A databank of every modding tool that has potential to be used across multiple UE games. Many tools were submitted by the lovely members of the [Unreal Engine Modding Discord](https://discord.gg/unreal-engine-modding-876613187204685934) - please join if you want discuss use of these tools or just general UE modding!
If you are an UE game developer, and want to know how some of these tools are used to mod your games, please refer to the [developer guide](https://buckminsterfullerene02.github.io/dev-guide/).
Categories are not ordered by any means, except for CU tools at the top.
Any tool that is not listed here, but should be, please submit a pull request.
> Some of these tools may be unmaintained and/or outdated, but are still useful for people writing their own tools and may want to see how others implemented their tools.
* **[CU]** [ZenTools UE4](https://github.com/WistfulHopes/ZenTools-UE4) - Written by **WistfulHopes**
- A fork of the above ZenTools but only supports 4.25 - 4.27 (all UE4 IoStore versions)
- A method to repack assets into IoStore container files using UnrealPak can be found [here](https://gist.github.com/Buckminsterfullerene02/0f7233d5dda97c82039ba932c2bc8fb7)
* [UnrealReZen](https://github.com/rm-NoobInCoding/UnrealReZen) - Written by **NoobInCoding**
- UnrealReZen is for packing `IoStore` container files (`.utoc` and `.ucas`)
- Only works with the FModel output format of these files, which are not the same as normal cooked assets (e.g. ZenTools or UnrealPak output)
* [IOStorePackager](https://github.com/Buckminsterfullerene02/UE-Modding-Tools/blob/main/Loose%20Files/IOStorePackagev2.zip) - Written by **Narknon**
- A simple GUI for packaging/repackaging cooked assets as `IOStore`
- Made with [tuw](https://github.com/matyalatte/tuw)
* [unpak](https://github.com/bananaturtlesandwich/unpak) - Written by **Spuds**
- A "no nonsense" unreal pak parser that doesn't force files to be extracted, only converts entries to bytes when requested and supports all pak versions
- Open-source software for exploring Unreal Engine games' files. From seeing the properties of an asset to listening to your favorite audio files, it has never been easier to navigate inside a game's assets
* **[CU]** [CUE4Parse](https://github.com/FabianFG/CUE4Parse) - Maintained by the FModel developers
- C# Parser and API for UE packages & assets, used primarily by FModel
* **[CU]** [UAssetGUI](https://github.com/atenfyr/UAssetGUI) - Written by **atenfyr**
- There is a dedicated category for discussion of this tool with the author in the [UE Modding Discord](https://discord.gg/unreal-engine-modding-876613187204685934)
Tools that deal with editing the textures, animations and models from UE4 games.
**Short PSA:** To get custom materials working in later UE4 versions, go to `ProjectSettings` then to `Packaging` and set `ShareMaterialShaderCode` to `False`, then cook them like you normally would.
- Allows you to inject texture files directly into their original uassets without cooking for a large number of UE versions, and can do bulk operations via CLI
* [Rokoko Studio](https://github.com/Rokoko/rokoko-studio-live-blender) - Written by **Rokoko**
- Rokoko Studio is a powerful and intuitive software for recording, visualizing and exporting motion capture
- This plugin lets you stream your animation data from Rokoko Studio directly into Blender
* [CUE4Parse Animation Assets Maxx Export Utility](https://github.com/Buckminsterfullerene02/CUE4Parse/tree/mass-export) - Written by **Buckminsterfullerene**
- A C# program that uses CUE4Parse to mass export animation assets from any UE game
- Detailed instructions on how to use it can be found in [this wiki](https://github.com/LongerWarrior/UEAssetToolkitGenerator/wiki/Generating-FBX#run-the-cue4parse-mass-actorx-exporter)
* [3DSMax Bulk Export PSK/PSA to FBX](https://gist.github.com/Buckminsterfullerene02/12947999641c6a290f2cbbaf4e0ee313) - Written by **Gildor**, adapted by **Aproydtix**, further modified by **Buckminsterfullerene**
- Extra modifications include: automatically clearing the scene when new model imported, adds ability to mass export animations in sub folders for specific directory layouts to make mass export process much faster
* [UE4 Project Generator GUI](https://github.com/Buckminsterfullerene02/UE-Modding-Tools/blob/main/Loose%20Files/UE4%20Project%20Generator%20GUI.exe) - Written by **spuds**
- Provides a GUI for the UE4 Game Project Generator tool above
* [UE Plugin Manifest Generator](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/upluginTool.7z) - Written by **HeartlessSeph**
* [Add Object Initialiser To Actors in Project Files](https://gist.github.com/Buckminsterfullerene02/90d1d02a6639f656e284bd799801241c) - Written by **dedede123**
Tools that generate assets for the Unreal Engine Editor. Allows you to reconstruct the game's assets in the editor, in your own project. Saves a heap of time with manually dummying assets for blueprint modding. Example modkit projects can be found in the [Game Specific Modkits](https://github.com/Buckminsterfullerene02/UE-Modding-Tools#game-specific-modkits) section.
