MJOLNIR Code Mods changelog
MJOLNIR Code Modsv0.5.0

The classic Blam console, at the Unreal console

MJOLNIRBlamConsole feeds the engine's own HS console from the Unreal console and answers back, with help for all 1,695 engine functions; it is the set's first native mod, built in CI.

Added

  • MJOLNIRBlamConsole — the simulation DLL still carries the classic Blam console, the HS compiler and the whole engine function table, but nothing fed it text: every Blam command at the Unreal console was "Command not recognized". Now ai_enabled, player_teleport player0 ..., fade_out 0 0 0 30 or blam (unit_get_health (player0)) run through the engine's own compile-and-evaluate on the simulation thread, and the result value, or the compiler's error message, comes back on the UE4SS console. help <prefix> lists names with signatures. blam_status reports whether the native half installed.
  • The native half, mjolnir_blam_console.dll, is built from native/blam_console by the release workflow with a reproducible link and ships inside the mod's zip, so the manifest's hash covers it. It checks the simulation DLL's PE timestamp before installing and refuses, with a message, after a game update.

Known limits

  • The release build compiled out 425 of the 1,695 functions, every cheat_* among them, and 217 of the 260 engine globals have no storage. help marks both and the mod says so before running one. The scripting API proper — object_create, ai_place, unit_get_health, the fades — is live.
  • Answers print on the UE4SS console and log, not the Unreal console: they arrive a simulation tick after Unreal has discarded the command's output device.
  • Parenthesised expressions need the blam prefix; bare names do not.