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Research: GATEPal UI, Inventory UI, and Story Chapters

Date: 2026-06-11. Sources: game paks via CUE4Parse (probe file tests/AbioticEditor.Tests/GatePalQuestProbeTests.cs, all 8 probes passing) and abioticfactor.wiki.gg (/wiki/GATEPal, /wiki/Inventory, /wiki/Objectives). All colors below are RRGGBB (or AARRGGBB) sRGB hex exactly as serialized in the widget blueprints. Texture paths are game refs usable with ExtractTextureByGameRef (append .uasset for raw pak keys).


1. GATEPal (in-game journal/PDA) UI structure

What the GATEPal actually is in-game

The handheld GATEPal item opens the Journal tab of the pause/inventory screen. The whole experience is one widget: AbioticFactor/Content/Blueprints/Widgets/Journal/W_Player_Journal_Main (embedded as page "Panel_Journal" of W_PlayerInventory_Main; the nav-bar tab icon is Textures/GUI/Icons/icon_pda). It is not green-on-dark: the PDA screen is a light paper page with near-black ink, dark-green/teal accents, and a cyan title floating on the dark blurred backdrop above the page.

Frame & chrome (W_Player_Journal_Main, 1920x1080 design canvas)

RegionWidgetDetails
Page backgroundJournalPageBG ImageTextures/GUI/Journal/journal_pda_bg (1301x909) at offset (87,130), tint EAEAEA - the rounded PDA "screen" panel
CRT noise overlayJournalNoiseLayer ImageTextures/GUI/Journal/journal_pda_noiselayer, same rect, 75% opacity, tint EAEAEA - gives the screen its grain
TitleTitleMain TextBlock"JOURNAL", Poppins-Black 56, color 8CFFFB (cyan), top-left (116,4) - sits on the dark backdrop above the page
SubtitleSubTitle_RecipeTypeText"YOUR FINDINGS", TeX Gyre Adventor, C6C8C8
Date/status bary≈199–240 on the pageWeekday letters S M T W T F S (Poppins-Black 20; current day 4B7667 dark green, others ink 101010); underline strip journal_pda_datebar_<monday..sunday> (1155x36, tint 101010) - one texture per weekday with the highlight baked in; Text_Date "Mar 7, 93" in 4B7667; Text_Clock "7:00 am" right side (x≈1215) ink 101010, TeX Gyre Adventor 20
Back buttonBackButton CheckBoxleft edge (48,251), rounded box, border color 77CEC8, glyph Textures/GUI/Icons/icon_arrow_left
Content areaJournalWidgetSwitcher(114,144)–(1799,922) inside the page

Pages of JournalWidgetSwitcher (the GATEPal's "apps" at the top level): 0. Emails_Main (W_Player_Emails_Main_C)

  1. Compendium_Main (entry list + article view)
  2. JournalCanvasPanel - per-sector Notes page (sector icon 78px from Textures/GUI/SectorIcons/icon_*_128, big sector title Poppins-Black 28, horizontal rule 101010, scrolling note entries left, up to 5 W_Player_Journal_MapCard_C map cards right)
  3. JournalMapCanvas - Facility map page (see below; this is where the quest text lives)
  4. W_Compendium_Index - the app grid (see below)
  5. W_Compendium_FishDatabase
  6. W_Compendium_SoupRecipes
  7. W_Compendium_ChemistryRecipes
  8. W_Compendium_Distillations

The app grid (W_Compendium_Index) - the "GATEPal home screen"

  • Dark rounded panel BG: RoundedBox, corner radius 45, color CC272727 (charcoal at 80% alpha) centered on the page (offsets L371/T380).
  • LOGO image above the grid: Textures/GUI/Compendium/T_Compendium_Title tinted 9A999A.
  • UniformGridPanel of 10 app tiles (W_Compendium_Index_Button_C), each tile = 145x145 icon Button + uppercase label below (TeX Gyre Adventor 18, color 9A999A, ToUpper transform). Button tint states: normal CCFFFFFF, hover FFFFFF, pressed 9D9D9D; click sound os_mouse_click. Unread-content badge: 18px dot Textures/GUI/Wristwatch/icon_wristwatch_dot tinted F89A4F (orange), top-right of tile, flicker animation.

