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.