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dreamfekk/andriod-autouedump-gui

35CAudience · researcherComplexity · 5/5ActiveLicenseSetup · hard

TLDR

Android external Unreal Engine memory dumper with a Vulkan ImGui overlay that reads game process memory and writes C++ SDK headers for reverse engineering.

Mindmap

mindmap
  root((AutoUEDump))
    Inputs
      Game process memory
      Engine pointers
      Game profile
    Outputs
      C++ SDK headers
      Offsets header
      IDA Ghidra JSON
    Use Cases
      Reverse engineer UE games
      Compare engine versions
      Generate Dumper 7 headers
    Tech Stack
      C++
      Vulkan
      ImGui
      FreeType
      KittyMemoryEx

Things people build with this

USE CASE 1

Dump SDK headers from an Unreal Engine 4 or 5 Android game for personal reverse engineering

USE CASE 2

Generate a JSON script for IDA or Ghidra to label engine structs automatically

USE CASE 3

Compare engine layouts across game versions using the offsets and structs headers

Tech stack

C++VulkanImGuiFreeTypeKittyMemoryExAndroid NDK

Getting it running

Difficulty · hard Time to first run · 1day+

Needs a rooted Android device, Android NDK r25 or newer, CMake plus Ninja, Clang with C++20, and a target UE4 or UE5 game process to attach to.

Custom restricted license: learning, reverse engineering, and personal research only, with reselling and paid cheat use explicitly forbidden.

In plain English

AutoUEDump is a tool for Android that reads the in memory structures of games built with Unreal Engine and writes them out as C plus plus header files, sometimes called a software development kit dump. The README, presented in English and Chinese, describes it as an external dumper, meaning it does not inject code into the game. Instead it reads the target process's memory through /proc/<pid>/mem using a library called KittyMemoryEx. Root or equivalent access on the device is required. The older command line workflow has been replaced with a graphical overlay built on Vulkan and the ImGui library, with FreeType for font rendering and a runtime switch between Chinese and English. The flow is split into two explicit steps. First, a Probe step initializes memory access, locates engine pointers such as GNames, FNamePool, and GUObjectArray, runs a fixup pass, and fills tabs that show each engine structure field with type, offset, status, and notes. Fields that could be identified are shown in green and unknown ones in red. Second, a Dump step writes the headers and other output files. The tool comes with two matching strategies. Dedicated profiles contain hardcoded offsets for a list of named games and the README lists seven of them. AutoFix is the generic fallback, designed to work on UE4 and UE5 by brute force searching for the engine pointers and patching struct offsets at runtime. If a dedicated profile fails to initialize on a newer build of a game, the tool falls back to AutoFix and shows a clear notice in the UI. The default output directory is /sdcard/AutoUEDump/<package>/. The README lists every file written there: a full log, an object index, an offsets header for key engine pointers, an aggregator header, separate headers for enums, structs, and classes, a Dumper 7 style member offsets header, a JSON script for IDA or Ghidra automation, and optionally the in memory copy of libUE4.so or libUnreal.so. Building requires Android NDK r25 or newer, CMake plus Ninja, and a Clang that supports C plus plus 20. The README gives the cmake commands to configure and build a release binary, then the adb push and shell invocation to copy and run it on a rooted device. The author closes with a use restriction: the tool is for learning, reverse engineering practice, and personal research, and explicitly forbids reselling or using the output to build paid cheats. Credits are given to the upstream AndUEDumper, Dumper 7, UEDumper, an older UE4Dumper, KittyMemoryEx, and the UI libraries.

Copy-paste prompts

Prompt 1
Build Andriod-AutoUEDump-GUI with NDK r25 and Clang C++20 and push the release binary to a rooted device
Prompt 2
Walk through the Probe step in AutoUEDump and explain what GNames, FNamePool, and GUObjectArray each do
Prompt 3
Add a dedicated profile for a new UE5 game to AutoUEDump with hardcoded offsets and a fallback to AutoFix
Prompt 4
Parse the AutoUEDump JSON output in a Ghidra script that renames every dumped class automatically
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Generated 2026-05-22 · Model: sonnet-4-6 · Verify against the repo before relying on details.