UUU v4. Logo by Ichisake

Versions and compatibility

Latest version v4.1.5
Released on 15-nov-2021
Compatible with Games using Unreal Engine v4.11 and later.
Hotsampling via Running the game in windowed mode

Features at a glance

The Universal Unreal Engine 4 Unlocker (in short: UUU) offers the following features:

  • Full, unlimited camera control (gameplay, cutscenes)
    • Controller or mouse/keyboard control over the camera
    • Field of view (FoV) control
    • Tilt
  • Camera paths support ('dolly cam') for defining moving camera trajectories for movies.
  • Infinite custom spotlight and pointlights
  • Multiple timestops (slomo 0 based, and UWorld::IsPaused based)
  • Frameskip
  • Engine Console for specifying tweaks and UE4 commands
  • HUD toggle (AHud and UWG/Slate widget based)
  • Hotsampling (resize the game window to any resolution)
  • Pillarbox/letterbox removal in custom aspect ratios
  • Game speed control (slow-motion, speed up)
  • Character scaling to make your character smaller or bigger
  • Invulnerability for your character
  • Ability to dump the UE4 object store contents in detailed format
  • Ability to use the 'SET' command in the console
  • Per game configuration persistence, so you can use different settings for each game.
  • Configurable keybindings
  • Configurable gamepad buttonbindings

This page is for the UUU v4.x. If you are looking for the information for the free UUU v3.x, please go to the UUU v3 page on the Framed site

The UUU v4.x is a continuation of the core internals of the UUU v3, so it should work with all games the UUU v3 works with.

How to use

Please see for details how to get started and configure the UUU, General features and configuration. This guide will provide additional information for the controls / features specific for the UUU.


If you click Select and the game process isn't shown, even though you know it's running, it's likely the game runs as administator and you therefore have to run the UuuClient.exe also as administrator: right-click the UuuClient.exe and select 'Run as Administrator' or create a shortcut to the exe on your desktop, right-click it, select Properties and on the Shortcut tab, select Advanced..., then check the 'Run as Administrator' checkbox and click OK.

After injecting the DLL

After you've successfully injected the dll, you'll get a series of notification windows in the top left corner of your game window which some info regarding what the UUU is doing. You can now switch to the Available features tab to see which features of the UUU are available with the game you're using it with.

The available features tab

Here, with Darksiders III as example game, all features are available.

The Dump object info button can be used to dump all active object names, their structure, functions, properties and the addresses in memory to a text file on disk. This feature is helpful for people who want to use cheat engine with the game at hand. See for more info the object dumping section below.


It might be the UUU reports some elements aren't found while the game should be fully supported. This might be caused by assembly mismatches or the timing you injected the dll into the game process. If this happens try to inject the DLL at moment after you've loaded the level or after the game's menu has fully loaded.


Additionally to the normal configuration features, the UUU also has an additional feature: the key to open the in-game console.

Engine options

Key selection for opening the in-game console

It might be the ~ key doesn't do anything, even though the console was created successfully by the dll. This might be caused because the game unbound the ~ key and therefore it's not possible to open the console. Additionally, you might be using a non-US keyboard, like an Azerty keyboard, and on those keyboards, the ~ key isn't above the TAB key and the engine won't recognize it.

To correct this, on the Configuration tab, the setting Key to open in-game console allows you to select from a small set of keys what to use to open the console. By default this is 'Tilde' (~). Please select a key that's on your keyboard and which doesn't need Shift to be selected. E.g. on a French (Azerty) keyboard, the '$' key is a good choice, so choose in the drop down Dollar ($) as console key.

Game behavior options

Block focus loss method

It might be the game shows the menu when you alt-tab to another window. To prevent this, the UUU has two methods to block the notification to the game window that you've alt-tabbed away, and they're named Method A and Method B. In general, if your game doesn't show the menu when you alt-tab away to another window, leave this option to None. Method A uses a simple block mechanism inside the engine and keeps telling the game that it has the focus. It depends on the game if this works or not, but if it does, it likely doesn't lead to any glitches so first try this method.

Method B is a method that fairly often works, but also could lead to glitches in some games. If your game shows the menu when alt-tabbing away, and Method A doesn't fix it, try to use Method B.

These methods take effect as soon as you alt-tab back into the game and remove the menu manually by e.g. pressing ESC. Alt-tabbing away after that shouldn't show the menu.

