Skip to content

Releases: KintaroModding/ue4ss

UE4SS v3.0.1-1195-g1ceefac8

Choose a tag to compare

The official UE4SS build v3.0.1-1195-g1ceefac8 (experimental-latest of 2026-11-01, commit
1ceefac8), republished
unchanged, with a ready package for Phantom Blade Zero.

What is new for Phantom Blade Zero:

  • UE4SS 1195 writes the full mapping file. Ctrl+Num6 (DumpUSMAP() with Blueprint-generated types) crashed this
    game before; 1195 writes the four enum properties of the game that have no enum as plain numbers and logs each one
    (UE4SS-RE/RE-UE4SS#1483).
  • Back to the official Keybinds. The package no longer changes Ctrl+Num6. Our config is now only the two
    signature files and MemberVariableLayout.ini; every UE4SS mod in the zip is the official one.
  • Tested in game (2026-11-01): game start, save load, the helper mods, Lua mods, and Ctrl+Num6 in game: no crash,
    "Mappings Generation Completed Successfully", a consistent mapping file with the loaded Blueprint types.
  • Still from 1188: BPModLoaderMod finds ProjectPBZ\Content\Paks\LogicMods\ by itself, and UObject:CallFunction
    with a UFunction argument works.
  • Not tested yet: a real Blueprint mod. Please report how a Blueprint mod works for you.

Files:

  • phantombladezero_ue4ss_v3.0.1-1195-g1ceefac8.zip: for Phantom Blade Zero. Unpack it into platform\steam\,
    next to the large PBZ.exe (not steam\, not ProjectPBZ\Binaries\Win64\). The official UE4SS 1195 zip with our
    config for the game in ue4ss\: two signature files from the UE4SS team's own configs and
    MemberVariableLayout.ini (the game's own layout of several engine structures). To update from an earlier
    package, unpack it over the old files.
  • dawnwalker_ue4ss_v3.0.1-1181-g83330635.zip, expedition33_ue4ss_v3.0.1-1181-g83330635.zip,
    mortalshell2_ue4ss_v3.0.1-1181-g83330635.zip: unchanged from the release v3.0.1-1181-g83330635.
  • UE4SS_v3.0.1-1195-g1ceefac8.zip, UE4SS_v3.0.1-1181-g83330635.zip and zCustomGameConfigs.zip: the official
    files, unchanged.
  • SHA256SUMS.txt: the SHA-256 of the zips.

Known issues in Phantom Blade Zero: UE4SS could not hook ProcessConsoleExec (console commands that UE4SS mods add
may not work, not tested).

UE4SS is made by the UE4SS-RE team and its contributors (MIT license): https://github.com/UE4SS-RE/RE-UE4SS. Report
problems with UE4SS itself there. What this fork adds: FORK.md; how to install and use it: openmods.md.

UE4SS v3.0.1-1188-gf885e8d2

Choose a tag to compare

The official UE4SS build v3.0.1-1188-gf885e8d2 (experimental-latest of 2026-10-31, commit
f885e8d2), republished
unchanged, with a ready package for Phantom Blade Zero.

What is new for Phantom Blade Zero:

  • UE4SS 1188 fixes two problems we reported to the UE4SS team: IterateGameDirectories now finds the folders of
    games whose exe is not in <Game>\Binaries\Win64\, so BPModLoaderMod finds ProjectPBZ\Content\Paks\LogicMods\
    by itself; and UObject:CallFunction with a UFunction argument works
    (UE4SS-RE/RE-UE4SS#1485).
  • Back to the official BPModLoaderMod. The fallback of -r2 is gone, and with it the console window that
    flashed at game start when a LogicMods folder exists.
  • Tested in game (2026-10-31): game start, save load, BPModLoaderMod lists a LogicMods folder, reads a mod's
    config.lua and tries to load the mod at every level load; CallFunction with a UFunction works.
  • Not tested yet: a real Blueprint mod. The test mod had only a config.lua, so there was nothing to spawn.
    Please report how a Blueprint mod works for you.

Files:

  • phantombladezero_ue4ss_v3.0.1-1188-gf885e8d2.zip: for Phantom Blade Zero. Unpack it into platform\steam\,
    next to the large PBZ.exe (not steam\, not ProjectPBZ\Binaries\Win64\). The official UE4SS 1188 zip with our
    config for the game in ue4ss\: two signature files from the UE4SS team's own configs, MemberVariableLayout.ini
    (the game's own layout of several engine structures) and the Keybinds helper with Ctrl+Num6 writing the mapping
    file without Blueprint-generated types (with them UE4SS's dump still crashes this game,
    UE4SS-RE/RE-UE4SS#1483). To update from an earlier package,
    unpack it over the old files.
  • dawnwalker_ue4ss_v3.0.1-1181-g83330635.zip, expedition33_ue4ss_v3.0.1-1181-g83330635.zip,
    mortalshell2_ue4ss_v3.0.1-1181-g83330635.zip: unchanged from the release v3.0.1-1181-g83330635.
  • UE4SS_v3.0.1-1188-gf885e8d2.zip, UE4SS_v3.0.1-1181-g83330635.zip and zCustomGameConfigs.zip: the official
    files, unchanged.
  • SHA256SUMS.txt: the SHA-256 of the zips.

