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Медиа 1 для объявления Modkit SDK
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Описание

🧩 ModKit SDK — 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 — 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 — IDs,

thumbnails, tags, hot-reload, search, enable/disable persistence.

Pair it with the free companion listing ModKit — Mod Creator and your modders get a full authoring wizard + packaging

pipeline that produces compatible .pak files out of the box.

---SDK — Mod Creator---

ModKit — Mod Creator available separately here for end-users to create and package mods. (free)

✅ Key Features

📦 MOD LOADING

✔️ Drag-and-drop /Mods folder — players install by copying a folder

✔️ Manual StartLoadMods() trigger — full control over your loading flow

✔️ Dependency resolution with topological sort and cycle detection

✔️ Hot-reload in the Editor — iterate without restarting

✔️ Enable / disable mods at runtime, persisted to disk

🧩 CONTRIBUTION SYSTEM

✔️ Asset overrides — mods shadow any /Game/ asset by shipping at the same path (automatic, no declaration)

✔️ Class overrides — swap Blueprint classes via ModContributions.json

✔️ DataTable row merging — auto same-path detection or explicit JSON

✔️ New content — every asset in the mod is queryable via QueryModAssets

✔️ Configurable conflict policies (Priority / LastWins / Error)

🌐 MULTIPLAYER VERIFICATION

✔️ Drop-in UModHandshakeComponent for your PlayerController — 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 — no mid-game desync

🔒 NATIVE-CODE REJECTION (always active)

✔️ Mods declaring CppModuleNames are rejected at load

✔️ Recursive .dll scan of every mod folder — catches undeclared payloads

✔️ Drag-and-drop mods never execute native code

🏷️ VERSION & COMPATIBILITY

✔️ Per-mod MinGameVersion / MaxGameVersion (SemVer)

✔️ Host game version set in Project Settings → ModKit Runtime

✔️ Incompatible mods reported with typed EModLoadResult codes

📚 BLUEPRINT API & TOOLS

✔️ Full Blueprint exposure via UModLoaderSubsystem and UModContentRegistry

✔️ Thumbnail loading, tag filtering, name search

✔️ C++ SDK Generator — export your game's public API as headers for modders

✔️ 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 — Mod Creator must be installed by your mod authors (separate Fab listing).

- Asset/Blueprint mods only by design — native C++ mods are rejected; this is the security boundary.

🛠️ Supported Engine Versions

✔️ Unreal Engine 5.1 – 5.7+ (PAK loading on all)

✔️ IoStore loading on UE 5.4+

📚 Documentation

💬 Discord

🛠 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 — most problems can be solved quickly with the right context, and your feedback helps us improve the plugin for everyone.

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