UE5CEDumper — A Proper Cheat Engine Integration for Unreal Engine Games


Latest Update: 09.05.26
⚠️ IMPORTANT: Disable Windows Smart App Control (ASC) or you cannot run this application. Be aware: once you turn it off, you cannot turn it on unless you reinstall OS.
Thanks to bbfox for UE5CEDumper — A Proper Cheat Engine Integration for Unreal Engine Games

Dedicated to everyone tired of manual offset hunting in UE4/UE5

🎯 What Is This Tool?
UE5CEDumper is a high-performance injected DLL + Cheat Engine Lua bridge supporting UE4 (4.22+) and UE5 (5.0-5.7) games.

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.

✅ Personally Tested Games (All Working)
I personally tested the dumper on the following games — all work flawlessly:

□ 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.

🎮 Tested Game & UE Version Matrix
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.

😫 The Struggle (Before This Tool)
If you’ve ever built a Cheat Table for UE games, you know the routine:

□ 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.

⚡ How This Tool Fixes Your Workflow
□ Smart AOB Multi-Pattern — Prioritized pattern list hits the right address with high probability.

□ 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.

🎮 Real-World Example — Restore Your Island
Check out my complete cheat table for Restore Your Island — every single offset was found using UE5CEDumper:

🔗 View the Cheat Table

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.

🐛 Known Issues (Will Not Fix)
□ GObjects, GNames, GWorld address values displayed may not be correct. This may be caused by mis-AOBed address.

□ “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.

📁 Logs Location
%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).

🛠️ Not Working? No Build?
Build your own from source:
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.

📋 TL;DR
Stop wasting weekends re-scanning offsets. Let the tool handle the boring parts.

  • 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

My personal testing angle is narrow, and resources are limited — there may be bugs. I cannot test 17+ games with every function on every change.

📌 Post by bbfox » 22 Feb 2026, 16:34

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