Known issues in Phantom Blade Zero: UE4SS could not hook ProcessConsoleExec (console commands that UE4SS mods add
may not work, not tested).

UE4SS is made by the UE4SS-RE team and its contributors (MIT license): https://github.com/UE4SS-RE/RE-UE4SS. Report
problems with UE4SS itself there. What this fork adds: FORK.md; how to install and use it: openmods.md.

UE4SS v3.0.1-1183-gcdbc0b66-r2

Choose a tag to compare

The official UE4SS build v3.0.1-1183-gcdbc0b66 (experimental-latest of 2026-10-25, commit
cdbc0b66), republished
unchanged, with the second ready package for Phantom Blade Zero: Blueprint mods (LogicMods) can load now.

What is new in -r2, for Phantom Blade Zero only:

  • BPModLoaderMod finds ProjectPBZ\Content\Paks\LogicMods\. UE4SS's IterateGameDirectories expects the game's
    exe in <Game>\Binaries\Win64\; this game has it in platform\steam\, so BPModLoaderMod stopped at the start. Our
    Mods\BPModLoaderMod\Scripts\main.lua now lists the folder itself in that case (Windows dir). The official code
    path is unchanged and runs first.
  • Tested in game (2026-10-30): without a LogicMods folder BPModLoaderMod starts with no error; with one it lists
    the folder, reads a mod's config.lua and tries to load the mod at every level load.
  • Not tested yet: a real Blueprint mod. The test mod had only a config.lua, so there was nothing to spawn.
    Please report how a Blueprint mod works for you.
  • With a LogicMods folder, a console window flashes once at game start (the dir that lists the folder).
  • The UE4SS team has announced a fix of IterateGameDirectories
    (UE4SS-RE/RE-UE4SS#1483); a later package will use it.

Files:

  • phantombladezero_ue4ss_v3.0.1-1183-gcdbc0b66-r2.zip: for Phantom Blade Zero. Unpack it into platform\steam\,
    next to the large PBZ.exe (not steam\, not ProjectPBZ\Binaries\Win64\). The official UE4SS 1183 zip with our
    config for the game in ue4ss\: two signature files from the UE4SS team's own configs, MemberVariableLayout.ini
    (the game's own layout of several engine structures), the Keybinds helper with Ctrl+Num6 writing the mapping file
    without Blueprint-generated types, and the BPModLoaderMod fallback above. To update from the first package, unpack
    it over the old files.
  • dawnwalker_ue4ss_v3.0.1-1181-g83330635.zip, expedition33_ue4ss_v3.0.1-1181-g83330635.zip,
    mortalshell2_ue4ss_v3.0.1-1181-g83330635.zip: unchanged from the release v3.0.1-1181-g83330635.
  • UE4SS_v3.0.1-1183-gcdbc0b66.zip, UE4SS_v3.0.1-1181-g83330635.zip and zCustomGameConfigs.zip: the official
    files, unchanged.
  • SHA256SUMS.txt: the SHA-256 of the zips.

Known issues in Phantom Blade Zero: UE4SS could not hook ProcessConsoleExec (console commands that UE4SS mods add
may not work, not tested).

UE4SS is made by the UE4SS-RE team and its contributors (MIT license): https://github.com/UE4SS-RE/RE-UE4SS. Report
problems with UE4SS itself there. What this fork adds: FORK.md; how to install and use it: openmods.md.

UE4SS v3.0.1-1183-gcdbc0b66

Choose a tag to compare

The official UE4SS build v3.0.1-1183-gcdbc0b66 (experimental-latest of 2026-10-25, commit
cdbc0b66), republished
unchanged, with a ready package for Phantom Blade Zero. The packages of the games tested with v3.0.1-1181-g83330635
are in this release too, byte for byte the files of that release.

