.
Tokens (Tokens)FRSEUIColorTokensColors--- Colors ---
Vision Overrides (VisionOverrides)TMap<ERSEColorVision,FRSEUIVisionOverride>Colors|AccessibilityOptional 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)floatColors|Global ShiftRotates the hue of every token that is not hue-locked (degrees).
Lightness Scale (LightnessScale)floatColors|Global ShiftLightness of every token times this.
Saturation Scale (SaturationScale)floatColors|Global ShiftSaturation of every token times this.
Buttons (Buttons)FRSEUIControlStyleControls
Chips (Chips)FRSEUIChipStyleControls
Key Caps (KeyCaps)FRSEUIKeyCapStyleControls
Meters (Meters)FRSEUIMeterStyleControls
Rows (Rows)FRSEUIStyleRowsControls--- Controls ---
Tabs (Tabs)FRSEUIControlStyleControls
Backdrop (Backdrop)FRSEUIBackdropStyleFrames
Divider Color (DividerColor)FRSEUIColorFramesThin separator lines.
Divider Thickness (DividerThickness)floatFrames
Frames (Frames)TMap<ERSEPanelKind,FRSEUIFrameStyle>FramesThe panel looks (Window, Inset, Plate, Hud, Tooltip, Modal). A missing kind uses Window.
Plain Panel Corner Radius (PlainPanelCornerRadius)floatFramesPlain one-color panels (rounded panels of screens).
Plain Panel Outline (PlainPanelOutline)FRSEUIColorFrames
Plain Panel Outline Width (PlainPanelOutlineWidth)floatFrames
Icon Overrides (IconOverrides)TMap<FGameplayTag,TSoftObjectPtr<UTexture2D> >IconsIcons replaced by this style (by tag). Missing = the plugin's icons.
Icon Tint (IconTint)ERSEUIIconTintIcons
Description (Description)FTextIdentityOne line in the options menu and the style editor.
Style Id (StyleId)FNameIdentityStable id: the options menu and the player's saved choice refer to it.
Thumbnail (Thumbnail)TSoftObjectPtr<UTexture2D>Identity
Default Battle Menu Style (DefaultBattleMenuStyle)FNameLayoutBattle 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)FRSEUILayoutVariantsLayoutThe 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)FRSEUIMotionMotion
Sounds (Sounds)FRSEUISoundSetSounds
Typography (Typography)FRSEUITypographyTypography--- 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.

PropertyTypeCategoryDescription
Ranks (Ranks)TArray<FRSEUseGrowthRank>RanksRanks 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...).

PropertyTypeCategoryDescription
Console Variables (ConsoleVariables)TMap<FString,FString>Console VariablesConsole 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)FTextInfoWhat the style is for (shown to the designer, not to the player).
Scalar Parameters (ScalarParameters)TMap<FName,float>Material ParametersScalar 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 ParametersVector values written to the style parameter collection, e.g. OutlineColor, ShadowTint.
Post Process (PostProcess)FPostProcessSettingsPost ProcessPost-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)floatPost ProcessWeight of the whole post-process layer (0 = the style changes no post-process setting).
Post Process Materials (PostProcessMaterials)TArray<FRSEVisualStyleBlendable>Post ProcessPost-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.

PropertyTypeCategoryDescription
Holds (Holds)TArray<FRSEWeaponHold>HoldsOne entry per hold type (a missing one is generated from the reference pose).
Left Hand Bone (LeftHandBone)FNameSkeletonLeft hand bone (None = found by name). Its parent is the elbow joint of the support hand IK.
Recoil Arm Bone (RecoilArmBone)FNameSkeletonThe weapon arm bone the procedural recoil pitches up (None = Weapon Hold settings -> Recoil Arm Bone Names).
Recoil Spine Bone (RecoilSpineBone)FNameSkeletonThe bone the procedural recoil pitches back (None = Weapon Hold settings -> Recoil Spine Bone Names).
Right Hand Bone (RightHandBone)FNameSkeletonRight hand bone (None = found by name: Weapon Hold settings -> Right Hand Bone Names).
Skeleton (Skeleton)TSoftObjectPtr<USkeleton>SkeletonThe skeleton this profile is for (the settings' profile list is matched by it).
Upper Body Bone (UpperBodyBone)FNameSkeletonFirst 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)ERSEStanceReadyModeStanceD-185 addendum 2: how stance Ready clips play when their hold says Profile Default (upper body or whole body).
Disable Support Hand IKCurve (DisableSupportHandIKCurve)FNameSupport Hand IKA 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...

