Common Errors
The failures that come up most, grouped by symptom.
The game crashes on launch
Section titled “The game crashes on launch”- 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.
My mod does nothing
Section titled “My mod does nothing”- Missing
_Psuffix. An override pak must be named..._P.pakto 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.
Assets won’t open, or fields look wrong
Section titled “Assets won’t open, or fields look wrong”- Mappings mismatch. The
.usmapdoesn’t match your build. This is the number-one cause of tools misbehaving.
A DataTable won’t load after editing
Section titled “A DataTable won’t load after editing”- 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
.uassetand.uexpweren’t kept together. See cooked uasset basics.
Animations break after a model swap
Section titled “Animations break after a model swap”- Adding bones to a modded skeleton breaks other animations unless you fix the skeleton. Use the custom-animation tool, and for physics on custom bones see Kawaii physics.
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.
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Cause: an incorrect member-variable layout for UE 5.1.
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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.
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Fix: enable the
SaveGameproperty flag on each variable/struct member you want persisted (expand every value in the struct and tickSaveGame). Members without the flag are never written to the save.Source: Okaetsu - original message
PMK cook packs the whole content folder
Section titled “PMK cook packs the whole content folder”Cooking in the Palworld Modding Kit packs the entire content folder
instead of just the collection set on the PrimaryAssetLabel.
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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