UE5CEDumper v1060
UE5CEDumper — Unreal Engine 4/5 dumper (C++ DLL + Cheat Engine bridge + Avalonia UI).
Self-contained Windows x64 build (Native AOT). No .NET runtime install required.
This release spans builds 959 → 1060 and is mostly about one big new capability — Teleport — plus a hardened Debug Camera toggle, faster/safer Value Search, and a round of stability and build fixes. Below is what actually changed for you, grouped by feature instead of by commit.
⭐ Headline: Teleport (BugIt-style)
A brand-new Teleport tab. Move your character around the world without hunting for coordinate offsets:
- Save & recall 3 marker slots — stamp your current position and jump back to it later (BugItGo-style).
- Teleport to the mouse cursor — click anywhere in top-down / 2.5D games to warp there (with a screen-center fallback for titles that hide the cursor).
- No per-game setup — the player pawn is found entirely by reflection, and movement uses the engine's own
K2_SetActorLocation/K2_TeleportTo/ component-levelK2_SetWorldLocationon the game thread (raw memory write is only a last resort). - BugItGo interop — copy your current pose as a
BugItGo X Y Zstring, or paste one (including the full?BugLoc=…?BugRot=…form) and run it. - Your own global hotkeys — press-to-set, persisted hotkeys for Save / Recall, plus an auto-bound cursor-teleport key, so you can trigger teleports with the game in focus.
- Works with just the DLL — all logic lives DLL-side behind a shared-memory mailbox, so the exported CE records /
.CTentries run without the UI attached.
This release also chases down the hard cases: walking the super-class chain for inherited teleport UFunctions, a Character Movement Component "freeze + raw-write + re-verify" retry path for stubborn ARPG movement, world-space verification, and a component-level fallback for actors whose location setters were cooked out. Two cursor-hotkey crash-on-bind bugs were fixed along the way.
Known limitation: a few games (e.g. Titan Quest II) drive the visible character from a separate internal actor, which an external position write can't move. See docs/teleport-spec.md for the full story.
🎥 Debug Camera — now reliable, and DLL-side
The free-fly Debug Camera force on/off was rebuilt to survive Shipping builds that strip DisableDebugCamera and otherwise get stuck in free-fly:
- Robust force on/off moved into the DLL, so the UI and a self-contained CE script share the exact same path.
- Controller-swap fallback — when the game's own toggle can't turn the camera off, it switches the local player's controller back to the original PlayerController by hand.
- Sticky-instance pin + live state read straight from the CheatManager, version-agnostic (all offsets reflected).
- "Copy CE Script" now emits a fully self-contained mailbox memory record (no helper Lua to embed), routed through the mailbox instead of
executeCodeEx.
🔎 Value Search — faster First Scan, safer on protected games
- "Parallel scan" toggle (default ON) — turn it off to scan single-threaded so concurrent reads don't trip anti-tamper on sensitive games.
- Per-object batch read (default ON) — reads each object's fixed-width fields in one shot to speed up the First Scan, with a per-field safe fallback.
- Fixed a stray cancel-watcher thread when scanning single-threaded.
🧭 Live Walker — push to Cheat Engine in one click
- +CE typed memory record — one click turns a row into a correctly-typed CE memory record via the AOBMaker plugin, with a live AOBMaker status chip in the top toolbar.
- +CE Field (flat) — multi-select rows and batch-push them all to CE at once.
- Readable Date/Time —
DateTime/Timespannow display as human-readable values while staying editable as raw ticks. - Refresh keeps your selected row, and struct previews no longer fall back to scientific notation.
📤 Export & misc UI
- CSX (Structure Dissect) drill-down depth raised to 8, with a warming colour ramp so you can see how deep each level goes.
- IME auto-closes when a text field gains focus, app-wide.
- The DLL build number now shows next to the version, and the stale-DLL mismatch badge updates correctly on reconnect.
🛠 Stability, build & CI
- Full audit pass — fixed 3 High-severity bugs plus a batch of medium/low findings (session/guard leaks, etc.).
- Class Pivot race fix — a cache-hit can no longer let a stale in-flight load clobber the picker.
- AOT publish is now robust to a stacked VS dev environment (no more link failures when a dev shell is already loaded).
- Dependency cleanup — retired a deprecated SQLite library and unbroke tests after a NuGet update; slimmed the test project.
- Release CI now auto-generates the changelog between tags, and assorted CI warnings (Node20 / xUnit1051) were cleared.
📚 Docs & compatibility
- Added MOBILE SUIT GUNDAM SEED Battle Destiny Remastered (UE4.27) to the tested-games matrix.
- New user-facing Tips & Recipes doc (starting with forcing camera rotation in fixed-view 2.5D games) and a full Teleport technical spec.
Full Changelog: v959...v1060
Setup
- Inject via the bundled Cheat Engine table (UE5CEDumper.CT), or drop the proxy version.dll into the game's Binaries\Win64.
- See Readme.MD for details.
The exe is unsigned — Windows SmartScreen / antivirus may warn on first run. Verify the download with the included .sha256.