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Live Walker

bbfox0703 edited this page Jul 10, 2026 · 3 revisions

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Live Walker

The Live Walker tab is the core object browser for UE5CEDumper. It lets you navigate from the live game world (GWorld or GameEngine) into individual UObjects, inspect their fields, edit values in real-time, and export pointer chains to Cheat Engine for further analysis.

Starting Your Walk

The Live Walker tab opens empty. To begin browsing:

  1. Click Start from GWorld to load the top-level actors in the live game world, or click Start from GameEngine to access the engine singleton and GameInstance hierarchy.
  2. After loading, the Breadcrumb row at the top shows your current path. Click any breadcrumb link to jump back to that level.
  3. The Field Grid below displays every property of the current object: offset, name, type, current value, hex representation, and address.

The Address Box

To jump directly to an object by address, type or paste an address in the Address text box and press Go (or Enter). Addresses can be:

  • Hex (e.g., 0x7FFF1234)
  • Module-relative notation (e.g., game.exe+0x12345678)

Outer / Parent Navigation

If the current object has an Outer (the UE concept of a parent container), an Outer: section appears below the main object info header. Click the Outer link or the Parent ↑ button to navigate to it.

To find the logical owner of a runtime-spawned object (whose Outer is /Engine/Transient), click Find Refs. This scans all UObjects for ones pointing to your current object and lists them in a References panel, letting you navigate to the true gameplay owner.

Navigating Into Fields

Every field can be:

  • Drilled via pointer: click the button to follow an ObjectProperty (pointer) and inspect the target object.
  • Expanded as inline struct: click the {} button to inline a StructProperty's child fields.
  • Listed as array/container: click the [] button to view all elements of a TArray, TMap, or TSet.

After drilling into a field, a new breadcrumb entry is added so you can navigate back.

Searching Fields

The Search fields… box filters the current object's field list by name or type (case-insensitive substring match). Search results are highlighted in the grid, and the / buttons jump between matches.

Field-Level Operations

Each field row includes quick-action buttons:

Button Action
Addr Copy the field's memory address to clipboard
HEX Jump to that address in CE's hex view (via AOBMaker plugin)
+CE Add the field to CE's address list as a typed memory record (via AOBMaker)
Name Copy the field name to clipboard
inst Open the pointed-to object's class in the Instance Finder tab (pointer fields only)
Ptr Copy the pointer target address (pointer fields only)

Auto-Refresh

Toggle Auto to periodically re-read the current object's fields from game memory at a configurable interval (default 10 seconds). A live countdown shows the next refresh time. Useful for watching values change in real-time during gameplay.

Bookmarks

Save your navigation position to one of 8 numbered slots so you can jump back to it later. Click the button to enter bookmark-save mode, then click a slot (1–8) to store the current object, selected rows, and scroll position. Bookmarks are automatically reloaded when you reconnect to the game.

Exporting to Cheat Engine

Live Walker exports your field paths to Cheat Engine in multiple formats:

Copy CE XML

Click Copy CE XML to copy the entire pointer chain from your root (GWorld or GameEngine) down to all fields of the current object as a hierarchical Cheat Engine XML structure. This creates nested entries in CE's address list so you can organize the walk visually and watch nested structures. Paste into CE by right-clicking the address list and selecting Paste from Clipboard.

Copy CE Field

When you select one or more individual fields (Ctrl/Shift-click to multi-select), Copy CE Field (or Copy CE Fields when multiple are selected) exports just those field(s) with automatic pointer drilling. A single-field export includes:

  • The full pointer-chain address record from your walk root to that field
  • The field itself as the leaf entry
  • Up to Drill Depth levels of child fields (if the field is a pointer to an object or an inline struct)

This is more surgical than Copy CE XML: you get a focused structure for one value rather than the entire object. Multi-field exports create one entry per selected field at the same level, useful for batch-exporting related fields.

AA Script (Auto Assembler)

Click AA in the object-info header to generate a Cheat Engine AA (Auto Assembler) script that registers the current object's address. If the AOBMaker CE plugin is connected, the script pushes directly into CE's script window; otherwise, it copies to clipboard.

For functions in the Functions grid at the bottom, the INV button generates a call-script you can execute in CE to invoke that function at runtime.

Options: Controlling Export Behavior

📖 Full reference: every item in this menu and in the toolbar ⚙ Options flyout is documented one by one on the Options & CE Export Options page.

