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.
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.
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.
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.
...\Binaries\Win64\ folder (the game-appropriate build)....\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
profiles/<game>.lua in as Scripts\profile.lua.TakaroConfig.txt:SERVER_NAME=My Server
REGISTRATION_TOKEN=paste-your-token-here
ENABLED=true
winmm.dll loads UE4SS + the connector automatically.ue4ss\Mods\TakaroConnector\core.log shows Identified with Takaro.player-connected and chat-message appear in Takaro.| Event | When |
|---|---|
player-connected | A player joins (roster detection). |
player-disconnected | A player leaves. |
chat-message | A player sends chat (profile hook). |
player-death | A player dies (profile hook or roster death-count). |
log | Server start / stop / save and any log line. |
| Action | What it does |
|---|---|
testReachability / getPlayers | Handled by the core directly. |
sendMessage / sendMessageToPlayer | Broadcast / whisper (if the profile implements it). |
kickPlayer / banPlayer / unbanPlayer | Moderation by game id. |
giveItem / teleportPlayer | Inventory / movement. |
getPlayerLocation / getPlayerInventory | Read player state. |
executeCommand | Dispatch a console command. |
Which actions work depends on what the game exposes; the profile declares them. Unimplemented actions report back cleanly.
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.
core.log appearswinmm.dll must be in ...\Binaries\Win64\ next to the server exe.REGISTRATION_TOKEN matches the dashboard; regenerate if already used.connect.takaro.io:443 must not be firewalled.core.log for the auto-detect line and add profile.chat for your game.Issues: github.com/mad-001/ServerManager-Takaro/issues — include core.log and your UE4SS console output.