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UEDumper + MCP — Unreal Engine Dumper with AI Integration

UE Version MCP VS Code License

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.


What's New in This Fork

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"

Architecture

VS Code Copilot  ←—stdio—→  Python MCP Server  ←—HTTP—→  UEDumper (C++ HTTP Server)
                               (bridge)                     (localhost:54685)

Added Files

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

Original Features (from upstream)

  • Rich ImGui GUI
  • UE 4.19 – 5.3.0 support
  • SDK & MDK generator
  • Live memory editor (read/write)
  • Dumpspace support

Quick Start

1. Build UEDumper

1. Open UEDumper.sln in Visual Studio 2022
2. Set configuration to Release x64
3. Build → The MCP server is included automatically

2. Install the MCP Bridge

# Create a virtual environment (one-time setup)
python -m venv C:\venvs\mcp
C:\venvs\mcp\Scripts\pip install mcp httpx

3. Configure VS Code

Create .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.

4. Use It

  1. Launch UEDumper and dump your target game
  2. Open VS Code — the MCP server connects automatically
  3. Ask Copilot — all tools are available as uedumper_*

MCP Tools Reference

Discovery & Structure Analysis

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.)

Live Memory (requires active process)

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

Workflow

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


Original UEDumper Setup

This fork inherits all setup requirements from the original project. UEDumper does NOT work out of the box — you need game-specific information:

  1. UE Version — Right-click the game executable → Properties → Details
  2. Offsets — GObjects, GNames, GWorld (found via reverse engineering)
  3. FName Decryption — Only if the game encrypts FNames
  4. Game Settings — Engine macros in Engine/Userdefined/UEdefinitions.h

Configuration Files

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.


Contributing

  1. Fork this repository
  2. Create a feature branch (git checkout -b feature/my-feature)
  3. Commit your changes (git commit -m "Add my feature")
  4. Push to the branch (git push origin feature/my-feature)
  5. Open a Pull Request

License

MIT License — see LICENSE for details.

Original project by Spuckwaffel. MCP integration added in this fork.

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UEDumper fork with MCP integration — lets GitHub Copilot browse UE structures, read/write live memory, and automate offset lookups directly from VS Code

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