App tiles (grid row/col from UniformGridSlot; fine position nudged via RenderTransform; matches the wiki's app list):

LabelGrid (row,col)Icon texture (/Game/Textures/GUI/Compendium/...)
SOUP RECIPES0,0T_Compendium_Soups
E-MAIL0,1T_Compendium_Email
ENTITIES0,2T_Compendium_Entities
LOCATIONS0,3T_Compendium_Locations
CHEMISTRY0,4T_Compendium_Chemistry
REGISTRY1,1T_Compendium_Registry
PEOPLE1,2T_Compendium_People
THEORIES1,3T_Compendium_Theories
DISTILLATIONS1,4T_Compendium_Distillation
FISH2,0T_Compendium_Fish

(Also available: T_Compendium_NoSoup, T_Compendium_Border - the article image frame - and ~200 Entries/T_Compendium_<Subject> 512x512 article illustrations.)

Compendium content view (W_Compendium_Main + Entry/Section)

  • Left column (x45, ~235 wide): ListView_CompEntries of W_Compendium_Entry rows over a 50%-black image strip. Each row is 234x38: title (TeX Gyre Adventor 12, ink 101010), italic subtitle + "0 / 1" section count (10pt), white Border underline; row highlight CheckBox whose checked color is F89A4F (orange); unread badge ring itemslot_rounded_bg_nodepth tinted F89A4F.
  • Header: CompendiumTitleText "{COMP_TITLE}" Poppins-Black, ink 000000, centered over the content column.
  • Right column (281–1640): Scrollbox_CompContent of W_Compendium_Section blocks - a 0.65/0.55 two-column HorizontalBox: body text left (TeX Gyre Adventor 14, ink 101010), image right (512x512 entry texture inside T_Compendium_Border frame tinted 000000, optional resistance/weakness icon row above).

E-mail app (W_Player_Emails_Main)

Header "E-MAIL ARCHIVE" (Poppins-Black, 000000); left scroll list of email entries (x45, ~205 wide); right reading pane (x259, ~890 wide) with body text TeX Gyre Adventor 15 ink 000000; faint GATE logo watermark (Textures/Decals/T_Signage_Gate_02, 10% opacity, tint 212121) behind the text; bottom attachments bar (black image strip + HBOX_Attachments, placeholder "NO ATTACHMENTS" in 4B7667); full-screen attachment viewer overlay.

Facility map page (JournalMapCanvas) - quest display lives here

  • FacilityBGMap: Textures/GUI/Journal/journal_facilityshadow_6_bg (1024x1024) tinted 101010 - the facility silhouette drawn as ink on the paper page (variants journal_facilityshadow_bg ... _6_bg exist for the sector-unlock stages; pairs with NumberOfAreasUnlocked below).
  • Dozens of W_Player_JournalSectorTab_C pins: sector tabs (Office, MF, Labs, Security, Dam, Plant, Residence...), portal-world tabs (V_Flathill_Tab, V_AnteverseA/B/C, V_Voussoir_Tab, V_Canaan, ...) and trader pins (Trader_Warren, Trader_Blacksmith, dispensers...).
  • Quest panel top-right (x701..1194, y106): Quest_text (TeX Gyre Adventor 18) + Quest_description (14), ink 101010 - the in-game "current chapter" text driven by story progression.
  • Compendium launcher button top-left: icon_journal_lowbit tinted DDFFF2 on CC272727; waypoint mode dropdown; pin counter + icon_pin; corpse waypoint clear button (icon_sadskull).

Palette / typography cheat-sheet for the XAML rework

TokenValueUsed for
PaperEAEAEAPDA page bg tint
Ink101010All on-page text/map silhouette
PDA green4B7667Active weekday, date, secondary labels
Teal chrome77CEC8Back button border
Cyan accent8CFFFB"JOURNAL" title, active nav icons
Icon teal (inactive)4D7F78Nav-bar tab icons
Charcoal panelCC272727App-grid panel, compendium launcher
Tile gray9A999AApp labels, compendium logo
Unread orangeF89A4FUnread dots, selected entry highlight
Warning redFD7070"no maps" text, close buttons
FontsPoppins Black / TeX Gyre Adventorheadings / body (both free fonts)

2. In-game inventory UI structure

Main widget: AbioticFactor/Content/Blueprints/Widgets/Inventory/W_PlayerInventory_Main (1920x1080 ScaleBox). Backdrop = BGBlurClickBlocker BackgroundBlur over the 3D world + BG_BlueTint (tint 08FDE3 at 14% opacity) - the signature blue-teal wash. Close button top-right (icon_arrow_left tinted FD7070).

