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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.

Common Errors

The failures that come up most, grouped by symptom.

  • UE4SS double-load. Installing UE4SS two ways in the same install (e.g. a Workshop copy plus a manual copy) crashes on load. Use exactly one.
  • Mod-vs-game build mismatch. A mod (especially anything loading into the game like UE4SS or a script mod) built for a different Palworld build can crash. Match everything to your current build - see Compatibility & updates.
  • Missing _P suffix. An override pak must be named ..._P.pak to take priority. See Pak pipeline.
  • Wrong folder. The pak isn’t in the game’s mod paks folder (or the folder your loader expects).
  • A conflicting mod wins. Another mod ships the same file and loads later, replacing your change. See Load order & conflicts.
  • Script mod not enabled. For Lua mods, UE4SS must be installed and the mod switched on.
  • Mappings mismatch. The .usmap doesn’t match your build. This is the number-one cause of tools misbehaving.
  • Missing or mistyped fields. When you added a row, a field is missing or has the wrong type. Clone a complete existing row and change only what you need. See DataTable modding.
  • Split pair broken. The .uasset and .uexp weren’t kept together. See cooked uasset basics.

UE4SS crashes when generating a usmap or Lua types

Section titled “UE4SS crashes when generating a usmap or Lua types”

Generating a fresh .usmap or Lua type definitions from the UE4SS console crashes the game with a fatal error on the latest experimental UE4SS.

  • Cause: an incorrect member-variable layout for UE 5.1.

  • Fix: apply the corrected UE4SS config - place the correct MemberVariableLayout.ini (the 5.1 layout with the manual fixes) next to the UE4SS dll. With that in place, usmap / Lua-type generation no longer crashes. A prebuilt one is in the community UsefulFiles repo (see Useful links).

    Source: Okaetsu - original message

Blueprint SaveGame variables don’t persist

Section titled “Blueprint SaveGame variables don’t persist”

Custom variables stored in a Blueprint SaveGame object (using a custom struct) don’t survive save/load.

  • Fix: enable the SaveGame property flag on each variable/struct member you want persisted (expand every value in the struct and tick SaveGame). Members without the flag are never written to the save.

    Source: Okaetsu - original message

Cooking in the Palworld Modding Kit packs the entire content folder instead of just the collection set on the PrimaryAssetLabel.

  • Fix: clear and re-set (re-tick) the asset collection on the PrimaryAssetLabel, run Refresh Redirectors, and if it persists close and reopen the editor - Unreal’s cached collection state drifts from what it shows you.

    Source: MCorgano - original message