UE5CEDumper v1817
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.
What's New since v1275
Multi-value & snapshot search
- Multiple Values "Group Scan" in the Value Search tab — object-aware, CE-style group matching that finds a set of values living together on one object, with per-slot predicate chains (prev-value / ordered / Between), locked-offset tables, and a cross-object mode that folds an actor's owned sub-objects (components, GAS) into one block.
- Snapshot Group Match — N-value group matching over captured snapshots, including cross-snapshot temporal matching (per-slot Increased / Decreased / Unchanged — e.g. "Current HP went down while Max HP stayed the same") and a Deep mode for nested array / struct values.
- SPC Query — Multiple Values with the same Single/Group toggle and object-aware matching.
- GAS attributes are now captured (plain nested-struct numerics), so health/mana-style attributes show up in snapshots and group scans; scalar-keyed maps (
TMap<Name,int>) are captured too. - Deep by-value scan — opt-in descent that reaches values buried in deeply-nested containers (single + group).
- Much faster snapshot capture (~50×; the bottleneck was a debug log), plus capacity controls (type-family filter, sampled size estimate, opt-in max-dataset cap) and a live capture heartbeat.
Trainer tools — movement, teleport, god mode
- Movement tuning (Laufen): Move Speed / Gravity Scale / Super Jump as live multipliers of the captured base, plus Gravity Direction (UE5.4+) — each with a re-assert worker, global hotkeys, and CE-Lua / .CT mailbox export.
- Teleport: per-vector "Locate in GWorld" for position and velocity, a live velocity/acceleration readout for the current pawn, and full pose/POV locators (acceleration, speed, rotation, camera location/rotation/FOV).
- GodMode (Solitar): generic invincibility-bool scan across the pawn class hierarchy (not just
AActor::bCanBeDamaged), with ON/OFF hotkeys and a re-assert worker.
Find anything — Locate in GWorld / GameEngine + Related Objects
- Locate in GameEngine — a GEngine-rooted companion to Locate in GWorld on every surface; Locate now also reaches streaming / World-Partition actors via the world's level list.
- Related Objects panel — given an actor, surface its class/outer, the Controller↔Pawn counterpart, and owned sub-objects (components, GAS ASC → AttributeSets); Phase 2 auto-detects the actor the player is currently targeting.
- Instance Finder: "Newest first" scan to catch just-spawned instances, server-side class-noise exclusion with a full-pool histogram, a configurable max cap, and a keyword filter.
- Fixed a
find_by_addressbackward-scan false positive that surfaced garbage rows.
Smarter value matching
- Explicit Round / Trunc / Ceil rounding mode (+ ± tolerance) across Value Search, Snapshot, and SPC — CE-style rounded Exact (Exact 513 finds 513.36).
- Float/double now render as fixed-point (never scientific notation), and a live coerced-range preview shows the real bounds after a Between / SPC entry.
Class Pivot & discovery
- Class Pivot "Suggest Targets" — change-driven discovery from a Before/After snapshot diff with shape ranking, a composite multi-field group key, and a Value Search → Pivot handoff. Fixed a post-capture freeze (runaway connection-open loop) and shipped a robust class picker.
- Auto-detect Engine/System noise — skip engine/system classes at capture time.
- Object Tree right-click → direct Instances search.
Cheat Engine export & Live Walker
- Restart-stable "Copy CE AA Script" — a GWorld-anchored Lua walk instead of a hardcoded leaf address, so the script survives a game restart; bookmarks likewise re-resolve their breadcrumb spine from the live GWorld / GameEngine anchor.
- Push-to-CE buttons across Live Walker (AA script + fields); CE-Field now splits Map/Set element hops into proper container + element crumbs, and GAS attributes flatten into the CE export.
- xref UX overhaul: class-level "Find Func", batch-inline xref columns, and Disassemble / Locate from the dialog.
- CSX export gains the CE 7.7+ Binary (bit-switch) format; bookmarks and panel options now persist across restarts.
Engine coverage & infrastructure
- UE5.5+ string types (
Utf8StrProperty/AnsiStrProperty) handled in invoke parameter labels and all four export formats; UE5.6 / 5.7 version markers (FNameData enum container, reordered FUObjectItem) and honest upward version reconciliation for heavily-stripped games. - Zydis 5.0 + UE 5.8 readiness (new property-type decoders); UE version is now cached per game, so stripped-version titles aren't re-detected on every connect.
- Faster builds: the C++ DLLs build incrementally (shared object library + single Ninja build dir) instead of a full from-scratch recompile each time.
- Stability: dxgi-proxy early-load fixes, an exit-while-connected crash fix, and main-window placement persistence across restarts.
Full Changelog: v1275...v1817
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.