Modding & DLC#

Modding with official support#

Mods as community made DLCs. A compiled version of the editor can be distributed to enable the modding community.

See for now UE4Mod

Modding without official support#

Even without the editor modding is still possible.

Use funchook, because base types are known from the engine source, it is quite easy for someone to hook their mod at runtime using such a library.

Usually, you will implement your mod as a game module implementing the FDefaultGameModuleImpl interface and force the engine to load the module as if it was an offical module.

// Hook yourself to the ``BeginPlay`` method
SUBSCRIBE_METHOD(ACharacterPlayer::BeginPlay, [](auto& Scope, ACharacterPlayer* Player) {
    UCharacterPlayerExtension* Component = NewObject<UCharacterPlayerExtension>(Player, TEXT("RPG_PlayerComponent"));

    Component->RegisterComponent();
    Component->SetNetAddressable();
    Component->SetIsReplicated(true);
});

Note

Thanks for Satisfactory modding community for their amazing work

References#