
Description
π§© ModKit SDK β Ship a Moddable Game in Days, Not Months
Players love games they can mod. ModKit SDK gives your Unreal Engine game a complete, drag-and-drop modding pipeline β without you writing the plumbing.
Drop the plugin in your project, call StartLoadMods(), and any .pak your players put in the
/Mods folder is scanned, validated, and mounted with full asset overrides, Blueprint class swaps, DataTable row
injections and automatic dependency resolution. Everything is exposed to Blueprints via UModLoaderSubsystem β IDs,
thumbnails, tags, hot-reload, search, enable/disable persistence.
Pair it with the free companion listing ModKit β Mod Creator and your modders get a full authoring wizard + packaging
pipeline that produces compatible .pak files out of the box.
---SDK β Mod Creator---
ModKit β Mod Creator available separately here for end-users to create and package mods. (free)
β Key Features
π¦ MOD LOADING
βοΈ Drag-and-drop /Mods folder β players install by copying a folder
βοΈ Manual StartLoadMods() trigger β full control over your loading flow
βοΈ Dependency resolution with topological sort and cycle detection
βοΈ Hot-reload in the Editor β iterate without restarting
βοΈ Enable / disable mods at runtime, persisted to disk
π§© CONTRIBUTION SYSTEM
βοΈ Asset overrides β mods shadow any /Game/ asset by shipping at the same path (automatic, no declaration)
βοΈ Class overrides β swap Blueprint classes via ModContributions.json
βοΈ DataTable row merging β auto same-path detection or explicit JSON
βοΈ New content β every asset in the mod is queryable via QueryModAssets
βοΈ Configurable conflict policies (Priority / LastWins / Error)
π MULTIPLAYER VERIFICATION
βοΈ Drop-in UModHandshakeComponent for your PlayerController β no inheritance required
βοΈ Per-mod MD5 hash check between server and clients at join
βοΈ Automatic kick on mismatch with detailed Missing / Extra / Mismatched diff
βοΈ Mod toggle locked during a session β no mid-game desync
π NATIVE-CODE REJECTION (always active)
βοΈ Mods declaring CppModuleNames are rejected at load
βοΈ Recursive .dll scan of every mod folder β catches undeclared payloads
βοΈ Drag-and-drop mods never execute native code
π·οΈ VERSION & COMPATIBILITY
βοΈ Per-mod MinGameVersion / MaxGameVersion (SemVer)
βοΈ Host game version set in Project Settings β ModKit Runtime
βοΈ Incompatible mods reported with typed EModLoadResult codes
π BLUEPRINT API & TOOLS
βοΈ Full Blueprint exposure via UModLoaderSubsystem and UModContentRegistry
βοΈ Thumbnail loading, tag filtering, name search
βοΈ C++ SDK Generator β export your game's public API as headers for modders
βοΈ In-engine ModKit Panel + Edit Mod window for managing mods without leaving the Editor
β οΈ Important Notes
- IoStore (.utoc / .ucas) packaging is available on UE 5.4 and above. UE 5.1β5.3 use classic PAK.
- The multiplayer handshake requires UModHandshakeComponent to be added to your project's PlayerController class.
- The companion free plugin ModKit β Mod Creator must be installed by your mod authors (separate Fab listing).
- Asset/Blueprint mods only by design β native C++ mods are rejected; this is the security boundary.
π οΈ Supported Engine Versions
βοΈ Unreal Engine 5.1 β 5.7+ (PAK loading on all)
βοΈ IoStore loading on UE 5.4+
π Documentation
π¬ Discord
π Support
All support is provided after product ownership verification.
--------------Important--------------
This plugin is actively developed and, like any complex system, may occasionally exhibit unexpected behavior depending on your project setup or engine version.
If you run into an issue or something doesn't work as expected, please reach out on our Discord before leaving a review β most problems can be solved quickly with the right context, and your feedback helps us improve the plugin for everyone.






