Skip to content

Teleport

bbfox0703 edited this page Jul 14, 2026 · 3 revisions

🌐 English · 繁體中文 · 日本語

Teleport

The Teleport tab is a live "player toolkit": read where your character and camera are, jump the character around the world, and force a handful of common cheats (God Mode, movement speed, gravity, super jump). It drives the game through the injected DLL — resolving the local PlayerController → Pawn by reflection and moving it via the engine's own functions where possible, with memory-write fallbacks.

Single-player only. Online games will rubber-band or may flag teleports.

Best-effort. The pawn is found by reflection and moved via the engine's own functions where available, with memory-write fallbacks. It works on most games, but some drive the character or camera from separate internal systems — so on certain titles the character may not move, or it teleports but the camera (POV) doesn't follow.

Most actions need a live pawn — enter actual gameplay first (not a menu/loading screen), then click Refresh.


Reading your position

Current Pose

Shows the player pawn's live transform. Refresh reads it once; Auto (0.5s) re-reads every half-second (and the camera POV too), stopping automatically on disconnect.

Field Meaning
Location (X / Y / Z) World position (RootComponent.RelativeLocation; parent-relative on attached pawns).
Rotation (Pitch / Yaw / Roll) Controller.ControlRotation — the view/aim rotation.
Map Current level name.
Pawn The resolved pawn address (the object the Locate buttons target).
Velocity / Speed / Acceleration Read straight from the pawn's CharacterMovement (cm/s, cm/s²) — no invoke. Shown as on pawns with no CharacterMovement (vehicles / custom movement).

🌍 Locate finds this pawn in the Live Walker and selects it (walks the GWorld → … → pawn path). ⚙ Locate does the same via the UGameEngine graph — but a pawn usually lives below GWorld, so for pawns the 🌍 button is the right one (⚙ is provided only for parity). Each individual value (position, rotation, velocity, acceleration, speed) has its own 🌍 Locate that lands directly on that exact FVector / FRotator field, so you can build a Cheat Engine pointer chain straight to those coordinates.

Camera POV (read-only)

Distinct from the pawn pose above — the camera can be independent of the character. Get POV invokes the camera-manager getters on the game thread (try it during gameplay; in menus/loading the game thread is idle and it can't read) and reports the on-screen Location / Rotation / FOV. A source note shows invoke (the getters) or raw (a direct read of the cached POV, used as a fallback on games where the getters return nothing, e.g. TQ2 / Octopath). Each value has its own 🌍 Locate (lands on APlayerCameraManager.CameraCachePrivate.POV.*).

Tip: if the camera location barely changes after a teleport, the camera is driven independently of the pawn on that game.


Teleporting

Markers

Save/recall named position slots. Save stores the current pose (markers live in the DLL, so they survive a UI restart as long as the game process lives). Recall teleports back (invokes K2_SetActorLocation with bTeleport=true, restores rotation, zeroes velocity) — but is refused if you've changed maps. Force recalls anyway (may land you in an unloaded area). Clear forgets the slot.

Last Position (auto-saved)

The dumper records where you were just before every Recall / Force / BugItGo / cursor teleport, so Recall last undoes a jump that went wrong. It's one-way (recalling doesn't change the saved spot, so you can press it repeatedly) and system-managed — you can't save into it.

Cursor Teleport (2.5D / 45° games)

Teleport to cursor moves the pawn to the world position under the mouse (uses K2_TeleportTo, so it lands beside geometry, not inside it).

  • Z offset — height added above the hit point so the capsule doesn't spawn in the ground (default 100).
  • Channel — the ETraceTypeQuery byte (0 = Visibility). Change it if cursor hits land on the wrong surface (games can remap channels).
  • Fall back to screen center — for HD-2D-style games with no cursor, trace from the screen center instead.
  • Global cursor hotkey — bind a system-wide key so you can trigger it while the game stays focused (auto-picks the first free combo, shown beside the box).

Teleport in Facing Direction

Teleport forward steps the pawn along the direction it's facing by Distance (uu) (1 uu ≈ 1 cm; negative = backward). Horizontal only (keep Z) moves on the ground plane (yaw only) when on, or follows the full view direction (pitch included, a fly/noclip feel) when off. Undo with Recall last.

Teleport to Coordinates (force)

Type an exact X / Y / Z (and optionally Pitch / Yaw / Roll) and Teleport to coordinates — no map check, so you can jump anywhere on the current level. Fill from current copies your live pose into the boxes; Also set rotation additionally restores the Pitch/Yaw/Roll after the jump. Undo with Recall last.

BugItGo Interop

Copy as BugItGo reads the current pose and puts a BugItGo X Y Z string on the clipboard (and into the Run field); Run parses a pasted string and teleports there — works without any CheatManager (it feeds X/Y/Z into the same path as markers). Accepts BugItGo X Y Z, a bare X Y Z, or a ?BugLoc=(...)?BugRot=(...) string.


