UE4SS
FreeNot checkedMCP server for version-aware RE-UE4SS documentation and live introspection, control, and debugging of UE4SS-injected games.
About
MCP server for version-aware RE-UE4SS documentation and live introspection, control, and debugging of UE4SS-injected games.
README
An MCP server giving a coding agent version-aware access to RE-UE4SS docs, plus live introspection and control of a UE4SS-injected game, to help develop and debug Lua mods without hand-digging through docs or a live object graph with hundreds of thousands of entries.
Setup
Add this to your MCP client's config (e.g. mcp.json) to run it
straight from GitHub via uvx — no clone needed:
{
"mcpServers": {
"ue4ss-mcp": {
"command": "uvx",
"args": [
"--from",
"git+https://github.com/4piu/[email protected]",
"ue4ss-mcp-server"
]
}
}
}
The tag is pinned deliberately — an installed bridge mod is tied to the
server version that installed it, so an unpinned config could silently
pick up a future breaking change on main. Bump it yourself when you
want to upgrade (and reinstall the bridge mod after).
Or from a local clone:
uv sync
uv run ue4ss-mcp-server # stdio transport
Call install_bridge_mod once against your UE4SS install directory,
then wait_running_bridge to connect before using any live tool below.
Each installed game gets its own identity (bridge_id) and can be
connected to independently — including by more than one agent at once,
since the bridge mod itself accepts several simultaneous connections.
bridge_id only needs to be passed to a live tool when more than one
game is connected at the same time; omit it otherwise.
Tools
Every list-shaped tool is paginated ({items, returned, total_matched, truncated, cursor}) — nothing dumps a whole object graph or log at once. Full usage details are in each tool's own description.
| Tool | Needs a game? | Description |
|---|---|---|
resolve_context |
no | Detect UE4SS version/game from a log or explicit values |
search_api / get_symbol |
no | Search and drill into UE4SS's versioned Lua/C++ API docs |
get_upgrade_notes |
no | What changed between two UE4SS versions |
install_bridge_mod |
no | Install this project's bridge mod into a UE4SS Mods/ folder |
enable_mod / disable_mod |
no | Flip a mod on/off in mods.txt |
list_running_bridge |
no | List every known game and whether it's currently connected |
wait_running_bridge |
yes | Connect to a game (waits up to a timeout) before using the tools below |
find_object |
yes | Locate a live UObject (or UFunction) by class or path |
describe_object |
yes | Inspect an object's properties, or a UFunction's parameters |
call_function |
yes | Invoke a method on a live object |
register_hook / unregister_hook |
yes | Observe a UFunction's calls without polling |
watch_new_object |
yes | Observe object construction without polling |
poll_hook_events |
yes | Drain buffered events from a hook or watch |
reload_mod |
yes | Hot-reload a mod that's already running |
dump_and_index / search_dump |
yes | Trigger and query UE4SS's bulk dumpers (actors/objects/SDK headers) |
exec_lua |
yes | Run arbitrary Lua in the game, as a last resort |
parse_log |
no | Version, mod load status, errors/warnings from a UE4SS.log |
search_log |
no | Free-text search over a log |
parse_crash |
no | Parse a native crash report or a Lua traceback into a structured callstack |
Known limitations
- A mod's first load needs a human.
enable_mod+reload_modcan't start a mod UE4SS has never loaded — click "Restart All Mods" in the UE4SS console (or relaunch) once, thenreload_modworks. - A broad live query can stall the game, or on some builds crash it.
find_objectonActor/UObject, ordump_and_index'sobjects/sdk/uhtkinds, run an unbounded native scan on the game thread — pagination bounds the response, not the scan itself. describe_object/call_function/exec_luacan crash the game with no diagnostics. UE4SS checks a UFunction call's argument count but not type; reading a property's value, or calling any undocumented/guessed method on a reflected wrapper object, is itself a native call that isn't guaranteed safe on every engine build. None of this is catchable from Lua.- Reinstalling over a running game can fail. The bridge mod's companion native module (
ue4ssmcp_pipe.dll) stays locked in memory while the game has it loaded —install_bridge_modagainst an already-running install with the mod loaded can fail to overwrite it. Close the game first, then reinstall and relaunch.
Installing UE4SS
This server has no published package — it is built from source. Open the repository and follow its README.
▸ github.com/4piu/UE4SS-mcpFAQ
Is UE4SS MCP free?
Yes, UE4SS MCP is free — one-click install via Unyly at no cost.
Does UE4SS need an API key?
No, UE4SS runs without API keys or environment variables.
Is UE4SS hosted or self-hosted?
Self-hosted: the server runs locally on your machine via the install command above.
How do I install UE4SS in Claude Desktop, Claude Code or Cursor?
Open UE4SS on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.
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