Unreal Engine 4/5 Scripting System
WARNING: This is the dev version of the UE4SS docs. The API and features are subject to change at any time. If you are developing mods for UE4SS, you should reference the latest release instead.
Lua scripting system platform, C++ Modding API, SDK generator, blueprint mod loader, live property editor and other dumping utilities for UE4/5 games.
Major features
- Lua Scripting API: Write lua mods based on the UE object system
- Blueprint Modloading: Spawn blueprint mods automatically without editing/replacing game files
- C++ Modding API: Write C++ mods based on the UE object system
- Live Property Viewer and Editor: Search, view, edit & watch the properties of every loaded object, great for debugging mods or figuring out how values are changed during runtime
- UHT Dumper: Generate Unreal Header Tool compatible C++ headers for creating a mirror .uproject for your game
- C++ Header Dumper: Generate standard C++ headers from reflected classes and blueprints, with offsets
- Universal UE Mods: Unlock the game console and other universal mods
- Dumpers for File Parsing: Generate
.usmapmapping files for unversioned properties - UMAP Recreation Dumper: Dump all loaded actors to file to generate
.umapsin-editor - Other Features, including Experimental features at times
Targeting UE Versions: From 4.12 To 5.5
The 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.
Basic Installation
The easiest installation is via downloading the non-dev version of the latest non-experimental build from Releases and extracting the zip content to {game directory}/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.
Command Line Options
If RE-UE4SS is installed via proxy DLL, the following command line options are available:
--disable-ue4ss- Temporarily disable UE4SS without uninstalling by launching the game with this argument.--ue4ss-path <path>- Specify a custom path to UE4SS.dll. Supports both absolute paths (e.g.,C:\custom\UE4SS.dll) and relative paths (e.g.,dev\builds\UE4SS.dllrelative to the game executable directory). Useful for testing different UE4SS builds without modifying installation files.
Environment Variables
RE-UE4SS supports the following environment variables:
UE4SS_MODS_PATHS- Semicolon-separated list of additional mods directories to load. Paths are processed in reverse order (first entry has highest priority), similar to thePATHvariable. Example:C:\SharedMods;D:\GameMods;E:\TestMods.
Links
Generating UHT compatible headers
Creating Compatible Blueprint Mods
Unreal Engine Modding Discord Server Invite
Build requirements
- A computer running Windows.
- Linux support might happen at some point but not soon.
- A version of MSVC that supports C++23:
- MSVC toolset version >= 14.39.0
- MSVC version >= 19.39.0
- Visual Studio version >= 17.9
- More compilers will hopefully be supported in the future.
- Rust toolchain >= 1.73.0
- CMake >= 3.22
- A build system: either Ninja or MSVC (included with Visual Studio)
Build instructions
- Clone the repo.
- Execute this command:
git submodule update --init --recursiveMake sure your Github account is linked to your Epic Games account for UE source access. Do not use the--remoteoption 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.
There are several different ways you can build UE4SS.
Building from CLI
Build Modes
The build modes are structured as follows: <Target>__<Config>__<Platform>
Currently supported options for these are:
-
TargetGame- for regular games on UE versions greater than UE 4.21LessEqual421- for regular games on UE versions less than or equal to UE 4.21CasePreserving- for games built with case preserving enabled
-
ConfigDev- development buildDebug- debug buildShipping- shipping(release) buildTest- build for tests
-
PlatformWin64- 64-bit windows
Basic Build Commands
To build UE4SS with CMake, use the following commands:
# Configure with Ninja (recommended for faster builds, single-configuration)
cmake -B build_cmake_Game__Shipping__Win64 -G Ninja -DCMAKE_BUILD_TYPE=Game__Shipping__Win64
# Build with Ninja
cmake --build build_cmake_Game__Shipping__Win64
# Or configure with MSVC (multi-configuration, allows switching configs without reconfiguring)
cmake -B build_cmake_Game__Shipping__Win64 -G "Visual Studio 17 2022"
# Build with MSVC (requires --config flag)
cmake --build build_cmake_Game__Shipping__Win64 --config Game__Shipping__Win64
Configuration Options