* [UUU Dump Formatter](https://github.com/Mert-Y/UniversalUE4UnlockerDumpFormatter) - Written by **Mert-Y**
- Formats the dump from the UUU into a readable format
* [Unreal Mod Unlocker](https://github.com/IllusorySoftware/UnrealModUnlocker-Public) - Written by **IllusorySoftware**
- Unlocks loading of 3rd party UE4 loose files for (a claimed) 75-90% of UE4 games
## Audio
Tools that deal with audio modding. You don't need any tools to mod the default UE audio system, if the game uses that. Sadly, many games use proprietary audio systems like FMOD and WWise, which require their own tools.
* [BNK Editor](https://github.com/marieismywaifu/BNKEditor) - Written by **marieismywaifu**
- Allows direct replacing and saving of wems from the .bnk files of games that use Wwise for audio (located in the WwiseBanks folder)
* [BNK Extractor](https://github.com/eXpl0it3r/bnkextr) - Written by **eXpl0it3r**
- Wwise *.BNK File Extractor extracts WEM files from the ever more popular Wwise BNK format
* [Wwiser](https://github.com/bnnm/wwiser) - Written by **bnnm**
- Wwise .bnk parser to assist in ripping audio from games using the Wwise engine
* [ww2ogg](https://github.com/hcs64/ww2ogg) - Written by **hcs64**
- Converts Wwise `RIFF`/`RIFX` Vorbit to standard `Ogg` Vorbis
* [Audacity](https://www.audacityteam.org/) - Written by **Audacity Team**
- A very nice tool for opening, recording and editing audio files of many types
- It supports macros which allows for some automation too
* [Foobar2000](https://www.foobar2000.org/) - Written by **Peter Pawlowski**
- Just edit the Game project name to your particular game and it will backup the `.sav` and `.ini` files for that game or just toss it in one of your existing bat files
- Deletes `.uexp` and `.ubulk` files and replaces `.uassets` with blank files of the same name recursively when a folder containing exported assets is dragged onto it
* [Create Empty Content Folder Hierarchy](https://gist.github.com/Buckminsterfullerene02/43ac2fe1c760b101de4b452dd711ce3f) - Written by **Buckminsterfullerene**
- A batch script of a couple nice UModel commands to extract all of the animation assets from a game
- Running the second command directly after the first is beneficial since all game packages are loaded into memory which saves a lot of time not having to do it twice
* [Generate Blender Script To Convert GLTF to FBX](https://gist.github.com/Buckminsterfullerene02/6b49374b8a8da0d992e73a22c9e0d7dc) - Written by **DmgVol**
* [Mass Convert Assets from Cooked to Uncooked](https://dev.epicgames.com/community/snippets/QE0/unreal-engine-cooked-asset-uncooked-asset-editor-script) - Written by **Buckminsterfullerene**
- Blueprint editor utility script to easily "convert" cooked assets to uncooked if that "feature" is supported by the engine (e.g. data asset, behaviour tree, animation sequence)
- Need to have the [these](https://gist.github.com/Buckminsterfullerene02/1588574607c8b551dd101e09ccc925ed) config settings in your project's `DefaultEngine.ini` file
* [Make Debug World](https://dev.epicgames.com/community/snippets/APr/unreal-engine-make-showcase-world-grid) - Written by **Buckminsterfullerene**
- Once you have all static meshes/actors uncooked in-editor, you can use this editor utility script to load them all into a level in a neat way
* [Asset Generator Bitesize](https://github.com/Knutschbert/UnrealStuff/tree/main/Modding/SDK%20Generation/AssetGeneratorBiteSize) - Written by **Knutschbert**
- A small gui + symlink script for filtering to use with the AssetGenerator commandlet
* [Asset Registry Helper](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/tree/main/Loose%20Files/Asset%20Registry%20Helper) - Written by **Archengius**
* [Visual Studio 2017 Community Installer](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/vs_Community.exe) - Posted by **Narknon**
* [3dmigoto](https://github.com/bo3b/3Dmigoto) - Written by **Chiri**, continued by **DarkStarSword** and **bo3b**
- Semi-Universal D3D11 (no D3D12/vulkan) wrapper designed for modifying, fixing, or replacing shaders and shader resources, originally used for 3D Stereovision support
- Now used by several communities in UE and Unity for runtime mesh replacement in the renderer, avoiding the need to replace actual game assets or bypass signature checks
- Not UE specific but many UE games are well suited. Mesh replacement requires GPU skinning which is enabled by default in UE for character animation
- Note that effective usage of this extremely powerful tool may require extensive analysis of your game and sufficient skill as a modeler
- [Additional notes on 3dmigoto supported games and usage](https://gist.github.com/elbadcode/b09f03fd50a451debc5811782b23bd24) - Written by **lobotomyx**
* [3D Fixes toolset](https://github.com/DarkStarSword/3d-fixes) - Maintained by **DarkStarSword**
- Essential sister repository to 3dmigoto containing scripts for analyzing, extracting, and import shaders and shader resources
- Contains Blender import/export script that forms the basis of 3dmigoto mesh modding. Typically requires some analysis work and understanding of D3D11 API
- Universal fixes for some built in shaders specific to UE4, as well as some guides on usage to fix rendering issues by swapping shaders
* **[PW]** [NinjaRipper](https://www.ninjaripper.com/) - Written by **blackninja**
- Closed source, paid tool for dumping graphics resources (one time patreon sub for permanent license without updates)
- Uses similar techniques as 3Dmigoto but trades the ability to replace resources for greater API support, with coverage for vulkan and D3D12
- As of version 2.6 now dumps decompiled shaders and API call analysis log making it a viable alternative to graphics debuggers like renderdoc in some cases
- Supports importing large scenes, riggable characters, and vertex based animation to Blender, 3DS Max, and Noesis
> There is also a guides forum channel in the [Unreal Engine Modding Discord](https://discord.gg/unreal-engine-modding-876613187204685934) where you can find more guides/modding tips or share your own.
