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Changelog — Game Dev SDK

v1.0.0

Initial release

ModKitCore

  • IModKitMod interface for C++ mods
  • IModKitGameInterface interface for game-side API exposure
  • FModDescriptor metadata struct (ModId, Version, Author, Dependencies, Tags, Thumbnail, timestamps)
  • EModPackageFormat enum (PAK / IoStore)
  • FModKitContributions contribution types (NewContent, ClassOverrides, CollectionMerges)
  • EModConflictPolicy (LastWins / Priority / Error)
  • ModKitPaths utilities for locating UAT, UBT, UnrealPak
  • UE 5.1–5.7 version compatibility macros

ModKitRuntime

  • UModLoaderSubsystem — GameInstance subsystem with full Blueprint API
    • StartLoadMods() — manual mod loading trigger
    • OnModLoaded / OnModFailed / OnAllModsLoaded delegates
    • GetLoadedMods() / IsModLoaded() / GetDisabledMods() / GetFailedMods()
    • SetModEnabled() / IsModEnabled() — persistent mod enable/disable
    • SearchMods() — case-insensitive search
    • GetModsByTag() / GetAllAvailableTags() — tag filtering
    • QueryModAssets() — Asset Registry queries with filters
    • LoadModThumbnail() — thumbnail loading with transient caching
    • ReloadMod() — hot-reload for Editor iteration
  • FModLoader — full scan, validate, topological sort, mount pipeline
  • FPakMounter — PAK mounting at priority 100; IoStore support (UE 5.4+)
  • FModRegistry — thread-safe mod registry
  • UModContentRegistry — contributions system
    • Class override resolution with SpawnResolvedActor()
    • DataTable row-by-row merging with path mirroring
    • Asset override auto-detection
  • 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
  • FModValidator — hard ref detection, Blueprint compile check, descriptor validation
  • FModAssetCollector — plugin-scoped Asset Registry queries
  • FModProjectWizard — mod project scaffolding
  • C++ SDK Generator (FModKitCppGenerator) — Blueprint API → C++ headers
  • UModKitSettings — Project Settings integration

ModKitCLI

  • UModKitBuildCommandlet — headless build commandlet
    • new — create mod project
    • validate — validate without building
    • build — build to PAK
    • list — 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