DataTable Modding Without Unreal Engine
Most of Palworld’s tunable values - Pal parameters, item definitions, drop rates, recipes, spawns -
live in DataTables inside cooked .uasset files. You do not need Unreal Engine to change them:
you can unpack the game’s data, edit the table directly in UAssetGUI,
and repack the result as a mod.
This page is the community’s orientation to that workflow. The full, maintained step-by-step lives on the official modding wiki (linked in Credits); read it alongside this page.
The workflow at a glance
Section titled “The workflow at a glance”- Extract the game’s data. Unpack the relevant
.pak/container with repak, or browse and export in FModel, to get the cooked.uasset(+.uexp) that holds the table you want. - Open it in UAssetGUI. You need the correct mappings file (
.usmap) for your game build so UAssetGUI can interpret the cooked data. Load the.usmap, then open the.uasset. - Find the DataTable and edit rows. Navigate to the table export, edit the cell values (or add a new row by cloning an existing one and changing its row name and fields).
- Save, then repack. Save the
.uassetfrom UAssetGUI, place it under the correct mod path, and pack it into a_Pmod.pak- see Packaging & Pak Pipeline. - Test in game and check the value actually changed.
Notes & gotchas from the community
Section titled “Notes & gotchas from the community”- Match the mappings to your build. The single most common failure is using a
.usmapfrom a different game version - UAssetGUI then misreads the asset. Regenerate or re-download mappings for your current build. See Palworld 1.0 vs early access. - Clone, don’t hand-type, new rows. When adding a row, duplicate an existing one so every field and type is present, then change only what you need. Missing or mistyped fields are a frequent cause of the table failing to load.
- Keep
.uassetand.uexptogether. Cooked assets are split across paired files; move and pack them as a pair. - A raw DataTable edit ships the whole table. If you only want to tweak a few values and play well with other mods, consider PalSchema, which patches data from JSON instead of shipping a full cooked table (fewer conflicts).
When to use this vs PalSchema
Section titled “When to use this vs PalSchema”| Use a raw DataTable edit when… | Use PalSchema when… |
|---|---|
| You are comfortable in UAssetGUI and want direct control | You prefer editing readable JSON |
| You are changing structural things a schema patch can’t express | You are tweaking values and want to minimise mod conflicts |
| You are learning how the cooked data is actually laid out | You want your change to survive small game updates more easily |
Credits
Section titled “Credits”-
Guide shared by Guillotine, catering to complete beginners, bringing you to a working understanding of UAssetGUI for DataTables, blueprints and more.
Source: Guillotine - original message
-
Canonical step-by-step: the With UAssetGUI category on the official Palworld Modding Wiki, which is kept up to date for the current game build.