Do these 3 things before closing this tab:
1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitchesFor a Palworld dedicated server, choose one loading method: install a compatible UE4SS build manually in PalBinariesWin64, or deploy a supported Workshop package through the server’s mod manager. Do not install both UE4SS copies. Pocketpair documents server-side mod support for the Windows edition of the dedicated server, and every mod must be built for server use.
Godlike.Host offers hosted Palworld servers with its own game panel, SFTP access and free DDoS protection, if you would rather not host it yourself.
Before you change the server
Make a copy of the world save and record the server’s current configuration. Pocketpair cautions that mods can corrupt save data or crash the server, so a rollback copy is part of the installation, not an optional extra. The official documentation labels its guide version 1.0.4 and states: Use mods at your own risk. They may cause save-data corruption or crashes.
Read Pocketpair’s Palworld server mod guide.
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Server-side mods currently work only with the Windows edition of the Palworld dedicated server. A host must therefore give you access to the Windows server files, the executable’s directories, the Mods configuration, and a reliable restart control. A managed service that hides those locations cannot be configured with the procedures below unless it provides an equivalent file manager and restart function.
What a server-compatible mod must contain
Installing a file is not enough. Pocketpair’s package rules require a mod’s Info.json InstallRule to declare "IsServer": true. The mod’s documented dependencies must also be installed. A client-only mod, or a package missing a required dependency, is not made server-compatible by placing it in a UE4SS folder.
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Pocketpair summarizes the compatibility rule as: Only mods that are built to run on servers will work on the server.
Check the individual mod’s documentation before copying anything.
Choose one installation route
There are two distinct layouts. Select one for each UE4SS installation and keep the other layout empty. The Workshop route lets the dedicated server read package metadata and deploy files according to each package’s rules. The manual route puts a UE4SS loader and its mods directly in the game binary tree.
| Decision point | Official Workshop package | Manual UE4SS installation |
|---|---|---|
| Source and updates | Package files are supplied through the server’s Workshop directory. A package update is activated by changing its Version in Info.json and restarting; Workshop delivery can provide the updated files. |
You download and replace the UE4SS build and mod files yourself, following that build’s release instructions. |
| UE4SS mod directory | ModsNativeModsUE4SSMods for Workshop-delivered UE4SS content. |
PalBinariesWin64ue4ssMods beneath the hand-installed loader. |
| Package metadata | Requires Info.json, a package name in PalModSettings.ini, and an install rule. |
The hand-installed loader reads its own mod tree; the Workshop package installer is not involved. |
| Duplicate-loader risk | Do not also keep a hand-installed UE4SS copy in PalBinariesWin64. |
Do not also enable the Workshop UE4SS copy. |
| Removal or rollback | Remove the package name from ActiveModList, optionally remove its Workshop folder, and restart. |
Stop the server, remove or restore the affected files from the UE4SS tree, and restart. |
| Host requirement | Windows filesystem access, the generated settings file, and restart control. | Windows filesystem access to the server executable and its PalBinariesWin64 directory, plus restart control. |
How the official Workshop package path works
Use this route when the mod author supplies a Palworld Workshop package with an Info.json. The dedicated server reads the package’s PackageName and InstallRules, then deploys the required files on restart. The package’s folder name is not necessarily its package name.
1. Generate the server settings file
- Start the Windows dedicated server once with no new mod changes.
- Stop it cleanly after the normal files have been created.
- Confirm that
ModsPalModSettings.ininow exists beside the server’s mod directories.
If the file is absent, verify that you started the dedicated-server executable rather than a client installation and that the account running it can write to the server directory.
2. Place each package in the Workshop directory
For every Workshop item, create or use a folder under the server executable’s ModsWorkshop directory. The package’s Info.json must be directly inside that item folder, not buried under an extra download or version directory. A valid conceptual layout is:
Mods/
Workshop/
ItemFolder/
Info.json
(package files)
If you keep packages elsewhere, set an absolute path in the [PalModSettings] section:
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WorkshopRootDir='C:absolutepathtoWorkshop'
You can instead launch the server with -workshopdir="C:absolutepathtoWorkshop". Use one location consistently; moving files while the server is running makes it difficult to tell whether a deployment problem is caused by the package or by the path.
3. Enable the global switch and package names
Open Mods/PalModSettings.ini. Set the global switch to true and add one line for every package you want enabled:
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[PalModSettings]
bGlobalEnableMod=true
ActiveModList=PackageNameOne
ActiveModList=PackageNameTwo
Replace each example with the exact PackageName value in that package’s Info.json. Do not copy the Workshop folder name unless it is identical. Keep one ActiveModList= line per package; combining names on one line does not follow the documented format.
4. Restart and verify deployment
- Save the settings file and stop any running server process.
- Start the dedicated server again.
- Look under
ModsManagedMods<PackageName>forInstallManifest.json. - Compare the manifest and deployed files with the package’s
InstallRulesinInfo.json.
On restart, the server creates the manifest and routes UE4SS, PalSchema, LogicMods, and Paks according to the package’s declared targets. Do not manually guess a target directory when an install rule supplies it; the package installer is responsible for that mapping.
