Changelog — Game Dev SDK
v1.0.0
Initial release
ModKitCore
IModKitModinterface for C++ modsIModKitGameInterfaceinterface for game-side API exposureFModDescriptormetadata struct (ModId, Version, Author, Dependencies, Tags, Thumbnail, timestamps)EModPackageFormatenum (PAK / IoStore)FModKitContributionscontribution types (NewContent, ClassOverrides, CollectionMerges)EModConflictPolicy(LastWins / Priority / Error)ModKitPathsutilities for locating UAT, UBT, UnrealPak- UE 5.1–5.7 version compatibility macros
ModKitRuntime
UModLoaderSubsystem— GameInstance subsystem with full Blueprint APIStartLoadMods()— manual mod loading triggerOnModLoaded/OnModFailed/OnAllModsLoadeddelegatesGetLoadedMods()/IsModLoaded()/GetDisabledMods()/GetFailedMods()SetModEnabled()/IsModEnabled()— persistent mod enable/disableSearchMods()— case-insensitive searchGetModsByTag()/GetAllAvailableTags()— tag filteringQueryModAssets()— Asset Registry queries with filtersLoadModThumbnail()— thumbnail loading with transient cachingReloadMod()— hot-reload for Editor iteration
FModLoader— full scan, validate, topological sort, mount pipelineFPakMounter— PAK mounting at priority 100; IoStore support (UE 5.4+)FModRegistry— thread-safe mod registryUModContentRegistry— contributions system- Class override resolution with
SpawnResolvedActor() - DataTable row-by-row merging with path mirroring
- Asset override auto-detection
- Class override resolution with
- Security: native code (
.dll) rejection — always active - PAK layouts: flat and subfolder
- Dependency graph with circular detection
ModKitEditor
- Editor toolbar integration with ModKit dropdown
- Mod creation wizard (
SModWizardDialog)- 4 templates: BlueprintOnly, CppModule, MapMod, Full
- Auto-registers plugin in Editor
- Mod edit window (
SModEditWindow) — metadata and contributions editor - Mod package window (
SModPackageWindow) — build UI with live log - Two-phase build pipeline:
- Phase 1 (Game Thread):
CollectAndValidate()via Asset Registry - Phase 2 (Background): Cook → PAK → inject descriptor
- Phase 1 (Game Thread):
FModValidator— hard ref detection, Blueprint compile check, descriptor validationFModAssetCollector— plugin-scoped Asset Registry queriesFModProjectWizard— mod project scaffolding- C++ SDK Generator (
FModKitCppGenerator) — Blueprint API → C++ headers UModKitSettings— Project Settings integration
ModKitCLI
UModKitBuildCommandlet— headless build commandletnew— create mod projectvalidate— validate without buildingbuild— build to PAKlist— list mods in a game directory
Content
- Runtime UI widgets:
W_ModsManager,W_LoadingMods,W_MapMenu,W_Menu - Default fonts: GeistMono Light / Medium / Regular
- UI texture assets