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Creating Your First Mod

This guide walks you through creating a mod from scratch using the ModKit wizard.

Step 1 — Open the Wizard

In the Editor toolbar: ModKit → Create Mod

Create Mod dialog

Step 2 — Fill In the Details

FieldDescriptionExample
Mod IDUnique identifier, lowercase + underscoresmy_awesome_mod
Display NameHuman-readable name shown in the mod managerMy Awesome Mod
AuthorYour name or studio nameYourName
VersionSemVer string1.0.0
Min Game VersionMinimum game version required (required)1.0.0
Max Game VersionMaximum game version supported (required)1.9.9
DescriptionShort description shown to playersAdds new weapons
TagsComma-separated tags for categorizationgameplay, weapons
ThumbnailPath to a 256×256 image (optional)
Mod ID Is Permanent

The Mod ID is used as the plugin folder name and as a unique identifier in the mod ecosystem. You cannot change it after creation without breaking updates for existing users. Choose carefully.

Step 3 — Click Create

ModKit will:

  1. Create a plugin folder at {YourProject}/Plugins/{ModId}/
  2. Generate a .uplugin file
  3. Create a ModDescriptor.json with your metadata
  4. Create an empty ModContributions.json and a Content/ folder
  5. Auto-register the plugin in the UE Plugin Manager

Step 4 — Add Your Content

Your mod plugin is now live in the Editor. Add content under Content Browser → Plugins → {Your Mod Name}:

Content Browser showing mod plugin folder

  • New assets — create Blueprints, textures, meshes, sounds, etc. under your plugin path
  • Asset overrides — import replacement assets at the same paths as the originals (check the game's mod documentation)
  • DataTable additions — create DataTable assets that mirror the game's table structure
Where to Save Assets

Always save your mod assets under /Plugins/YourModId/ — never under /Game/. Assets in /Game/ are part of the host project and won't be included in your mod PAK.

Your Mod's File Structure

{ProjectDir}/Plugins/my_awesome_mod/
├── my_awesome_mod.uplugin # UE plugin descriptor
├── ModDescriptor.json # Mod metadata (editable via ModKit → Edit Mod)
├── ModContributions.json # Contributions declarations (optional)
└── Content/
└── ... # Your mod assets

Editing Metadata After Creation

Use ModKit → Edit Mod → {Your Mod} to update metadata without editing JSON files directly.

Editing Metadata

Next Steps

Adding Contributions — Declare class overrides or DataTable merges
Building & Packaging — Package your mod to a .pak file