- Alterra API - Full UE4SS Mods Lib

The first UE4SS Mods Library that have tons of shortcuts to help UE4SS authors

What's in it

log — prefixed console logging, so your spam is labeled when three mods print at once

util — tick(interval, fn) and after(delay, fn) timers without the LoopAsync dance

mathx — clamp, lerp, approach, round

events — a tiny pub/sub bus for your mod's internals

pawn — player controller / pawn / camera access that returns the right thing and doesn't crash, plus dump_components()

camera — FOV that actually sticks (hold_fov / release_fov)

console — run console commands from Lua

actors — find live objects by class name, dead handles filtered out

input — keybinds and toggles

config — key=value settings that survive between sessions

shortcuts — one-word aliases (A.fov(60), A.dump(), A.cmd("stat fps")…)

 

How to use it

- Install UE4SS for SN2 (the community fork — the regular one's scan fails on SN2): https://github.com/Subnautica2Modding/Subnautica2-UE4SS
- Drop the AlterraAPI folder into …/Subnautica2/Binaries/Win64/ue4ss/Mods/
- Add AlterraAPI : 1 to mods.txt above the Keybinds line
- Launch. Console says [AlterraAPI] loaded and you press K in-game for a wall of PASS lines proving every module works.

 

It's built to be cloned: copy the folder, rename it, build your mod on top of working code instead of a blank file.

 

Known limits

It's a starting template / toolkit, not a runtime dependency other mods import — copy what you need into your own mod.

SN2's UE4SS build has no key-release event, so everything's press/toggle based (no hold-to-do-X). The library reflects that.

 

 MIT license. Clone it, rename it, ship your own. Do what you want with it.

The - Alterra API - Full UE4SS Mods Lib Team

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