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Releases: KintaroModding/ue4ss
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UE4SS v3.0.1-1195-g1ceefac8
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 andMemberVariableLayout.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, andUObject: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 intoplatform\steam\,
next to the largePBZ.exe(notsteam\, notProjectPBZ\Binaries\Win64\). The official UE4SS 1195 zip with our
config for the game inue4ss\: 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 releasev3.0.1-1181-g83330635.UE4SS_v3.0.1-1195-g1ceefac8.zip,UE4SS_v3.0.1-1181-g83330635.zipandzCustomGameConfigs.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
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:
IterateGameDirectoriesnow finds the folders of
games whose exe is not in<Game>\Binaries\Win64\, so BPModLoaderMod findsProjectPBZ\Content\Paks\LogicMods\
by itself; andUObject:CallFunctionwith a UFunction argument works
(UE4SS-RE/RE-UE4SS#1485). - Back to the official BPModLoaderMod. The fallback of
-r2is gone, and with it the console window that
flashed at game start when aLogicModsfolder exists. - Tested in game (2026-10-31): game start, save load, BPModLoaderMod lists a
LogicModsfolder, reads a mod's
config.luaand tries to load the mod at every level load;CallFunctionwith 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 intoplatform\steam\,
next to the largePBZ.exe(notsteam\, notProjectPBZ\Binaries\Win64\). The official UE4SS 1188 zip with our
config for the game inue4ss\: 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 releasev3.0.1-1181-g83330635.UE4SS_v3.0.1-1188-gf885e8d2.zip,UE4SS_v3.0.1-1181-g83330635.zipandzCustomGameConfigs.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
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'sIterateGameDirectoriesexpects the game's
exe in<Game>\Binaries\Win64\; this game has it inplatform\steam\, so BPModLoaderMod stopped at the start. Our
Mods\BPModLoaderMod\Scripts\main.luanow lists the folder itself in that case (Windowsdir). The official code
path is unchanged and runs first. - Tested in game (2026-10-30): without a
LogicModsfolder BPModLoaderMod starts with no error; with one it lists
the folder, reads a mod'sconfig.luaand 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
LogicModsfolder, a console window flashes once at game start (thedirthat 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 intoplatform\steam\,
next to the largePBZ.exe(notsteam\, notProjectPBZ\Binaries\Win64\). The official UE4SS 1183 zip with our
config for the game inue4ss\: 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 releasev3.0.1-1181-g83330635.UE4SS_v3.0.1-1183-gcdbc0b66.zip,UE4SS_v3.0.1-1181-g83330635.zipandzCustomGameConfigs.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
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 intoplatform\steam\, next
to the largePBZ.exe(notsteam\, notProjectPBZ\Binaries\Win64\). It is the official UE4SS 1183 zip with our
config for the game inue4ss\: 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
releasev3.0.1-1181-g83330635; the install folders are inopenmods.md.UE4SS_v3.0.1-1183-gcdbc0b66.zip,UE4SS_v3.0.1-1181-g83330635.zipandzCustomGameConfigs.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.exeCL-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 hookProcessConsoleExec. - 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-g83330635on 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
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 toDawnwalker.exe. It is the official UE4SS zip with the UE4SS team's
TheBloodOfDawnwalkerconfig (ue4ss\UE4SS-settings.iniand
ue4ss\UE4SS_Signatures\ProcessLocalScriptFunction.luafromzCustomGameConfigs.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 toSandFall-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 intoMortalShell2\Binaries\Win64\,
next toMortalShell2-Win64-Shipping.exe. It is the official UE4SS zip with the UE4SS team'sMortalShell2config
(ue4ss\UE4SS-settings.iniandue4ss\UE4SS_Signatures\StaticConstructObject.luafromzCustomGameConfigs.zip).UE4SS_v3.0.1-1181-g83330635.zipandzCustomGameConfigs.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.