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UE4SS

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MCP server for version-aware RE-UE4SS documentation and live introspection, control, and debugging of UE4SS-injected games.

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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_mod can't start a mod UE4SS has never loaded — click "Restart All Mods" in the UE4SS console (or relaunch) once, then reload_mod works.
  • A broad live query can stall the game, or on some builds crash it. find_object on Actor/UObject, or dump_and_index's objects/sdk/uht kinds, run an unbounded native scan on the game thread — pagination bounds the response, not the scan itself.
  • describe_object/call_function/exec_lua can 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_mod against an already-running install with the mod loaded can fail to overwrite it. Close the game first, then reinstall and relaunch.

from github.com/4piu/UE4SS-mcp

Installing UE4SS

This server has no published package — it is built from source. Open the repository and follow its README.

▸ github.com/4piu/UE4SS-mcp

FAQ

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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