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UE5CEDumper v2780

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@github-actions github-actions released this 10 Aug 07:48
· 4 commits to main since this release
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UE5CEDumper — Unreal Engine 4/5 dumper (C++ DLL + Cheat Engine bridge + Avalonia UI).

What's New since v2771

A small bug-fix release with one symptom behind it: Proxy Deploy refused to deploy version.dll to a brand-new game, and would not say why. Reported from a live session. Both halves of that sentence turned out to be separate bugs.

Proxy Deploy no longer refuses the proxy it recommends

  • version.dll was being rejected on most games — Deploy checked whether the game's .exe listed a proxy in its import table and refused outright if it did not, on the grounds that it "would never load". That is not how version.dll gets loaded: it arrives at run time, and Windows looks in the game's own folder before System32. Measuring 21 installed Unreal titles settled it — 11 of them run a perfectly working version.dll proxy whose .exe never mentions version.dll at all, including one where the DLL itself had confirmed the load. The check has been removed. Nothing blocks a deploy now.
  • The advice it gave pointed back at what it had just refused — The refusal told you to "try the Suggested column", and the Suggested column recommends version.dll. If you hit this, that loop is why.
  • The genuine risk is still surfaced, as a note — When a proxy really cannot load, it fails silently and completely: no error, no crash, and no log folder at all. For the two flavours where that can happen without warning (dxgi / winmm on a game that never references them), the deploy now succeeds and adds a short note naming the alternatives to try.

A failed deploy now tells you what went wrong

  • The reason used to be erased half a second after it appeared — Deploy, Remove and Update All each re-read the folder from disk when they finished. For a game a deploy had just failed on, the folder honestly reads "no proxy here", which overwrote both the failure and the explanation. The result was a row saying NotDeployed with a blank Error, next to a banner saying "1 failed" — with the real reason only in the log file. This hid every deploy failure, not just the one that led here: a locked file because the game is still running, a refusal to overwrite another tool's proxy, and so on. Failures now keep their message; a manual Refresh still recomputes everything.

If a proxy is deployed but nothing happens

The diagnostic is simple and worth knowing: look for the game's folder under %LOCALAPPDATA%\UE5CEDumper\Logs\. If deploying appeared to work but no folder is ever created for that game, the proxy is not being loaded — switch to another flavour (dxgi, winmm, dinput8) or inject instead. Both Readme files now say this.

Engine / game support

  • DragonSword Awakening (UE 5.4) added to the tested-games matrix — Everything resolves on it: GObjects, GNames, GWorld, sparse delegates and the GEngine slot, with the game-thread hook verified. It also happens to be the counterexample to the fix above: this is a game where version.dll genuinely does not load and dxgi.dll is required. The import table cannot distinguish it from the 11 games where version.dll works, which is precisely why the old check had to go — it was refusing a working setup to guard against one that looks identical from the outside.

Notice

  • Nothing else changed. If v2771 works for you and you have never seen a deploy fail without explanation, there is no urgency here.
  • Several teleport features and the coordinate library remain behind the Experimental toggle, because they write to live gameplay objects.