Validation

CrimeForge validates a mod before Forge so common project and packaging problems can be found before the longer cook/package process begins.

What validation checks

The current validation/preflight checks the mod’s CrimeForge packaging setup, including areas such as:

  • the expected PAL_<ModName>,

  • PAL runtime settings,

  • Chunk ID configuration,

  • PAL explicit assets,

  • Asset Manager registration,

  • stale PLACEHOLDER_* references left by templates,

  • dependencies and references used by the mod,

  • and external /Game/…​ assets that need the replacement workflow.

Forge can also surface normal Unreal cook or compile failures later in the build process, such as invalid references or Blueprint compile errors.

Errors and warnings

Blocking validation errors must be resolved before the mod can be Forged successfully.

Warnings identify conditions that should be reviewed but do not necessarily mean the mod is invalid.

Fix Issues

Where CrimeForge knows how to safely repair a configuration problem, the validation UI can expose a Fix Issues action.

This can repair supported setup problems automatically rather than requiring every Asset Manager or PAL setting to be corrected by hand.

Fix Issues does not blindly remove broken entries from a mod’s explicit asset list.

References that require the author’s decision should be reviewed and fixed by the author rather than silently deleted.

Validate before Forge

Validation is part of the Forge preflight, but resolving known issues before starting a Forge makes failures easier to understand and avoids wasting time on a cook that cannot produce a valid mod.

See Forge.