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Needs review: This page has not yet been re-verified against Palworld 1.0. Steps, paths and tool versions may need adjusting. Palworld 1.0 vs early access.

Cooked uasset Basics

Palworld ships cooked assets: the editor’s source assets have been processed into a runtime format inside .pak containers. Understanding the shape of a cooked asset makes every other kind of asset modding less mysterious.

  • .uasset - the asset header and structure (properties, references, exports).
  • .uexp - the bulk data that goes with it (the actual bytes of the asset’s content).
  • These two are a pair: always keep and pack them together. Editing one without the other, or losing the pair, is a common cause of an asset failing to load.
  • Tools like UAssetGUI read this cooked format directly - but only with the correct mappings (.usmap) for your game build.
  • Types are strict. Cooked data records exact property types. When you edit a value or clone a row, keep the types intact - mismatches make the asset fail to load.
  • Paths are internal. Assets reference each other by internal package paths. Get these from FModel rather than guessing.
  • You are editing the runtime form, not source. There is no “undo in the editor” - work on copies and keep the originals.

From here, the practical paths are texture swaps, model swaps, and DataTable editing.

  • Basic uasset modding how-to recorded and shared by Heavenly Demon, made after repeated requests to explain how the changes in their Nexus mod were done - a beginner-oriented introduction to editing Palworld’s assets.

    Source: Heavenly Demon - original message