Hotkey Settings

Bind system-wide hotkeys for markers (Save / Recall / Recall-last), BugItGo, Debug Camera, and the God Mode / Super Jump / Move Speed / Gravity toggles + teleport/cursor actions, so they fire while the game is focused. Click Set, then press the combo (hold Ctrl/Alt/Shift then a key, or a single key; Esc cancels); Clear unbinds a row. Keyboard only for now. A combo marked is already held by another app — free it and reconnect, or bind a different one.


Camera & view

Debug Camera (free-look)

Detaches the view into a free-fly debug camera (UCheatManager::ToggleDebugCamera). Force ON / Force OFF are deterministic (they read the state first and only toggle if needed); re-reads the live state. Turning it back OFF is handled even on Shipping builds that stripped the disable path (the DLL swaps the local player's controller back). Needs a live PlayerController, and is only available on games that kept ToggleDebugCamera.


Cheats & tuning

God Mode

Forces the player pawn's AActor.bCanBeDamaged to false, so damage through the standard engine pipeline (ApplyDamage) is dropped, re-asserted every ~300 ms so it survives respawns. Force ON / OFF / ↻, plus Add to CE (a self-contained AA record; pushed via AOBMaker, or copied as paste-able CE XML if AOBMaker isn't connected — see AOBMaker Integration). Games with custom health systems may bypass it — then freeze the health value in Value Search or find the game's own immortal flag in Properties.

Move Speed

Slider 10 % – 1000 % (log scale, 100 % = base) that scales UCharacterMovementComponent.MaxWalkSpeed. Apply forces base × multiplier and re-asserts it every ~250 ms (so a sprint/ability system can't revert it); Reset restores the captured base and snaps the slider to 100 %; re-reads the live value; 🌍 Locate finds the MaxWalkSpeed float in the Live Walker. Only normal walk speed is engine-standard — sprint/dash are game-specific.

Gravity

Slider 10 % – 1000 % scaling GravityScale (below 100 % = floaty/moon-jump, above = heavy). Per-pawn only — it does not change world gravity for other actors. Extreme values can clip you through floors or break fall damage. Same Apply / Reset / ↻ / 🌍 Locate controls.

Super Jump

A persistent high-jump toggle over JumpZVelocity. The slider is jump height (10 % – 3000 %, 100 % = base); because apex height grows with the square of launch velocity, the applied velocity multiplier is √(height) — e.g. 400 % height = ×2 velocity. Force ON holds it, Force OFF restores the base, Reset also snaps the slider to 100 %. Bind the "Super Jump toggle" hotkey (in Hotkey Settings) to flip it in-game.

Gravity Direction (UE5.4+)

Tilts gravity by setting per-axis components (each −100 % … +100 %). This is direction only — the DLL normalizes to a unit vector, so a single-axis value collapses to the axis; it does not change strength (use the Gravity card for that). Mix axes to tilt: e.g. X=+100 %, Z=−100 % → diagonal; X=+100 %, Z=0 pulls gravity along +X (walk on a wall). Default (0, 0, −100 %) = straight down. Apply / Reset / ↻ / 🌍 Locate. Needs UE5.4+ with a reflected GravityDirection (pre-5.4 games show Unavailable).

Time Dilation

Slow, freeze, or speed up game time by forcing a reflected dilation float, re-asserted every ~250 ms so a slow-mo ability or a cutscene time track can't revert it.

  • Player onlyoff writes the whole world's AWorldSettings.TimeDilation, so everything slows (enemies, projectiles, physics); on writes just the player pawn's AActor.CustomTimeDilation.
  • Drag the slider (0 – 3×) or press a preset (Freeze / ¼× / ½× / 1× / 2×), then Apply. Reset restores the game's natural value and snaps back to 1×; re-reads the live state.
  • = normal, 0.5× = half speed, 0 = frozen. A literal 0 can destabilise physics on some games — use a small value like 0.05× for a near-freeze.

The held value lives in the DLL, so it survives a UI reconnect (reconnecting shows whatever is engaged), and your last slider value + target are remembered across UI restarts. Add to CE / Save .CT ship it as an on/off record.

A world paused by the game's own menu can't be stepped this way, and an active Sequencer/cutscene time track will briefly flicker as the override fights it. Single-player only.

To find the cooldown/countdown a dilation affects, or the timer callback that drives it, see Live Funcs.

Force Mouse Cursor

Force ON / OFF / ↻ writes the local PlayerController's bShowMouseCursor — handy when a game hides the cursor but you want Cursor Teleport. One-shot: a game that re-sets the flag every frame may revert it, and a captured input mode can still hide the cursor.


