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.
Pinned prerequisites
| Component | Documented baseline | Why it matters |
|---|---|---|
| Unreal Engine | UE 5.1 for the current community kit instructions | Cooked asset format and project/plugin compatibility |
| .NET | .NET 6 | Required tooling and build utilities |
| Visual Studio | VS 2022 with C++ and MSVC v143 14.38 | Native project/plugin compilation |
| Wwise | 2021.1.11 | Project integration prerequisite even when your first mod has no custom audio |
| Disk and version control | Enough space for engine, project, generated data, and cooked output | Cooking is large; source and generated artifacts need intentional boundaries |
Establish a clean kit
- 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.
- 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.
- 03
Generate and compile as documented
Build the project/plugins with the pinned compiler and resolve environment errors before adding mod content.
- 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.
- 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.
Create a LogicMod entry point
- 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. - 02
Create the ModActor
Add the Blueprint entry point named
ModActorin the mod folder using the base/class convention in the current LogicMods documentation. - 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.
- 04
Add a Primary Asset Label
Label the mod directory, enable Always Cook, and assign a unique nonzero Chunk ID. Chunk
0belongs to base/default content and is not your release identity. - 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.
- 06
Name the pak to match
Rename the produced pak to the exact mod folder identity expected by LogicMods, preserving any
.ucasand.utoccompanions generated by the cook.
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.
When a LogicMod does not initialize
| Symptom | Inspect | Likely correction |
|---|---|---|
| Pak never appears loaded | Destination and complete cooked file set | Use the official LogicMods InstallRule or correct manual LogicMods folder. |
| Package loads, no ModActor | Internal mod folder and pak filename identity | Make the cooked identity and final filename agree. |
| Mod assets absent from pak | Primary Asset Label, Always Cook, Chunk ID | Relabel the directory and recook a unique nonzero chunk. |
| Editor works, game crashes | Unsupported editor-only nodes/assets, runtime timing, UE4SS version | Reduce to the minimal ModActor and add features back one at a time. |
| Pak is unexpectedly huge | Reference graph and label scope | Remove broad references and prevent the label from cooking unrelated content. |
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.
Move from cook to release
Research sources
The claims in this guide were checked against these current references. Primary sources are marked first.