Installation — Game Dev SDK
Requirements
- Unreal Engine 5.1 or later
- Windows (Win64) build target
- Visual Studio 2022 (for C++ projects)
Install from Fab
- Purchase SDK Modkit from the Fab Marketplace
- Open the Epic Games Launcher
- Go to Library → Vault
- Find SDK Modkit and click Install to Engine for each UE version you use
Multiple Engine Versions
You can install the plugin to multiple engine versions simultaneously. The UE 5.1–5.3 and 5.4+ versions are separate listings — make sure you install the correct one for your engine version.
Enable the Plugin
- Open your Unreal Engine project
- Go to Edit → Plugins
- Search for ModKit
- Enable ModKit SDK and restart the Editor when prompted

Verify Installation
After restarting, you should see:
- A ModKit button in the main Editor toolbar
- A ModKit section in Project Settings
If the toolbar button is missing, check the Output Log for any startup errors related to ModKitRuntime or ModKitEditor.
Project Setup
Add to Build.cs (C++ Projects)
To use ModKit APIs in your game C++ code, add the modules to your game's Build.cs:
PublicDependencyModuleNames.AddRange(new string[] {
"ModKitCore",
"ModKitRuntime",
});
Editor-only tools
ModKitEditor and ModKitCLI are Editor-only modules. Do not add them as public dependencies in your game module.
Configure Project Settings
Open Project Settings → ModKit to configure the framework:
| Setting | Default | Description |
|---|---|---|
ModsDirectory | Mods | Folder name alongside Content/ in the game directory, scanned for mod subfolders |
GameVersion | 1.0.0 | SemVer string checked against mod's MinGameVersion |
bEnableModLoading | true | Master switch — disable to ship a build without mod support |
bCompressPak | true | Compress PAK output (Oodle) |
OutputDirectory | Saved/ModKitOutput | Where packaged mods are written |
TargetPlatforms | Windows | Cook target platforms |
See Configuration for the full settings reference.
Next Steps
→ Quick Start — Call StartLoadMods() from your game