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Guides/Modding/Create Your First UE4SS Lua Mod
Creator pathPalworld 1.0Intermediate

Create Your First UE4SS Lua Mod

Build a real UE4SS Lua mod from folder scaffold to a live hook, with game-thread safety, logging, hot reload, failure isolation, and Workshop packaging.

24 min read Researched for 1.0 Sources included

UE4SS Lua mods are a fast route from an idea to observable Palworld runtime behavior. You can inspect reflected objects, register callbacks for loaded UFunctions, log parameters, schedule work, and iterate without cooking a full Unreal project. That speed comes with responsibility: object paths, function signatures, lifetime, and thread context are part of your compatibility contract.

Build the smallest script that proves discovery and logging before touching gameplay state. Then add one hook, inspect its real parameters, and move Unreal object mutations onto the game thread when necessary. A tiny deterministic mod with a useful log is easier to maintain than a large script whose initialization order is accidental.

02Tools

Development baseline

  • Compatible Palworld UE4SS build

    Use the runtime your target Palworld revision and dependent tooling document, with console/logging enabled for development.

  • Clean mod set

    Develop with your script and only its real dependencies. Other hooks make timing and failure attribution noisy.

  • Text editor and version control

    Keep source, configuration, package manifest, test notes, and known object paths in a repository from the first working line.

  • Disposable world and save backup

    Runtime code can still mutate durable game state. Never discover side effects in the only copy of a world.

  • Fresh-log habit

    Archive the prior UE4SS.log before each reproduction so every result belongs to one script version and one launch.

03Scaffold

Create the smallest valid mod

The package identity owns a Scripts/main.lua entry point. Start with a single unmistakable log line.

ExampleLua/Scripts/main.lualua
print("[ExampleLua] main.lua loaded")
04Runtime workflow

Prove one live hook

  1. 01

    Find the reflected UFunction

    Use UE4SS discovery/dumps and community research to identify the full object path. RegisterHook requires a UFunction that exists in memory.

  2. 02

    Register after it can exist

    Place registration in the normal script lifecycle or a documented delayed path when the target class/function is not loaded at startup. Do not hide timing issues behind arbitrary long waits.

  3. 03

    Log before mutating

    Print a stable prefix and safe parameter facts first. Reproduce the event once and verify callback order and frequency in a fresh log.

  4. 04

    Respect callback parameters

    Use the official RegisterHook signature for your function type. Treat Unreal wrappers and return overrides according to the current UE4SS API rather than an old snippet.

  5. 05

    Schedule engine work safely

    When the callback or deferred task is not on the Unreal game thread, wrap object interaction in ExecuteInGameThread.

  6. 06

    Add guards and idempotence

    Check object validity, world state, and whether initialization already ran. Hooks can fire more often and at more lifecycle stages than a single test suggests.

05Pattern

Hook, observe, then schedule work

Replace the example object path with a UFunction proven in your current dump. Keep the first callback observational.

ExampleLua/Scripts/main.lualua
local function log_event(Context)
    print("[ExampleLua] Target function called")

    ExecuteInGameThread(function()
        -- Validate objects here before reading or mutating game state.
        print("[ExampleLua] Running guarded game-thread work")
    end)
end

RegisterHook("/Script/YourModule.YourClass:YourFunction", log_event)
07Debugging

Failure patterns and fixes

SymptomLikely causeBetter next test
No load lineWrong package tree, disabled mod, or runtime never loadedProve UE4SS, then Scripts/main.lua, before any hook.
Load line but no callbackWrong UFunction path, target not in memory, or event never occurredUse a current dump and reproduce the target action explicitly.
Callback crashes laterInvalid object lifetime or wrong parameter assumptionLog types/validity and remove mutations until observation is stable.
Intermittent crashThread or timing issueMove engine-object work into ExecuteInGameThread and add lifecycle guards.
Runs twiceDuplicate manual/Workshop package or repeated initializationAudit installed sources and make initialization idempotent.
08Hardening

Release-quality Lua

  • Namespaced logs

    Every message begins with a unique mod prefix and errors explain the missing path, dependency, or state.

  • Configuration validated

    Parse user settings defensively, apply defaults, and reject unsafe values without preventing the game from starting.

  • No unbounded polling

    Prefer lifecycle events or bounded retry with a stop condition; avoid per-frame object scans unless the design proves they are necessary.

  • Hook frequency measured

    Know whether a callback runs once, per object, per world, or per frame before doing allocations, file I/O, or logs inside it.

  • Removal documented

    State whether the script writes save state and how users should disable it safely.

  • Clean-runtime test passed

    Install the final package as a user would, with only declared dependencies, instead of shipping the development tree by accident.

09Distribution

Package for the official loader

A Workshop-ready Lua package keeps Info.json at the package root and points a Lua InstallRule at the Lua content directory. The loader deploys it under the UE4SS Mods tree using PackageName as the destination identity. Declare the UE4SS core PackageName in Dependencies rather than instructing users to find an arbitrary runtime themselves.

Increment the manifest Version for every published update, choose a stable alphanumeric PackageName early, and test the installed package after the uploader stages it. Development success from a manual folder does not prove the final archive has the same shape.

10Continue

Finish the creator workflow

11Verification

Research sources

The claims in this guide were checked against these current references. Primary sources are marked first.

FAQ

Frequently asked questions

Why does RegisterHook never fire?

Confirm the full reflected UFunction path in a dump from the current game build, ensure the function exists in memory when registered, and reproduce the actual event. A script load line proves only that main.lua ran.

When should I use ExecuteInGameThread?

Use it when work may run outside the Unreal game thread and interacts with engine objects or game state. Keep guards inside the scheduled callback because objects can become invalid before it executes.

Can I hot reload every Lua change?

UE4SS development workflows can speed iteration, but hooks, persistent globals, and game state may survive or register twice depending on the reload path. A clean process restart remains the release test.

How do I make my Lua mod a Workshop dependency?

Package it with a root Info.json, a Lua InstallRule, a stable PackageName and Version, plus the correct UE4SS PackageName in Dependencies. Validate and test the uploader-created package rather than only your manual source folder.