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Open the package’s Info.json and inspect its InstallRule. The rule must include "IsServer": true. Install every prerequisite named by the mod author before interpreting a load failure as a UE4SS problem. A package can deploy successfully and still fail at runtime if a dependency is missing.
6. Update or disable a package
To update a Workshop package, replace its files with the new release, change the package’s Version in Info.json, and restart the server. The server removes the old version and deploys the new one during that restart. To disable a package, remove its exact PackageName from ActiveModList; you may also delete its Workshop folder, then restart. Keep the old world backup until the new version has been used successfully.
Understanding the Workshop deployment record
The Workshop method has two separate identities to keep straight: the directory that stores an item and the package identity declared in Info.json. The server uses PackageName for activation and for the managed destination, so a correctly placed folder can still be ignored when the wrong name is entered in ActiveModList.
InstallManifest.json is the practical confirmation that the server processed an enabled package during restart. Find it at ModsManagedMods<PackageName>InstallManifest.json, then compare what was deployed with the package’s InstallRules. Those rules determine whether files belong in the UE4SS, PalSchema, LogicMods, or Paks target. Copying files by intuition can put a valid file in a directory that the server never reads.
When changing several packages, restart after each configuration change rather than leaving the server running while editing paths. A restart is the point at which the server deploys an enabled package, removes an old version after a version change, and regenerates the managed installation state.
How to install UE4SS manually
This route is for a UE4SS build and mods that the author documents for a direct server installation rather than a Palworld Workshop package.
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1. Stop the server and back up the world
- Shut down the dedicated server normally.
- Copy the world-save directory and the current server configuration to a separate location.
- Write down the UE4SS build and mod versions you are about to install.
Keeping the server stopped prevents partially written files and makes it possible to restore the pre-mod state without a second process replacing files.
2. Install exactly one compatible UE4SS build
Follow the release instructions for the chosen UE4SS build and place its loader in the server’s PalBinariesWin64 directory. Do not install a second UE4SS distribution through Workshop. The PalworldServerLauncher FAQ warns: Don’t have both copies at once. A Steam Workshop UE4SS plus a hand install in
See the launcher FAQ.PalBinariesWin64 means the server loads two copies of UE4SS and crashes on launch, so pick one.
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Place each manual UE4SS mod beneath:
Pal/
Binaries/
Win64/
ue4ss/
Mods/
YourMod/
(mod files)
The hand-installed loader reads this ue4ssMods directory. A Workshop package placed under ModsNativeModsUE4SSMods belongs to the other route and is not read by the hand-installed loader.
4. Start with one mod
Launch the server with only the UE4SS build and one mod enabled. Check the server log and any indicator documented by that mod’s author. Add the next mod only after the first one starts normally. This one-at-a-time sequence gives you a clear rollback point when a new file causes a failure; it is an operating practice, not a published compatibility test.
5. Confirm the server is actually loading the files
A successful file copy does not prove that the loader initialized. Check for the loader’s normal log output, the mod’s documented command or feature, and a clean server startup. If the server starts but the feature is absent, stop it before moving files and verify the spelling and nesting of the ue4ssMods path.
Where each kind of UE4SS mod goes
These paths are intentionally different:
| Installation choice | Correct path | What happens if you use the other path |
|---|---|---|
| Hand-installed UE4SS | PalBinariesWin64ue4ssMods |
The hand loader will not discover a Workshop package’s files under ModsNativeModsUE4SSMods. |
| Workshop-delivered UE4SS | ModsNativeModsUE4SSMods |
Copying it into the hand loader’s tree bypasses the Workshop package’s deployment model and can leave the package incomplete. |
Never solve a missing-mod symptom by copying the same UE4SS files into both locations. That creates the duplicate-loader condition that can crash the server during launch.
Server installation versus client installation
The procedures here install server-side content in the dedicated server’s Windows filesystem. They do not turn every Palworld mod into a server mod. The decisive check is the package’s Info.json InstallRule and its IsServer value, followed by the author’s dependency and client instructions.
If a mod’s documentation requires players to install a separate client component, follow that documentation after the server is stable. If it does not declare server support, do not assume that a client-only visual or interface mod can run on the dedicated server.
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Hosting and access requirements
Before choosing a host, confirm that it provides a Windows edition dedicated server rather than only a Linux instance. You also need access to the executable’s directory, the Mods directory, editable PalModSettings.ini, package storage, and a restart function. These are operational requirements of both supported routes.
A control panel can still work if it exposes equivalent file management and restart controls. If it does not expose the Windows paths or prevent you from editing the settings file, a one-click mod button cannot substitute for checking Info.json, PackageName, IsServer, and dependencies. Ask the provider how to restore a save backup before making a first mod change.
Troubleshooting common failures
The server crashes immediately after adding UE4SS
- Stop the server before changing files.
- Search for a hand-installed loader in
PalBinariesWin64and a Workshop-delivered UE4SS copy under theModstree. - Choose one distribution and remove or disable the other.
- Restore the world backup if the crash occurred after the server had already written save data.
Two UE4SS copies are a documented launch-crash cause, not a harmless duplicate.
