Unreal Engine Server Manager

Connect any Unreal Engine dedicated server to Takaro — player join/leave, chat, deaths, and full admin control — with a single self-contained winmm.dll. No bridge process. No Node.js. No client mod.

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Overview

ServerManager-Takaro is one universal mod for every Unreal Engine 4 / 5 dedicated server. The entire Takaro connection lives inside a single winmm.dll that loads with your server — it holds the secure WebSocket to Takaro itself. A tiny UE4SS Lua profile hooks the game's chat/death functions; everything else is shared.

Player EventsJoin, leave, chat, and death tracked in Takaro in real time.
Admin ActionsBroadcast, give items, teleport, kick/ban, read inventory & location.
One DLL does it allNo separate bridge, no runtime. The DLL holds the WebSocket in-process.
Any UE gameNew games onboard with a ~20-line Lua profile — no new code.

How It Works

Unreal dedicated server (UE4/UE5)                                     Takaro
┌───────────────────────────────┐   ┌──────────────────────────┐   ┌──────────────┐
│ UE4SS + TakaroConnector (Lua)  │   │ winmm.dll (in-process)   │   │ Takaro Cloud │
│  · chat / death hooks          │──▶│  · WinHTTP TLS WebSocket │──▶│ wss://connect│
│  · roster → join/leave/death   │◀──│  · request / response    │◀──│  .takaro.io/ │
│        ▲ files (ipc/)          │   └──────────────────────────┘   └──────────────┘
└───────────────────────────────┘
   The winmm.dll IS the connector. It loads with the game, holds the WebSocket to
   Takaro, and talks to the Lua profile through files (UE4SS Lua has no sockets).
   No separate process. No Node.js.

Supported Games

Any Unreal Engine 4 / 5 dedicated server that can load UE4SS is supported. Games with a ready-made profile ship in the profiles/ folder (Palworld, Soulmask, Myth of Empires, Longvinter, ARK, and more). Games without a profile still work for join/leave/death via roster detection and best-effort chat auto-detection — see Write a profile.

Non-Unreal games (Unity, Source, Enfusion/ARMA, etc.) are out of scope for this mod — UE4SS only injects into Unreal Engine.

Install

  1. Install UE4SS into your server's ...\Binaries\Win64\ folder (the game-appropriate build).
  2. Download the latest release ZIP and extract it into ...\Binaries\Win64\. It adds:
    Win64\winmm.dll                                             (the connector — self-contained)
    Win64\ue4ss\Mods\TakaroConnector\TakaroConfig.txt           (edit this)
    Win64\ue4ss\Mods\TakaroConnector\Scripts\main.lua           (universal core)
    Win64\ue4ss\Mods\TakaroConnector\Scripts\profile.lua        (your game's profile)
    Win64\ue4ss\Mods\mods.txt  → add:  TakaroConnector : 1
  3. Drop the matching profiles/<game>.lua in as Scripts\profile.lua.

Configure

  1. In Takaro: Game Servers → Create Game Server → Generic, copy the Registration Token.
  2. Edit TakaroConfig.txt:
SERVER_NAME=My Server
REGISTRATION_TOKEN=paste-your-token-here
ENABLED=true

Start & Verify

  1. Start the server. winmm.dll loads UE4SS + the connector automatically.
  2. ue4ss\Mods\TakaroConnector\core.log shows Identified with Takaro.
  3. The server shows online in the Takaro dashboard within seconds.
  4. Have a player join & chat — player-connected and chat-message appear in Takaro.

Events Sent to Takaro

EventWhen
player-connectedA player joins (roster detection).
player-disconnectedA player leaves.
chat-messageA player sends chat (profile hook).
player-deathA player dies (profile hook or roster death-count).
logServer start / stop / save and any log line.

Actions Takaro Can Run

ActionWhat it does
testReachability / getPlayersHandled by the core directly.
sendMessage / sendMessageToPlayerBroadcast / whisper (if the profile implements it).
kickPlayer / banPlayer / unbanPlayerModeration by game id.
giveItem / teleportPlayerInventory / movement.
getPlayerLocation / getPlayerInventoryRead player state.
executeCommandDispatch a console command.

Which actions work depends on what the game exposes; the profile declares them. Unimplemented actions report back cleanly.

New Game? Write a Profile

Onboarding a new Unreal Engine game is one small Lua file — no new C++ or DLL rebuild. A profile declares the game's chat/death UFunction names, how to enumerate players, and any admin actions. Everything else (WebSocket, identify, join/leave, file IPC) is shared. See profile.template.lua.

Troubleshooting

No core.log appears

Connects but Takaro says "Unreachable"

Chat not appearing

Issues: github.com/mad-001/ServerManager-Takaro/issues — include core.log and your UE4SS console output.