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Description

🧩 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)

βœ… Key Features

πŸ“¦ MOD LOADING

βœ”οΈ Drag-and-drop /Mods folder β€” players install by copying a folder

βœ”οΈ Manual StartLoadMods() trigger β€” full control over your loading flow

βœ”οΈ Dependency resolution with topological sort and cycle detection

βœ”οΈ Hot-reload in the Editor β€” iterate without restarting

βœ”οΈ Enable / disable mods at runtime, persisted to disk

🧩 CONTRIBUTION SYSTEM

βœ”οΈ Asset overrides β€” mods shadow any /Game/ asset by shipping at the same path (automatic, no declaration)

βœ”οΈ Class overrides β€” swap Blueprint classes via ModContributions.json

βœ”οΈ DataTable row merging β€” auto same-path detection or explicit JSON

βœ”οΈ New content β€” every asset in the mod is queryable via QueryModAssets

βœ”οΈ Configurable conflict policies (Priority / LastWins / Error)

🌐 MULTIPLAYER VERIFICATION

βœ”οΈ Drop-in UModHandshakeComponent for your PlayerController β€” no inheritance required

βœ”οΈ Per-mod MD5 hash check between server and clients at join

βœ”οΈ Automatic kick on mismatch with detailed Missing / Extra / Mismatched diff

βœ”οΈ Mod toggle locked during a session β€” no mid-game desync

πŸ”’ NATIVE-CODE REJECTION (always active)

βœ”οΈ Mods declaring CppModuleNames are rejected at load

βœ”οΈ Recursive .dll scan of every mod folder β€” catches undeclared payloads

βœ”οΈ Drag-and-drop mods never execute native code

🏷️ VERSION & COMPATIBILITY

βœ”οΈ Per-mod MinGameVersion / MaxGameVersion (SemVer)

βœ”οΈ Host game version set in Project Settings β†’ ModKit Runtime

βœ”οΈ Incompatible mods reported with typed EModLoadResult codes

πŸ“š BLUEPRINT API & TOOLS

βœ”οΈ Full Blueprint exposure via UModLoaderSubsystem and UModContentRegistry

βœ”οΈ Thumbnail loading, tag filtering, name search

βœ”οΈ C++ SDK Generator β€” export your game's public API as headers for modders

βœ”οΈ In-engine ModKit Panel + Edit Mod window for managing mods without leaving the Editor

⚠️ Important Notes

- IoStore (.utoc / .ucas) packaging is available on UE 5.4 and above. UE 5.1–5.3 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.

πŸ› οΈ Supported Engine Versions

βœ”οΈ Unreal Engine 5.1 – 5.7+ (PAK loading on all)

βœ”οΈ IoStore loading on UE 5.4+

πŸ“š Documentation

πŸ’¬ Discord

πŸ›  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.

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