Guide contents
Check the Workshop item and dependencies, enable it in Mod Management, save and restart, then branch to the server guide if the target is a dedicated server.
This page keeps platform, version, dependency, and source boundaries visible so a safe test has a clear result.
Follow the smallest useful path.
Check subscription and dependencies
Open the Workshop item, subscribe to the required items, and review dependency notes.
The required items are visible and the Mod is not being tested with a missing dependency.
Enable and restart
Use Options > Mod Management, enable the Mod, save, and restart the game.
The Mod remains enabled after restart and the expected behavior is testable.
Use the server branch when needed
For a dedicated server, follow ActiveModList and server restart instructions rather than client steps.
The server log or in-game result reflects the server-side configuration.
Use the symptom to choose the next check.
| Symptom | Check | Recovery |
|---|---|---|
| The client sees the item but nothing changes. | Confirm Mod Management is enabled and dependencies are subscribed. | Save, restart, and test without unrelated manual UE4SS files. |
| The server does not load the Workshop item. | Check PackageName, ActiveModList, and the documented server folder. | Restore the previous server state and reapply the server flow only. EvidenceSReviewed source |
Questions this source set can answer.
Can I copy Workshop files to every client path?
No. Workshop, manual UE4SS, and server flows have different boundaries.
What should I do after changing the Mod list?
Save and restart before judging whether the item is active.
If the current source disagrees with an older tutorial, pause the change and re-check the release, platform, and original Mod page before continuing.