Glossary
Quick definitions for the terms you’ll meet across PalCodex.
.pak- an Unreal package archive. Palworld mods are usually distributed as.pakfiles dropped into the game’s mod folder. See Pak pipeline._Psuffix - the naming convention (MyMod_P.pak) that marks a pak as a patch which overrides base game content and loads with priority.- IoStore (
.utoc/.ucas) - Unreal’s newer container format (also called Zen). Handled with retoc; most Palworld mod work uses legacy.pakinstead. - Cooked asset - an editor asset processed into the game’s runtime format. You mod the cooked form, not editor source. See cooked uasset basics.
.uasset/.uexp- the paired files that make up a cooked asset: header/structure (.uasset) and bulk data (.uexp). Always keep them together.- DataTable - a table of typed rows holding game values (stats, recipes, items, text). The heart of data modding.
.usmap(mappings) - a type-mapping file tools need to read cooked assets; build-specific. See Mappings.TextData/L10n- Palworld stores localized text inTextDataDataTables; translation mods ship as anL10npak. See Translations.- LogicMod - a Blueprint-based mod built in the Palworld Modding Kit and cooked into a pak.
- UE4SS - the scripting runtime that enables Lua/C++ mods.
- PalSchema - a data-patching framework that applies JSON changes to game data.
- Wwise - Palworld’s audio middleware; relevant to audio modding and the Palworld Modding Kit setup.
- Cook - the process (in Unreal) of turning editor assets into the runtime/cooked form you then pack.