Updated Describes manager 5.3.0 and SSA Bridge 2.4.0
SSA Bridge without the manager#
The SSA Bridge is the in-game control mod: a UE4SS mod that runs inside the SCUM dedicated server process and gives you 43 modules that read and change the running game โ admin commands, spawns, teleports, chat, live player and world state, kills and raids as they happen.
It arrives two ways. If you run SCUM Server Automation, the manager carries the bridge, deploys it and configures it from the panel โ this page is not for you, see Plugins instead. If you have no manager โ a rented host, somebody else's box, your own minimal setup โ you can download the bridge on its own and install it by hand. That is what this page is about.
It is free and it is complete. Every module, every command and every read works with the files alone. There is nothing to unlock, nothing that expires and nothing held back for a paid tier. What a licence changes is one line of chat, and nothing else.
What you need#
| Requirement | Notes |
|---|---|
| A Windows SCUM dedicated server whose files you control | your own machine, or a rented host that gives you real file access. A host that only hands you a settings form cannot run this |
| The ability to stop and start it | the game holds the runtime and the mod DLL open while it runs, so they can only be put in place with the server down |
| UE4SS | the open-source scripting runtime the bridge loads inside. Some builds on the download page include it; the page says which, per build |
Nothing else. No account, no manager, no database, no open ports โ the bridge listens on 127.0.0.1 and, out of the box, talks to nobody.
Install#
- Stop the server. Copying over a running game's files either fails or leaves you half installed.
- Extract the archive into
SCUM/Binaries/Win64/. The paths inside it are already relative to that folder. There is no installer, and nothing is written outside this directory.
`` <server>/SCUM/Binaries/Win64/ โโโ dwmapi.dll the loader the game picks up (UE4SS) โโโ UE4SS.dll the runtime (UE4SS) โโโ UE4SS-settings.ini (UE4SS) โโโ Mods/ โโโ SSABridge/ โโโ dlls/main.dll the bridge itself โโโ SSABridge.config.example.json a copy to read โ see below โโโ enabled.txt presence = UE4SS starts the mod ``
There is no SSABridge.config.json in the archive, and that is deliberate. The bridge writes a complete one the first time it starts, so extracting a new archive over an old install cannot reset the port, the bind host, the remote-control token or the rate limits you set โ there is nothing in it to overwrite them with. The .example.json beside it is a copy to read; nothing loads it, and editing it changes nothing.
The three files marked (UE4SS) come from the runtime. If the build you downloaded does not include them, get UE4SS from docs.ue4ss.com and put those three in place first โ the bridge is a mod for UE4SS and cannot load without it.
- Start the server. The bridge writes
Mods/SSABridge/SSABridge.logimmediately andSSABridge.status.jsononce it is up. If neither file appears, UE4SS did not load the mod, andUE4SS.loginWin64/says why โ usually in a single line.
- Turn on what you want. Every module is off by default: installing the bridge does not change anything about your server on its own.
Configuring it by hand#
The first start writes two files next to the mod, and between them they are the whole configuration surface:
| File | What it is |
|---|---|
Mods/SSABridge/modules.json | the settings. Every module and every one of its settings, written out at its default. Edit this |
Mods/SSABridge/modules-reference.txt | the manual. Every setting with its label, type, legal range or choices, default and the explanation the manager's panel would have shown. Read this |
Both are generated from the modules' own definitions, so they can never describe a build other than the one you have. The reference is rewritten on every start (after an update it must describe the new build); modules.json is only ever created โ your edits are never overwritten.
Change modules.json, restart the server, done.
Free, licensed, and what the difference is#
Without a licence the bridge introduces itself. A couple of seconds after each player joins, it sends that player one line in chat naming the bridge and scumsa.com.
With a licence, that line is not sent. That is the entire difference. No feature is gated behind it, no limit lifts, no timer runs out. A server with no licence file has all 43 modules and every command available to it.
If a licence lapses, nothing stops working. An expired file, a deleted file, a week with no internet โ in every case the only thing that happens is that the line comes back.
Getting one#
A licence is bound to one machine, and comes from your scumsa account on a server your plan covers:
- Start the server once with the bridge installed. It writes
Mods/SSABridge/SSABridge.status.json, which contains amachineIdโ a value shaped like00000000-0000-0000-0000-000000000000. - On your account page, open Running the bridge without the manager? under that server's card, paste the
machineId, and downloadSSABridge.license. - Put that file next to the mod, in
Mods/SSABridge/. The bridge picks it up on its own โ no restart needed.
It is valid for 30 days and only on that machine, so come back for a new one when it runs out. If you forget, see above: the line simply reappears.
One thing a licence does not cover#
A bridge whose DLL was modified after it was signed refuses commands outright โ licence or no licence, free or paid. That check is not about subscriptions: it means the file is not the one we shipped. The download page publishes the SHA-256 of main.dll itself, not only of the archive, precisely so you can check the file that is actually on your server. If it does not match, replace it with a fresh download rather than hunting for a licence problem.
Good to know#
- Everything is off by default. The bridge installed and running changes nothing until you turn a module on. That includes every module that can write to the game.
- It is local by default.
SSABridge.config.jsonbinds127.0.0.1. You can set"host": "0.0.0.0"and a strong"token"to drive it from your own tooling over the network โ read Domain & HTTPS first, because that is a plain TCP port with a shared secret and it belongs behind a firewall. - Updating is the same four steps. Stop the server, extract the new archive over the old one, start it.
modules.jsonis left alone;modules-reference.txtis rewritten to describe the new build. - If you install the manager later, delete the hand-installed copy first and let the manager deploy its own.
enabled.txtstarts the mod regardless of what the panel's switch says, so the two would disagree โ and the panel is the half that would look broken. - Verify what you downloaded. The download page shows the SHA-256 of the archive and of
main.dll, both computed on our server from the file it hands out, plus a VirusTotal verdict for the archive.
Where to next#
- SSA Bridge reference โ what every module can and cannot do, in detail
- UE4SS plugins โ the runtime it loads inside, and running your own mods
- Plugins โ how the manager deploys the bridge for you instead
- Premium โ what is paid, and what is not