All export options are accessed via the Options dropdown on the toolbar. They control:

Option Effect on CE XML / CE Field Export
Append +Offset Include each entry's field offset (hex) in its Description — e.g., "AbilitySystemComponent (7E0)". Helps orient yourself in the CE address tree. Off = name only.
Append +Type Include each entry's class / struct / element type in its Description — e.g., "AbilitySystemComponent (LSAbilitySystemComponent)" or "[0] (ShieldAttributeSet)". Clarifies which struct or object type each entry represents.
Collapse chain Fold the multi-hop pointer path from GWorld→…→target into a single CE multi-level-pointer entry (base + offsets list). Keeps the target field and its drill-down untouched; only the spine collapses. Produces flatter, more readable CE structures.
Flatten GAS attributes Special handling for GameplayAttributeData structs: their BaseValue and CurrentValue children are promoted to sibling leaf entries (e.g., "HealthPoint ▸ BaseValue") instead of nested under the struct. Reduces nesting for GAS-heavy games.
Dedup shared objects A shared object (one that multiple fields point to, or a back-reference) is expanded ONCE and shown as "(shared)" on later references. Prevents exponential blowup when drilling a dense object graph (e.g., World). Off = expand every reference fully (can be huge at high Drill Depth).
Skip system components Exclude system/engine asset fields (Widgets, Sounds, Textures, Materials, Particles, Niagara, AnimInstances) from recursive drill-down only — top-level fields you select are always kept. Produces leaner exports focused on gameplay data.
AOB Use the AOB (Array of Bytes / pattern-scan) symbol to anchor the export's root address instead of a hardcoded hex value. Only available when the root is GWorld (not GameEngine). Exports survive game restarts if the AOB pattern holds.
Guess? Fill gaps between known UPROPERTY fields with heuristic guesses for likely native (non-reflected) C++ members. Useful for finding unregistered fields but can be noisy. Off by default.

Main Options: Walk Behavior

The main toolbar includes additional options that affect how Live Walker fetches and displays data. Access them via the ⚙ Options button in the top toolbar:

Option Effect
Array Limit Cap on elements for inline TArray preview (2^N, default 2^7 = 128). Larger arrays are listed but not read into memory. Increase for huge arrays but watch memory usage.
Collapse Pointer Nodes When on, pointer/array/container group folders in CE XML exports show the "Hide children" option so CE collapses them by default. Does not affect drilling in Live Walker itself.
Drill Depth Max pointer-drilling depth for CSX export and Copy CE XML/Field (0 = flat/dummy, 1–4 normal, 5–6 deep with exponential output growth). Each extra level multiplies export size because every ObjectProperty hit fans out to its own field tree. The slider color shifts to amber/red at 5–6 to flag the size impact.
Locate in GWorld depth Breadth-first search depth limit (default 5 hops). Larger finds deeper targets but slower. Grayed out when GWorld is unavailable.

Locate in GWorld / GameEngine (Forward Search)

When you've found an object via [Value-Search], [Instances], or other tools and want to understand its place in the game hierarchy, use the Locate buttons to find the shortest pointer path from GWorld (or GameEngine) down to it:

  • Locate in GWorld: Breadth-first search from GWorld with a configurable depth limit (default 5 hops). Finds most world actors, components, and their owned sub-objects. Respects the Locate in GWorld depth option (drag the slider in the main toolbar's Options menu to increase search depth if a deep object isn't found).
  • Locate in GameEngine: Searches from the live UGameEngine singleton instead. Reaches engine singletons, GameInstance, LocalPlayer, and engine subsystems that GWorld can't reach. Use this for engine-layer objects and fallback when GWorld locate fails.

Functions Grid (Collapsible)

Below the field grid, a Functions section lists every UFunction (method) on the current object's class. Click to expand and see function names, return type, parameter count, and address.

Each function row offers:

  • INV: Generate an inline CE AA script that calls this function at runtime via the game's ProcessEvent hook. Useful for triggering gameplay events from CE.
  • PIPE: Invoke the function immediately via the AOBMaker pipe (if connected), useful for one-off remote calls during debugging.
  • AA(Baked): Copy a complete AA script that pre-bakes the function's parameters and call site into the script — a self-contained snippet you can paste and run in CE without live AOBMaker connection.

The grid is filtered by the Filter by name… box (substring match, case-insensitive).

Key Differences: Copy CE XML vs. Copy CE Field

Aspect Copy CE XML Copy CE Field
Scope Entire object from walk root Selected field(s) only
Drill-down All nested children (respects Drill Depth) Up to Drill Depth levels in child fields only
CE Structure Hierarchical tree (root → breadcrumbs → fields) Flat or focused on the selected field path
Use Case Exploration / navigation in CE Targeted export of specific values to monitor

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