Fork of Spuckwaffel/UEDumper with built-in Model Context Protocol (MCP) support, enabling GitHub Copilot and other AI agents in VS Code to interact directly with UEDumper.
This fork adds MCP integration on top of the original UEDumper. An embedded HTTP server exposes UEDumper's APIs, and a Python MCP bridge connects them to VS Code's AI tools.
You can ask Copilot things like:
- "Find the offset of Health in ACharacter"
- "Show me the full class hierarchy of APlayerController"
- "Update all offsets in my offsets.h from the current dump"
- "Read the UWorld pointer and inspect its members"
VS Code Copilot ←—stdio—→ Python MCP Server ←—HTTP—→ UEDumper (C++ HTTP Server)
(bridge) (localhost:54685)
| File | Description |
|---|---|
UEDumper/MCP/MCPServer.h/.cpp |
Embedded C++ HTTP server (~1300 lines) |
uedumper_mcp_server.py |
Python MCP bridge (stdio ↔ HTTP) |
SKILL.md |
AI skill definition for VS Code agents |
- Rich ImGui GUI
- UE 4.19 – 5.3.0 support
- SDK & MDK generator
- Live memory editor (read/write)
- Dumpspace support
1. Open UEDumper.sln in Visual Studio 2022
2. Set configuration to Release x64
3. Build → The MCP server is included automatically
# Create a virtual environment (one-time setup)
python -m venv C:\venvs\mcp
C:\venvs\mcp\Scripts\pip install mcp httpxCreate .vscode/mcp.json in your workspace:
{
"servers": {
"uedumper": {
"command": "C:\\venvs\\mcp\\Scripts\\python.exe",
"args": ["<path-to>\\uedumper_mcp_server.py"]
}
}
}Replace
<path-to>with the actual path where you cloned this repo.
- Launch UEDumper and dump your target game
- Open VS Code — the MCP server connects automatically
- Ask Copilot — all tools are available as
uedumper_*
| Tool | Description |
|---|---|
uedumper_status |
Engine version, project info, memory status |
uedumper_list_packages |
All UE packages |
uedumper_search |
Search everything by name |
uedumper_get_struct |
Struct/class definition with members and offsets |
uedumper_get_enum |
Enum values |
uedumper_get_function |
Function signature and offset |
uedumper_get_inheritance |
Class hierarchy (parents + children) |
uedumper_get_class_layout |
Complete layout with ALL inherited members |
uedumper_get_offsets |
All engine offsets (GNames, GObjects, etc.) |
| Tool | Description |
|---|---|
uedumper_live_read |
Read raw memory (hex + typed values) |
uedumper_live_inspect |
Full object inspection with all member values |
uedumper_live_read_member |
Read a specific member's value |
uedumper_live_write_member |
Write to a specific struct member |
uedumper_live_pointer_chain |
Follow pointer chain through memory |
uedumper_live_read_array |
Read TArray contents |
| Tool | Description |
|---|---|
uedumper_find_offset_for_cheat |
Get offset in hex format ready for code |
uedumper_update_cheat_offsets |
Batch lookup multiple offsets at once |
Full tool documentation with parameters: see MCP_README.md
This fork inherits all setup requirements from the original project. UEDumper does NOT work out of the box — you need game-specific information:
- UE Version — Right-click the game executable → Properties → Details
- Offsets — GObjects, GNames, GWorld (found via reverse engineering)
- FName Decryption — Only if the game encrypts FNames
- Game Settings — Engine macros in
Engine/Userdefined/UEdefinitions.h
| File | Purpose |
|---|---|
Engine/Userdefined/UEdefinitions.h |
UE version and engine macros |
Engine/Userdefined/Offsets.h |
Game offsets (GObjects, GNames, GWorld) |
Engine/Core/FName_decryption.h |
Custom FName decryption (if needed) |
Memory/driver.h |
Custom memory read/write routines |
For detailed original documentation, see the upstream repository.
- Fork this repository
- Create a feature branch (
git checkout -b feature/my-feature) - Commit your changes (
git commit -m "Add my feature") - Push to the branch (
git push origin feature/my-feature) - Open a Pull Request
MIT License — see LICENSE for details.
Original project by Spuckwaffel. MCP integration added in this fork.