The server starts, but a manual mod does nothing
- Confirm the loader is installed in the server executable’s
PalBinariesWin64, not in a client folder. - Confirm the mod is under that loader’s
ue4ssModsdirectory. - Check the mod’s required UE4SS version and dependencies.
- Remove other newly added mods and test this one alone.
A Workshop package is ignored
- Verify
Mods/PalModSettings.inicontainsbGlobalEnableMod=true. - Check that the package folder is under
Mods/Workshop, or thatWorkshopRootDir/-workshopdirpoints to its actual absolute location. - Make sure
Info.jsonis directly inside the item folder. - Copy the exact
PackageNamefromInfo.jsoninto its ownActiveModList=line. - Restart and look for
Mods/ManagedMods/<PackageName>/InstallManifest.json.
The package deploys but fails at runtime
Open Info.json and verify "IsServer": true. Then install the documented prerequisites. The manifest confirms deployment; it does not guarantee that a missing dependency or an incompatible mod can execute.
An update appears to have no effect
Check that the new files are in the package’s configured Workshop root, that Info.json has a changed Version, and that the server was restarted after the change. Inspect the regenerated managed-mod files rather than relying on the source folder’s timestamp.
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The dedicated-server mod system needs access to the executable directory, Mods/PalModSettings.ini, package folders, and restart control. Ask the host for those capabilities. Without them, you cannot reliably complete either supported installation route.
Rollback and removal checklist
- Stop the dedicated server.
- Keep the backup made before the mod change.
- For Workshop packages, remove the package’s exact
PackageNamefrom everyActiveModListentry and optionally delete its Workshop folder. - For manual UE4SS, remove the newly added mod from
PalBinariesWin64ue4ssMods; if the loader itself is suspect, restore the originalPalBinariesWin64files. - Start the server and verify a clean launch before restoring additional mods.
- If the world no longer loads or shows corruption, stop again and restore the backed-up save rather than repeatedly launching the damaged copy.
Safe sequencing for multiple mods
Keep a short change record containing the package name, version, UE4SS build, dependencies, installation route, and restart time. Install or enable one item, restart, and verify the expected loader or feature before making the next change. If a problem appears, the last change is the first one to reverse, and the pre-change world backup remains available.
Do not switch a package between Workshop and manual layouts as a troubleshooting shortcut. Remove or disable the first copy, restart, and then follow the complete procedure for the other route. Leaving remnants in both trees makes it impossible to tell which loader or deployment record is active and can recreate the duplicate-loader crash.
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Final pre-launch checklist
- The host is running the Windows edition of the dedicated server.
- You selected either Workshop deployment or a manual UE4SS loader, never both.
- The mod is documented as server-compatible and declares
"IsServer": truewhen using an official package. - All dependencies are installed.
- The Workshop configuration has
bGlobalEnableMod=trueand one exactActiveModList=PackageNameline per package. - Manual mods are under
PalBinariesWin64ue4ssMods; Workshop UE4SS files are underModsNativeModsUE4SSMods. - A world backup exists and the server has been restarted after every package or configuration change.
Frequently Asked Questions
Can I install UE4SS on a Linux Palworld dedicated server?
Pocketpair’s current guide says server-side mods work only on the Windows edition of the dedicated server. Use a Windows server with access to the required folders and restart controls.
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Should UE4SS mods go in the server or on every player’s client?
Server-side files belong in the dedicated server’s Windows filesystem. Whether players also need a client component depends on the individual mod’s documentation; server placement alone does not make a client-only mod compatible.
What is the correct folder for a manually installed UE4SS mod?
Use PalBinariesWin64ue4ssMods beneath the hand-installed loader. Workshop-delivered UE4SS content instead uses ModsNativeModsUE4SSMods.
Why does the server crash after I install UE4SS?
Check for two UE4SS distributions: one manually installed in PalBinariesWin64 and another delivered through Workshop. The PalworldServerLauncher FAQ identifies that duplicate-loader condition as a launch-crash cause; keep only one.
Why is my Workshop package ignored?
Confirm bGlobalEnableMod=true, place the package under the configured Workshop root, keep Info.json directly inside its item folder, and add the exact PackageName as its own ActiveModList= line. Restart and check for InstallManifest.json under ModsManagedMods<PackageName>.
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Is the Workshop folder name the same as PackageName?
Not necessarily. Copy PackageName exactly from Info.json into PalModSettings.ini; do not infer it from the directory name.
How do I update or disable an official package?
For an update, replace the package files, change its Version in Info.json, and restart. The server removes the old version and deploys the new one. To disable it, remove its exact package name from ActiveModList, optionally delete its Workshop folder, and restart.
What does IsServer mean in Info.json?
An official package intended for server use must declare "IsServer": true in its InstallRule. You must also install every dependency documented by the mod author.
The Bottom Line
Use a Windows Palworld dedicated server, back up the world, and choose exactly one UE4SS route. For Workshop packages, enable bGlobalEnableMod, list the exact PackageName, restart, and verify InstallManifest.json. For a manual install, keep the loader and mods under PalBinariesWin64ue4ssMods. Never combine the two UE4SS distributions, and do not proceed unless the mod is built for servers.
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