Top-level layout

  • Nav bar (W_Inventory_NavBar), anchored top-right, 732x129, bg Textures/GUI/Inventory/Inventory_NavBar at 43% opacity. Toggle tabs (left->right): Crafting icon_crafting, Health icon_health_status, Skills Icons/icon_skills, Journal Icons/icon_pda (+ notify dot BuffIcons/buff_circle_pale), Backpack icon_backpack_inverse. Inactive icons 4D7F78, active 8CFFFB; flanked by Q/E keybind chips and icon_uparrow arrow buttons tinted 8CFFFB.
  • Page switcher WS_Primary: Panel_Primary (inventory), Panel_Crafting, Panel_Journal (hosts W_Player_Journal_Main - the GATEPal), Panel_Skills, Panel_Health, Panel_TraderScreen.
  • Hotbar W_PlayerHUD_Hotbar bottom-center (slots 1-8, fanny pack adds 9/0; wiki: hotbar items weigh 75% of normal).
  • W_SplitStackMenu overlay; crafting reward popup; generic drop area strip bottom-center ("drop item here").

Panel_Primary (the inventory page proper)

RegionPositionContents
Paper doll (left)glow image at (153,151) 413x691Inventory_CharacterBGGlow tinted 9CF6FF behind the live 3D character (W_Inventory_3DCharacter); W_Inventory_EquipSlots overlays the equipment slots around it (slot indices documented in research-transmog-appearance.md)
Backpack panel (center)(684,36), 592 wideW_Inventory_PlayerBackpack (below)
Right panel(1342,132), 564x806WS_PrimaryRightPanel switcher: Container / ArmorStand / RepairArea / Transmog / UpgradeBench; behind it Inventory_TestTube_Colored (512x1024) at 13.6% opacity

Backpack panel anatomy (W_Inventory_PlayerBackpack)

  • Header "POCKETS" - Poppins-Black, color 71C5F6 (the inventory's light blue).
  • Pane background CharacterPaneBG: RoundedBox tint 306481 at 35% opacity, 3px outline 5292B7, corner radii (0,25,25,0).
  • Row 2: W_InventoryWeight weight bar (below) + MoneyText "MONEY: ${0}" and WeightNumberText "12 / 30" (TeX Gyre Adventor 15, 71C5F6).
  • Sort button: 9-slice Inventory_Button bg (BackgroundColor 5292B7) with Icons/icon_resources glyph tinted 71C5F6, tooltip "SORT".
  • Grid: ScrollBox at (16,136) 573x640 containing W_BackpackGrid (W_InventoryGrid_C of W_InventoryItemSlot_C; base 12 "pocket" slots, expanded by equipped backpack per wiki).
  • Backpack equip slot (84px, top-left of panel) + its transmog toggle button.
  • Bottom: W_ButtonPromptHelperBar (contextual key prompts).

Weight bar (W_InventoryWeight)

311x14 rounded ProgressBar pair: WeightBar (white fill) + overlaid CurrentItemWeightBar whose fill texture is Textures/WallTrim/T_WallTrim_WarningStripe_Orange (hazard stripes = weight of the hovered/selected item). Threshold markers Icons/icon_encumbrancemarker: "heavy" tick tinted FFE563 (~53% along), "encumbered" tick tinted FF7979 (~114px); scale icon icon_weight tinted 71C5F6 at the right end.