Files:

  • phantombladezero_ue4ss_v3.0.1-1183-gcdbc0b66.zip: for Phantom Blade Zero. Unpack it into platform\steam\, next
    to the large PBZ.exe (not steam\, not ProjectPBZ\Binaries\Win64\). It is the official UE4SS 1183 zip with our
    config for the game in ue4ss\: two signature files from the UE4SS team's own configs (GUObjectArray.lua,
    GNatives.lua), MemberVariableLayout.ini (the game's own layout of several engine structures), and the Keybinds
    helper with one line changed: Ctrl+Num6 writes the mapping file without Blueprint-generated types, because with them
    UE4SS's mapping dump crashes this game.
  • dawnwalker_ue4ss_v3.0.1-1181-g83330635.zip (The Blood of Dawnwalker), expedition33_ue4ss_v3.0.1-1181-g83330635.zip
    (Clair Obscur: Expedition 33), mortalshell2_ue4ss_v3.0.1-1181-g83330635.zip (Mortal Shell II): unchanged from the
    release v3.0.1-1181-g83330635; the install folders are in openmods.md.
  • UE4SS_v3.0.1-1183-gcdbc0b66.zip, UE4SS_v3.0.1-1181-g83330635.zip and zCustomGameConfigs.zip: the official
    files of both builds, unchanged (the config zip of 1183 holds the same files as the one of 1181).
  • SHA256SUMS.txt: the SHA-256 of the zips.

Tested:

  • Phantom Blade Zero, the release version (Steam build 26266538, PBZ.exe CL-301524_JKS-17219, Unreal Engine
    5.7.4), 2026-10-29: game start, save load, the helper mods, the header dump (Ctrl+H) and the mapping dump
    (Ctrl+Num6), and a Lua test mod that reads and writes the player's health and calls one of the game's functions.
    Known issues: Blueprint mods (LogicMods) do not load, and UE4SS could not hook ProcessConsoleExec.
  • The Blood of Dawnwalker (Patch 2), Clair Obscur: Expedition 33 (1.5.6) and Mortal Shell II (1.12.0): tested with
    v3.0.1-1181-g83330635 on 2026-10-22 and 2026-10-23, see that release.

UE4SS is made by the UE4SS-RE team and its contributors (MIT license): https://github.com/UE4SS-RE/RE-UE4SS. Report
problems with UE4SS itself there. What this fork adds: FORK.md; how to install and use it: openmods.md.

UE4SS v3.0.1-1181-g83330635

Choose a tag to compare

The official UE4SS build v3.0.1-1181-g83330635 (experimental-latest of 2026-10-17, commit
83330635), republished
unchanged, plus one ready package per game.

Files:

  • dawnwalker_ue4ss_v3.0.1-1181-g83330635.zip: for The Blood of Dawnwalker. Unpack it into
    Dawnwalker\Binaries\Win64\, next to Dawnwalker.exe. It is the official UE4SS zip with the UE4SS team's
    TheBloodOfDawnwalker config (ue4ss\UE4SS-settings.ini and
    ue4ss\UE4SS_Signatures\ProcessLocalScriptFunction.lua from zCustomGameConfigs.zip); nothing else is changed.
  • expedition33_ue4ss_v3.0.1-1181-g83330635.zip: for Clair Obscur: Expedition 33. Unpack it into
    Sandfall\Binaries\Win64\, next to SandFall-Win64-Shipping.exe. It holds the files of the official UE4SS zip,
    unchanged: the UE4SS team has no config for this game, and the default settings work.
  • mortalshell2_ue4ss_v3.0.1-1181-g83330635.zip: for Mortal Shell II. Unpack it into MortalShell2\Binaries\Win64\,
    next to MortalShell2-Win64-Shipping.exe. It is the official UE4SS zip with the UE4SS team's MortalShell2 config
    (ue4ss\UE4SS-settings.ini and ue4ss\UE4SS_Signatures\StaticConstructObject.lua from zCustomGameConfigs.zip).
  • UE4SS_v3.0.1-1181-g83330635.zip and zCustomGameConfigs.zip: the official files of this build, unchanged.
  • SHA256SUMS.txt: the SHA-256 of the zips.

Tested:

  • The Blood of Dawnwalker, Patch 2 (dw1-pc-258504-shipping-patch2-all-CL-258504), 2026-10-22: main menu, save
    loads, the helper mods and a Lua mod.
  • Clair Obscur: Expedition 33, 1.5.6 (1.5.6.0, Steam), 2026-10-23: game start, save load, the helper mods, the
    header and mapping dumps.
  • Mortal Shell II, 1.12.0, 2026-10-23: game start, save load, the helper mods, the header dump. The mapping dump
    (Ctrl+Num6) fails inside UE4SS; the game keeps running.

UE4SS is made by the UE4SS-RE team and its contributors (MIT license): https://github.com/UE4SS-RE/RE-UE4SS. Report
problems with UE4SS itself there. What this fork adds: FORK.md; how to install and use it: openmods.md.