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 {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.
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.dll relative to the game executable directory). Useful for testing different UE4SS builds without modifying installation files. 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 the PATH variable. Example: C:\SharedMods;D:\GameMods;E:\TestMods.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.There are several different ways you can build UE4SS.
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
Config
Dev - development buildDebug - debug buildShipping - shipping(release) buildTest - build for tests
Platform
Win64 - 64-bit windowsTo 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
CMake allows you to configure various build options. Here are some useful options:
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
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,
DevandTestconfigurations include STATS, whileShippingandDebugdo not. You can manually enable STATS for any configuration by adding compile definitions:bash cmake -B build -DPROFILER_FLAVOR=Tracy -DCMAKE_BUILD_TYPE=Game__Shipping__Win64 -DCMAKE_CXX_FLAGS="-DSTATS"
| 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) |
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.
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.
UE4SS supports cross-compilation from Linux to Windows using two approaches: xwin (recommended) or msvc-wine.
x86_64-pc-windows-msvc target:
bash
rustup target add x86_64-pc-windows-msvc
For Rust installations without rustup, install the Windows target standard library separately. It must match the installed Rust compiler build.xwin downloads and packages the Microsoft CRT headers/libraries and Windows SDK headers/libraries needed for cross-compilation, without requiring a Windows installation.
clang-cl, lld-link, and the MASM-compatible llvm-ml assembler:
```bash
# On Ubuntu/Debian
sudo apt install clang lld llvm# On Arch Linux sudo pacman -S clang lld llvm
# On Enterprise Linux 10 (e.g. RHEL, CentOS Stream, AlmaLinux)
sudo dnf install clang lld llvm
- [xwin](https://github.com/Jake-Shadle/xwin), installed using Cargo:bash
cargo install xwin
``
- Wine and Linuxbinfmt_miscsupport for a complete cross-build. UE4SS runs Windows build-time tools such asproxy_generator.exedirectly. The host must be able to execute Windows PE binaries without an explicitwine` command. A headless Wine installation is sufficient to build UE4SS.
If you have not already done so, clone the repository and initialise its submodules as described in Build instructions. Change into the root of the cloned repository (normally RE-UE4SS/, containing CMakeLists.txt). Run the commands below from that directory.
Download and unpack the Microsoft SDK and CRT into the repository's xwin/ directory (installing the xwin executable alone does not install the SDK):
bash
xwin --accept-license splat --output ./xwin
Both xwin CMake toolchains and build.sh find the SDK and CRT there automatically, but if you prefer to store the SDK and CRT elsewhere, set XWIN_DIR to that directory before configuring or building, for example export XWIN_DIR="$HOME/.xwin". When set, XWIN_DIR overrides the repository-local default.
3.3. Wine must be registered with Linux's binfmt_misc mechanism to allow Windows .exe files to be executed directly during the build. Your distribution may already have configured this.
Check with:
bash
cat /proc/sys/fs/binfmt_misc/status
grep -il '^interpreter .*wine' /proc/sys/fs/binfmt_misc/* 2>/dev/null
You should see a short list including output similar to:
text
enabled
/proc/sys/fs/binfmt_misc/DOSWin
The handler name may differ between distributions. If binfmt_misc is not enabled, or no Wine interpreter is listed, follow the configuration instructions below.
On most Linux distributions, you can make the Wine registration persistent across reboots using the following procedure. These instructions use systemd, which is included in most mainstream Linux distributions. If your distribution uses a different init system, consult its documentation for making binfmt_misc registrations persistent.
bash
sudo mkdir -p /etc/binfmt.d
printf '%s\n' ':DOSWin:M::MZ::/usr/bin/wine:' | sudo tee /etc/binfmt.d/wine.conf
sudo systemctl restart systemd-binfmt.service
Use the actual absolute path to Wine if it is not /usr/bin/wine. Distribution packaging and registration may differ. Check the configuration by executing a Windows console .exe directly, without prefixing the command with wine.
Wine can produce extensive diagnostic output when running Windows build-time tools, particularly on headless systems. To suppress it for the current shell session:
export WINEDEBUG=-all
You can also prefix an individual command (for example, WINEDEBUG=-all cmake --build build_xwin), or add the export to your shell startup configuration if you prefer. This setting is optional; unset it when you need Wine diagnostics. The xwin modes of build.sh suppress Wine diagnostics automatically.
