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Palworld server-side mods with UE4SS currently work only on the Windows edition of the dedicated server. Choose one installation route—an official Workshop package or a hand-installed UE4SS loader—then keep that route’s files separate. Installing both UE4SS copies can make the server load two loaders and crash at launch.
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The safest sequence is to stop the server, back up the world, install one compatible loader or package, verify that the mod declares "IsServer": true, enable it in the correct configuration, and restart. The steps below show the exact folders, settings, validation checks, update process, rollback options and answers to common installation questions.
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What Palworld dedicated-server mod support actually covers
Pocketpair’s Palworld Server Guide, version 1.0.4, states: “At this time, server-side mods work only on the dedicated server with Windows edition.” Read the current guidance at Pocketpair’s official mod documentation. A Linux host, a console host or a client-only installation is not covered by that statement.
This is a server-runtime requirement, not merely a file-format preference. You need access to the Windows server executable directory, permission to create and edit its folders, and a way to stop and restart the dedicated server. A control panel that hides those paths or does not permit a clean restart cannot reliably complete the documented deployment.
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The same guide says that “Only mods that are built to run on servers will work on the server.” A mod’s package metadata is the first compatibility check: its Info.json install rule must contain "IsServer": true. If the flag is absent or false, copying the files into a server directory will not turn a client mod into a server mod. Read the mod’s own dependency instructions as well; required dependencies must be installed before the mod can operate.
Mod changes are not risk-free. Pocketpair warns: “Use mods at your own risk. They may cause save-data corruption or crashes.” Stop the server and make a restorable copy of the world before changing the loader, package list or mod files. Keep that backup until the unmodded server and the new configuration have both started successfully and you have confirmed that the world loads normally.
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Choose the installation model before touching files
There are two separate layouts. Decide which one your host and mod support, then use only that layout for UE4SS. The paths below are relative to the dedicated server’s executable directory.
| Approach | Source and update method | Mod location | Configuration and deployment | Main failure to avoid |
|---|---|---|---|---|
| Official Workshop package | Package folders supplied through the Workshop directory; package updates are selected by changing the package version in Info.json and restarting. |
Mods/Workshop/<item folder>, with Info.json directly inside the item folder. A Workshop-delivered UE4SS mod is deployed under Mods/NativeMods/UE4SS/Mods. |
Enable globally in Mods/PalModSettings.ini, add one ActiveModList=<PackageName> line per package, then restart so the server creates an install manifest and applies each package’s install rules. |
Using a second, hand-installed UE4SS copy at the same time. |
| Manual UE4SS | Files from one compatible UE4SS build, installed according to that build’s release instructions; updates and removal are manual. | Loader in PalBinariesWin64 and mods in that loader’s PalBinariesWin64ue4ssMods tree. |
The hand-installed loader reads its own ue4ssMods directory. Workshop files in ModsNativeModsUE4SSMods are not read by this loader. |
Leaving the Workshop UE4SS and the hand installation enabled together. |
The Workshop route gives the server a package manifest and declared install rules. The manual route gives you direct control over files but also makes you responsible for placing every file and removing it during rollback. Neither route makes a client-only mod server-compatible. The deciding questions are whether the mod is distributed as an official package, whether it has a server install rule, and whether your host exposes the required Windows filesystem.
Install an official Workshop package
1. Generate the server configuration
Start the dedicated server once before adding a package. On that first run, the server generates Mods/PalModSettings.ini. Stop the server before editing the file so that a running process cannot overwrite your changes. If the file is not present after a clean first start, verify that you are looking beside the server executable rather than in a client installation.
2. Place each package in the expected Workshop directory
Inside the server executable’s directory, create or use Mods/Workshop. Put each Workshop item in its own folder, and make sure that folder contains Info.json directly at its top level. For example, the file must be at Mods/Workshop/ExampleItem/Info.json, not one directory deeper. A common mistake is extracting an archive into an extra wrapper folder, producing a path such as ExampleItem/ExampleItem/Info.json; that structure does not satisfy the documented layout.
