Skip to main content
Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
UE_BRIDGE_GAME_DIRNoPath 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

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
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 previous is what you restore from if the write turns out to be wrong. An unknown property name raises instead of silently doing nothing. Refused when the mod's settings.lua sets allow_writes = false.

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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/littleRabbit94/ue-bridge'

If you have feedback or need assistance with the MCP directory API, please join our Discord server