Step 05 · when it breaks
Troubleshooting
Both installs write their own log next to the executable, and between them those two files answer nearly every question on this page. Start there — the mod names the exact self-check that rejected, and UE4SS reports what it resolved and what it did not.
The mod Nothing seems different in game
Open UngodlyBeachAI.log next to the DLL. The last line on a healthy start is === Ungodly AI online ===. If discovery failed the log names the exact proof step that rejected.
If you load the game from a slow drive, raise StartupDelaySeconds in the [General] section and try again.
The mod No UngodlyBeachAI.log file at all
The DLL is not being loaded. Confirm winmm.dll sits in the same folder as BeachInvasion1944-Win64-Shipping.exe — that is ...\BeachInvasion1944\Binaries\Win64\, not the game root folder that contains it.
Also check the file is not blocked: right-click winmm.dll, choose Properties, and if there is an Unblock checkbox at the bottom of the General tab, tick it and apply.
The mod Game audio broke after installing
Something else was already installed as winmm.dll and got overwritten. Restore it from your backup or by verifying game files, then rename one of the two DLLs — two files cannot share a name in one folder.
The mod Soldiers move oddly or slide across the sand
Lower WalkSpeedMultiplier and AccelerationMultiplier back toward 1.0 and raise GroundFriction. Speed multipliers above roughly 1.5 outrun the animation set, which is what produces the skating look.
The mod Soldiers pop sideways occasionally
That is anti-stuck stage 4 doing its job. Set HardNudgeEnabled=0 if you would rather they stay wedged, or lower UnstickNudgeStrength to make the correction smaller.
The mod Frame rate dropped
For the AI half, in order of effect: set DirectorHz to 10, raise AgentRescanIntervalMs to 800, lower MaxAgentsPerTick to 96, and set LogToFile=0.
For the graphics half, in order of cost: [Fog] VolumetricFogMode=0, then [Detail] ForcePrimitiveShadows=0 and DrawDistanceMultiplier=1.0, then [Lighting] ShadowCascades=-1 and ShadowDistance=-1, then [PostProcess] ScreenPercentage=-1, and finally drop the [Scalability] buckets to -1.
The mod The log says "layout probe FAILED" or "proof FAILED"
The mod refused to run because one of its own self-checks rejected. It has not touched the game. The line names the exact step.
On a stock build, DetectStructLayout reports SuperStruct=+0x40 Children=+0x48 ChildProperties=+0x50 PropertiesSize=+0x58 on success. If you see different values, you are probably on a game build this version was not verified against.
The mod Log reaches "Ungodly AI online" but soldiers are untouched
The blueprint classes had not streamed in yet — they arrive with the level, not at the main menu. Load into a round and look for game classes online: followed by game class proof OK. Until those appear the mod deliberately manages nothing.
The mod The game looks different and I did not want that
Set [Graphics] Enabled=0. The scalability buckets default to Epic, which overrides your in-game video settings on launch. If you only want the post process and lighting work, set the individual [Scalability] entries to -1 instead.
The mod Memory keeps climbing, or late waves stutter
That is persistent corpses and decals doing exactly what they were asked to. Lower [Gore] MaxPersistentCorpses, or set [Gore] Enabled=0. The cap is the control: at the default 200 the beach fills up and then holds steady.
The mod Bodies vanish anyway
Check the log for gore classes online: and gore event ids:. If any id reads -1, that event was not found and cannot be blocked. Also confirm [Discovery] HookActorVTable=1 — blood persistence depends on it, because blood pools derive straight from Actor and never pass through the Character hook.
The mod I want to see what it is actually doing
Set LogLevel=3 for per-soldier capture, unstick and cover-reaping detail. Turn it back to 2 afterwards — verbose logging writes a lot, and on a busy beach that is a real cost.
UE4SS No UE4SS.log appears after launching
UE4SS is not loading. Check that dwmapi.dll and UE4SS.dll are both directly inside Binaries\Win64\, next to the game executable, and that you extracted the zip contents rather than dropping the zip's own folder in.
If you unpacked a newer experimental build, the layout is different: only dwmapi.dll sits in Win64 and everything else lives in a ue4ss subfolder. Both layouts work — mixing them does not.
UE4SS The GUI console window is blank or white
Open UE4SS-settings.ini and set GraphicsAPI = dx11. This is a known issue on the 3.0.x releases.
UE4SS The game crashes on startup after adding UE4SS
Open UE4SS-settings.ini and set bUseUObjectArrayCache = false, then launch again.
If you have an old xinput1_3.dll from a pre-3.0 UE4SS install still sitting in the folder, delete it — it crashes the game if left alongside the newer loader.
UE4SS I want to launch once without UE4SS, without uninstalling it
Add the launch argument --disable-ue4ss. In Steam: right-click the game, Properties, General, and put it in the Launch Options box. Remove it again to re-enable.
Both Can I run both at the same time?
Yes, and that is the configuration in the folder screenshot on this site. UE4SS installs as dwmapi.dll; this mod installs as winmm.dll. Different names, different files, no collision.
The only real conflict to watch for is a second mod that also wants to be winmm.dll.
Both A game update landed. Do I need to reinstall?
Steam will usually leave both loaders in place, since neither replaces a game file. Launch once and check both logs. If a patch changed the game's internals the mod's self-checks may reject — the log will say which proof failed, and it will not touch the game in that state.
If verifying game files removes anything, just copy winmm.dll back in and re-extract the UE4SS zip.
Log reference
What the important lines mean
The mod logs in stages. Knowing which stage you reached tells you exactly where to look.
| Line | Stage | What it tells you |
|---|---|---|
SuperStruct=+0x40 Children=+0x48 … |
Layout probe | The reflection struct layout was measured at runtime and matched the expected values. This is a good sign — on a stock build those four offsets are exactly what you should see. |
layout probe FAILED |
Layout probe | The struct layout could not be measured. The mod stopped and touched nothing. Usually means a game build this version was not verified against. |
proof FAILED: … |
Startup proof | A self-check rejected, and the rest of the line names which one. Nothing was written to the game. |
=== Ungodly AI online === |
Startup complete | Every proof passed and the hook is installed. This is the line you want. |
game classes online: … |
Level load | The Blueprint classes streamed in with the level and were found. Until this appears the mod deliberately manages no soldiers. |
game class proof OK |
Level load | The Blueprint class hierarchy verified. Soldiers are now being managed. |
gore classes online: … |
Level load | The gore interception points were located. If any event id in the following line reads -1, that event was not found and cannot be blocked. |
Still stuck
Reset to a known-good state
When you have changed several things and lost track, strip it back and add one piece at a time. Each stage should be launched and confirmed before you move on.
- Remove everything. Delete
winmm.dll,dwmapi.dll,UE4SS.dll, both.logfiles and both.inifiles. - Verify the game. Steam → right-click → Properties → Installed Files → Verify integrity of game files.
- Launch stock. Confirm the game runs normally with nothing installed.
- Add the mod only. Copy
winmm.dllback in, launch, and check for=== Ungodly AI online ===. - Add UE4SS. Extract the zip again, launch, and check for a fresh
UE4SS.log. - Reapply your settings one section at a time, launching between changes.