* [Setting up UE as git merge tool for BPs](https://gist.github.com/Panakotta00/c90d1017b89b4853e8b97d13501b2e62) - Written by **Panakotta00**
* [UE4 Networking for BP](https://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf) - Written by **Cedric Neukirchen**
- Some very thorough documentation on UE4 Networking for both BP and C++
* [Blueprints vs C++](https://www.youtube.com/watch?v=VMZftEVDuCE)
- If you do BP modding and haven't watched this video for whatever reason, I highly recommend watching it
- Complimentary article: [Blueprints vs C++](http://awforsythe.com/unreal/blueprints_vs_cpp/)
* [Amazing YT Channel for BP Tutorials](https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ)
Many popular modding communities for various games have their own websites for documenting and centralising modding information. In many cases, information can be shared between other games, due to maybe using the same tools, engine version or the game uses similar systems. Usually, games will keep their modding resources exclusively within their own Discord communities, however this lacks the benefit of having their docs indexed and searchable by search engines.
* [Modding Windows Store Games](https://docs.google.com/document/d/1MWazakhAcey7mQlwZEJA-8dDQ-a2KXd-AXa8c0J0Tlo/edit)
- This guide to get started with modding Windows Store (Xbox Game Pass and similar) UE games versions was created for Deep Rock Galactic but is potentially useful for any other game within this category
- The Astroneer Modder's Guide has some nice in-depth explanation of using the UnrealPak and UAssetGUI tools. If you ignore the Astroneer-specific parts, this is definitely relevant to most other UE4 games
* [Hex Editing Materials with HxD](https://docs.google.com/document/d/1JFGoev79Pqvh1JYYua2Ngo3rLRIWu8BeTtrwPWdn6lM/edit#heading=h.ga0funqkacr2)
- Although this guide was created for Guilty Gear Strive, it features some absolutely brilliant explanations of using FModel and hex editing materials with HxD
* [Ghostrunner Guides](https://github.com/Dmgvol/GR_Guides) - Written by **Dmgvol**
- A collection of modding guides for Ghostrunner but the same principles apply for all UE4 games
- Guides like texture and model swapping, hex, UAssetGUI/API, CustomModLoader examples and more
* [Running UE Tools in Linux](https://mod.io/g/drg/r/drg-modding-tools-linux) - Written by **Keplyx**
- How to run various modding tools in Linux, e.g. UAssetGUI, UModel, UE4 (without building from source)
- This guide was made for DRG, however most of it is completely UE4 game-generic
* [How to Blueprint Mod](https://mod.io/g/drg/r/how-to-blueprint-mod) - Written by **Buckminsterfullerene**
- Although this is made for Deep Rock Galactic, it is definitely still relevant for making BP mods for any other game
- You will have to tailor the blueprint loading method to whatever your game uses or UE4SS, since DRG has a native system implemented by the developers
- It also features some nice tips for general UE4 use
* [How to Audio Mod](https://mod.io/g/drg/r/drg-mods-a-comprehensive-guide-to-audio-modding) - Written by **Buckminsterfullerene**
- Although this is made for Deep Rock Galactic, it is definitely still relevant for making audio mods for any other game that uses the default UE audio system
- It also features some nice tips for general UE4 use
A bunch of links to various UE Modding Discord servers. If you know of any that aren't listed here, please make a PR. Feel free to nick this list of Discord servers for your own Discord.
> [!WARNING]
> Although I have tried my best to get permanent invite links, I am not responsible for any being invalid.
* [UE Modding](https://discord.gg/unreal-engine-modding-876613187204685934) - A Discord server for modders from any game to pool knowledge & tools that they think could be useful for other UE games. It is a great place to ask questions and get help with modding.
* [Unreal Source](https://discord.gg/unrealsource) - The official Unreal Engine forum server.
These are "mirrored" C++ UE projects for various games. They are meant to be used as a base for blueprint modding, and are usually updated to the latest version of the game. They completely eliminate the need to manually dummy any C++ headers.
They are all generated using [UE4SS](https://github.com/UE4SS-RE/RE-UE4SS) and the [Game Project Generator](https://github.com/Buckminsterfullerene02/UE4GameProjectGenerator).