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Dump Explorer
The Dump Explorer tab is an offline browser for a "Dump All" export. Load a .jsonl dump and search every class, property and function in it from one keyword box — no game connection required. When a game is connected, it also tells you which of those definitions are live in the current game and lets you jump straight to them.
It is entirely client-side — loading and searching a dump touches no DLL or pipe, so you can explore a dump on a machine that isn't running the game at all.
A "Dump All" export is the game's class metadata — the static shape of every UClass, its properties (with offsets/types) and its functions. So every row here is a class definition, not a live instance:
ⓘ Rows are class definitions (metadata), not live instances — a class isn't part of the GWorld/GameEngine object graph, so there's no Locate here. 🡒 Jump opens the class; 🔍 Instances finds a live instance you can then Locate via Related.
| Button | Action |
|---|---|
| 📂 Load .jsonl | Open a "Dump All" .jsonl file (produced by Export ▸ Dump All) and browse every class, property and function in one searchable list — no game connection required. |
| ⤓ Last export | Load the most recent Export ▸ Dump All from this session, with no file dialog. Disabled until you've exported one. |
| 🔄 Re-check live | Scan the connected game's live classes and re-split the results into in current game vs not. Requires a connected, scanned game. |
| Cancel | Stop a running load / re-check. |
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Keyword box — one search over class / property / function names at once. Multiple words are AND terms (space = AND): typing
player healthkeeps only rows whose text matches both words. - Category — limit results to a single kind (Classes / Properties / Functions) or show All.
Results are split into two groups so you can tell what's actually reachable right now:
The owning class resolves to a live object in the connected game. The match is by the class's short name (the FName exposed by the live object list — not a raw address), so it survives game restarts: reconnect after a restart and the same rows stay "in game". Because only the short name is matched, two same-named classes in different packages can collide — the last one scanned wins. Each row can act:
| Column | |
|---|---|
| Kind | class / property / function |
| Name | the item's name |
| Owner class | the class that declares it |
| Type / signature | property type, or function signature |
| Offset | property offset |
| Class path | the full object path of the owning class |
Row buttons:
- 🡒 Jump — open the owning class's live object in the Live Walker.
- 🔍 Instances — find live instances of the owning class in the Instances tab. This is the bridge to Related ▸ Locate in GWorld / GameEngine, which work on instances, not class definitions.
- copy path — copy the class object path to the clipboard.
The class isn't live right now — a dump from another session or game, or a class that hasn't been spawned yet. These rows are a read-only metadata reference (same columns), with only copy path available (there's no live object to jump to).
Before you press 🔄 Re-check live, the group headers read "✅ In current game — (run Re-check live)" and "⚠ Not checked yet": with no live scan, everything lands in the not-in-game group until you re-check against the connected game.
- Export ▸ Dump All on a game once (or open someone else's dump).
- Open it here later — even offline — and keyword-search for the field/function you care about (e.g.
MaxHP). - Reconnect to the game and 🔄 Re-check live; for an in-game hit, 🔍 Instances → pick an instance → Related ▸ Locate to reach it in the live world.
- Live Walker — where 🡒 Jump lands (the live class object).
- Instances — where 🔍 Instances lands; the bridge to Locate.
- Related — Locate in GWorld / GameEngine works on the instances you find, not on these class definitions.
- Classes — the live-game class-list browser (this tab is the offline counterpart over a dump file).