UE5CEDumper is a UE Dumper (an Unreal Engine dumper) for Windows x64 games built on Unreal Engine 4.11 to 5.8. A DLL loaded into the game finds the engine's global tables (GObjects, GNames, GWorld) and reads its reflection data. A standalone UI connects to that DLL to browse objects and classes with their live property values, to search by name or by value, and to export what it finds.
It is made to be used with Cheat Engine. It exports pointer-chain records, Structure Dissect definitions and Auto Assembler scripts, and with the optional AOBMaker plugin it sends them straight into a running Cheat Engine. It also exports SDK headers, USMAP files and a full metadata dump (.jsonl) for offline use.
Windows x64, single-player / offline only. This is an inspection and debugging tool for games you legally own, on your own machine. Do not use it in multiplayer, competitive or online modes — besides being unfair, that is where anti-cheat, account bans and legal exposure actually live. UE5CEDumper reads the memory of a running process; it does not redistribute any game code, assets or keys, and it does not touch pak/IoStore container encryption.
A quick look at what you can do with it — the full table-maker feature list is in docs/Features.md:
- Zero-setup global pointers — most UE dumpers make you find GObjects / GNames / GWorld yourself first. UE5CEDumper ships a built-in database of 150+ AOB signatures (plus symbol-export lookups) for GObjects, GNames, GWorld, GEngine and SparseDelegates, verified against a corpus of UE 4.11 – 5.8 binaries, so it auto-detects the core pointers of most UE games on its own. When every pattern misses, it falls back instead of giving up: GObjects to a data-section scan, GNames to string-reference and pointer scans, and GWorld to a UWorld-instance scan in GObjects, then to
GEngine → GameViewport → World. - Live memory inspection — browse objects, find every instance of a class, drill into struct / class layouts with live values.
- Value Search — CE-style First Scan / Next Scan over every UE property (numbers, strings, vectors, arrays / maps / sets), so you cheat without knowing offsets. A Group mode finds the object holding several values at once (e.g.
Str + Def + Dex + Int), and an opt-in Deep mode reaches into nested containers. - Teleport — 3 save/recall markers (BugItGo-style), teleport-to-cursor for top-down / 2.5D games, custom global hotkeys, and a read-only camera POV readout.¹
- Player tuning — Super Jump / Move Speed / Gravity sliders, God Mode, and Time Dilation (global or player-only slow-mo / freeze / fast-forward) — all reflection-forced and held against per-tick overwrites, so they survive respawns. Hotkeys or CE on/off records.
- Debug Camera — force the free-fly debug camera on/off, even on Shipping builds that normally get stuck.
- Console — discover and one-click invoke the
fly/god/ghost/ game-specific exec commands many games leave in. - Live function profiler — record one in-game action (open a shop, dash) and see exactly which UFunctions fired, ranked with baseline-diff + noise filters. Behaviour-first, when name search can't.
- One-click CE export — pointer-chain XML, Structure Dissect (CSX), SDK headers, AA scripts, multi-row
.CTbatches. - Dump Explorer — browse an exported "Dump All"
.jsonloffline, one keyword search across classes, structs, enums, their members and function parameters. Compare… diffs it against another dump of the same game and writes an HTML report of what a patch moved, retyped, added or removed. - No Cheat Engine needed to inject — a
version.dllproxy DLL, in-UI Inject into running game…, or theinject-ue.ps1CLI (auto-elevates for admin games). Proxy Deploy suggests the right proxy per game.
¹ A few heavily-stripped Shipping builds (e.g. Titan Quest II) can't do cursor teleport — they remove the standard cursor / viewport / line-trace APIs and use a custom virtual cursor. See docs/teleport-spec.md.
Games grouped by UE version range. Per-game detail — layout quirks, proxy notes, verification — lives in docs/test-games.md. Satisfactory appears in two rows because its UE version moved across game versions.
| UE Version | GObjects | GNames | DynOff | Verified Games |
|---|---|---|---|---|
| 4.11 – 4.14 | ✅ | ✅ | ✅ | NEKOPALIVE |
| 4.15 – 4.17 | ✅ | ✅ | ✅ | Extinction |
| 4.18 – 4.20 | ✅ | ✅ | ✅ | FF7 Remake Intergrade, The Occupation, DQ XI S, Octopath Traveler |
| 4.21 – 4.24 | ✅ | ✅ | ✅ | Star Wars Jedi, IDOLM@STER STARLIT SEASON |
| 4.25 – 4.27 | ✅ | ✅ | ✅ | FF7 Rebirth, DQ I&II / III HD-2D Remake, Stellar Blade (劍星), Tower of Mask, Hogwarts Legacy, Romancing SaGa 2 RotS, Ghostwire: Tokyo, TimeSplitters Rewind, The Artisan of Glimmith, Barn Finders, MOBILE SUIT GUNDAM SEED Battle Destiny Remastered, Persona 3 Reload |
| 5.0 – 5.2 | ✅ | ✅ | ✅ | Squirrel With A Gun, Caravan Sandwitch, Meltopia, Retro Rewind Demo |
| 5.3 – 5.4 | ✅ | ✅ | ✅ | Satisfactory (v1.1.3.1), Colossal, Avowed, Echoes of Aincrad Demo, MindsEye, DragonSword Awakening, The Outer Worlds 2 |
| 5.5 – 5.7 | ✅ | ✅ | ✅ | Titan Quest II, EverSpace 2, Lushfoil Photography Sim, Manor Lords, Cat Island Petrichor Demo, Way of the Hunter 2 Demo, COMBAT PILOT: CARRIER QUALIFICATION Demo, Solarpunk, Pionero Capital Demo, Satisfactory (v1.2.3.1), Star Trek Voyager – Across the Unknown, The Adventures of Elliot, FINAL FANTASY RESONANCE DEMO |
| 5.8 | ✅ | ✅ | ✅ | Ski-E-O Demo, Unknown Operations: The Habitus Demo |
UE 4.11 is the supported floor; 4.10 and older are reported as unsupported.
