UE5CEDumper — Unreal Engine 4/5 dumper (C++ DLL + Cheat Engine bridge + Avalonia UI).
What's New since v2771
A small bug-fix release with one symptom behind it: Proxy Deploy refused to deploy version.dll to a brand-new game, and would not say why. Reported from a live session. Both halves of that sentence turned out to be separate bugs.
Proxy Deploy no longer refuses the proxy it recommends
version.dllwas being rejected on most games — Deploy checked whether the game's.exelisted a proxy in its import table and refused outright if it did not, on the grounds that it "would never load". That is not howversion.dllgets loaded: it arrives at run time, and Windows looks in the game's own folder beforeSystem32. Measuring 21 installed Unreal titles settled it — 11 of them run a perfectly workingversion.dllproxy whose.exenever mentionsversion.dllat all, including one where the DLL itself had confirmed the load. The check has been removed. Nothing blocks a deploy now.- The advice it gave pointed back at what it had just refused — The refusal told you to "try the Suggested column", and the Suggested column recommends
version.dll. If you hit this, that loop is why. - The genuine risk is still surfaced, as a note — When a proxy really cannot load, it fails silently and completely: no error, no crash, and no log folder at all. For the two flavours where that can happen without warning (
dxgi/winmmon a game that never references them), the deploy now succeeds and adds a short note naming the alternatives to try.
A failed deploy now tells you what went wrong
- The reason used to be erased half a second after it appeared — Deploy, Remove and Update All each re-read the folder from disk when they finished. For a game a deploy had just failed on, the folder honestly reads "no proxy here", which overwrote both the failure and the explanation. The result was a row saying NotDeployed with a blank Error, next to a banner saying "1 failed" — with the real reason only in the log file. This hid every deploy failure, not just the one that led here: a locked file because the game is still running, a refusal to overwrite another tool's proxy, and so on. Failures now keep their message; a manual Refresh still recomputes everything.
If a proxy is deployed but nothing happens
The diagnostic is simple and worth knowing: look for the game's folder under %LOCALAPPDATA%\UE5CEDumper\Logs\. If deploying appeared to work but no folder is ever created for that game, the proxy is not being loaded — switch to another flavour (dxgi, winmm, dinput8) or inject instead. Both Readme files now say this.
Engine / game support
- DragonSword Awakening (UE 5.4) added to the tested-games matrix — Everything resolves on it: GObjects, GNames, GWorld, sparse delegates and the GEngine slot, with the game-thread hook verified. It also happens to be the counterexample to the fix above: this is a game where
version.dllgenuinely does not load anddxgi.dllis required. The import table cannot distinguish it from the 11 games whereversion.dllworks, which is precisely why the old check had to go — it was refusing a working setup to guard against one that looks identical from the outside.
Notice
- Nothing else changed. If v2771 works for you and you have never seen a deploy fail without explanation, there is no urgency here.
- Several teleport features and the coordinate library remain behind the Experimental toggle, because they write to live gameplay objects.