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Blueprint and Lua companion folders

RuneSchema has two optional folders for behavior that an ordinary cooked PAK or JSON file cannot start by itself. They look like RuneSchema loaders, but pass the work to UE4SS. Keep them inside the mod they belong to so one runeschema.txt line controls the whole mod.

Folder inside RuneSchema/mods/MyMod/ What it does
paks Makes cooked items, sounds, meshes, and other content available. It does not start a Blueprint actor.
logicmods Mounts a cooked package and asks RuneSchema's Lua helper to start its ModActor on clients.
ue4ss Complete ue4ss/<PackageName>/ Lua-only add-ons using stock UE4SS; native/hybrid packages are skipped.

Most mods need only paks and RuneSchema's normal content folders. Add the other two only when the mod actually uses them.

Start a cooked Blueprint LogicMod

Put one complete cooked package in its own folder:

ue4ss/Mods/RuneSchema/mods/MyMod/
  logicmods/
    MyBlueprintPackage/
      MyBlueprintPackage.pak
      MyBlueprintPackage.utoc
      MyBlueprintPackage.ucas

The package needs a cooked ModActor at /Game/Mods/MyBlueprintPackage/ModActor.ModActor_C. The folder names the cooked package; the three container filenames may include version suffixes, but must match one another. RuneSchema mounts the package and gives its name to RuneSchema's Lua helper. It does not start every PAK it finds under paks.

If an older version of your mod kept this package under paks, move the entire package folder to logicmods; do not leave a second copy behind. Do not install the same package again under the game's Content/Paks/LogicMods folder.

RuneSchema prepares a short enabled-package list when the game starts. With bpModLoader.luaActorLoader: true and patchScript: false in RuneSchema/settings/settings.ini (legacy JSONC is supported), its own helper starts those ModActors without changing BPModLoaderMod. Restart the game after changing the mod list. The log gives a startup summary; the exact package names are in RuneSchema/settings/logicmods.lua.generated.txt. Existing installations can keep their settings file and enable this one option manually.

This actor-startup path is for clients, including a player hosting co-op. Dedicated servers still receive the cooked package but do not start a visual ModActor. Blueprint startup alone does not make custom behavior networked; the mod must use game-supported multiplayer behavior.

Include UE4SS packages

Place Lua files inside the same RuneSchema mod:

ue4ss/Mods/RuneSchema/mods/MyMod/
  ue4ss/
    MyLuaPackage/
      Scripts/main.lua
      Scripts/support.lua
      config.txt
    AnotherLuaPackage/
      Scripts/main.lua

Packages start once per launch, not on world changes. Preserve their entire contents. Only Lua-based add-ons are supported; UE4SS.dll is not replaced or patched. Native/hybrid packages are skipped. The old direct ue4ss/scripts/main.lua layout remains compatible. See the package guide for requirements and safety.

Turn the whole mod off

Use MyMod : 0 in RuneSchema/mods/runeschema.txt. RuneSchema then excludes that mod's PAKs, LogicMods, and Lua companion on the next launch. Turning RuneSchema itself off in UE4SS Mods/mods.txt also prevents its nested companions from starting. A separately installed copy outside RuneSchema has its own enable state and must be managed separately.

If the LogicMod summary says no packages were queued, confirm the package is under logicmods/<PackageName>/, all three cooked files are present, RuneSchema is enabled, and you restarted the game. See the PAK guide for the full cooked-content layout.