Creating a New Aircraft Mod

A mod is a Game Feature plugin. One mod – one aircraft – one folder.

1. The GameFeatures plugin

It is already enabled in the kit. Go to Edit → Plugins and search for GameFeatures. The checkbox should already be enabled, so there is nothing to turn on. It provides the Game Feature templates used by the plugin creation wizard.

2. Create the mod plugin

  1. Edit → Plugins → Add → New Plugin.
  2. Template – Game Feature (Content Only)
  3. Folder – Plugins/GameFeatures/
  4. Name – Latin characters, no spaces (e.g., MyPlane).
  5. Create Plugin.

Do not use Blank: it creates a regular plugin with a C++ module and no GameFeatureData, so FPS2 does not treat it as an aircraft mod.

Unreal 5.8 Show Plugin Content

⚠️ By default, Unreal hides plugin content, so it may look as if the plugin was not created.
Turn it on: in the Content Browser Settings (the cog, top right) →Show Plugin Content.
After that /Plugins/<ModName> Content/ appears.

  • Plugins/GameFeatures/<ModName>/
    • <ModName>.uplugin
    • Content/ ← mod content
    • Resources/

3. The GameFeatureData asset — the Details tab

In the Content Browser, open /Plugins/<ModName> Content/<ModName>

SectionFieldValueWhat to do
Feature StateCurrent StateActiveClick Loaded to edit the asset; switch it back to Active when finished.
Asset Manager → Primary Asset Types to ScanPrimary Asset TypeAircraftEnter exact name
Asset Base ClassDA_AircraftSelect class from dropdown
Directories/<ModName>Enter or Select mod content path
Rules → Cook RuleAlwaysCookSet to AlwaysCook
Rules → Apply RecursivelyCheckedEnable

⚠️ Cook Rule AlwaysCook + Apply Recursively are mandatory.
Otherwise, the engine will not cook your mod assets into the final package, and your aircraft will be completely missing in the packaged game.

4. Checklist

  • Template Game Feature (Content Only), folder Plugins/GameFeatures/<ModName>/.
  • Plugin Content is ticked in the Content Browser — the mod folder is visible.
  • The folder has no Source/, no Binaries/.
  • Primary Asset Types to Scan: Aircraft / DA_Aircraft / Directories = /<ModName>.
  • Rules has Cook Rule = AlwaysCook and Apply Recursively.
  • Mod content is assembled in Content/.

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