Opening the in-game console

In-game, press the ~ key (it's the key above the TAB key on your keyboard), or the key you configured if you're on a non-US keyboard. This should give a small line at the bottom of the game screen in which you can type commands. If you type the ~ again you'll get a larger console window which also shows the response of the game on your commands.

To do useful things like starting the debug camera, in a lot of games you first have to enable the cheats in the game. To do this, type EnableCheats 1 in the console and hit enter. After that, type toggledebugcamera after you've loaded a level. This should give you the ability to move the camera around using your controller and WASD + mouse. This can be a good alternative for when the built-in camera of the UUU isn't available.

To go back to the game, type again toggledebugcamera in the console or simply press cursor UP to go to a previous command. There are many commands to choose from. Not all of them work. E.g. god or fly might say they're activated but chances are they're not doing anything. Commands like fov 50 (to set the FoV to 50 degrees, default is likely 80), pause (to toggle the pause of the game) and a lot of console variables do work.

For more information about tweaking UE4 games, please see the Tweaking Unreal Engine 4 Games guide on the Framed Screenshotting Community site for more info about what commands you could use to make the game look even better.

What to do when the console doesn't open

It might be the ~ key doesn't do anything, even though the console was created successfully by the dll. This might be caused because the game unbound the ~ key and therefore it's not possible to open the console. Additionally, you might be using a non-US keyboard, like an Azerty keyboard, and on those keyboards, the ~ key isn't above the TAB key and the engine won't recognize it.

To correct this by choosing a different key to open the console, please see the Configuration section above.

Setting the console key in the game's ini files

Alternatively, you can add a custom console key to the game's ini file. This doesn't always work, but it's worth a try if you want to use another key than is available in the menu. Follow these steps

  • In explorer go to: c:\users\<your username>\AppData\Local\<game name>\Saved\Config\WindowsNoEditor
  • open Input.ini
  • Add (pay attention to the empty line, that has to be there):
  • Save and set the file to readonly. You can also set it to another key, e.g. K.

Console tricks

The Unreal Engine console supports copy / paste of text. This is a great help if you want to execute multiple commands and have to type them in every time. Additionally, it supports multiple commands on the same line, where you separate the commands with the | character. Combined with copy/paste you can create long strings of commands in a text file and copy/paste them over to execute all the commands in one go.


showhud 0|fov 60|pause|toggledebugcamera|r.postprocessaaquality 2

This hides the hud, sets fov to 60, pauses the game, enables the debug camera and sets the AA to a lower quality so you don't have jitter blur.

The console also remembers a history of commands, and keeps the line with multiple concatenated commands as one line. To show the history, press the arrow-up key in the console.

Misc. adjustments

The UUU offers some extra features for your game:

Game speed
Enabling this setting will allow you to control the game speed. This is similar to specifying slomo with a value on the in-game console, e.g. slomo 0.2 will run the game at 20% of the full speed. It is only available if the Slomo pause is available (see Available features). A value of 1.0 is 'normal game speed' and a value of 0.0 is total pause.
Player size
Enabling this setting will allow you to shrink or enlarge your player's character in-game. Setting the slider all the way to the left (the minimum value) will make your character (almost) disappear. Use this to hide your character. To make the setting take effect, the game has to receive input to move the character. If you have paused the game already, press e.g. W or the left stick forward and after it the key for frameskip (default PageUp).
Make player invulnerable
This setting might not work in all games. It disables the flag that your character can receive damage, but some games have implemented this differently and in these games it has no effect. You can use this to create better action shots.

Multiple game pause/timestops

The UUU has two ways to pause the game: using the normal UWorld::IsPaused hack, (Numpad 0), and one using the slomo command code, (Page down). You can use either one, if they're both available/found. Numpad 0 is a hard-pause which could lead to TAA jitter in the scene.

You can remove that by stepping down the AA a bit, using the following command on the in-game console: r.postprocessaaquality 2 in the console. To set it back, use r.postprocessaaquality 6. The downside of that is that cutscenes might play on and the lower quality AA might remove some effects.

The slomo based pause using Page Down doesn't suffer from TAA jitter, and can pause most, if not all, cutscenes as well (except audio in some situations). In general, if the latter is supported, you should use the slomo based pause.

If both don't work, you can try pause on the in-game console. pause isn't an official command but a lot of games support it in one way or the other.


