UE5CEDumper -- A UE4/5 helper for making tables
...it's named as dumper but not a really dumper. This tool provides a Live Bridge between the game runtime and Cheat Engine.
UE5CEDumper — A Proper Cheat Engine Integration for Unreal Engine Games
Dedicated to everyone tired of manual offset hunting in UE4/UE5
What Is This?
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, walks the entire UObject/UStruct/FField hierarchy, and streams structured data via named pipes to a standalone UI.
The Feature: It auto-generates hierarchical pointer chains and exports them as CE XML records / CE dissect data. Just click button, paste / import into your cheat table, and you’re almost done. 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.
Tested game & UE version matrix ( full/partial Working)
| 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: CARRIER QUALIFICATION 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 were 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 is something like:
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), not to mention those builds with 4-byte hash prefixes. It's a manual guessing game.
FField vs UProperty — The UE4.24 property system overhaul usually explodes old patterns. Writing universal code means maintaining two separate code paths and hoping for the best.
Manual Pointer Math — Even after finding an object, have to trace every field offset by hand. One typo ruins the entire pointer chain.
The Stride Guessing Game — Is FUObjectItem 16, 20, or 24 bytes? Guess wrong? ==> get silent garbage data.
Poor Tooling Integration — Most dumpers give addresses that can't even copy, or worse, they provide the wrong ones entirely.
...unless get paid tool can make it easier.
Basically, every new game felt like starting from zero. It was a total motivation killer.
How This Tool Fixes Workflow
Smart AOB Multi-Pattern — Uses a prioritized pattern list. It hits the right address with high probability, so we don't have to cycle through AOBs manually.
Auto Stride Detection — Automatically scores and validates stride candidates against FNamePool. It just works, 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 are discovered at runtime via struct probing. No more hardcoded offsets that break on every engine sub-version.
Production-Ready CE XML Export — Generates proper hierarchical records with drop-down support. It handles BoolProperty bitmasks, signed integers, StructProperty expansion, and general ArrayProperty groups.
Live Walker via Named Pipes — The DLL runs inside the game process. Once the UI connects, the Live Walker is active even if no objects are loaded in the UI yet.
The Workflow: Inject DLL: Attach process -> Open Cheat Table -> Click Init. script -> inject -> Run UI: We get a populated object tree and exportable pointer chains in minutes.
No working? build your own from repos: https://github.com/bbfox0703/UE5CEDumper
TL;DR
Stop wasting weekends in re-scanning offsets. Let the tool handle the boring parts.
Any bug or error, please leave log/screenshot here (with zipped/7z format).
Logs location: %LOCALAPPDATA%\UE5CEDumper\Logs
Logs are well managed by UI/DLL. it will not flooding your disk.
UI screenshot (will not update)

Known issue and will not fix
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GObjects, GNames, GWorld address value displayed in information may not correct. This may be caused by mis-AOBed address.
"Start from GWorld" is not always working or correct. This cannot be 100% fixed.
Reason: multiple AOB matches result, pointed to wrong address. How I check:
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Verify: "Start from GWorld" -> "PersistentLeve" -> "OwningWorld" (first offset like 0xC0) -> "OwningGameInstance": pointer is null = maybe fake GWorld / or custom game build
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I'm trying to reduce the wrong GWorld address, but it will not 100% work anyway.
Not working? This is a common UE tool. It can not 100% work in every title. Anyway, may take 10 minutes to try this, before you dive-in hours of dirty work.
Start from GWorld (if working in the game)
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Class finder
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Instance Finder
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Proxy mode DLL fast deployment (Steam)
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Proxy DLL mode connection and play
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Notice:
My personal testing angle is narrow, and resource is limited -- there may have bugs. I cannot test 17+ games w/ every function in every change.
Microsoft VC runtime is needed: https://aka.ms/vs/17/release/vc_redist.x64.exe
Old Releases
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Latest Release