Global Pointers → Cheat Engine symbols

Get GWorld / Get GameEngine add a Cheat Engine record that asks the injected DLL for a live global pointer and registers it as a CE symbol you can reference directly ([UE_GWorld]+offset, [UE_GameEngine]+offset), freeze, or read anywhere.

  • UE_GWorld binds to the stable &GWorld slot, so it auto-follows level transitions (no snapshot).
  • UE_GameEngine is a snapshot of the UEngine* (re-tick to refresh).

Enable = register the symbol; disable = unregister (and free any buffer). Pushed into Cheat Engine via the AOBMaker plugin, or copied as paste-able CE memory-record XML if AOBMaker isn't connected. Needs the DLL injected and a running game. (See System for the same pointers surfaced with HEX/ASM/SYM buttons.)


Export to Cheat Engine

CE Export

Add action records to CE ships 17 momentary teleport records (Save 1-3, Recall 1-3, Recall last, BugIt, BugItGo, Cursor, Get POV, Get current coords, TP facing direction, TP to coordinates, Cursor ON, Cursor OFF, Clear all) plus 3 movement on/off toggles (Move Speed / Gravity / Super Jump, baked at the current slider %) and 2 time-dilation on/off toggles (World / Player, baked at the current dilation) into the open Cheat Engine table via AOBMaker. Teleport records fire once and auto-untick; movement/time records stay on while ticked (the DLL holds the value). Requires the AOBMaker plugin connected.

Save .CT… is the backup for when AOBMaker isn't connected: it writes a Cheat Engine .CT file with the same 17 records + 3 movement + 2 time-dilation toggles. Import via CE File → Open.


Experimental features

These cards are experimental and are hidden by default. They are documented here for reference; behavior may change and some depend on the AOBMaker plugin.

Keep Foreground (experimental)

Forces the game to always behave as the foreground app so it doesn't idle/pause its game thread when unfocused (t.IdleWhenNotForeground). This keeps POV reads and UFunction invokes working on games that halt when backgrounded (e.g. Persona 3 Reload). Force ON / OFF / ↻, plus Add to CE.

Fly (no-gravity 3D flight) (experimental)

Forces the pawn's CharacterMovement into MOVE_Flying and steers it with the keyboard (input is read inside the game, so keep the game window focused). Control is VIEW-relative. Pick a keyboard preset (WASD / numeric keypad / arrow keys) and a speed, then Fly ON / OFF. Noclip disables the character's collision so you fly through geometry (default keeps collision). A few games with an authoritative movement system (e.g. FF7 Rebirth) override the velocity and won't move.

See-through (occluders) (experimental)

Each tick traces a line from the camera along the view direction and, if the nearest thing in the way is world geometry (wall/pillar), makes it invisible. Enemies, NPCs and your own character are never hidden. Pierce depth sets how many nearest objects to hide (1 = the nearest, 2 = it plus the wall behind it, …). See-through ON / OFF / ↻, plus Add to CE (AOBMaker-only). On games that split collision and visible mesh into separate actors (e.g. FF7 Rebirth's CollisionAssetActor) the ray hits the invisible proxy, so it has no visible effect.

Stealth Meter (experimental)

Auto-finds a numeric "visibility / noise / detection / awareness" meter on the player pawn (and its owned components) and holds it at 0, so detection that reads that meter never fills. Unreal has no universal detection flag — this only works when the game exposes such a reflected field. Click Detect meter (read-only — it shows the field it locked onto, e.g. BP_Player_C::Visibility, so you can verify it), then Hold @0; Reset releases it. If nothing is found, search the Properties tab (e.g. visib, detect, noise, aware) and Force a numeric field to 0 there instead. The hold applies across every live instance of the field's class (the badge shows how many). Single-player only.

Global hotkeys for the experimental toggles (Keep Foreground ON/OFF, Fly toggle, See-through toggle). Bound the same way as Hotkey Settings (Set, then press the combo).

Standalone Trainer (no DLL) (experimental)

Bakes this game's GWorld pointer chain + offsets into a self-contained Cheat Engine Lua trainer (Move Speed / Gravity / Super Jump / God Mode / coordinate TP) and pushes it into Cheat Engine via AOBMaker. It then runs without the DLL. Valid only for this exact game build — regenerate after a patch. Requires the AOBMaker plugin.

Quick-jump navigation (experimental)

Right-click anywhere in the Teleport tab to pop up a menu of the tab's cards; click one to scroll straight to it. The list is built from the currently-visible cards, so hidden/experimental cards never appear.


Related Pages

  • Live Walker — where the 🌍 Locate buttons land; freeze/inspect the located field.
  • Value Search — find HP/stat values when God Mode is bypassed by a custom health system.
  • System — GWorld / GameEngine / GNames pointers with HEX/ASM/SYM export.
  • AOBMaker Integration — what "Add to CE" pushes directly vs. copies to the clipboard.

Clone this wiki locally