Skip to content
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.

UE4SS

UE4SS (RE-UE4SS - “Unreal Engine 4/5 Scripting System”) is the runtime that loads into Palworld and lets you script the game. It is the backbone of Lua scripting mods and also supports C++ mods, ships an object dumper, and provides an in-game console/log.

  • A Lua scripting API - hook UFunctions (RegisterHook), find live objects (FindFirstOf/FindAllOf), read and write properties, spawn actors, and call game functions at runtime.
  • Object dumps - generate a dump of the game’s classes, functions and properties so you know the exact names to hook and call. Indispensable when writing a mod.
  • A console and logging - your main feedback loop while developing.
  • Use the Palworld-specific build, not upstream/dev UE4SS. UE4SS is rebuilt per game build, and for Palworld you want Okaetsu’s experimental-palworld RE-UE4SS release paired with PalSchema. Grabbing the generic dev/upstream build on 1.0 causes a Steam-ID mismatch bug (forced character-creation screen, mods never load) - see Compatibility & updates.
  • Fix the usmap/Lua-types crash. Generating a .usmap or Lua types from the console can crash on UE 5.1 unless the correct MemberVariableLayout.ini is next to the UE4SS dll - see Common errors and Useful links.
  • Lua mods declare UE4SS as a dependency. A player needs UE4SS installed for your Lua mod to run.
  • Don’t double-load it. Installing UE4SS two ways in the same game install (for example a Workshop copy plus a manual copy) causes a double-load crash. Pick one.

Reach for UE4SS when you want behavior - custom logic, hooks, commands, reacting to events. If you only need to change values, a data mod is simpler; for new Blueprint content, use the Palworld Modding Kit.