Starting with v4.1, the UUU offers the ability to create an infinite number of custom lights in a UE4 game. If the feature is available in the game, you can use the Lights tab to create new SpotLights and PointLights and edit their characteristics. A SpotLight is a light which shines a cone of light in one direction and a PointLight is a light that shines light in all directions.

The Lights Tab

The screenshot below shows an example where two SpotLights have been created

The Lights tab

The grid shows the following columns:

Is Active
This column shows which light is the 'active' light for keyboard shortcuts. The light which has 'True' in this column is affected when you press one of the keyboard shortcuts that work on an existing light, like attach to camera.
Light Type
The type of the light, be it SpotLight or PointLight
Is Attached
Each light which is attached to the camera has a toggle button shown in this column. You can use this toggle button to detach the light from the camera. When doing so and you left the option Preserve camera state when attaching a light checked, then the camera will move to its original position (unless the free camera isn't active).
Is Enabled
This column contains a toggle for each light to switch it off and on
This column offers a color editor for quickly changing a light's color without going into the light editor.

Additional to these columns, the last column contains four buttons per light:

The Lights tab

  1. This button will move the camera to the light and attach the light to the camera. This will mark the light as 'active'.
  2. This button will move the light to the camera and attach the light to the camera. This will mark the light as 'active'.
  3. This button will create a copy of the light at the position of the camera.
  4. This button opens the light in the Light Editor and marks it as 'active'.

The buttons that attach a light to the camera will preserve the original camera position, if the option Preserve camera state when attaching a light is checked. The camera will return to that position when you detach the light from the camera. Attaching a light to the camera gives fine-grained control how to position the light.


When you have a light attached to your camera and you move it around, it might be the engine will stop updating the light in the 3D world. To fix this, switch the light off and on again (yes, really) and the engine will restart rendering it. Use the toggle under Is Enabled for that.

At the bottom of the Lights tab the following options are available:

New SpotLight
Clicking this button will create a new SpotLight at the location and rotation of the camera using the default values.
New PointLight
Clicking this button will create a new PointLight at the location and rotation of the camera using the default values.
Toggle All Lights On/Off
This button will toggle all lights you've created on or off.
Delete All Lights
This button will delete all lights you've created. It'll ask for a confirmation first.
Preserve camera state when attaching a light
Checking this checkbox will perserve the camera position and rotation when you attach a light to the camera. It's then moved back to its original position when you detach a light.

When you're done with a scene and thus your lights are no longer of value, it's highly recommended to delete them. It might be the existing lights will keep the game from loading another level or might even crash.


When you create a new light and it doesn't seem to affect some elements in the world, e.g. your character is unaffected by it, please check the light channels

The Light Editor

When you click the Edit Light button of a light in the Lights tab, it is opened in the Light Editor. The Light Editor looks like the following screenshot:

The Lights tab

The Light Editor has many controls, which you can view by expanding the various parts, like Placement and Rotation, Shadows etc. The Light Editor remembers what you have expanded so next time you open a light in the Light Editor, you don't have to expand all groups again.


The Light Editor offers the features as available in UE 4.26. It might be your game is built with a (much) older UE 4 version, and therefore not all features will work. It goes too far to list for each feature when it's supported, so a bit of trial/error is required. The basic features like color, intensity, placement and the like are always supported.


The Light Editor offers several numeric textboxes like the x/y/z coordinates. To change these, click inside these textboxes and use your mousewheel to change these values quickly. Hold Shift while using the mousewheel to change the value with bigger steps, hold Control while using the mousewheel to change the value with small steps.

The Light Editor offers the following functionality:

Placement and Rotation


X and Y are horizontal, so changing X and / or Y will move the light in a horizontally direction. The X and Y coordinate are relative to the world, not to the camera. Z is up, so making Z smaller will move the light down, making the value bigger will move the light up.

This is the x coordinate of the location of the light.
This is the y coordinate of the location of the light.
This is the z coordinate of the location of the light. (Up)

The angles are in degrees, so 0 and 360 are the same position. If you move the slider of an angle to either the start or the end, you should continue on the other end of the slider. So moving the slider to 0 (the left edge, or start of the slider) makes you can't go any further as the slider stops at the left edge. To rotate the light further in the world, you should move the slider all the way to the right (360 degrees) and then slide the slider to the left.

This is the angle to rotate the light up or down. 0 is straight down, 180 is straight up.
This is the angle to rotate the light left or right.
This is the angle to rotate the light along itself. This angle is usually 0, and only used if you use the source radius settings (further below), so you can rotate the reflection.

