A custom blueprint mod loader allows modder to load custom blueprint logic into the level.
Note
Each mod loader has its own set of rules and requirements, so make sure you read the readme of the used mod loader.
The most popular modloaders are:
- UE4SS (UE4/UE5)
- UML by Russell Jerome (UE4 only)
-
- Dmgvol's fork: UML v2.2.1a (UE4 only)
Game specific modloaders:
-
DML (DmgModLoader)
-
- For Ghostrunner 2
-
- For Rooftops&Alleys
-
NML (Narknon ModLoader)
-
- For AtomicHeart
-
- For Hogwarts Legacy
(It's such a few of them, there are more mod loaders)
These three mod-loaders use the same pattern, where the mod blueprint is named ModActor within its corresponding folder in the Mods folder.
The mod loader spawns a single instance of that blueprint into every persistent level.
UML and UE4SS are done via DLL injections, while DML is a pak-version that doesn't require any third-party software to function.
- BP mods go into
/Mods
followed by the mod name, for example:/Mods/MyMod/
. - The mod blueprint has to be named
ModActor
.
For UML and UE4SS, 2 additional custom methods have to be persistent within the graph editor; PreBeginPlay
and PostBeginPlay
.
But the default BeginPlay
also works, which is fired once when the actor is spawned.
Note
For a detailed explanation, watch this video: UML ModActor tutorial
Important
The packed/compiled pak file name must match with the mod folder within the editor.
Narknon's Modloader uses a different approach for loading mods, where it loads custom levels by name.
Each custom mod level has "level bp" where the main logic is executed for the corresponding mod.
The setup for NML or any other mod loader with map names as "entry", level assets must be created within a specific folder like CustomContent
.
The level name is the name of your mod, which will be entered into the mod loader in-game.
Important
The name of the mod is the name of the level asset.