ue-bridge
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| UE_BRIDGE_GAME_DIR | No | Path to the game directory to pin. By default, the server finds the running game automatically. |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| bridge_statusB | Whether a UE4SS game is running and the UEBridge mod is answering. Reports the game found, mod version, permissions, round-trip time. |
| eval_luaA | Run a Lua chunk inside the game on the game thread and return what it returns. The full UE4SS Lua API is available (StaticFindObject, FindFirstOf, FindAllOf, RegisterHook, ForEachUObject, ...) plus the UEB helper table: UEB.resolve(ref), UEB.props(ref), UEB.funcs(ref), UEB.get(ref, name), UEB.set(ref, name, value), UEB.call(ref, fn, args), UEB.objects(class, limit), UEB.types(pattern, limit), UEB.console(cmd), UEB.world(), UEB.dump(kind). print() output is captured and returned alongside the result. Refused when the mod's settings.lua sets allow_eval = false; the other tools keep working. |
| world_infoD | Current world, player controller, pawn, game instance and game mode. |
| find_objectB | Resolve an object reference and return its full name, class and address. |
| find_objectsD | Live (non-default) instances of a short class name, e.g. 'PlayerController'. |
| list_typesA | Loaded reflected types whose name matches a Lua pattern (empty = all). Walks GUObjectArray (~400 ms). |
| inspect_objectB | Every reflected property of an object with its current value. Use on CDOs and live actors. pattern is an optional Lua pattern matched against the property name, e.g. "^Camera" or "Speed"; one pawn can be 300 properties, so filtering is usually what you want. include_super defaults to False. SoftObjectProperty values are skipped (reading one has crashed a game inside UE4SS's own property reader, which no Lua pcall can catch). |
| list_functionsC | Every reflected UFunction callable on an object, across its class chain. |
| get_propertyA | Read one property of an object. An unknown property name raises rather than returning junk. |
| set_propertyA | Write one property of an object (number, bool or string). Returns {previous, current}. Writes are never undone, so |
| batchA | Run several bridge operations in ONE round trip and return a result per call. A round trip costs a poll interval plus latency against single-digit ms of actual work, so a sequence of small calls is nearly all waiting. Each entry is a dict with an "op" key: {"op": "world"} {"op": "find", "ref": ...} {"op": "get", "ref": ..., "name": ...} {"op": "set", "ref": ..., "name": ..., "value": ...} {"op": "call", "ref": ..., "function": ..., "args": [...]} {"op": "props", "ref": ..., "include_super": bool, "read_soft": bool, "pattern": str} {"op": "funcs", "ref": ...} {"op": "objects", "class_name": ..., "limit": int} {"op": "types", "pattern": ..., "limit": int} {"op": "console", "command": ...} {"op": "dump", "kind": ...} Each result is {op, ok, result} or {op, ok: false, error}. One failing call does not abandon the rest, so a batch is safe to use for exploration. |
| call_functionA | Call a UFunction on an object with positional JSON args and return its result. Refused when allow_writes = false. |
| console_commandA | Execute a console command in the running world. Output is not captured. Refused when allow_writes = false. |
| dumpA | Trigger a UE4SS dumper: usmap, jmap, uht, cxx, actors, objects, static_meshes. Output lands in the ue4ss directory; jmap and uht take minutes. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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