Color and Intensity

This color editor allows you to edit the color of the light using HSV, HSL or RGB editors, whatever you prefer. See the Wikipedia article about what HSL and HSV means.
When enabled allows you to specify the temperature of the light, from 1000 Kelvin to 15000 Kelvin. This is additionally to the light color and can change how a light's color will look. See the chart below what temperature does to a white light. It's recommended to first use the temperature slider to set your light's color, unless you're going for a light color that's not achievable with the temperature slider. The main reason for this is that temperature changes won't affect the luminosity of the light, while color changes do.

temperature chart
from docs.arnoldrenderer.com

The brightness of the light. The maximum value of this slider is controlled by the Intensity max value slider.
Intensity max value
The maximum value of the Intensity slider. To be able to have fine-grained control over the Intensity value, the maximum is configurable.
Attenuation radius
This slider controls how far in the world the light will affect geometry and models. The higher the value the more will be lit by the light.
Volumetric scattering intensity
This is the amount the light affects the fog that's in the world. It might be this option doesn't do anything, because there's no fog volume in the game at the light's location.


Cast shadows
This checkbox toggles shadow rendering of the light. Off means no shadows at all.
Cast deep shadows
This checkbox toggles deep shadow rendering, which is used on some hair rendering techniques in UE4. Only present in newer engines and the game must use the hair rendering system of UE4.
Cast raytraced shadows
This checkbox toggles whether the shadows cast by the light are done by raytracing. This requires the game to have raytracing enabled, which is available in v4.25+.
Cast volumetric shadows
This checkbox toggles whether the light will cast volumetric shadows in fog volumes when the Volumetric scattering intensity is set to a value that makes the light show a light beam.
Shadow bias
This controls one of the two shadow bias values. In general: if the light is close to the object that's shadowed, setting this to a lower value gives sharper shadows and no banding. See the Unreal Engine documentation for more details
Shadow slope bias
This controls one of the two shadow bias values. See the Unreal Engine documentation for more details

Physical Characteristics

SpotLight specific
Inner cone angle
Sets the inner cone angle of the SpotLight, in degrees.
Outer cone angle
Sets the outer cone angle of the SpotLight, in degrees. Setting this value the same as the Inner cone angle gives a hard edge on the light's circle.
Settings for all light types
Source radius:
The radius of the light source shape. Mostly used for the reflection of the light itself
Soft source radius
The radius of the soft edge of the light source shape. Mostly used for the reflection of the light itself
Source length
The length of the light source shape. Mostly used for the reflection of the light itself
Specular scale
The scale of reflection of the light source shape. Setting this to 0 will mean the light isn't reflected at all.
Affect dynamic indirect lighting
Whether the light is added to the dynamic indirect light already in the scene
Affect transluent lighting
Whether the light is added to the light through transluent/ transparent objects.
Affect global illumination
Whether the light affects global illumination. Only in effect if the game uses a dynamic GI system.
Affect reflection
Whether the light is added to the reflections in surfaces. This isn't the light bulb itself, but the lit elements lit by the light.

Light channels

Light channels are a way for UE4 to control which lights affect which objects in the world. A light that has only its Light channel 0 checkbox checked, won't affect any object in the world that's set to light channel 1 or 2. By default a light is placed in the light channel 0 (unless the game puts all lights in specific channels). E.g. if your light doesn't affect your character (e.g. in Darksiders III, the player's character is on Light channel 1), check the checkboxes of the other light channels to have the light affect the character.

Further reading

Lighting is a complex topic and it can help to read a bit more about how lights work in UE4. The lights created by the UUU are movable lights and the documentation about movable lights in UE4 applies to these lights.

Games that work with the UUU

Although the name suggests it's a universal unlocker that always works with any Unreal Engine 4 game, the reality is that developers sometimes change the game engine's code and the unlocker can't re-activate the console as essential functions aren't there anymore, or activate other features offered by the UUU. The list below are games which are known to work with the unlocker.

The Lights column mentions all games which have been verified that the custom lights work. It might very well be the lights work in many other games on this list. If you play one of these games and the lights work for these games but it's not marked as such on this list, please let me know.

