Cells shaded amber differ from the imported baseline. Export writes Unreal's DataTable CSV layout (--- header, values quoted with 6 decimals) so it re-imports into DT_EnemyAttributes as-is.
Matrix: attributes down, item-type pools across, each cell = tier ranges. Tiers ascend since 2026-09-14: T1 is the worst range, the highest tier the best (Hone moves a modifier one tier up). Amber = differs from the imported file; "+" adds the attribute to that pool (copying its tiers from another pool). Export writes the exact layout of the DA's ExportToCSV, so Import From CSV on DA_ItemBonusAttributePools rebuilds the pools from it.
Codex fields and the per-ability modifier pool of every DA_Ability_* asset. Sending writes only the assets whose data changed (each checked out and verified by the plugin). Texts marked 🔗 are bound to string tables; typing a new value replaces the binding with plain text.
Drop rates = the item drop chain under ItemsData/DropPools (pools → rarity lists → item lists, the game's roll maps) plus the crafting-material drops of DA_CraftingConfig; Crafting costs = the cost, endurance, salvage, critical and rule settings of DA_CraftingConfig. Names, help texts and modifier families round-trip untouched.
DA_LevelUpData: which abilities the level-up screen may offer and when, the display names of the Abilities.Modifier.* tags on the cards, and the rarity roll thresholds.
The Passive Tree Designer runs inside this tab unchanged, with the same autosaves as PassiveTreeDesigner/index.html when both open from the same place. Sending goes through the Unreal bridge; the plugin resolves the DataAsset by the tree's class tag. New node tags need a C++ build before they import (the result says so).