CMake allows you to configure various build options. Here are some useful options:
Proxy Path
By default, UE4SS generates a proxy based on C:\Windows\System32\dwmapi.dll. To change this, set the CMake variable:
cmake -B build -DUE4SS_PROXY_PATH="<path to proxy dll>" -DCMAKE_BUILD_TYPE=Game__Shipping__Win64
Profiler Flavor
By default, UE4SS has profiling disabled (None). To enable profiling, you need both a profiler flavor AND a build configuration that includes STATS:
# STATS are enabled by default in Dev and Test builds
cmake -B build -DPROFILER_FLAVOR=<Tracy|Superluminal|None> -DCMAKE_BUILD_TYPE=Game__Dev__Win64
note
Profiling requires STATS support. By default, Dev and Test configurations include STATS, while Shipping and Debug do not. You can manually enable STATS for any configuration by adding compile definitions:
cmake -B build -DPROFILER_FLAVOR=Tracy -DCMAKE_BUILD_TYPE=Game__Shipping__Win64 -DCMAKE_CXX_FLAGS="-DSTATS"
Helpful CMake Commands
| Command | Description |
|---|---|
cmake -B <build_dir> -G <generator> | Configure the project with a specific generator (Ninja or "Visual Studio 17 2022") |
cmake --build <build_dir> | Build with Ninja (single-config generator) |
cmake --build <build_dir> --config <mode> | Build with MSVC (multi-config generator, --config required) |
cmake --build <build_dir> --clean-first | Clean and rebuild (add --config <mode> for MSVC) |
cmake --build <build_dir> --target <target> | Build a specific target (add --config <mode> for MSVC) |
cmake --build <build_dir> --verbose | Build with verbose output (add --config <mode> for MSVC) |
Opening in an IDE
Visual Studio
CMake has built-in support for generating Visual Studio solutions:
cmake -B build -G "Visual Studio 17 2022"
Then open the generated .sln file in the build directory.
Alternatively, Visual Studio 2022 has native CMake support - you can open the folder directly in Visual Studio and it will automatically detect the CMakeLists.txt file.
CLion / Other CMake IDEs
Most modern IDEs (CLion, Visual Studio Code with CMake Tools, etc.) have native CMake support. Simply open the project folder and the IDE will automatically detect and configure the CMake project.
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.
Cross-Compiling Windows Binaries on Linux
UE4SS supports cross-compilation from Linux to Windows using two approaches: xwin (recommended) or msvc-wine.
Prerequisites for All Cross-Compilation
- Rust toolchain >= 1.73.0 with the
x86_64-pc-windows-msvctarget:rustup target add x86_64-pc-windows-msvc - CMake >= 3.22
- Ninja build system
Option 1: Cross-Compiling with xwin (Recommended)
xwin downloads and packages the Microsoft CRT headers/libraries and Windows SDK headers/libraries needed for cross-compilation, without requiring a Windows installation.
Prerequisites
- LLVM/Clang with Windows target support:
# On Ubuntu/Debian sudo apt install clang lld llvm # On Arch Linux sudo pacman -S clang lld llvm - xwin:
cargo install xwin
Setup
-
Download the Microsoft tools and SDK using xwin (this only needs to be done once):
xwin --accept-license splat --output ~/.xwinThis will download approximately 300MB and can take a few minutes.
-
Set the XWIN_DIR environment variable:
export XWIN_DIR=~/.xwin
Building Manually with CMake
# Configure with xwin-clang-cl toolchain (uses clang with MSVC-compatible flags)
XWIN_DIR=~/.xwin cmake -B build_xwin \
-G Ninja \
-DCMAKE_BUILD_TYPE=Game__Shipping__Win64 \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/xwin-clang-cl-toolchain.cmake
# Or use xwin-clang toolchain (uses clang with GNU-style flags)
XWIN_DIR=~/.xwin cmake -B build_xwin \
-G Ninja \
-DCMAKE_BUILD_TYPE=Game__Shipping__Win64 \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/xwin-clang-toolchain.cmake
# Build
cmake --build build_xwin
Building with build.sh Script
# Set XWIN_DIR
export XWIN_DIR=~/.xwin
# Build with xwin-clang-cl
./tools/buildscripts/build.sh --toolchain xwin-clang-cl
# Or build with xwin-clang
./tools/buildscripts/build.sh --toolchain xwin-clang
# Build specific configuration
./tools/buildscripts/build.sh --toolchain xwin-clang-cl --build-config Game__Debug__Win64
# Clean build with verbose output
./tools/buildscripts/build.sh --toolchain xwin-clang-cl --clean --verbose
Option 2: Cross-Compiling with msvc-wine
msvc-wine uses actual MSVC tools running under Wine. This provides maximum compatibility but requires more setup.