Title Lights Notes
9 Monkeys of Shaolin Yes
10 Miles to Safety
A Knight`s Quest
Adam - Lost Memories
Aefen Fall
Alan Sharp
Alice VR
Alien: Fireteam Elite Yes
Amid Evil
Ancestors Legacy
Ancestors - The Humankind Odyssey
Ancient Knowledge
Another Sight Definitive Edition
Apsulov: End of Gods
Aquanox Deep Descent
Areia: Pathway to Dawn
Arise a Simple Story
Armoured Onslaught
The Artful Escape Yes
The Ascent Yes Rebind Enable camera and UWorld Pause keys to different keys than Numpad 0 and Insert as the game opens the menu with these.
Ashen Yes
Ashes Of Oahu
Assemblance: Oversight
Assetto Corsa Competizione
AWAY: The Survival Series Yes
Azur Lane Crosswave
Bad Boys at School
Balan Wonderworld No HUD toggle
Bard's Tale IV: Barrows Deep
The Battle of Visby
The Beast Inside
Bee Simulator
Beyond a Steel Sky
The Blackout Club
Black Legend
Blade of Arena
Blair Witch
Borderlands 3 Yes Lights don't have dynamic shadows
BPM: Bullets per minute
Bright Memory Yes Player character is on Lighting channel 1
Bright Memory: Infinite Yes Player character is on Lighting channel 1
Britannic: Patroness of the Mediterranean
Burning Daylight
Call of Cthulhu
Call of the Sea
Captain Starshot
Castle Rock Beach, West Australia
Cions of Vega
Close to the Sun
Code Vein
Colony Ship
Corruption 2029
Crash Bandicoot 4: It's About Time
Creature in the Well
Curse of Anabelle
Dark Future: Blood Red States
Dark Deception
Dark Occult
Dark Space Ex Machina
Darksiders 3 Yes Player character is on lighting channel 1
Darksiders Genesis
Daymare: 1998
Days Gone Yes
Deep Rock Galactic Console not available
Deliver us the moon
Demon Skin
Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles Yes
Destroy all humans Tested on demo
Devil's Hunt
Devolverland Expo
Do you copy?
Die young
Disaster Report 4: Summer Memories Also works with the demo
DRAGON BALL Z: KAKAROT HUD toggle doesn't hide some parts of the HUD.
Dragon Quest XI: Echoes of an Elusive Age
Drake Hollow
DreadOut 2
Dreamscaper Also works in Dreamscaper Prologue
Drug Dealer Simulator
Dungeon Defenders: Awakened
Earth Defence Force: Iron Rain
Esse Proxy Yes Tested on demo
Estranged Act II
Everspace 2 Tested on demo
Eximius: Seize the Frontline
Explore Fushimi Inari
F.I.S.T.: Forged In Shadow Torch Yes
Fade to silence
Fear the Dark Unknown
The Fidelio Incident
Fighting Ex Layer  
Finding the Soul Orb
The Forgotten City
Freud Gate
Gal Gun 2
Genesis Alpha One
Genesis Noir
Giraffe and Annika
Godfall No console.
Grand Guilds
Gray Dawn
GRIP: Combat Racing
Grounded Tested on demo
Gu Lady 蛊婆
Guilty Gear Strive Pause the game before moving the camera, otherwise the characters move too.
Hazel Sky Tested on demo
Hellblade: Senua's Sacrifice Yes
Hello Guest Tested on Alpha build.
Hello Neighbor 2
Hot Wheels Unleashed Yes
House of Ashes Yes Supported since v4.1.1
Human or Virus
Hunter's Arena: Legends
Hunting Simulator
Hunting Simulator 2
Hypercharge Unboxed
Industria Yes
Industries of Titan
Insomnia the Ark
Insurgency Sandstorm
Intruders: Hide and Seek"
Iron Survival
Journey to the Savage Planet
Jumanji The Video Game
Jump Force (limited)
Keep Out
Kena: Bridge of Spirits Yes
Laser League
The Last Show of Mr. Chardish
Layers of Fear 2
Liberty Prime
Life is Strange 2
Life is Strange: True Colors Yes
Light Tracer 2
The Line The K148 Game Studio game 'The Line'
Ling: a Road Alone
Little Brother Jim
Little Hope Yes
Little Nightmares 2 Console only, no camera. Use toggledebugcamera for camera
