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Far Far West Tool

UE4SS for FarFarWest

ScriptSlayer Avatar by ScriptSlayer Jun 1, 2026 1 Downloads
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UE4SS for Far Far West – Runtime Lua Scripting & Modding Framework (UE 5.7)

This is a pre-configured UE4SS v3.0.1 (experimental) build tailored specifically for Far Far West (Unreal Engine 5.7) on Steam, now updated for the official 1.0 launch release.

It serves as a modding enabler and scripting framework—not a content mod itself. No gameplay mods come included or enabled by default. Install it once, then simply drop Lua mods into the UE4SS mods folder to start scripting.

UE4SS Official Source: github.com/UE4SS-RE/RE-UE4SS


What’s New in This Update

  • Updated for the full Far Far West launch version (no longer the Demo). The Demo build’s AOB signatures stopped working after the launch patch.

  • Rewrote FName_Constructor.lua so UE4SS correctly resolves the FName constructor on the launch executable.

  • Streamlined mods.txt and the [Hooks] section by removing debug-oriented hooks that several users reported causing in-game stuttering. All essential functionality for loading Lua and Blueprint mods remains intact.

  • The debug console window is disabled by default (ConsoleEnabled = 0). The in-game console (Tilde / Caret / F10) is still accessible via ConsoleEnablerMod to verify the installation.


What This Framework Provides

UE4SS delivers a runtime modding environment for Unreal Engine games, including:

  • In-game console – Press Tilde, Caret, or F10 (provided by ConsoleEnablerMod)

  • Lua mod support – Drop mods into ue4ss/Mods/

  • Blueprint mod loading – Through BPModLoaderMod

  • Cheat Manager / Console Commands – Enabled by default

  • Live View / UObject inspector / Kismet Debugger – Available in the developer build (zDEV-...)

This release is optimized for performance: heavy debug mods (KismetDebugger, EventViewer, LineTrace) and hot-path hooks (ActorTick, UObjectProcessEvent, GameViewportClientTick) are disabled by default to prevent stuttering. You can re-enable them in mods.txt or UE4SS-settings.ini if needed.


Why This Is Necessary for Far Far West

UE4SS locates engine functions through AOB (byte-pattern) scanning. Far Far West (UE 5.7) contains several functions whose patterns don’t match UE4SS’s built-in signatures, so the stock version won’t hook correctly. This package includes custom signature scripts with the correct patterns for this game.

Included Custom Signatures:

  • UE4SS_Signatures/FName_Constructor.lua – Targets FName::FName(wchar_t const*, EFindName). Uses a wildcarded prologue scan; the resolved address is the function entry point, requiring no offset calculations.

  • UE4SS_Signatures/GNatives.lua – Resolves the GNatives array using an indirect scan with RIP-relative address resolution.


Installation

  1. Download the appropriate archive:

    • Player / mod user: UE4SS-FarFarWest-v3.0.1-experimental.zip

    • Mod developer: zDEV-UE4SS-FarFarWest-v3.0.1-experimental.zip (includes .pdb symbols and developer mods)

  2. Navigate to your Far Far West Win64 folder. The default Steam path is:

    text
    Steam/steamapps/common/FarFarWest/FarFarWest/Binaries/Win64/
  3. Extract the zip contents into that folder. The final structure should look like:

    text
    Win64/
    dwmapi.dll
    ue4ss/
    UE4SS.dll
    UE4SS-settings.ini
    UE4SS_Signatures/
    Mods/
  4. Launch the game normally. UE4SS loads via DLL proxy through dwmapi.dll.


Verifying the Installation

  1. Launch the game

  2. Press Tilde or F10. If a console appears at the bottom of the screen, UE4SS is loaded correctly

  3. Alternatively, check ue4ss/UE4SS.log for the line "FName::FName address: 0x... <- Lua Script" followed by "Starting Lua mod 'CheatManagerEnablerMod'" and similar entries


Using Mods

  • Place Lua mods in: Win64/ue4ss/Mods/<YourModFolder>/Scripts/main.lua

  • Create an empty enabled.txt file inside the mod folder, or add the mod to Mods/mods.txt

  • Logs are written to: ue4ss/UE4SS.log


Troubleshooting

  • Game crashes on startup: Delete ue4ss/cache/ if it exists, then relaunch

  • GUI doesn’t appear (developer build only): Set GraphicsAPI = dx11 in ue4ss/UE4SS-settings.ini

  • Log shows “Lua script ‘FName_Constructor.lua’ did not return a valid address” repeated ~100 times: This is expected and harmless. UE4SS retries the AOB scan until the game’s FName subsystem initializes (usually ~10 seconds). When successful, you’ll see "FName::FName address: 0x... <- Lua Script" and UE4SS proceeds normally. The retry loop is a synchronization mechanism, not an error

  • Log shows “[PS] Failed to find FUObjectHashTables::Get()”: This is a known work-in-progress feature in UE4SS itself and does not affect typical modding

  • For more details: Check ue4ss/UE4SS.log


Uninstallation

Simply delete dwmapi.dll and the ue4ss/ folder from the game’s Binaries/Win64/ directory.


Known Limitations

  • A signature for FUObjectHashTables::Get() is not included; this is a UE4SS work-in-progress item and does not impact typical modding features

  • Game updates can change byte patterns and require this signature pack to be regenerated. The wildcards in the patterns absorb minor variations, but a major engine update or compiler change may break the AOB. If you see only FName warnings (without the "FName::FName address: ..." line) after a major patch, the signatures may need updating—please open an issue or contact the author