> For the complete documentation index, see [llms.txt](https://dante-3.gitbook.io/dante-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dante-3.gitbook.io/dante-docs/modular-experience-system/modular-experience-definition.md).

# Modular Experience Definition

`UModularExperienceDefinition` — **Primary Data Asset** that defines a gameplay experience.

<figure><img src="https://4216330531-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FYsGXprPiDJ68FN8HnOaN%2Fuploads%2F5yDyovLHxbz00v7XDOlL%2Fimage.png?alt=media&amp;token=ba7ddd15-8a85-4e7e-a4cf-82d6c5871427" alt=""><figcaption></figcaption></figure>

## Overview

Experience Definition is a **data-driven configuration** that determines how a map is played. Which pawn spawns, which HUD is displayed, which components are added — all of this is determined by the `GameFeatureAction` list defined on this asset.

```cpp
UCLASS(BlueprintType, DisplayName = "Modular Experience Definition")
class UModularExperienceDefinition : public UPrimaryDataAsset
```
