
UEBridge - Lua bridge for UE4SS
This is a developer tool, not a gameplay mod. Talk to the running game from your PC (an AI agent over MCP, or a script): inspect objects, call functions, and run Lua while it plays. It opens no network port and starts no process; it only responds to a file written in its own folder.
查看大图[size=5][b]UEBridge[/b][/size]
[i]This is a developer tool, not a gameplay mod. It changes nothing on its own.[/i]
UEBridge lets a program on your PC talk to the running game through UE4SS: inspect objects, call functions, and run Lua while it plays, without a relaunch per question. The program is usually an AI coding agent talking to MCP (Claude Code, Claude Desktop, Cursor, Codex, anything MCP) or a script. Console commands and the UE4SS dumpers are reachable the same way.
[size=4][b]What it does, exactly[/b][/size]
[list]
[]Every 250 ms it checks for a file named [font=Courier New]request.json[/font] in [font=Courier New]ue4ss\bridge[/font]. If one appears, it runs the request on the game thread and writes [font=Courier New]response.json[/font]. That is the whole mechanism.[/]
[]It opens [b]no network connection[/b], starts [b]no program, [/b]and downloads [b]nothing[/b]. Only software already running on your computer with write access to your game folder can talk to it.[/]
[]Single-player developer tool. There is nothing to gain from it in play.[/]
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[size=4][b]Requirements[/b][/size]
UE4SS installed for this game, for example, [url=https://www.nexusmods.com/thebloodofdawnwalker/mods/18]UE4SS for Dawnwalker[/url]. UEBridge registers no native hooks of its own; its Lua runs on the game thread through ExecuteInGameThread, so it works with whichever hook settings your UE4SS package ships.
[size=4][b]Install[/b][/size]
Extract the archive into the folder that holds [b]Dawnwalker.exe[/b] and the [i]ue4ss[/i] folder:
[code]<Steam library>\steamapps\common\The Blood of Dawnwalker\Dawnwalker\Binaries\Win64[/code]The archive carries the folder path, so the mod lands in [font=Courier New]ue4ss\Mods\UEBridge[/font] by itself. No [font=Courier New]mods.txt[/font] edit: [font=Courier New]enabled.txt[/font] in the mod folder turns it on. [font=Courier New]ue4ss\UE4SS.log[/font] shows [font=Courier New][UEBridge] v1.0.0 ready[/font] when it loaded.
To uninstall, delete [font=Courier New]ue4ss\Mods\UEBridge[/font] and, if present, [font=Courier New]ue4ss\bridge[/font].
[size=4][b]Settings[/b][/size] ([font=Courier New]scripts\settings.lua[/font] in the mod folder)
[list]
[][font=Courier New]enabled = false[/font]: off without uninstalling.[/]
[][font=Courier New]allow_writes = false[/font]: read-only. Nothing can change game state through the bridge.[/]
[][font=Courier New]allow_eval = false[/font]: refuses raw Lua; the structured inspection tools still work.[/]
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[size=4][b]The other half: the MCP server[/b][/size]
The program that writes the request files is [font=Courier New]ue-bridge[/font], a small Python package. It is not hosted here; install it with [font=Courier New]uvx ue-bridge[/font] or [font=Courier New]pip install ue-bridge[/font], then add it to your agent as an MCP server. Setup snippets for each client, the tool list and the wire format are in the README on GitHub. It finds the running game on its own (any exe under a [i]Binaries\Win64[/i] folder with UE4SS beside it); no paths to configure.
[size=4][b]Source and documentation[/b][/size]
GitHub: [url=https://github.com/littleRabbit94/ue-bridge]littleRabbit94/ue-bridge[/url]. MIT license. Game-agnostic: the same mod works on any UE4SS game. Verified here on the Steam build with UE 5.5.4 and on [url=https://www.nexusmods.com/thelanternofthelaughlesssaint/mods/5]The Lantern of the Laughless Saint[/url].
[size=4][b]Credits[/b][/size]
Built on [url=https://github.com/UE4SS-RE/RE-UE4SS]UE4SS[/url] by the UE4SS-RE team (MIT). Written with the help of an AI coding agent.
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