The Adventures of Elliot and FINAL FANTASY RESONANCE DEMO hide their engine version; since build 3647 the tool reads 5.6 from their structure (builds before it showed 5.4).
Load the DLL into the game in one of three ways. Use one at a time, and load a save first so that the game's objects exist.
- Attach Cheat Engine to the game and open
UE5CEDumper.CT. - Enable
init <== enable after process attached, thenInject DLL + Start Pipe Server. - Start UE5DumpUI.exe and click Connect.
- In UE5DumpUI.exe, open the Proxy Deploy tab and deploy to the game. It suggests the proxy DLL the game needs and copies it next to the game's
.exe. - Start the game and load a save.
- Click Connect, then Start Scan.
- From the UI: Proxy Deploy tab → Inject into running game… → pick the game → Inject.
- From the command line:
.\inject-ue.ps1(-Listshows the detected games,-ProcessId <pid>picks one), then start UE5DumpUI.exe and click Connect.
After that: browse the object tree, find a class or an instance, and export what you need. Step-by-step guides are in the Wiki, and every feature is listed in docs/Features.md.
x64 games only. Like any injection, this may be flagged by anti-virus and is blocked by kernel anti-cheat (EAC / BattlEye). See Scope of use at the top.
AOBMaker and its Cheat Engine plugin let UE5CEDumper send what it finds straight into the open CE table: memory records, AA scripts, symbols for GObjects / GNames / GWorld, and a Live Walker structure into Structure Dissect. It also moves CE's memory view and disassembler to an address. Everything else works without it.
- Windows 10/11 x64
- An Unreal Engine 4 or 5 game (x64)
- Cheat Engine, only for Option A (last tested with Cheat Engine 7.7)
To build from source: bootstrap.cmd shows what the machine needs, then build.cmd. Details are in docs/toolchain.md.
- Data outside
UObjects: some games (FF7 Rebirth, for one) keep important values such as HP in their own structures. The Live Walker can help you look at those regions, but it cannot find them for you. - When Start from GWorld does not work on a game that is not in the table above, use Object Tree or Instance Finder as the way in.
- Games started through the EA app load no proxy DLL. Use Option A or C once the game is running.
- Games that pause in the background make anything that calls into the game time out. The UI shows a "game thread stalled" banner when that happens, and the experimental Keep Foreground toggle works around it.
- Large arrays, maps and sets are read up to the Array Limit slider in the Live Walker.
Per-game notes are in docs/test-games.md.
Open an issue with the game's name, what you did and what happened, and attach the log folders %LOCALAPPDATA%\UE5CEDumper\Logs\<game exe name> and %LOCALAPPDATA%\UE5CEDumper\Logs\UE5DumpUI. The game's scan log is the most useful one.
| Project | Use |
|---|---|
| Encryqed/Dumper-7 | Dynamic offset detection patterns, FField/FProperty probing strategy |
| UE4SS-RE/RE-UE4SS | UE5 runtime reflection, alternative angle |
| Spuckwaffel/UEDumper | Live editor UI architecture reference |
| trumank/patternsleuth | Additional AOB patterns for GObjects/GNames |
| Do0ks/GSpots | Additional AOB patterns for GObjects/GNames |
| nlohmann/json | Header-only JSON library used in DLL |
| cheat-engine/cheat-engine | CE Lua scripting API reference |
| AOBMaker (private) | AOB pattern generation tooling, AA script generation and fast CE-Goto (not a must) |
| UE4 Dumper.CT | Cake-san's cheat table — additional UE4 AOB patterns (the CT series in Himmel.h) |
Testing — thanks to Marc@OCT and SeryogaSK@OCT (OCT) for helping test this tool.
This project is developed with the assistance of Claude Code by Anthropic. The C++ DLL, C# Avalonia UI, build scripts, and documentation are collaboratively authored by the developer and Claude Code. The repo also carries a local-LLM helper that Claude Code sessions in any repo can share: see tools/llm/README.md.
License: MIT © 2026 bbfox0703