Item tooltip anatomy (W_InventoryItemSlot_Tooltip)

Border CC000000 (80% black), 10px padding, vertical stack in this order (everything TeX Gyre Adventor unless noted; hidden rows collapse):

  1. Item name - Poppins-Black 12, 8CFFFB
  2. Description - 12, A7A7A7
  3. Buff list (BuffApply_VBox)
  4. Weight - 10, C8C8C8
  5. 1.5px dividers - 65817F
  6. Equip-slot/tag type - 10, 80B4B3
  7. Flavor text - italic 10, 8CFFFB
  8. Stat block (12pt, gray C8C8C8 for damage/armor/capacity/hunger/thirst/ fatigue/durability) with color-coded special rows: cold resist 0080F2 + icon_snowflake, heat resist FF5F00 + icon_fire, cooking/soup FF9F52, fishing/liquid/coating 449CC8, craftable 71FF75 + skill icon, plantable 71FF75, paintable AD7BFF, upgrade available 3D6BFF + icon_upgradearrow, broken FD7070 + icon_break, radioactive FFEA19 warn / 00FF21 food + icon_radioactive_color / icon_radiation
  9. Salvage note - 10, A5A5A5 ("CAN BE SCRAPPED AT REPAIR BENCH")

Wiki cross-check (/wiki/Inventory): 12 base pocket slots, hotbar 1-8 (+9/0 with fanny pack, 75% weight in hotbar), armor/gear panel left with character preview, containers use an orange panel with F/Q/R quick actions, death drops main inventory only (corpse bag) while gear+hotbar are kept.

Extractable inventory chrome textures (/Game/Textures/GUI/...)

Inventory/Inventory_NavBar, Inventory/Inventory_Button, Inventory/Inventory_CharacterBGGlow, Inventory/Inventory_TestTube_Colored, Inventory/Inventory_SkillPip_{Active,Disabled,Empty,Fill}, Inventory/T_ItemUpgrade_BG(_Em), Inventory/T_Repair_Salvage_BG, Inventory/crafting_warning_bg, Inventory/EquipSpeed_Weight* (analog scale parts), icon_weight, Icons/icon_encumbrancemarker, Icons/icon_resources, icon_crafting, icon_health_status, Icons/icon_skills, Icons/icon_pda, icon_backpack_inverse, icon_uparrow, plus the empty-slot glyphs already catalogued in research-transmog-appearance.md.


3. Story chapters (DT_StoryProgression, 37 rows)

Source of truth: AbioticFactor/Content/Blueprints/DataTables/DT_StoryProgression (full dump in Probe5). Columns per row - there is no description text in the table; the player-facing wording below is synthesized from the wiki's Objectives page and flag names:

  • WorldFlag_2_* (DataTableRowHandle) - the WorldFlag that, once present in a region save's WorldFlags array, advances WorldSave_MetaData.StoryProgressionRow to this row.
  • StoryImage_18_* (SoftObjectPath) - /Game/Textures/GUI/ServerBrowser/map_* chapter card art (great for the quest UI; e.g. map_office1, map_dflabs).
  • DisplayText_17_* (FText) - the region/sector heading shown in-game.
  • NumberOfAreasUnlocked_16_* (int) - drives map silhouette stage / unlock count.

The save's StoryProgressionRow stores the row name (e.g. MFBlacksmith). Index = position below (0-based, row order).