PropertyTypeCategoryDescription
Stance Anims (StanceAnims)TArray<FRSEWeaponStanceAnims>AnimationAnimations per stance (the light and heavy melee stances, the gun stances, the bow, the caster).
Feel (Feel)FRSEWeaponFeelFeel--- Feel ---
Aim Time (AimTime)floatFiringSeconds aiming before the first shot (without an Aim animation, a still beat).
Muzzle Flash (MuzzleFlash)TSoftObjectPtr<UNiagaraSystem>Firing--- Firing ---
Muzzle Flash Scale (MuzzleFlashScale)floatFiring
Pellets Per Shot (PelletsPerShot)int32FiringTracers per shot (shotgun pellets).
Pellet Spread (PelletSpread)floatFiringVisual spread of pellets around the target (cm at the target).
Recoil Distance (RecoilDistance)floatFiringRecoil of each shot on units without animations (cm).
Shell Eject (ShellEject)TSoftObjectPtr<UNiagaraSystem>Firing
Shot (Shot)FRSEWeaponShotVisualFiringThe tracer or projectile of each shot.
Shot Interval (ShotInterval)floatFiringSeconds between the shots of a burst.
Shots Per Attack (ShotsPerAttack)int32FiringShots per attack (a rifle burst, a pistol double tap): each fires, flies and lands with a hit reaction.
Default Impact (DefaultImpact)FRSEWeaponImpactImpactsUsed when no entry matches the surface.
Impacts (Impacts)TArray<FRSEWeaponImpact>ImpactsImpacts per surface (Surface.Flesh, Surface.Metal, Surface.Stone...); the first match wins.
Lunge Distance (LungeDistance)floatMeleeSwing length on units without animations (the procedural lunge, cm).
Melee Trail (MeleeTrail)TSoftObjectPtr<UNiagaraSystem>MeleeThe ribbon on the blade during a swing.
Swing Impact Time (SwingImpactTime)floatMeleeSeconds from the swing's start to the hit (units without hit-frame notifies).
Trail Seconds (TrailSeconds)floatMeleeSeconds the trail lasts (the swing).
Muzzle Offset (MuzzleOffset)FVectorSocketsThe muzzle in the weapon mesh's space (cm), when it has no socket (the classifier measures it). Zero = the measured tip.
Muzzle Socket (MuzzleSocket)FNameSocketsSocket of the weapon mesh where shots leave (missing = Muzzle Offset, else the mesh's measured tip).
Shell Eject Offset (ShellEjectOffset)FVectorSockets
Shell Eject Socket (ShellEjectSocket)FNameSocketsSocket where spent shells leave (missing = Shell Eject Offset, else the muzzle).
Trail End Socket (TrailEndSocket)FNameSockets
Trail Start Socket (TrailStartSocket)FNameSocketsMelee 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)FRSEWeaponGripWeaponD-185: how the weapon is held (hold type, grip and support points).
Stance (Stance)ERSEWeaponStanceWeaponThe stance its attacks use (Auto = from the kind).
Weapon Kind (WeaponKind)ERSEWeaponKindWeapon
Weapon Mesh (WeaponMesh)TSoftObjectPtr<UObject>WeaponThe 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.

PropertyTypeCategoryDescription
Entries (Entries)TArray<FRSEWeatherTableEntry>Weather
Initial Weather (InitialWeather)FGameplayTagWeatherThe weather of a new game (or when this table starts and the current weather is not in it). Empty = a roll.
Repeat Weight (RepeatWeight)floatWeatherWeight 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...

PropertyTypeCategoryDescription
Max Hours (MaxHours)floatDuration
Min Hours (MinHours)floatDurationHow long it lasts once it starts, in game hours (random in the range; a weather table entry can override).
Transition Seconds (TransitionSeconds)floatDurationReal seconds this weather takes to come in (the previous one fades out meanwhile).
Lightning (Lightning)FRSEWeatherLightningLook
Look (Look)FRSEWeatherLookLook
Ambient Loop (AmbientLoop)TSoftObjectPtr<USoundBase>PresentationLooping ambience (rain, wind), faded with the weather (SFX channel of the Audio settings).
Ambient Volume (AmbientVolume)floatPresentation
Particles (Particles)TSoftObjectPtr<UObject>PresentationCamera-attached precipitation (a Niagara system), for High and Epic quality.
Particles Low (ParticlesLow)TSoftObjectPtr<UObject>PresentationCheaper precipitation for Low / Medium effects quality (Steam Deck). Empty = Particles.
Thunder Sounds (ThunderSounds)TArray<TSoftObjectPtr<USoundBase> >PresentationThunder claps (one is picked per strike).
Thunder Volume (ThunderVolume)floatPresentation
Icon (Icon)TSoftObjectPtr<UTexture2D>WeatherHUD / menu icon (optional).
Weather (Weather)FGameplayTagWeatherThe weather's id (Weather.Rain, Weather.Rain.Storm, a project's Weather.Sandstorm...).