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Lua scripting system platform, C++ Modding API, SDK generator, blueprint mod loader, live property editor and other dumping utilities for UE4/5 games.
.usmap mapping files for unversioned properties.umaps in-editorThe goal of UE4SS is not to be a plug-n-play solution that always works with every game. The goal is to have an underlying system that works for most games. You may need to update AOBs on your own, and there's a guide for that below.
The easiest installation is via downloading the non-dev version of the latest non-experimental build from Releases and extracting the zip content to /{Gameroot}/GameName/Binaries/Win64/.
If your game is in the custom config list, extract the contents from the relevant folder to Win64 as well.
If you are planning on doing mod development using UE4SS, you can do the same as above but download the zDEV version instead.
Generating UHT compatible headers
Creating Compatible Blueprint Mods
Unreal Engine Modding Discord Server Invite
git submodule update --init --recursive
Make sure your Github account is linked to your Epic Games account for UE source access.
Do not use the --remote option because that will force third-party dependencies to update to the latest commit, and that can break things.
You will need your github account to be linked to an Epic games account to pull the Unreal pseudo code submodule.build_auto.bat <BuildMode> <Target>, example: build_auto.bat Release ue4ss
Valid build modes are Release and Debug, and valid targets are ue4ss and xinput1_3.
Parallel compilation is enabled for this build method.ue4ss or xinput1_3 from the target list and hit the build button.
Parallel compilation is NOT enabled for this build method.VS_Solution/generate_vs_solution.bat to generate a Visual Studio solution file.
Open the solution with Visual Studio 2019 or Visual Studio 2022, select the build type and build the ue4ss project.
Parallel compilation is enabled for this build method.If you want to update dependencies, you do so one of three ways:
1. You can execute remote_update_first_party_submodules.bat to update all first-party dependencies.
2. You can also choose to update dependencies one by one, by executing git submodule update --init --recursive vendor/<RepoOwner>/<Repo>.
Remember to not use the --remote option unless you actually want to update to the latest commit.
3. If you would rather pick a specific commit or branch to update a dependency to then cd into the submodule directory for that dependency and execute git checkout <branch name or commit>.
Note that you should also commit & push the submodules that you've updated if the reason why you updated was not because someone else pushed an update, and you're just catching up to it.
All contributors since the project became open source: https://github.com/UE4SS-RE/RE-UE4SS/graphs/contributors
$ claude mcp add RE-UE4SS \
-- python -m otcore.mcp_server <graph>