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If you keep Workshop content elsewhere, set an absolute path in the [PalModSettings] section:
[PalModSettings]
WorkshopRootDir=<absolute path>
You can alternatively provide the directory when launching the server with -workshopdir="<absolute path>". Use one location consistently so that the package files you inspect are the files the server reads. An absolute path avoids ambiguity when a host runs the service with a different working directory.
3. Enable the global switch and package names
Open Mods/PalModSettings.ini and set the global switch to true. Add a separate line for every package you want enabled:
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ActiveModList=PackageOne
ActiveModList=PackageTwo
Use the exact PackageName value from each package’s Info.json. Do not infer it from the Workshop folder name; those values can differ. One package gets one ActiveModList line. Leaving a package out of this list means the server will not deploy it, even if its folder is present. Conversely, an old entry left in the list can cause the server to continue attempting deployment after you thought the package was removed.
Keep a copy of the edited INI while troubleshooting. It records the global switch, the exact active names and, when used, the alternate Workshop root. Avoid editing while the server process is running.
4. Restart and inspect the generated manifest
Restart the dedicated server after saving the configuration. During the restart, the server deploys enabled packages according to their InstallRules and creates Mods/ManagedMods/<PackageName>/InstallManifest.json. The manifest is useful evidence that the package was discovered and processed. Its absence points to discovery, path or activation problems rather than a mod script that merely failed after loading.
Install rules direct different content types to their required target directories. The official rules distinguish UE4SS, PalSchema, LogicMods and Paks rather than placing every file in one common folder. Do not manually collapse those destinations or copy all package contents into the UE4SS directory; let the package’s declared rules determine where each file belongs. A package can contain more than one content type, so its final files may legitimately appear in several target trees.
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Open the package’s Info.json and inspect the relevant install rule. It must declare "IsServer": true. Install every prerequisite documented by the mod author before treating a missing dependency as a loader failure. A package can be correctly listed in PalModSettings.ini and still fail if its server flag or dependencies are wrong.
Check this metadata before changing paths. It separates three different conditions: the package was not discovered, the package was deployed but is not server-enabled, or the package is server-enabled but lacks a prerequisite. Each condition has a different fix.
6. Update or disable a package
To update a Workshop package, change its Version in Info.json and restart the server. The documented behavior is to remove the old version and deploy the new one during that restart. Confirm the new version’s files and InstallManifest.json after the restart rather than assuming a copied file was picked up.
To disable a package, remove its PackageName from every ActiveModList entry and restart. You may also delete the package’s Workshop folder after removing it from the active list. Removing the active entry is the important step; deleting a folder while its package remains active leaves the configuration asking for content that is no longer available. Keep a backup until you have confirmed that the server starts and the world loads normally.
Install UE4SS manually
1. Stop the server and protect the world
Stop the dedicated server completely and copy the world save before changing any loader or mod file. This gives you a recovery point if the server crashes or the save becomes unusable. Do not test a new loader while a previous server process is still running, because you can end up editing files for one process while observing another.
2. Install one compatible UE4SS build
Follow the release instructions for the UE4SS build you selected and install that single build in the server’s PalBinariesWin64 directory. Compatibility is build-specific, so use the release’s own requirements rather than mixing files from different distributions. Preserve the directory structure supplied by that release; moving only selected DLLs or configuration files can leave an incomplete loader.
3. Copy manual mods to the hand-installed loader’s tree
Place each manual UE4SS mod under:
PalBinariesWin64ue4ssMods
Keep the mod’s expected folder structure intact. The hand-installed loader searches this tree; it does not search the Workshop-delivered location ModsNativeModsUE4SSMods. If an archive includes a mod folder, copy that folder into ue4ssMods rather than copying a parent directory that adds an unintended extra level.
4. Start with one mod when diagnosing
Start the server and inspect its logs or the indicators documented by the mod author. When several mods are involved, add them one at a time after the base loader starts. This sequencing lets you identify which addition changes the server’s behavior instead of attributing every failure to UE4SS. Record the order in which you add files so that you can reverse the last change without disturbing known-good content.
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5. Remove or roll back cleanly
To roll back a manual installation, stop the server, remove the mod files from the hand-installed ue4ssMods tree, and restart. If the loader itself is suspect, restore the pre-installation server files and world backup rather than deleting random binaries. Keep Workshop-managed files out of this rollback; they belong to the separate package route.