Run the following commands from the repository root. Select one toolchain and use its own build directory; CMake caches the compiler selection. Both xwin toolchains need llvm-ml with -m64 for the Windows x64 proxy assembly.
# Configure with xwin-clang-cl (MSVC-compatible compiler interface)
cmake -S . -B build_xwin -G Ninja \
-DCMAKE_BUILD_TYPE=Game__Shipping__Win64 \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/xwin-clang-cl-toolchain.cmake \
-DCMAKE_ASM_MASM_COMPILER:FILEPATH="$(command -v llvm-ml)" \
-DCMAKE_ASM_MASM_FLAGS:STRING=-m64
# Build
cmake --build build_xwin
Alternatively, use the xwin-clang toolchain (GNU-style compiler interface) in a separate build directory:
cmake -S . -B build_xwin_clang -G Ninja \
-DCMAKE_BUILD_TYPE=Game__Shipping__Win64 \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/xwin-clang-toolchain.cmake \
-DCMAKE_ASM_MASM_COMPILER:FILEPATH="$(command -v llvm-ml)" \
-DCMAKE_ASM_MASM_FLAGS:STRING=-m64
cmake --build build_xwin_clang
The xwin toolchains use llvm-ml -m64 automatically when building through build.sh. Invoke the script with bash; executable file permissions are not required. By default it builds only the UE4SS target; use --target all for the complete build, including the proxy DLL.
# Build the complete project with xwin-clang-cl
bash tools/buildscripts/build.sh --toolchain xwin-clang-cl --target all
# Or build the complete project with xwin-clang
bash tools/buildscripts/build.sh --toolchain xwin-clang --target all
# Build a specific configuration (UE4SS target by default)
bash tools/buildscripts/build.sh --toolchain xwin-clang-cl --build-config Game__Debug__Win64
# Clean, full build with verbose output
bash tools/buildscripts/build.sh --toolchain xwin-clang-cl --target all --clean --verbose
msvc-wine uses actual MSVC tools running under Wine. This provides maximum compatibility but requires more setup.
# On Arch Linux sudo pacman -S wine samba ``` - msvc-wine - Follow their installation guide to install MSVC tools - Clang (for wine-clang-cl mode) or use MSVC's cl.exe (for wine-msvc mode)
Install msvc-wine following the official instructions.
By default, this installs to ~/my_msvc/opt/msvc.
Make sure the msvc-wine tools are in your PATH:
bash
export PATH="$HOME/my_msvc/opt/msvc/bin/x64:$PATH"
Set the Wine prefix (optional):
bash
export WINE_PREFIX=~/.wine
# 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
# Build with wine-clang-cl
bash tools/buildscripts/build.sh --toolchain wine-clang-cl
# Or build with wine-msvc
bash tools/buildscripts/build.sh --toolchain wine-msvc
# Build specific configuration
bash tools/buildscripts/build.sh --toolchain wine-clang-cl --build-config Game__Debug__Win64
Cross-compiled binaries will be in the chosen build directory under <BuildMode>/bin/. For example, the manual xwin-clang-cl build produces:
build_xwin/
└── Game__Shipping__Win64/
└── bin/
├── UE4SS.dll
├── dwmapi.dll (proxy DLL)
└── ... (other files)
The build.sh --toolchain xwin-clang-cl example instead uses build_xwin-clang-cl_Game__Shipping__Win64/.
When using wine-based toolchains, you can debug crashes and issues using Wine's debugger.
# Debug a running program
winedbg ./path/to/game.exe
# Debug a crash dump
winedbg crash_2024_12_26_07_39_15.dmp
winbind or samba installedIf you want to update git submodules, you do so one of three ways:
1. You can execute git submodule update --init --recursive to update all submodules.
2. 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 --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 submodule to then cd into the submodule directory for that dependency and execute git checkout <branch name or commit>.
The main dependency you might want to update from time to time is deps/first/Unreal.
All contributors since the project became open source: https://github.com/UE4SS-RE/RE-UE4SS/graphs/contributors
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