MJOLNIR Code Mods mods-v0.6.0
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Blam console answers on screen
MJOLNIRBlamConsole 0.2.0 shows each answer in an on-screen panel and writes what it can to the Unreal console, so the UE4SS window is no longer required to see what a command did.
Added
- MJOLNIRBlamConsole 0.2.0 puts answers on screen. A panel in the top-left
corner shows the last few results for fifteen seconds after each one: the
line you typed, the value or the compiler's error, the stub warning. It is a
plain UMG text block built from engine classes, so it carries no
build-specific addresses.blam_overlay on|offturns it off and on, and
the setting is remembered. The UE4SS console and log still get everything,
including the longhelplistings the panel truncates. - The Unreal console now shows what the handler knows while Unreal's output
device is still alive: an acknowledgement that the line was sent and where
the answer will appear, the compiled-out and no-storage warnings, and the
whole ofhelpandblam_status, which are answered synchronously.
Known limits
- The answer to a Blam line itself cannot reach the Unreal console. It
arrives a simulation tick after the command's output device is gone, the
simulation does not tick while the handler waits, and the console's
scrollback is not reflected. The on-screen panel is the route that works;
the research note on the Blam console records what was tried.
The signed set of UE4SS script mods. Every artifact's hash is in
manifest.json, and manifest.json.sig is its Ed25519 signature
over the manifest — verify with keys/mod-signing.pub from this
repository. The launcher does this automatically and installs
nothing that fails verification.
Script mods ship only from this repository's reviewed pull
requests — see docs/contributing_code_mods.md to contribute one.