Should the mod be installed on the server, the client, or both?
A server-side mod must be installed in the dedicated server’s supported Windows filesystem and must declare "IsServer": true. Installing files only in a player’s client directory does not make the dedicated server load them. The official documentation does not establish a universal client-install rule for every mod: some projects may document a client component, while others are server-only. Follow the individual mod’s instructions for any client files, but complete the server installation first and verify that the server package is explicitly built for server use.
Do not assume that every connected player needs identical files. The authoritative check for this procedure is the package’s server install rule; any additional client requirement must come from that mod’s own documentation. If players receive connection or visual problems after the server is stable, review those client instructions separately instead of adding unverified files to the server loader.
Understand the two UE4SS paths
The path distinction explains many “the mod is installed but does nothing” reports. A hand-installed loader owns PalBinariesWin64ue4ssMods. A Workshop package that contains UE4SS content is deployed by the server into ModsNativeModsUE4SSMods after its package is enabled and installed. These are different trees used by different delivery mechanisms.
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Do not copy a Workshop-delivered UE4SS package into the manual tree as a shortcut, and do not expect a hand-installed loader to scan the Workshop tree. Select one delivery model and keep its loader and mod files together. Most importantly, do not install a Workshop UE4SS copy while a hand-installed copy remains in PalBinariesWin64.
Troubleshoot by symptom
The server crashes immediately after UE4SS was added
The first check is whether two UE4SS distributions are present: a Workshop UE4SS and a hand installation in PalBinariesWin64. The PalworldServerLauncher FAQ warns that loading both copies crashes the server on launch; its explanation is documented at the launcher FAQ. Remove one route, restore the intended folder layout, and restart with only one loader available.
If the crash remains, return to the backup, start the server without the newly added mod, and then add one compatible component at a time. This isolates a loader conflict from a particular mod or missing dependency without repeatedly changing the world.
The package folder exists, but the server ignores it
Check the Workshop structure first: Info.json must be directly under the item folder. Then compare the file’s PackageName with the value after ActiveModList=. Finally confirm that bGlobalEnableMod=true is present and restart the server. A folder name that differs from PackageName will not be enabled merely because the folder looks correct.
If you configured a custom root, verify the absolute WorkshopRootDir value or the -workshopdir launch argument and make sure the package is inside that location, not the default directory. Use only one root while testing.
The server creates no managed installation
Look for Mods/ManagedMods/<PackageName>/InstallManifest.json after a restart. If it is missing, verify that the server is reading the intended Workshop root, either the default Mods/Workshop directory or the path supplied by WorkshopRootDir or -workshopdir. Also check that the package is actually listed in ActiveModList and that the package name came from Info.json.
The mod is deployed but does not run
Open Info.json and confirm the applicable install rule contains "IsServer": true. Then install the mod’s documented dependencies. A package can be deployed successfully while remaining unusable because it was designed for a client or because a prerequisite is absent. Check the rule before moving files manually; the server may already have placed each content type in its intended destination.
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Confirm that the server is using the hand-installed loader and that the mod is under PalBinariesWin64ue4ssMods, not the Workshop-native path. Start with only that mod and consult its documented log or activation indicator before adding other files. If the files came from a Workshop package, use the package route instead of copying its contents into the manual tree.
The world will not load after a mod change
Stop further changes and use the backup made before installation. Pocketpair’s warning covers both save-data corruption and crashes, so a clean restore is safer than repeatedly starting a damaged or mismatched configuration. Once the world is stable, reintroduce one server-compatible mod at a time. Keep the known-good backup until the new setup has survived a full start and world-load check.
The host runs a non-Windows dedicated server
The official server guide currently limits server-side mod support to the Windows edition. A host that exposes only a non-Windows runtime, or does not provide the required Windows folders and restart control, does not meet the documented prerequisites for this procedure. Moving the same files to a different operating system does not satisfy the stated support condition.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Frequently asked questions
Where do UE4SS mods go on a Palworld server?
For a hand-installed UE4SS loader, use PalBinariesWin64ue4ssMods. For UE4SS content delivered inside an enabled official Workshop package, the server deploys it to ModsNativeModsUE4SSMods according to the package’s install rules. Those locations are not interchangeable.
