Plugins#
The admin Plugins section manages everything that extends your server — from the in-game UE4SS runtime to manager plugins that add whole new features. Browsing the library is free; installing and toggling plugins is a Premium 💎 feature.
How the library works#
- Every plugin lives in the manager's library (
data/plugins/) with its metadata, icon, readme and payload. The library survives manager updates. - Install = drop in a plugin
.zip(admin → Plugins → Install). - Activate = deploy: enabling a plugin copies its payload where it runs; disabling removes the deployed files but keeps the library copy (your edited config included).
- Plugins can declare dependencies on each other — checked on enable/disable.
- Each plugin card has a config editor and a readme viewer built in.
Plugin types#
| Type | Runs in | Deploys to | Applies on |
|---|---|---|---|
ue4ss-runtime | the game process | the server's Binaries/Win64/ | server start |
ue4ss | the game process (a UE4SS mod) | Win64/Mods/<ModName>/ | server start |
manager | the manager + admin browser | the manager itself | live — activates on enable |
UE4SS deploys need the game server stopped — its files are locked while the server runs. The Plugins page tells you when a pending deploy is waiting for the next restart. Manager plugins activate the moment you enable them — just reload the admin page so their screens appear.
Opening & updating plugins#
- Open — an enabled manager plugin that has its own screens shows an Open button on its card. It opens the plugin's own workspace (a back button plus the plugin's tabs), so plugins never crowd the top navigation no matter how many you run.
- Update — when a manager update ships a newer version of a plugin, its card shows an Update button. Your edited config is always preserved across an update.
Bundled plugins#
Two core plugins ship with the manager and are seeded into your library automatically. Both ship disabled — enabling them is always your explicit action, nothing activates itself.
- UE4SS runtime — the scripting runtime the in-game mods run on (docs/dev/ue4ss-plugins)
- SSA Bridge — the in-game control mod that powers spawning, teleports and admin commands from the panel and Live Map
When a manager update carries a new version of a bundled plugin, your edited configs are preserved and the new version is applied automatically (a restart only if something is still pending).
SSA Bridge#
The SSA Bridge tab, next to Installed and Browse, is a different thing from the plugin library. These are features that live inside the SSA Bridge itself — they act on the game world as the server builds it, which nothing running outside the game can do.
They are not installed or uninstalled: they arrive with the manager and are simply switched on or off. Each has its own settings and shows what it did on the last server start, including a count for every reason something was deliberately left alone — so an unexpected result explains itself.
- Requires Premium. The server does not have to be running — in fact stopped is the better moment. Everything is configurable with the game off, including the list of places on the map, and the manager puts your settings in place before the server launches.
- Switching one on while the server runs saves immediately, but a mod that acts at world start-up shows next restart: by the time you flip the switch, the world it would have changed already exists.
The first card on that page is the bridge itself — the in-game command prefix, who may connect, the port and the safety throttles, so none of that means editing a file on the server any more.
See the bridge's own page for what each mod does.
Enabling a mod never starts your server#
A UE4SS mod only loads when the game server starts, so enabling or updating one asks whether to restart — but only if the server is actually running. With it stopped, the change is simply recorded and applied the next time you start it. Nothing the Plugins page does will launch a server you deliberately shut down.
Add-on plugins (downloads)#
These aren't bundled — grab the zip from the Plugins page and install it via admin → Plugins → Install. Enable Discord Embeds first; the others build on it.
- Discord Embeds — everything embed-related in one plugin, across three tabs:
- Embeds — write a message and watch it render as you type: real Discord markdown, your server's own emoji, item, vehicle and animal previews. Add up to ten embeds, buttons and select menus, then send it, schedule it for later, or pick a message you already sent and edit it in place. Anything you send is branded with your bot's own footer unless you override it.
- Manager embeds — restyle the manager's own messages (kill feed, economy, login, server status, leaderboard and more). Pick one and it loads how it looks right now; change the colour, title, author and images, and turn on Replace fields to add, remove or reorder fields using
{tokens}for live data — e.g. add a Squad field to the login embed. - Live data — build an embed that keeps itself up to date in a channel, using the same tokens for real server figures.
- Vehicle Rental — let players rent vehicles from your Discord bot or from in-game chat (
/rent,/myrent,/extend,/return): pick a vehicle, choose how long, pay in in-game money or gold, and the bot spawns it and handles reminders, extensions and auto-removal. Limits are per player, and a rental is only handed over once payment actually goes through. Fully configurable, with a vehicle picker that autocompletes from the item database. Needs Discord Embeds + SSA Bridge.
Updates & safety#
- A plugin's "enabled" state reflects what is actually deployed — the manager checks the real files, so nothing can silently enable itself.
- Plugin IDs are validated (plain slugs only), so a malicious zip can't write outside the library.
- Installing a plugin requires an admin with the
pluginspermission — treat plugin zips like any software you install: only use sources you trust. - Installing from the in-app catalog downloads over HTTPS and checks the archive against the SHA-256 published for that plugin before anything is unpacked. If the file doesn't match, the install is refused. (Each plugin's SHA-256 and its VirusTotal result are shown on its page here, so you can check them yourself too.)
Writing your own#
Developers: the Plugin SDK documents the full manager-plugin API — backend, Discord, admin-panel UI and Field Console UI. For in-game mods, start at UE4SS plugins.
