finds.dev← search

// the find

praydog/UEVR

★ 4,343 · C++ · NOASSERTION · updated May 2026

Universal Unreal Engine VR Mod (4.8 - 5.4)

UEVR injects VR support into any Unreal Engine 4.8–5.4 game that wasn't built for VR, using DLL injection and vtable hooks to hijack the stereo rendering pipeline. It's for PC VR enthusiasts who want to play flat games in VR without waiting for official ports. The C++ plugin API and Lua scripting layer mean modders can extend it per-game.

The three rendering modes (Native Stereo, Synchronized Sequential, AFR) are genuinely thoughtful — most VR injection tools give you one approach and call it a day; here you can fall back through progressively safer options when a game's renderer misbehaves. The UObjectHook and SDK dumper give you runtime access to UE's reflection system, which is far more useful than raw memory patching. OpenVR and OpenXR are both supported, so you're not locked to SteamVR. The C++ plugin API with a stable ABI header (include/uevr/API.h) plus a Lua scripting layer means per-game fixes can ship without recompiling the core.

Windows-only and D3D11/D3D12 only — Vulkan-based UE games are a dead end. The injection model is inherently fragile: game updates, anti-cheat, and third-party overlays all break it in different ways, and the README prereqs list (disable HAGS, kill Rivatuner, pass -nohmd) tells you how much hand-holding is required before you even start. The per-game motion controls are user-authored rather than automatic, so controller support quality is entirely community-dependent and varies wildly. UE 5.4 is the ceiling — Epic ships a new engine version roughly annually, and catching up takes significant reverse-engineering work each cycle.

View on GitHub → Homepage ↗

// want more like this?

We dig through GitHub every week and send a few repos picked for what you actually care about — each with an honest take like this one.

Get finds in your inbox → Search again →