Do I install the mod on the server or the client?
A server-side mod belongs on the Windows dedicated server and must have "IsServer": true in the relevant install rule. Install any client component only when the mod author explicitly requires it; a client-only copy does not activate a server mod.
Why does Palworld crash after installing UE4SS?
Check for duplicate loaders first. A Workshop UE4SS plus a hand installation in PalBinariesWin64 can make the server load two copies and crash on launch. Remove one distribution, restore a single folder layout and restart.
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Why is my Workshop folder ignored?
Make sure Info.json is directly inside the item folder, enable bGlobalEnableMod=true, and add the exact PackageName as an ActiveModList line. If you use a custom location, verify WorkshopRootDir or -workshopdir.
How do I know a Workshop package deployed?
After restarting, look for Mods/ManagedMods/<PackageName>/InstallManifest.json. Its presence shows that the server discovered and processed the enabled package. Then verify the package’s server flag and dependencies if the mod still does not run.
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No. The launcher FAQ specifically warns against having both copies. Choose one UE4SS distribution and keep its mods in that distribution’s own tree.
How do I update a Workshop package?
Change the package’s Version in Info.json and restart. The server removes the old version and deploys the new one during that restart. Confirm the resulting managed installation afterward.
How do I disable a package without deleting everything?
Remove its exact PackageName from every ActiveModList entry and restart. You may then delete its Workshop folder. Keep the world backup until the server and save load normally.
Does every UE4SS mod work on a dedicated server?
No. Only mods built for server use are supported. The applicable Info.json install rule must contain "IsServer": true, and all documented dependencies must be present.
A concise installation checklist
- Use the Windows edition of the dedicated server.
- Confirm the host exposes the server executable’s Windows filesystem and allows controlled restarts.
- Stop the server and back up the world before changing files.
- Choose either the Workshop package route or the manual UE4SS route.
- Install only one UE4SS distribution.
- For Workshop packages, generate
Mods/PalModSettings.ini, setbGlobalEnableMod=true, and add exactPackageNamevalues asActiveModListlines. - Keep
Info.jsondirectly under each Workshop item folder, or configure one absolute Workshop root. - For manual UE4SS, install the loader in
PalBinariesWin64and usePalBinariesWin64ue4ssMods. - For Workshop-delivered UE4SS content, use the package’s declared deployment into
ModsNativeModsUE4SSMods; do not make the hand-installed loader depend on that path. - Confirm
"IsServer": trueand install documented dependencies. - Restart and verify
InstallManifest.jsonfor Workshop packages. - When updating, change
Versionand restart; when disabling, remove the package from every active-list entry and restart. - Add manual mods one at a time while diagnosing and keep the backup until the server and world are stable.
Frequently Asked Questions
How do I install Palworld mods with UE4SS on a dedicated server?
Use a Windows dedicated server, back up the world, choose either the official Workshop package route or one manual UE4SS installation, verify "IsServer": true, place files in that route’s correct folders, configure the package list when applicable, and restart.
Where do manual UE4SS mods go?
Place them under PalBinariesWin64ue4ssMods for the hand-installed loader.
Where do Workshop-delivered UE4SS mods go?
The server deploys them under ModsNativeModsUE4SSMods according to the package’s InstallRules.
What is the most common launch-crash cause?
Having both a Workshop UE4SS copy and a hand-installed copy in PalBinariesWin64. Remove one distribution.
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Set bGlobalEnableMod=true in Mods/PalModSettings.ini, add one exact ActiveModList=PackageName line per package, then restart.
How can I confirm deployment?
Look for Mods/ManagedMods/<PackageName>/InstallManifest.json after restarting the server.
Will a client-only mod work on the server?
No. The applicable install rule must declare "IsServer": true, and required dependencies must be installed.
The Bottom Line
For a Windows Palworld dedicated server, choose one UE4SS delivery model, never run both loaders, and verify every package’s server rule before starting. Workshop packages require the generated INI, exact package names and a restart; manual mods belong in the hand-installed loader’s ue4ssMods tree. Back up the world, validate the managed manifest or loader path, and roll back from that backup if the server crashes or the save becomes unstable.
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