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Guides/Modding/Palworld Modding Kit & LogicMods
Creator pathPalworld 1.0Advanced

Palworld Modding Kit & LogicMods

Prepare the unofficial UE5.1 skeleton project, understand its prerequisites, create a ModActor, cook a unique chunk, and test a correctly named LogicMod.

28 min read Researched for 1.0 Sources included

The Palworld Modding Kit is a community-maintained Unreal skeleton project for cooked Palworld content and LogicMods; it is not an official Pocketpair SDK. A LogicMod places Blueprint behavior in a predictable Content/Mods/<Name> identity, exposes a ModActor entry point, and cooks that content into its own nonzero chunk for UE4SS to discover.

This is the heaviest mainstream creator path. Pin the toolchain named by the kit, prove the untouched project cooks, and keep your mod content isolated from the skeleton. If a new Palworld or kit revision changes prerequisites, follow the current kit documentation rather than upgrading Unreal or Visual Studio in place and hoping the project migrates.

02Toolchain

Pinned prerequisites

ComponentDocumented baselineWhy it matters
Unreal EngineUE 5.1 for the current community kit instructionsCooked asset format and project/plugin compatibility
.NET.NET 6Required tooling and build utilities
Visual StudioVS 2022 with C++ and MSVC v143 14.38Native project/plugin compilation
Wwise2021.1.11Project integration prerequisite even when your first mod has no custom audio
Disk and version controlEnough space for engine, project, generated data, and cooked outputCooking is large; source and generated artifacts need intentional boundaries
03Installation

Establish a clean kit

  1. 01

    Install the pinned toolchain

    Match the exact Unreal, .NET, Visual Studio workload/compiler, and Wwise versions from the current kit prerequisites before opening the project.

  2. 02

    Acquire the maintained skeleton

    Use the current community installation source and follow its asset/setup instructions. Do not mix files from tutorials targeting a different kit generation.

  3. 03

    Generate and compile as documented

    Build the project/plugins with the pinned compiler and resolve environment errors before adding mod content.

  4. 04

    Open the untouched editor project

    Allow shaders and derived data to settle, inspect expected content, then close/reopen once to prove the baseline is reproducible.

  5. 05

    Cook the baseline

    Run the documented cooking path before your first feature. A baseline cook separates environment failure from your asset, label, or Blueprint change.

05Blueprint structure

Create a LogicMod entry point

  1. 01

    Choose a stable internal name

    Create Content/Mods/<ModName> with a distinctive alphanumeric identity. This name will coordinate the ModActor, cooked package, and final pak filename.

  2. 02

    Create the ModActor

    Add the Blueprint entry point named ModActor in the mod folder using the base/class convention in the current LogicMods documentation.

  3. 03

    Keep initialization small

    Begin with one visible log or harmless event. Defer world-dependent logic until the required game state exists and guard repeated initialization.

  4. 04

    Add a Primary Asset Label

    Label the mod directory, enable Always Cook, and assign a unique nonzero Chunk ID. Chunk 0 belongs to base/default content and is not your release identity.

  5. 05

    Cook and inspect output

    Confirm your chunk contains the expected ModActor and assets without unrelated skeleton content. Fix references that pull large dependency trees unintentionally.

  6. 06

    Name the pak to match

    Rename the produced pak to the exact mod folder identity expected by LogicMods, preserving any .ucas and .utoc companions generated by the cook.

06Before testing

Cooked package audit

  • Unique nonzero chunk

    No other mod in the project uses the same Chunk ID and your content is not falling into chunk 0.

  • Always Cook scoped correctly

    The Primary Asset Label covers the mod directory without swallowing unrelated skeleton assets.

  • ModActor at expected identity

    Folder, Blueprint entry point, and package name follow the current LogicMods convention exactly.

  • Companion files preserved

    If cooking emits pak/ucas/utoc, distribute the complete matching set.

  • No developer-only content

    Source assets, debug maps, secrets, local configuration, and unrelated experiments are absent from the release chunk.

  • Clean install tested

    The cooked release runs on a separate clean Palworld + UE4SS setup, not only inside the editor project.

07Debug map

When a LogicMod does not initialize

SymptomInspectLikely correction
Pak never appears loadedDestination and complete cooked file setUse the official LogicMods InstallRule or correct manual LogicMods folder.
Package loads, no ModActorInternal mod folder and pak filename identityMake the cooked identity and final filename agree.
Mod assets absent from pakPrimary Asset Label, Always Cook, Chunk IDRelabel the directory and recook a unique nonzero chunk.
Editor works, game crashesUnsupported editor-only nodes/assets, runtime timing, UE4SS versionReduce to the minimal ModActor and add features back one at a time.
Pak is unexpectedly hugeReference graph and label scopeRemove broad references and prevent the label from cooking unrelated content.
08Release

Package the output, not the project

The user needs the cooked LogicMod files and their official package metadata—not your Unreal project, DerivedDataCache, Intermediate, Saved, source assets, or build tools. A root Info.json with a LogicMods InstallRule lets Palworld deploy the package to the controlled runtime location. Declare the compatible UE4SS package as a dependency.

Version source and release artifacts together. Retain the kit revision, Unreal/compiler versions, Chunk ID, test game revision, PackageName, and hashes for each published build. When Palworld changes, rebuild from the pinned environment and retest clean installation, world load, multiplayer side, save–reload, and removal.

09Continue

Move from cook to release

10Verification

Research sources

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

FAQ

Frequently asked questions

Is the Palworld Modding Kit official?

No. It is a community-maintained skeleton/toolchain. Pocketpair provides the official package loader and uploader, but the Unreal authoring kit described here is a community project.

Can I use the newest Unreal Engine?

Use the exact version documented by the current maintained kit—currently UE5.1 in the referenced prerequisites. Automatic project conversion can change plugins, serialization, compilation, and cooked output.

Why must the Chunk ID be nonzero and unique?

The asset label uses a chunk to isolate your cooked mod output. Chunk 0 is the default/base bucket; reusing another mod’s chunk or leaving assets in 0 undermines package isolation.

Why does my cooked pak load but my Blueprint never runs?

Check that the content lives under the expected Mods identity, the entry Blueprint is named ModActor, the Primary Asset Label cooked it, the pak filename matches that identity, and a compatible UE4SS LogicMods runtime is active.