compile_mod_pak
Compile Unreal Engine mod plugins to .pak files using RunUAT BuildMod or BuildPlugin, headless without UE Editor. Supports game Dev Kits like Conan Exiles, falling back to BuildMod when BuildPlugin is blocked.
Instructions
Compile a UE mod plugin to a .pak file via RunUAT BuildMod (game Dev Kits like Conan Exiles) or BuildPlugin (vanilla UE5), headless. No UE Editor session required. Especially useful for game Dev Kits in 'installed-build mode' where BuildPlugin is blocked (e.g. Conan Exiles Enhanced UE5) — falling back to BuildMod cleanly. BuildMod path produces a .pak in output_dir; BuildPlugin path produces a redistributable plugin package (no .pak generated by default — ok=true based on exit_code alone).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| project_path | Yes | Absolute path to .uproject (e.g. C:/.../ConanSandbox.uproject) | |
| mod_name | No | Mod name; required for BuildMod (matches Content/Mods/<mod_name>/ folder); also used to disambiguate which .pak in output_dir is the intended artefact when multiple are present | |
| plugin_path | No | Absolute path to .uplugin; required for BuildPlugin | |
| output_dir | Yes | Directory for output .pak / package (created if missing; required so success can be verified) | |
| uat_command | No | UAT command (BuildMod for game Dev Kits, BuildPlugin for vanilla UE5) | BuildMod |
| run_uat_path | No | Override path to RunUAT.bat; auto-discovered if not set | |
| extra_args | No | Additional CLI args appended to RunUAT | |
| timeout_sec | No | Max wait time (default 30 min) |