Welcome to the mod.io Unreal Engine Plugin public repository. It allows game developers to host and automatically install user-created mods in their games which use UE 4.26 or newer. It provides a C++ and Blueprint interface around the mod.io SDK, which connects to the mod.io REST API. We have a test environment available, and developers can create a game profile there to evaluate the plugin with.
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C++ and Blueprint support
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Permissive MIT/BSL-license
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Async delegate-based interface
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Non-blocking IO
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Automatic downloads and updates
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Email / Steam / GoG authentication
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Mod Browsing / Filtering
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Add this repository as a submodule to your repository in your project’s
Plugins/Modio
directoryIn the directory with your .uproject file:
git submodule add https://github.com/modio/modio-ue4 Plugins/Modio
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Initialize our submodules with
git submodule update --init --recursive
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Grab the latest release zip from the Releases section on this page, and extract the contents to your project’s
Plugins/Modio
directory
Note
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The automatically generated zips in on the release page, or the 'Code' dropdown here, will not work! They do not contain our submodule dependencies. |
Start the editor, then enable the plugin in the Unreal Engine settings:
Once this is done, you can configure the plugin and get started.
The plugin requires some configuration information to behave correctly. You can access the configuration settings in the Project Settings window:
The settings have the following parameters:
Game Id |
Your mod.io-provided Game Id for the target environment (Live, or Test) |
API Key |
Your mod.io-provided API key for the target environment (Live, or Test) |
Environment |
Are you targeting the production/live environment or the private/test environment? |
Log Level |
The default logging level to use. Messages with a lower log level will be silently discarded. |
Portal |
The default portal to use. This usually corresponds to the store your game will be being distributed through. |
To begin using the Plugin, either from Blueprint or from C++, please read our Getting Started Guide for a detailed explanation of initialization and usage.
A private white label option is available to license, if you want a fully featured mod-platform that you can control and host in-house. Contact us to discuss.
Our SDK is public and open source. Game developers are welcome to utilize it directly, to add support for mods in their games, or fork it for their games customized use. Want to make changes to the SDK? Submit a pull request with your recommended changes to be reviewed.
Our aim with mod.io, is to provide an open modding API. You are welcome to view, fork and contribute to our other codebases in use.