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Object Tree

bbfox0703 edited this page Jun 25, 2026 · 2 revisions

Object Tree

The Object Tree panel (left side of the main window) displays every UObject and package in the running game's object graph. Use it to browse the class hierarchy, search by name, and copy class/object information.

What it shows

The Object Tree lists all named UObjects — classes, packages, functions, structs, enums, instances, and Blueprint-generated objects. Each row shows:

  • Class — the UClass name (blue text, left column)
  • Name — the individual object's name (gray text, middle column)
  • Address — the hex memory address of the object (green text, right column)

The Objects: counter at the top shows how many loaded objects match your current filter.

Loading and reloading objects

  1. Click Reload to pull all objects from the game process into the UI. A progress bar shows loading status. This may take 10–30 seconds on large games (400K+ objects).
  2. Once loaded, the full object list is cached in memory; filtering and searching run locally and are instant.
  3. Click Cancel (shown during load) to stop an in-flight load and keep whatever was already loaded.

The status text shows e.g. "Loaded 15,234 named objects (of 512,000 total, 3.0%)" — many UObjects are unnamed, so the named subset is smaller.

Searching

  1. Type a class or object name (substring) in the Search objects... box at the top.
  2. Press Enter or click the magnifier button (🔍).
  3. The game scans all objects server-side; results appear as a new list.
  4. To return to the full object list, leave the search box empty and press the magnifier again.

Search is case-insensitive and partial-match — typing "Actor" finds "ActorComponent", "BP_MyActor", etc. Recent searches are suggested as autocomplete as you type.

Filtering

After loading or searching, narrow the list further with two layers of filtering:

Class Type filter (dropdown)

  • All — show every object type
  • Class, Package, Function, ScriptStruct, Enum, BlueprintGeneratedClass, etc. — show only that class type

This is an exact ClassName match (case-insensitive).

Text filter (box on the right)

Enter one or more space-separated terms to filter by Name, Class, or Address. Every term must match somewhere in the row — they are AND-ed, not OR-ed.

Examples:

  • BP_ — shows objects whose name or class contains "BP_"
  • BP_ char — narrows to objects matching BOTH "BP_" and "char" (e.g., "BP_Character_Guard")
  • 0x7ff — shows objects at addresses containing "0x7ff"

The filter is case-insensitive and runs instantly on the loaded cache. If you have the full object list loaded, the filter displays up to 5,000 matches; if more objects match, the counter shows "Filtered: X matches (showing 5,000)".

Context menu (right-click)

Right-click a selected row to see:

  • Copy Type — copy the object's class name to clipboard
  • Copy Name — copy the object's name to clipboard
  • Copy Address — copy the hex address to clipboard

Collapsing the panel

Click the collapse button (◀) in the top-right corner of the Object Tree title bar to hide the left panel and give the right-hand tabs (Class Struct, Live Walker, Instances, etc.) the full window width. A thin re-expand strip (▶) appears on the far left to restore it.

Workflow tips

  • Find all instances of a class: Load or search, copy the class name (right-click → Copy Type), switch to the Instances tab, paste the name in the class field, and click Search.
  • Inspect an object's structure: Find the object in the tree, copy its class name, then switch to the Class Struct tab and paste. You'll see every property and offset for that class.
  • Locate an object by address: Use the text filter with a partial hex address (e.g., 0x7ff) to find it in the tree, or use the Live Walker tab's address field for direct jumps.
  • Narrow a large loaded list: Type space-separated terms in the text filter (e.g. BP_, Enemy, Pawn) to zero in on what you're looking for without re-scanning the game.

See the Instances tab for searching by class and finding active objects in the game world.

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