Lost Ember
Mahoe Arms
Man of Medan (The Dark Pictures Anthology)
Marie's Room Built-in camera doesn't work. Use toggledebugcamera for camera
Marvel vs. Capcom: Infinite
Medieval Dynasty No hud toggle
The Medium Yes Camera doesn't work in split-screen scenes
Mind: Path to Thalamus
Minecraft Dungeons
Monkey King: Hero Is Back
Monster Energy Supercross: The Official Videogame 3
Monster Jam Steel Titans
Moons of Madness
Morels: The Hunt
Morphies Law Remorphed
Mortal Shell Tested on beta
MotoGP 19
MotoGP 20
MotoGP 21 Yes
My Hero One's Justice
My Hero One's Justice 2
Mýrdalssandur, Iceland
Mysteria Occult Shadows
Narcos: Rise of the Cartels
NBA 2K Playgrounds 2
Necromunda Underhive Wars No hud toggle
Nemezis - Mysterious Journey III
Nephise: Ascension
Nigate Tale
Night of the Dead
No Straight Roads
Observer Built-in camera isn't available.
Offroad Racing BuggyYesATVYesMoto
Only After
Operencia: The Stolen Sun
The Outer Worlds HUD toggle doesn't hide the entire HUD. Use showhud 0
Overkill's The Walking Dead
Override: Mech City Brawl
Paper Dolls Original
Paradise Killer
Paradise Lost
Paranormal Activity The Lost Soul
Partisans 1941
Past Cure
Pathless No timestop/pause. Use ESC + hud toggle.
Planet Alpha
The Pit: Infinity
Praetorians HD Remaster
Project Remedium
Project Wingman
Psychonauts 2 Also with Gamepass / MS Store version
Observer System Redux Tested on demo.
Omen of Sorrow
Omno Tested on demo
Open Country
Orcs Must Die 3
The Otterman Empire
Quantum Replica
Qube 2
The Quiet Man
Race With Ryan
Raji: An Ancient Epic Prologue
Redout: Space Assault
Remnant: From the Ashes
Remothered: Broken Porcelain
Remothered: Tormented Fathers
Ride 4
Robin Hood - Sherwood Builders Yes
Rock of Ages 3: Make and Break
Ruin 2
Samurai Jack Battle Through Time No console/timestop. Use menu + hud toggle for pause.
Samurai Showdown No aspect ratio correction
Scarlet Nexus No slomo (PgDn) pause
Scorn Alpha Yes
Session: Skateboarding Sim Game
Shadows of Larth
Shape of the World
Shenmue 3
Sherlock Holmes Chapter One Yes Characters are on lighting channel 1
Silver Chains
The Sinking City
Sinner: Sacrifice for Redemption
Skylar and Plux
The Sojourn
Someday You Will Return
Song of Horror
Sorrowvirus A Faceless Short Story
Soul Valley
Space Hulk: Deadwing Enhanced Edition
Space Hulk Tactics
Sponge Bob Bikini Bottom Rehydrated
Spyro Reignited Trilogy
Star Wars Jedi: Fallen Order Yes
Steel rats
Stories: the Path of Destinies
Styx 2
Succubus Yes
Subdivision Infinity DX
The Suicide of Rachel Foster
Sword and Fairy 7 (仙劍奇俠傳) Yes
Sword Art Online: Fatal Bullet
Tales of Arise Yes Requires a custom key for the console to be selected other than ~, see configuration tab in the UUU client. Built-in camera doesn't receive controller / mouse input, use the keyboard for camera movement/control.
TASOMACHI Behind The Twilight
Tell Me Why (Also with xbox gamepass version)
Terminator Resistance
Tetris Effect
Torchlight 3
Tower of Fate
Transient Tested on demo
Travis Strikes Again: No More Heroes Complete Edition
Trials of Mana Also works with the demo
Tribes of Midgard
Tropico 6
Trover Saves the Universe Yes
Twin Mirror
Urban Trial Playground
War Mongrels Yes
We Happy Few Built-in camera isn't available.
We Went Back HUD toggle doesn't toggle crosshair. Use showhud 0
Werewolf The Apocalypse Earthblood
Withstand: Survival
What Happened
The Works of Mercy
WWE Battlegrounds
XING The Land Beyond
Xuan-Yuan Sword VII