Prerequisites
- Wine:
# On Ubuntu/Debian sudo apt install wine wine64 winbind # On Arch Linux sudo pacman -S wine samba - msvc-wine - Follow their installation guide to install MSVC tools
- Clang (for wine-clang-cl mode) or use MSVC's cl.exe (for wine-msvc mode)
Setup
-
Install msvc-wine following the official instructions. By default, this installs to
~/my_msvc/opt/msvc. -
Make sure the msvc-wine tools are in your PATH:
export PATH="$HOME/my_msvc/opt/msvc/bin/x64:$PATH" -
Set the Wine prefix (optional):
export WINE_PREFIX=~/.wine
Building Manually with CMake
# Configure with wine-clang-cl toolchain (clang-cl under wine)
cmake -B build_wine \
-G Ninja \
-DCMAKE_BUILD_TYPE=Game__Shipping__Win64 \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/wine-clang-cl-toolchain.cmake
# Or use wine-msvc toolchain (MSVC cl.exe under wine)
cmake -B build_wine \
-G Ninja \
-DCMAKE_BUILD_TYPE=Game__Shipping__Win64 \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/wine-msvc-toolchain.cmake
# Build
cmake --build build_wine
Building with build.sh Script
# Build with wine-clang-cl
./tools/buildscripts/build.sh --toolchain wine-clang-cl
# Or build with wine-msvc
./tools/buildscripts/build.sh --toolchain wine-msvc
# Build specific configuration
./tools/buildscripts/build.sh --toolchain wine-clang-cl --build-config Game__Debug__Win64
Build Output
Cross-compiled binaries will be in the build directory under <BuildMode>/bin/:
build_xwin_Game__Shipping__Win64/
└── Game__Shipping__Win64/
└── bin/
├── UE4SS.dll
├── dwmapi.dll (proxy DLL)
└── ... (other files)
Debugging Under Wine
When using wine-based toolchains, you can debug crashes and issues using Wine's debugger.
Using winedbg
# Debug a running program
winedbg ./path/to/game.exe
# Debug a crash dump
winedbg crash_2024_12_26_07_39_15.dmp
Important Notes for Debugging
- Debug symbols (.pdb files) are not stored in minidump files
- You must have the exact same .pdb file that corresponds to the .dll that crashed
- The easiest way to ensure matching symbols:
- Note the git commit hash when you built UE4SS
- When debugging a crash, checkout that exact commit
- Rebuild to generate matching .pdb files
- Then debug the minidump
Tips
- Set
WINEDEBUG=-allto reduce Wine's debug output during builds (already done by build.sh) - If you encounter "access denied" errors, ensure you have
winbindorsambainstalled - PDB files are generated in the same directory as the DLL files
Updating git submodules
If you want to update git submodules, you do so one of three ways:
- You can execute
git submodule update --init --recursiveto update all submodules. - You can also choose to update submodules one by one, by executing
git submodule update --init --recursive deps/<first-or-third>/<Repo>. Do not use the--remoteoption unless you actually want to update to the latest commit. - If you would rather pick a specific commit or branch to update a submodule to then
cdinto the submodule directory for that dependency and executegit checkout <branch name or commit>. The main dependency you might want to update from time to time isdeps/first/Unreal.
Credits
All contributors since the project became open source: https://github.com/UE4SS-RE/RE-UE4SS/graphs/contributors
- Original Creator The original creator no longer wishes to be involved in or connected to this project. Please respect their wishes, and avoid using their past usernames in connection with this project.
- Archengius
- UHT compatible header generator
- CasualGamer
- Injector code & aob scanner is heavily based on his work, 90% of that code is his.
- SunBeam
- Extra signature for function 'GetFullName' for UE4.25.
- Regex to check for proper signature format when loaded from ini.
- Lots and lots of work on signatures
- tomsa
- const char* to vector<int> converter
- tomsa: Idea & most of the code
- Original Creator: Nibblet support
- const char* to vector<int> converter
- boop / usize
- New UFunction hook method
- RussellJ
- Blueprint Modloader inspiration
- Narknon
- Certain features and maintenance/rehosting of the project
- DeadMor0z
- Certain features and Lua updates/maintenance
- OutTheShade
- Unreal Mappings (USMAP) Generator
- DmgVol
- Inspiration for map dumper
- Buckminsterfullerene
- Rewriting the documentation, various fixes
- trumank
- Lua bindings generator, various fixes, automation & improvements
- localcc
- C++ API
Thanks to everyone who helped with testing
- GreenHouse
- Otis_Inf
- SunBeam
- Motoson
- hooter
- Synopis
- Buckminsterfullerene