A UE4SS C++ mod that loads custom assets (.pak, .utoc, .ucas files) into Hi-Fi RUSH at runtime.
- ✅ Loads
.pak,.utoc, and.ucasmod files at runtime - ✅ Auto-spawns Blueprint ModActors when the game starts
- ✅ Works with Steam, Epic Games Store, and Xbox versions
- ✅ Supports multiple mods with automatic load ordering
- UE4SS 3.0.1 with C++ mods enabled
- Mods must be cooked for UE 4.27 with IoStore enabled
- Download IoStoreLoaderBundle.Steam.Epic.zip
- Extract to:
<Game>/Hibiki/Binaries/Win64/
- Download IoStoreLoaderBundle.Xbox.zip
- Extract to:
<Game>/Hibiki/Binaries/WinGDK/
Place each mod in its own folder inside Mods/IoStoreLoaderMod/:
Mods/
IoStoreLoaderMod/
dlls/
main.dll
ExampleMod/
ExampleMod.pak
ExampleMod.utoc
ExampleMod.ucas
AnotherMod/
AnotherMod.pak
To disable a mod: Move its folder into Mods/IoStoreLoaderMod/disabled/
Mods load in alphabetical order by folder name:
A_FirstModloads first (order 200)Z_LastModloads last (order 201, 202, etc.)- Later mods override earlier ones
To control which mod wins, rename folders:
01_BaseMod/
02_Override/
For each mounted container, the loader automatically spawns:
/Game/Mods/<ContainerName>/ModActor.ModActor_C
Example: ExampleMod.pak spawns /Game/Mods/ExampleMod/ModActor.ModActor_C
HbkPrintToModLoader- Print to consoleHbkConstructPersistentObject- Create persistent objects
Mod doesn't load:
- Check UE4SS console for errors
- Verify mod is cooked for UE 4.27 with IoStore enabled
- Ensure container filename matches the expected ModActor path
- Confirm the mod is not in the
disabled/folder
ModActor doesn't spawn:
- Blueprint class must exist at
/Game/Mods/<ContainerName>/ModActor - Class name must be
ModActor_C - Check UE4SS Live View to verify assets loaded
Works on:
- ✅ Steam
- ✅ Epic Games Store
- ✅ Xbox (Microsoft Store)
This mod hooks engine functions and patches memory. Use at your own risk.
Intended for modding and research purposes only.