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Teleport

bbfox0703 edited this page Jul 10, 2026 · 3 revisions

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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.

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).

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 %) into the open Cheat Engine table via AOBMaker. Teleport records fire once and auto-untick; movement 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 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.

Experimental Hotkeys (experimental)

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.


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.

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