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System
The System tab is the dumper's status-and-diagnostics dashboard. It shows the global engine pointers it found (GObjects / GNames / GWorld), the detected UE version, object count, and health/diagnostics (build match, AOBMaker status, a ProcessEvent self-test, a live pipe-traffic log, and log-folder access). When no game is connected it shows "Not connected — connect to view pointers".
Addresses here honor the toolbar Address: format selector (see Options & CE Export Options).
Shows the engine version the dumper is targeting, with a badge that tells you how it was determined:
| Badge | Meaning |
|---|---|
| ✓ Detected | High-confidence auto-detection. |
| 🔧 User Override | You forced the version manually (saved per-game, reapplied every launch). |
| ⚠ Low Confidence | Found via a fragile fallback (bare pattern match or publisher bias). If exports look wrong, set the correct version below. |
- Override — a dropdown to force a specific UE version for this game (saved per-game, reapplied every launch). Choose Auto to revert to auto-detection. Use this when a mis-detected version makes offsets/exports wrong.
- Publisher — a hint line when the binary matches a known publisher (e.g. Square Enix), which can bias version detection.
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Invoke timeout (ms) — the UFunction-call wait time (default 5000 = 5 s). Increase it if
GameThreadDispatch: invoke timeoutshows up in the logs (Blueprint widget delegates often need 10–30 s). Saved per-game; a ⏱ Custom badge appears when it differs from the default; reset to 5000 to clear.
Each pointer the dumper resolves gets its own card showing the resolved address, the matched AOB pattern ID (on its own line), and an AOB: line with the scan-hit instruction it was found from. The per-card buttons:
| Button | Action | Needs AOBMaker? |
|---|---|---|
| Copy (address row) | Copy the resolved pointer address to the clipboard. | No |
| HEX | Jump Cheat Engine's hex view to the pointer address. | Yes |
| ASM | Jump Cheat Engine's disassembler to the AOB scan-hit instruction. | Yes |
| Copy (AOB row) | Copy the scan-hit address to the clipboard. | No |
| SYM (GWorld only) | Emit a CE AA script that registers the GWorld address as the gworld_addr symbol. |
Yes |
The HEX / ASM / SYM buttons drive the AOBMaker CE plugin directly and are disabled/no-op when it isn't connected (they have no clipboard fallback — use Copy instead). Status notes you may see: ⚠ AOB failed — found via … (a fallback path succeeded), 🔴 All AOB patterns failed, or GWorld not found (non-critical) — GWorld is optional, and many features still work without it.
For pushing GWorld / GameEngine into Cheat Engine as usable pointer symbols (
[UE_GWorld]+offset), see the Global Pointers card on the Teleport page — that resolves them live via the DLL, which is more restart-stable than a raw address.
An optional pointer (UE 5.0+) that powers MulticastSparseDelegateProperty drill-down and sparse-delegate coverage in Find Refs. If the AOB isn't found, sparse-delegate drill-down is disabled (the "bound" flag still surfaces, but full bindings are unavailable). On UE < 5.0 the walker isn't supported (it needs a separate AOB for the FObjectKey outer key).
The number of live UObjects the dumper sees in the GObjects array — a quick sanity check that the array was located correctly (a plausible count is tens of thousands to millions; a tiny or absurd number means the wrong array).
- Extra Scan — appears only when some pointers weren't found. It runs more aggressive scanning techniques (5–20 seconds) to recover them. (Test Extra Scan is a developer diagnostic that only simulates the scan-progress UI — it does not actually rescan.)
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Cache Management — the dumper caches the winning scan patterns per game so later launches resolve instantly. Clear This Game forces a full re-scan next time for the current game; Reset All wipes every game's cached patterns (a backup is saved as a
.001file).
- UI build / DLL build — the build numbers of the UI and the injected DLL, with a verdict: ✓ matched, or ⚠ DLL outdated — redeploy from Proxy Deploy tab (game must be closed). A mismatch means the injected DLL is stale — redeploy via Proxy Deploy. (⚠ DLL pre-dates build-number probe = assume stale.)
- AOBMaker plugin — ● Connected or ○ Not reachable — check CE plugin installation. This governs whether the HEX/ASM/SYM buttons (and other AOBMaker pushes across the app) work.
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Run Self-Test — auto-picks a
KismetMathLibraryhelper, invokes it via the static-native fast path, and verifies the return value. This confirms the ProcessEvent hook landed on the correct vtable slot (the foundation for every function invoke). A green line = pass, red = fail.
A live tail of the UI↔DLL pipe traffic (newest first) — a convenience mirror of the pipe log file. Columns: time · lane (I = interactive, B = bulk) · direction (→ sent, ← reply with round-trip ms, ⚡ event) · command · id. Watch interactive commands stay responsive while a heavy scan streams on the bulk lane. Pause freezes the tail; Clear empties it.
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Open Log Folder — opens the application log folder (
%LOCALAPPDATA%\UE5CEDumper\Logs) in your file browser. First stop when reporting a problem. - Remove All Snapshot Data (experimental) — permanently deletes the snapshot database files for every game from disk (not a row purge); files in use by an active capture are skipped. Irreversible.
- Options & CE Export Options — the Address: format selector that controls how these addresses display.
- Teleport — the Global Pointers card that turns GWorld / GameEngine into usable CE symbols.
- AOBMaker Integration — what the HEX / ASM / SYM buttons push into Cheat Engine.
- Proxy Deploy — redeploy the DLL when the build numbers don't match.