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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).


UE Version

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.
  • Invoke timeout (ms) — the UFunction-call wait time (default 5000 = 5 s). Increase it if GameThreadDispatch: invoke timeout shows 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.

Global pointers (GObjects / GNames / GWorld)

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.

FSparseDelegateStorage

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).


Total Objects

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 & Cache

  • 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.)
  • 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 .001 file).

Diagnostics

  • 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.
  • Run Self-Test — auto-picks a KismetMathLibrary helper, 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.

Pipe Activity

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.


Maintenance

  • 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.

Related Pages

  • 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.

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