
Dedicated to everyone tired of manual offset hunting in UE4/UE5
The DLL performs deep scans for:
- GObjects
- GNames
- GWorld
It walks the entire UObject/UStruct/FField hierarchy and streams structured data via named pipes to a standalone UI.
The Feature: Auto-generates hierarchical pointer chains and exports them as CE XML records / CE dissect data. Just click a button, paste/import into your cheat table, and you’re almost done.
Note for base address: Dynamic address capture via AOB AA script/pointer map is needed after paste for repeat use. All child nodes are designed in relative addressing.
□ Caravan Sand Witch
□ Meltopia
□ Restore Your Island
□ Squittel with a Gun
□ The Occupation
□ Timesplitters Rewind
If it works on these diverse titles, it will likely work on yours too.
| UE Version | GObjects | GNames | DynOff | Titles |
|---|---|---|---|---|
| 4.18 | ✓ | ✓ | ✓ | FF7 Remake Intergrade |
| 4.21-4.24 | ✓ | ✓ | ✓ | Star Wars Jedi, DQ XI S, IDOLM@STER STARLIT SEASON, Octopath Traveler, DQ I&II Remake, DQ III HD-2D Remake, Everspace |
| 4.25-4.27 | ✓ | ✓ | ✓ | FF7 Rebirth, Tower of Mask, Hogwarts Legacy, Romancing SaGa 2 RotS, Ghostwire: Tokyo |
| 5.0-5.2 | ☐ | ☐ | ☐ | (Confirmed support via generic patterns) |
| 5.3-5.4 | ✓ | ✓ | ✓ | Satisfactory (v1.1.3.1) |
| 5.5-5.7 | ✓ | ✓* | ✓** | Titan Quest II, EverSpace 2, Lushfoil Photography Sim, Manor Lords, Cat Island Petrichor Demo, Way of the Hunter 2 Demo, COMBAT PILOT Demo |
*: GNames uses .data pointer-scan fallback for 5.5+
**: DynOff = Dynamic Offset Discovery: supports CasePreservingName (FName = 16 bytes) layout.
⚠️ Please note: Most games’ data are UE + native C++ structure. If the value is inside native C++, you won’t see it appear in this tool.
□ Repeated AOB Scanning — Spend hours re-finding GObjects, GNames, and GWorld. Every. Single. Time.
□ FNamePool Layout Chaos — Switching between UE4 (double-deref) and UE5 (chunk table), plus builds with 4-byte hash prefixes. Manual guessing game.
□ FField vs UProperty — The UE4.24 property system overhaul explodes old patterns. Two separate code paths.
□ Manual Pointer Math — Every field offset by hand. One typo = broken pointer chain.
□ Stride Guessing Game — Is FUObjectItem 16, 20, or 24 bytes? Guess wrong = silent garbage data.
□ Poor Tooling Integration — Most dumpers give addresses you can’t even copy.
…unless you get a paid tool to make it easier.
Basically, every new game felt like starting from zero. Total motivation killer.
□ Auto Stride Detection — Automatically scores and validates stride candidates against FNamePool. No user input needed.
□ Universal FNamePool Reader — Handles UE4 TNameEntryArray, UE5 FNamePool (both Header A/B), and hash-prefixed builds out of the box.
□ Dynamic Offset Discovery — Offsets for UStruct/FField/FProperty discovered at runtime via struct probing. No more hardcoded offsets that break on every sub-version.
□ Production-Ready CE XML Export — Proper hierarchical records with drop-down support. Handles BoolProperty bitmasks, signed integers, StructProperty expansion, ArrayProperty groups.
□ Live Walker via Named Pipes — DLL runs inside game process. Live Walker active even if no objects are loaded in UI yet.
The Workflow: Inject DLL → Attach process → Open Cheat Table → Click Init script → inject → Run UI. Populated object tree and exportable pointer chains in minutes.
This table includes:
- JumpMaxCount / JumpCurrentCount
- WalkSpeed / RunSpeed
- Energy / Wealth / Bag Capacity
- Bin upgrades, Sifter upgrades, Radar upgrades
- And 100+ more properties
All generated automatically. No manual offset hunting.
□ “Start from GWorld” is not always working or correct. Cannot be 100% fixed.
Reason: Multiple AOB matches point to wrong address.
How I check: Verify “Start from GWorld” → “PersistentLevel” → “OwningWorld” (first offset like 0xC0) → “OwningGameInstance”: pointer is null = fake GWorld or custom game build.
I’m trying to reduce wrong GWorld address, but it will not 100% work.
%LOCALAPPDATA%\UE5CEDumper\Logs
Logs are well managed by UI/DLL. Will not flood your disk.
Any bugs or errors, please leave log/screenshot here (zipped/7z format).
GitHub Repository
This is a common UE tool. It cannot 100% work in every title. Anyway, take 10 minutes to try this before you dive into hours of dirty work.
- Works on UE4.22+ and UE5.0-5.7
- Auto-detects GObjects, GNames, GWorld
- Exports directly to Cheat Engine XML
- Live memory walking via named pipes
- Open source on GitHub
- ✅ Personally tested on 6 games
📌 Post by bbfox » 22 Feb 2026, 16:34