#RowRegion (DisplayText)Trigger WorldFlagCard artAreasPlayer-facing description
0OfficeThe Office SectorOffice_NewGameStartedmap_office11Containment breach day. You wake up in the Office Sector, scavenge your first tools, let Dr. Jager into the cafeteria and report to sector security officer Warren.
1Office2The Office SectorOffice_InformationFoundmap_office22You've learned the only way out is through Manufacturing - but a forklift holding the blast door needs Power Cells. Grayson points you to the energy research team.
2Office3The Office SectorOffice_ThirdFloorReachedmap_office34You reach the Office Sector's third floor and convince Archie Roberts (or Regal) to open Silo 3, where the Power Cells were taken.
3FlathillThe Office SectorOffice_Silo3Openedmap_office35Silo 3 is open. All signs point through the portal inside: step into Flathill, a fog-drowned suburban anomaly, to recover Power Cells.
4PostFlathillThe Office SectorFog_Completedmap_office35You survived Flathill and can now farm Power Cells there. Power the forklift and raise the blast door into Manufacturing.
5MFManufacturing WestMF_ManufacturingOpenmap_MFStart6Manufacturing West is open. Somewhere in this sector is a tunnel to the surface - explore and find your way out.
6MFBlacksmithManufacturing WestMF_MetBlacksmithmap_MFStart6You meet the Blacksmith (Varsha), who knows the sector: the Surface Tunnel is the main heavy-traffic route out.
7MFMinesManufacturing WestMFMines_Enteredmap_MFStart7The Surface Tunnel is blocked. You descend into the mines beneath Manufacturing to find Frake, who may know another way.
8MFFrakeManufacturing WestMF_MetFrakemap_MFStart8You found Frake. The plan: get the Blacksmith's help forging parts to repair the sector's three electron pumps.
9MFTrainManufacturing WestMF_OpenTrainStationmap_MFStart9The train station is open, connecting Manufacturing's far reaches while you gather pump materials.
10MFPumpsFixedManufacturing WestMF_PumpsFixedmap_MFStart9All three electron pumps (yellow, green, red) are repaired. Time to activate the Synchrotron and overload it to blast an exit.
11PensCascade LaboratoriesMF_ExitOpenedmap_labs10The synchrotron overload opened the way out of Manufacturing. You emerge into Cascade Laboratories through the holding pens.
12LabsCascade LaboratoriesLabs_MiddleProgressionmap_labs11Explore the Labs Sector for a way out; survivors suggest the Inner Wing containment blocks hold what you need.
13ContainmentCascade LaboratoriesLabs_Containment_Enteredmap_labs12You're inside the Inner Wing containment blocks - deadly experiments, turrets, and the route toward the Control Center.
14HelmholtzCascade LaboratoriesLabs_Helmholtz_Openedmap_labs13The Helmholtz Wing is open, the path to the Control Center where the security system (and its turrets) can be reset.
15TarasqueCascade LaboratoriesLABS_TurretsDeactivatedmap_labs14Via the Furniture Store anomaly you reached the Control Center and reset security - the turrets are off (and the Tarasque met).
16MycofieldsCascade LaboratoriesLABS_AnteverseBFixedmap_labs15The Anteverse 2 portal is fixed: gather chemicals in the Mycofields' "Shroom" zone to make Antethermite for the Vacuum Chamber door.
17PostLabsSecurity SectorLABS_OpenVacuumDoormap_security116The vacuum door is breached - you infiltrate the Security Sector, aiming for the Large Surface Elevator, one of the facility's most secure exits.
18SecSurfaceElevatorSecurity SectorSecurity_SurfaceElevatorEventmap_security2a17The surface elevator crashes catastrophically. Stranded, you explore Canaan for ingredients and open the remaining gates to escape the sector.
19EndSecurityHydroplantSecurity_ExitOpenedmap_dam118The Security Sector exit is open; there's only one way forward - down into the Hydroplant.
20ElectricalStationHydroplantDams_ReachedCentralmap_dam218You reach the central dam. Survivors in the Electrical Station (Jonas) can help - reactivate the station, reboot the spillway computer, and open the flow controls.
21VoussoirHydroplantVoussoir_Enteredmap_dam3b19You step through to Voussoir, the drowned cathedral anteverse reachable from the Hydroplant.
22EndDamHydroplantDams_SpillwayOpenMap_Dam420The spillway is open. The only way out of the Hydroplant is wet: ride the water down toward the Reactors.
23PowerServicesThe ReactorsPlant_EnteredPlantmap_powerservices21You enter Power Services. A massive fungal bloom blocks the way to the Reactors - you need something to kill it.
24AnteverseCThe ReactorsPlant_AnteC_Enteredmap_anteversec22You enter Anteverse C (the Far Garden) to gather what's needed for Anti-Fungal Gelatin.
25ReactorsEntryThe ReactorsPlant_ExitOpenedmap_reactorsentry23The bloom is destroyed and the way into the Reactor Sector is open - you hope that was the right thing to do.
26Reactors1LabsThe ReactorsReactors_FirstContactmap_dflabs24First contact in the Deep Field labs: Dr. Cahn explains the Gatekeeper's exit waygate needs four reactors online. Activate Dusk Reactor and report back.
27ReactorsAllThe ReactorsReactors_S1Labs_Completemap_radwaste25The S1 labs are searched (Cloud Reactor explored). Now bring Gale, Mist and Cloud Reactors online to join Dusk.
28ShadowgateThe ReactorsReactors_SG_Openedmap_shadowgate28All four reactors power the Fusion Generator's central waygate: the Shadowgate. Inside the mirrored Intrados facility, destroy the five containment devices and expel the entity.
29InqEndThe PraetoriumReactors_SG_Endmap_inq229The creature fled through a massive rift. Beyond it lies somewhere immense and old - with Hasta's guidance, enter the Praetorium (IS-0101) and locate the Sun Disk.
30ResidenceResidence SectorV_INQ_SunDiskTouchedmap_residence130The Sun Disk's gift lets you endure the cold at last: enter the frozen Residence Sector.
31Residence2Residence SectorRes_Objective1_Completemap_residence231With Abe and Janet's help the storm suppressor is fixed; the upper floor is searchable, but a frozen ice wall bars the way ahead.
32FractureResidence SectorResidence_IceWallRemovedmap_fracture132An intense heat source melted the ice wall - you push into the Fracture, hunting the Dark Lens that can get everyone out.
33BotanicalResidence SectorRes_EnteredBotanicalsmap_botanical33You enter the Botanical Gardens, the overgrown heart of the Residence Sector's upper reaches.
34DarkLensResidence SectorResidence_Wallmap_fracture234Past the wall lies the Dark Lens. Collect its fragments, face The Fallow, and open the way out of the facility at last.
35SouthIslandResidence SectorResidence_Fracture_Completemap_southisland35The Fracture is behind you: you arrive at the South Island, whose altar can supposedly take you anywhere - Dr. Cahn and Thule have thoughts.
36EndGameMain Story CompleteEndBossDefeatedmap_endgame35The Wayseeker is defeated. The end? Talk to Dr. Cahn, Janet, and the Sister of the Unlost. Main story complete.

