Step 02 · roughly three minutes
Install the Ungodly AI mod
The archive holds two files and only one of them gets installed. Copy
winmm.dll into the folder with the game executable, launch, and the mod
writes its own configuration file with all
213 settings documented. That is the entire procedure.
What is in the archive
Two files, one of them installs
| File | Size | What it is | Install? |
|---|---|---|---|
winmm.dll |
430 KB | The mod itself. A native x64 proxy DLL. | Yes — copy this one. |
README.md |
36 KB | Full changelog, settings reference and verification ledger. | No. Reference only, keep it wherever you like. |
No installer, no launcher, no folder structure to recreate. There is nothing to
merge into Content, nothing to add to a load order, and no game file
gets replaced or patched on disk.
Get the archive
Two sources, same file, identical checksum.
Direct download
Served from this site. Contains the compiled DLL and the full README.
Google Drive mirror
Hosted on my own paid Google Drive account, so I control what sits there and can vouch for it being safe and untampered with. No ad gateways, no wait timers, no third-party file host wrapping it in anything. Google's own infrastructure also tends to give noticeably better download speeds than a small site can.
3515211e6b598c04457d23c7f443c3803e94d5d360e95f0baa370b04bb0e885e
Whichever source you use, you can confirm you got exactly what was published — see the downloads page for the one-line command that checks it.
Unpack it somewhere temporary
Downloads or the desktop is fine. Do not extract it straight into the game folder.
Right-click the .rar and extract it with 7-Zip, WinRAR or NanaZip. You should
end up with the two files loose in a folder:
UngodlyBeachInvasion1944AI_v1_2_0\
├── winmm.dll 440,051 bytes
└── README.md 36,884 bytes
The README is the full technical document: complete changelog, the settings reference, the verification ledger listing how every offset was established, and the safety model. Worth keeping, but it plays no part in the install.
Copy winmm.dll into the Win64 folder
The same folder as step 01 of the UE4SS page. The one with the game executable in it.
...\BeachInvasion1944\BeachInvasion1944\Binaries\Win64\
If you came here without doing the UE4SS page: right-click the game in Steam →
Manage → Browse local files, then open
BeachInvasion1944 → Binaries → Win64.
You are in the right place when BeachInvasion1944-Win64-Shipping.exe is visible.
Drop winmm.dll in beside it. That is the install finished.
The mod contributes exactly one file to the folder.
- winmm.dll 430 KB Mod The mod. This single file is the entire install — everything else here is generated or belongs to something other than the mod.
Running UE4SS as well is not a conflict. UE4SS installs as dwmapi.dll and this
mod installs as winmm.dll — different names, so they load independently and
neither knows the other is there.
Launch the game
The mod writes its own files on the way up.
Start the game through Steam as usual. Two new files appear in the Win64 folder:
- UE4SS.log 24 KB Generated Written on every launch. Your proof UE4SS loaded, and the first place to look when it did not.
- UngodlyBeachAI.ini 36 KB Generated Written by the mod on first run with all 213 settings, each with its own description and range. Your entire control surface.
- UngodlyBeachAI.log 4 KB Generated The mod's own log. A healthy start ends with "=== Ungodly AI online ===".
You do not have to reach the main menu for these to appear — the mod starts working during engine startup. Give it a few seconds if you load from a mechanical drive.
Confirm it came online
One line in the log tells you everything.
Open UngodlyBeachAI.log in the Win64 folder. On a healthy start the last line reads:
=== Ungodly AI online ===
That means every startup proof passed: the object array was located and validated, the name table decoded, the reflection struct layout measured, and the event hook installed. The mod will not write a single byte into the game until all of that succeeds.
Load into an actual round and check the log again. Two more lines should appear once the level has streamed in its blueprint classes:
game classes online: ...
game class proof OK
Optional: tune it
Everything is in one self-documenting INI file.
UngodlyBeachAI.ini now sits next to the DLL with all
213 settings across 20 sections, each carrying its own description, valid range and default. There is deliberately
no in-game menu.
The two changes most people want first:
; Keep your own in-game video settings — disables the whole graphics half
[Graphics]
Enabled=0
; No persistent corpses, blood or decals
[Gore]
Enabled=0
Edit with the game closed, save, and relaunch. Values outside a documented range are clamped on load rather than rejected, so a bad hand-edit degrades gracefully. Step 03 covers the full configuration, including six presets you can paste straight in.
Updating and uninstalling
Both are one file operation.
To update: close the game, overwrite winmm.dll with the newer one, launch. Keep your existing UngodlyBeachAI.ini — new settings get appended with their defaults, and your edits survive.
To uninstall: delete winmm.dll. The game returns to completely stock behaviour on the next launch.
winmm.dll ← delete this to uninstall
UngodlyBeachAI.ini ← optional, delete to reset all settings
UngodlyBeachAI.log ← optional, safe to delete any time