Additionally, most UE4 games on Itch.io are usable with the UUU.

Dumping object information

The UUU can dump the object store with the memory locations, names, types, structure and more of all currently active engine objects a text file in the game folder, called UUU_ObjectsDump.txt. To do that, on the Available features tab, click the Dump object info button. The memory addresses listed in the file differ per level and every time you run the game, so if you want to look up objects in-memory after you've loaded a new level, you have to dump the file again.

Information recorded with camera path nodes

When you create a Camera path, each node records the camera location, orientation and field of view.


The default photomode mod controls are listed below. It depends on the Camera control device setting on the Configuration tab whether the device (e.g. mouse or gamepad) can control the camera.


When moving the mouse:

  • No mouse buttons pressed: rotate the camera
  • Left button pressed: move camera up / down / left / right
  • Right button pressed: move camera forward / backward / left / right
  • Both left and right button pressed: tilt camera left / right
  • Mousewheel: increase / decrease Field of View (FoV)


Normal camera usage

Key Feature
Insert Enable / Disable the camera
Numpad . Block / Unblock input to game
Numpad - Decrease FoV
Numpad + Increase FoV
Numpad * Reset FoV
Home Lock / Unlock camera movement
Numpad 4 Move camera left (+ Ctrl: slower, + Alt: faster)
Numpad 6 Move camera right (+ Ctrl: slower, + Alt: faster)
Numpad 8 Move camera forward (+ Ctrl: slower, + Alt: faster)
Numpad 5 Move camera backward (+ Ctrl: slower, + Alt: faster)
Numpad 7 Move camera up (+ Ctrl: slower, + Alt: faster)
Numpad 9 Move camera down (+ Ctrl: slower, + Alt: faster)
Numpad 4 Move camera left (+ Ctrl: slower, + Alt: faster)
Arrow key Up Rotate camera up (+ Ctrl: slower, + Alt: faster)
Arrow key Down Rotate camera down (+ Ctrl: slower, + Alt: faster)
Arrow key Left Rotate camera left (+ Ctrl: slower, + Alt: faster)
Arrow key Right Rotate camera right (+ Ctrl: slower, + Alt: faster)
Numpad 0 Pause / Unpause the game (Using UWorld::IsPaused)
Page Down Pause / Unpause the game (Using slomo 0)
Page Up Skip a few frames when paused
Numpad 1 Tilt camera left (+ Ctrl: slower, + Alt: tilt 90 degrees left)
Numpad 3 Tilt camera right (+ Ctrl: slower, + Alt: tilt 90 degrees right)
Numpad 2 Reset tilt
Delete Toggle HUD

Camera path usage

Key Feature
F7 Start / pause playback
F8 Stop playback
F4 Add path
F10 Add node to active path
Ctrl+F10 Replace the active node on the active path
Alt+F10 Insert a new node in front of the active node on the active path
Ctrl+Home Go to start of active path
Ctrl+End Go to end of active path
Ctrl+Page Up Go to previous node on active path
Ctrl+Page Down Go to next node on active path
Numpad 1 Select the first path during playback (if any)
Numpad 2 Select the second path during playback (if any)
Numpad 3 Select the third path during playback (if any)
Numpad 4 Select the forth path during playback (if any)
Numpad 5 Select the firth path during playback (if any)
Numpad 6 Select the sixth path during playback (if any)
Numpad 7 Select the seventh path during playback (if any)
Numpad 8 Select the eighth path during playback (if any)
Numpad 9 Select the ninth path during playback (if any)

Lights usage

Key Feature
Ctrl-Shift-S Create a new spotlight at the location of the camera
Ctrl-Shift-P Create a new pointlight at the location of the camera
Ctrl-Shift-A Move the camera to the active light and attach the light. This will always preserve the camera's location
Ctrl-Shift-L Move the active light to the camera and attach it. This will always preserve the camera's location
Ctrl-Shift-D Detach the active light from the camera. The camera will move to its preserved location when the light was attached
Ctrl-Shift-C Create a copy of the active light at the camera's location


Normal camera usage

Control Feature
Left stick Move camera forward / backward / left / right
Right stick Rotate camera
Left trigger Move camera up
Right trigger Move camera down
Y button + left / right stick Faster movement / rotation
X button + left / right stick Slower movement / rotation
D-pad up / down Increase / decrease FoV
B button Reset FoV

Camera path usage

Control Feature
Start Start / pause playback
Back Stop playback
Left bumber Go to previous node on active path
Right bumper Go to next node on active path
A Add node to active path


Development: Otis_Inf
Research: Otis_Inf and SunBeam
Logo: Ichisake
Special thanks to Pino44io for testing.