Notes for the quest UI:

  • Chapter card art lives at /Game/Textures/GUI/ServerBrowser/map_<name> - one per chapter (some shared), ideal thumbnails for a linear quest list.
  • The in-game quest panel (Journal map page) shows only a short Quest_text/Quest_description pair - our richer per-chapter blurbs above are a superset, written from the wiki's objective texts.
  • Region grouping for the UI: Office (0–4), Manufacturing West (5–10), Cascade Laboratories (11–16), Security (17–18), Hydroplant (19–22), The Reactors (23–28), The Praetorium (29), Residence (30–35), Complete (36). Portal-world chapters (Flathill, Voussoir, AnteverseC, Shadowgate, Fracture, SouthIsland) belong to the region whose DisplayText they carry.
  • Triggers: writing the chapter's WorldFlag row name into the owning region's WorldFlags array is what the game itself keys on; StoryProgressionRow in WorldSave_MetaData.sav is the cached current row name.

Appendix: richest extractable texture sets (game refs)

  • GATEPal chrome: /Game/Textures/GUI/Journal/journal_pda_bg, journal_pda_noiselayer, journal_pda_datebar_{monday..sunday}, journal_facilityshadow_bg ... journal_facilityshadow_6_bg
  • App icons: /Game/Textures/GUI/Compendium/T_Compendium_{Soups,Email,Entities,Locations,Chemistry,Registry,People,Theories,Distillation,Fish,Title,Border,NoSoup}
  • Compendium article art: /Game/Textures/GUI/Compendium/Entries/T_Compendium_* (~200)
  • Sector icons (notes page/map): /Game/Textures/GUI/SectorIcons/icon_{office,manufacturing,labs,security,dam,plant,residence,intro,ante_a,ante_b,ante_c,canaan,fog,inq,island,mirror,night,rise,shore,signal,suomi,tile,train,wall,warehouse,alps,spacequeen}_128
  • Chapter cards: /Game/Textures/GUI/ServerBrowser/map_* (one per DT_StoryProgression row)
  • Inventory chrome: /Game/Textures/GUI/Inventory/* (see section 2), /Game/Textures/GUI/Icons/icon_pda, icon_pda_invertedalpha, /Game/Textures/GUI/Hud/UI_ItemNotify_BG_PDA
  • Misc accents: /Game/Textures/GUI/Wristwatch/icon_wristwatch_dot (unread), /Game/Textures/GUI/icon_journal_lowbit, icon_pin, icon_sadskull

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