eval_lua
Run Lua code inside a UE4SS game on the game thread, returning results and printed output. Enables full Lua API inspection and automation.
Instructions
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), UEB.snapshot(ref, label), UEB.diff(ref, label), UEB.snapshots(), UEB.forget(label), UEB.subclasses(ref, limit, pattern), UEB.target(distance, channel, ref), UEB.watch(ref, names, label, interval_ms, every), UEB.hook(fnpath, label, max_args), UEB.events(since, label, limit, clear), UEB.streams(), UEB.unwatch(label). UEHelpers is in scope too. 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.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| code | Yes | ||
| timeout | No |