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UE5CEDumper v2507

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@github-actions github-actions released this 30 Jul 00:37
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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 v2215

Highlights below — the headline is a saveable teleport coordinate library, UE 5.8 support, and much wider engine coverage from UE 4.10 up.

Teleport coordinate library — save places and jump back to them

  • An unlimited, labelled list of coordinates per game — Save any spot with a name, group and map, then pick it from a list and teleport back. A map guard checks you're on the right level before jumping, so a saved coordinate from another map can't drop you into the void.
  • Export to Cheat Engine with a searchable picker — Send the whole list to a CE table as a Lua form you can filter by name, group or map, then teleport from CE with no UI attached. There's also a no-DLL flavour that works from a standalone table.
  • CSV out, Lua back in — Export to CSV for editing in a spreadsheet, and re-import a list straight from a generated Lua script. It's behind the Experimental toggle since it writes to live gameplay objects.

Engine support — UE 5.8, and back down to UE 4.11

  • UE 5.8 support, including a fix that mattered — 5.8 made ~FFieldClass() virtual, which moved a field offset and broke all Live Walker drill-down on those games. The DLL now probes the value at runtime instead of keying on the version, so it works on 5.8, on forks, and on the new constinit builds.
  • Old engines now work: UE 4.11 and 4.13 — A new "Flat-Base" object-array preset unblocks the pre-4.20 flat-array era, and a related fix restores GEngine-dependent features on every pre-4.25 game (they were silently disabled by a property lookup that only worked on newer engines). Below 4.11 is now explicitly reported as unsupported rather than failing oddly.
  • MindsEye (licensee fork) support — This UE 5.4.4 fork reorders the object array, packs its item layout differently, and XOR-obfuscates name entries. All three are handled, with the name payloads decoded using the fork's own key table.
  • Get GWorld / GameEngine as a Cheat Engine symbol — The Teleport tab can publish these as registered CE symbols. UE_GameEngine now binds to the engine's own pointer slot where possible, so it follows the engine being recreated instead of holding a stale snapshot.

Faster CE export, and a way to see where time goes

  • CE XML export is substantially quicker — Struct trees are now fetched in batches instead of one round-trip per node, and the walk payload the exporter actually reads was trimmed by ~41% of its bytes. Exported XML is unchanged.
  • Diagnostics that split the cost three ways — Heavy operations now record their own timing automatically and break it down into DLL work, pipe transfer, and UI, so a slow operation points at its real cause. This is what showed the earlier export work had been aimed at the wrong loop.

DLL delivery — a fourth proxy, and fewer dead ends

  • winmm.dll proxy added — A fourth proxy slot for games that import winmm but not version/dinput8/dxgi (Octopath Traveler is one). Deploy now refuses a proxy the game's executable never imports, instead of leaving you with a silent no-load and no log.
  • Cheat Engine tables self-inject — Every generated CE table now carries an ue5_inject() autorun helper, and the "Inject DLL" record can be pushed into a table you already have open. Readiness is polled rather than waiting a fixed 15 seconds.

Reliability — bug fixes

  • Text and strings read correctly — FText display strings are now decoded as UTF-8, and a torn-read that could return garbled FString values was fixed.
  • Proxy Deploy no longer crashes the UI — Grid rows were being mutated from background threads; that CTD is fixed. Undeploy now removes every proxy flavour we may have installed, not just the selected one.
  • Snapshots don't lose a capture — A concurrent first open of the snapshot database could silently discard a just-captured snapshot. See-through occluders also restore themselves automatically once a stalled game thread resumes.
  • Log retention is by age — Logs are now kept for 21 days instead of a generation shuffle, so a burst of short sessions no longer evicts everything older.
  • Two games sharing one pipe is now reported — The server reports its process ID and warns when a second game connects to the same pipe, instead of the two quietly interfering.

Under the hood — AOB signature coverage and its first automated test

  • A scripted signature regression sweep, which didn't exist before — Pattern coverage is now measured against 70 programs / 55 oracles spanning UE 4.10–5.8. UE 4.10 is included deliberately as a row that fails, to measure the pre-4.11 support floor rather than assume it.
  • Offline AOB tooling that needs no 200 GB corpus — Two committed artifacts answer "will this signature be noisy?" (a byte-frequency index that ships no code) and "does it still resolve to the right global?" (340 shape blocks). Both run anywhere with no Ghidra install.
  • Himmel.h now has an automated regression test in CI — Previously a signature edit could only be verified on one machine with the full corpus. The new check runs in about a second and verifies each pattern still resolves to the correct address, not merely that its bytes still match.

Full Changelog: v2215...v2507