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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.
ℹ 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.
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.
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.
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.
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.
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).
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Channel — the
ETraceTypeQuerybyte (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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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Player only — off writes the whole world's
AWorldSettings.TimeDilation, so everything slows (enemies, projectiles, physics); on writes just the player pawn'sAActor.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.
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1×= normal,0.5×= half speed,0= frozen. A literal0can destabilise physics on some games — use a small value like0.05×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 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.
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.
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UE_GWorld binds to the stable
&GWorldslot, 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.)
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.
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.
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.
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.
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.
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).
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.
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.
- 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.