Changelog — Mod Creator
v1.1.0
Steam Workshop distribution
Distribution
- Mods packaged with ModKit can now be distributed via Steam Workshop — games built on the ModKit SDK load subscribed Workshop items automatically. Nothing changes in how you package a mod; upload the packaged mod folder's contents as your Workshop item. Configured on the game side — see the Game Dev SDK's Steam Workshop guide
ModKitAuthor
- Packaging and cook steps now run without a console window popping up (build processes launch hidden)
v1.0.0
Initial release
ModKitCore (shared)
IModKitModinterface for C++ mod entry pointsIModKitGameInterfaceinterface (game-provided API accessible to C++ mods)FModDescriptormetadata structEModPackageFormat(PAK / IoStore)FModKitContributionscontribution types (NewContent, ClassOverrides, CollectionMerges)EModConflictPolicy(LastWins / Priority / Error)ModKitPathsutilities for UAT / UBT / UnrealPak path resolution- UE 5.1–5.7 version compatibility macros
ModKitAuthor (Editor module)
- Editor toolbar integration: Create Mod, Edit Mod, Package Mod
- Create Mod wizard (
SModWizardDialog)- 4 templates: BlueprintOnly, CppModule, MapMod, Full
- Fields: ModId, DisplayName, Author, Version, MinGameVersion, Template, Description, Tags, Thumbnail
- Auto-creates plugin structure and registers in UE Plugin Manager
- Automatic mount point generation (
/Game/Mods/{PascalCase}/)
- Edit Mod window (
SModEditWindow)- Identity section: ModId, Version, MinGameVersion, MountPoint, Dependencies
- Display section: Description, Tags, Thumbnail with live preview
- Raw JSON editor for
ModContributions.json
- Package window (
SModPackageWindow)- Mod selector, output directory, platform chooser, compression toggle
- Live build log with real-time streaming
- Progress bar through cook / PAK stages
- Output folder quick-open button
- Validate and Build actions
- Two-phase build pipeline:
- Phase 1 (Game Thread): Asset Registry queries, manifest generation
- Phase 2 (Background): UAT cook → UnrealPak → descriptor injection
FModValidator— validation checks:- Descriptor presence and format
- Hard
/Game/reference detection (3-level severity) - Blueprint compilation error detection
- Dependency graph checking
FModAssetCollector— plugin-scoped Asset Registry queriesFModProjectWizard— mod project scaffolding with template support
ModKitCLI (commandlet)
UModKitBuildCommandletwith 4 subcommands:new— create mod from CLIvalidate— validate without building (exit code 0/1)build— build to PAK (platform, compression, output options)list— list.pakfiles in a game Mods directory
- CI/CD ready with structured exit codes