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@Nokama0 Nokama0 released this 08 Aug 23:11

A stability release. It fixes a crash that could take the game down the first time the panel was shown, on UE4SS builds from before 14 June 2026.

UE4SS interns every string handed to FName, and older builds kept a pointer into the caller's own buffer rather than owning a copy. The panel named all 108 widgets it builds for a typical mission, each name a freshly built Lua string, so once Lua collected one the pool was left pointing at freed memory. Only the outermost widget needs a name now, and that one is held for the life of the Lua state. This does not make the game immune, since the pool is shared and any mod can poison it, but it removes this mod's own contribution.

Row text is also written only when the value actually changed rather than on every poll, and a write that fails now retries on the next poll instead of being recorded as done, which previously could leave a single cell frozen while the rest of the panel updated.

Requirements

UE4SS experimental-latest, from https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/experimental-latest

That is a rolling tag: it is rebuilt continuously and never changes name, so a copy downloaded months ago still calls itself experimental-latest and still reports itself as v3.0.1 Beta. If yours predates 14 June 2026 it carries the bug described above, so download it again if you are unsure. You can tell which build you have by whether ReadyOrNot\Binaries\Win64\ue4ss\ exists; if UE4SS.dll sits directly in Win64\ instead, that is the older stable release, and this mod cannot attach to the HUD on it at all.

Install

  1. Download MissionObjectiveCounter-v1.1.zip below.
  2. Drag the MissionObjectiveCounter folder into ReadyOrNot\Binaries\Win64\ue4ss\Mods\.
  3. Add MissionObjectiveCounter : 1 to ue4ss\Mods\mods.txt, above the Keybinds line.
  4. Restart the game. mods.txt is only read at startup.

Upgrading from v1.0 is the same drag, overwriting the Scripts folder. No change to mods.txt is needed.