
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)
π¦ MOD LOADING
Drag-and-drop /Mods folder β players install by copying a folder
Manual StartLoadMods() trigger β full control over your loading flow
Dependency resolution with topological sort and cycle detection
Hot-reload in the Editor β iterate without restarting
Enable / disable mods at runtime, persisted to disk
π§© CONTRIBUTION SYSTEM
Asset overrides β mods shadow any /Game/ asset by shipping at the same path (automatic, no declaration)
Class overrides β swap Blueprint classes via ModContributions.json
DataTable row merging β auto same-path detection or explicit JSON
New content β every asset in the mod is queryable via QueryModAssets
Configurable conflict policies (Priority / LastWins / Error)
π MULTIPLAYER VERIFICATION
Drop-in UModHandshakeComponent for your PlayerController β no inheritance required
Per-mod MD5 hash check between server and clients at join
Automatic kick on mismatch with detailed Missing / Extra / Mismatched diff
Mod toggle locked during a session β no mid-game desync
π NATIVE-CODE REJECTION (always active)
Mods declaring CppModuleNames are rejected at load
Recursive .dll scan of every mod folder β catches undeclared payloads
Drag-and-drop mods never execute native code
π·οΈ VERSION & COMPATIBILITY
Per-mod MinGameVersion / MaxGameVersion (SemVer)
Host game version set in Project Settings β ModKit Runtime
Incompatible mods reported with typed EModLoadResult codes
π BLUEPRINT API & TOOLS
Full Blueprint exposure via UModLoaderSubsystem and UModContentRegistry
Thumbnail loading, tag filtering, name search
C++ SDK Generator β export your game's public API as headers for modders
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
Unreal Engine 5.1 β 5.7+ (PAK loading on all)
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.






