Packaging final mod file through UE5
This guide is written by KURAMAAA0
Most of this section is heavily inspired by this guide! Was incredibly helpful.
Launch Unreal Engine 5.1.1.
Create a new project: Games -> Blank Project
, name it exactly Pal
(Very important that the project name is "Pal" or the mod won't load!)
The Project Defaults should be:
Blueprint
- Target Platform:
Desktop
- Starter Content:
unchecked
- Raytracing:
unchecked
Click on Platforms
towards the top, then `Packaging Settings
Uncheck Use Io Store
and check Generate Chunks
.
Search for Cook everything
in the search bar and check Cook everything in the project content directory (…)
.
Create a folder structure matching
the one from FModel. Ignore Pal\Content\
as the Content Browser already starts in Content
.
For example, since I modified Depresso model, body texture and eyes texture, I need to create the folder structure to get to these files.
You can now drop all your MODIFIED files into their corresponding folder. If possible, drop the files that go into a single folder all at once. Click Import All, close the FBX import error(s).
Now as you can see, our textures don’t look good. That is simply because we need to manually set transparent materials. Double click on the material (sphere) with your normally transparent texture (eyes, mouth, etc..) Change the Blend Mode to Translucent, and connect A (alpha) to Opacity.
Do that on any material you need, then dont forget to save everything (bottom right corner).
Make sure that all your files have the EXACT same name they originally had in FModel.
In my case:
-
DeprivedDepresso becomes SK_NegativeKoala
-
DeprivedDepresso_PhysicsAsset becomes PA_NegativeKoala_PhysicsAsset
-
DeprivedDepresso_Skeleton becomes SK_NegativeKoala_Skeleton
Note that SK_NegativeKoala_Skeleton was originally not in the same folder as the other files, so we have to create new folders and move it from its current folder. Always keep in mind that paths and filenames are very important.
Save everything (bottom right corner). Go back to your Content folder, right click, hover over Miscellaneous, click on Data Asset.
Select PrimaryAssetLabel.
Name it “Label_YourModName”. I named mine “Label_DeprivedDepresso”. Double click it, and make the following changes:
- Priority set to 1 or more
- Chunk ID set to 1000 or more, this will be in your final mod .pak to help you differentiate it from other .pak files.
- Cook Rule set to Always Cook
- Label Assets in My Directory checked. Save everything (bottom right corner). Click on Platforms, Windows, Shipping Then click on Platforms, Windows, Package Project Your mod will start packaging, this will take a while so grab a cup of tea!
Or coffee..
Once packaging is done, you’ll have a “Windows” folder made, go in through folder: Windows -> Pal -> Content -> Paks
.
In the Paks folder, you’ll most likely have two .pak files, pakchunk0-Windows and yours.
Mine is pakchunk1000-Windows because I set the Chunk ID to 1000.
You now need to go into your game local files.
Copy your .pak file to D:\Palworld\Pal\Content\Paks
.
Rename it to YourModName_P launch Palworld, and that’s it!
(YOUR .PAK FILENAME SHOULD END WITH “_P’, ELSE IT WON’T LOAD.)
Enjoy your beautiful creation.
Issues & Fixes
If you run into issues that you manage to fix, DM me on Discord kurama0 so I can potentially add the issue & fix here!