Gaming setup representing Unreal Engine 5 reverse engineering

Reverse Engineering Unreal Engine 5 Games: A Guide for Cheat Developers

February 19, 2026 · Fortnite

Unreal Engine 5 powers some of the biggest multiplayer games in the world — Fortnite, PUBG, Dead by Daylight, Valorant's training modes, and dozens more. For cheat developers, understanding UE5's internal architecture is essential because the engine's patterns are remarkably consistent across titles. Learn to reverse engineer one UE5 game, and you can apply that knowledge to virtually any other. This guide dives deep into UE5 internals with the specificity you need to actually build something.

Gaming setup representing game hacking development

Selling UE5-based cheats is one of the most lucrative niches on CheatBay. The demand is enormous because UE5 games dominate the battle royale and competitive shooter categories. Let's get into the technical details.

UE5 Core Architecture: The Object Hierarchy

Everything in Unreal Engine derives from UObject. Understanding this hierarchy is the foundation of UE5 reverse engineering:

UObject
├── UField
│   └── UStruct
│       ├── UClass (runtime type info)
│       └── UFunction (callable functions)
├── AActor (anything placed in the world)
│   ├── APawn (controllable entity)
│   │   └── ACharacter (humanoid pawn with movement)
│   │       └── APlayerCharacter (game-specific)
│   ├── APlayerController (input/camera control)
│   └── AGameStateBase (match state)
├── UGameInstance
└── UWorld (the loaded level/map)

Every UObject has a name (stored in GNames), a class (pointer to its UClass), and an outer (the object that owns it). This trifecta lets you identify any object in memory.

GObjects — The Global Object Array

UE5 maintains a global array of all UObject instances called GObjects (technically FUObjectArray). This is your entry point for finding anything:

// GObjects structure (UE5)
struct FUObjectArray {
    // In recent UE5, this is chunked:
    struct FUObjectItem {
        UObject* Object;
        int32_t Flags;
        int32_t ClusterRootIndex;
        int32_t SerialNumber;
    };

    FUObjectItem** Objects;     // Array of chunks
    int32_t MaxElements;
    int32_t NumElements;
    int32_t MaxChunks;
    int32_t NumChunks;

    // Each chunk holds 64 * 1024 elements
    static constexpr int ElementsPerChunk = 65536;

    FUObjectItem* GetObjectById(int32_t index) {
        int chunkIndex = index / ElementsPerChunk;
        int withinChunk = index % ElementsPerChunk;
        return &Objects[chunkIndex][withinChunk];
    }
};

Finding GObjects usually involves signature scanning for a pattern that references the global pointer. The signature varies by game, but in Fortnite it typically looks something like:

// Fortnite GObjects signature (example, changes with updates):
// 48 8B 05 ?? ?? ?? ?? 48 8B 0C C8 48 8D 04 D1
// The 3 bytes after "48 8B 05" are the RIP-relative offset to GObjects

GNames — The Global Name Table

Every UObject's name is stored not as a string, but as an index into the global name table (GNames / FNamePool). This saves memory since many objects share names.

// UE5 FNamePool (changed from UE4's TNameEntryArray)
struct FNamePool {
    // UE5 uses a hash-bucket based approach
    // Names are stored in pages/blocks

    struct FNameEntry {
        int16_t HeaderBits;  // Length + flags
        // If wide: wchar_t string follows
        // If ansi: char string follows

        bool IsWide() { return HeaderBits & 1; }
        int GetLength() { return HeaderBits >> 6; }
    };
};

// To resolve an FName to a string:
// 1. Read FName.ComparisonIndex (int32)
// 2. Split into block index and offset: block = index >> 16, offset = index & 0xFFFF
// 3. Read from GNames.Blocks[block] + offset * stride
// 4. Parse the FNameEntry header to get string length and encoding

Finding UWorld and Key Objects

The UWorld object is the root of the game world. From it, you can reach almost everything:

// UWorld pointer chain (typical UE5 game):
//
// GWorld (static pointer, found via sig scan)
//   └── UWorld
//         ├── PersistentLevel (ULevel*)
//         │     └── Actors (TArray<AActor*>)
//         │           ├── Players
//         │           ├── Projectiles
//         │           └── Everything else
//         ├── OwningGameInstance (UGameInstance*)
//         ├── GameState (AGameStateBase*)
//         │     └── PlayerArray (TArray<APlayerState*>)
//         └── AuthorityGameMode (server only)

// Reading the player list:
UWorld* world = Read<UWorld*>(GWorldPtr);
ULevel* level = Read<ULevel*>(world + offsets::PersistentLevel);

// TArray<AActor*> actors
int32_t actorCount = Read<int32_t>(level + offsets::ActorCount);
AActor** actorArray = Read<AActor**>(level + offsets::Actors);

for (int i = 0; i < actorCount; i++) {
    AActor* actor = Read<AActor*>(actorArray + i);
    if (!actor) continue;

    // Check if it's a player by reading its UClass name
    UObject* classObj = Read<UObject*>(actor + offsets::ClassPrivate);
    FName className = Read<FName>(classObj + offsets::NamePrivate);
    std::string name = ResolveGName(className);

    if (name.find("PlayerPawn") != std::string::npos) {
        // This is a player - read their data
    }
}

ASCII Memory Layout Diagram

┌──────────────────────────────────────────────────────┐
│                    GAME MEMORY                        │
├──────────────────────────────────────────────────────┤
│                                                      │
│  GWorld ──────────►  UWorld                          │
│                       ├── PersistentLevel            │
│                       │     └── Actors[]             │
│                       │          ├── [0] Actor A     │
│                       │          ├── [1] Player B ───┼──► APlayerCharacter
│                       │          │                   │     ├── RootComponent
│                       │          │                   │     │    └── RelativeLocation (x,y,z)
│                       │          │                   │     ├── Mesh (skeletal)
│                       │          │                   │     │    └── BoneArray[]
│                       │          │                   │     ├── Health / Shield
│                       │          │                   │     └── PlayerState*
│                       │          └── [N] ...         │
│                       ├── GameState                  │
│                       │     └── PlayerArray[]        │
│                       └── OwningGameInstance          │
│                                                      │
│  GObjects ─────────► FUObjectArray                   │
│                       └── Chunks[] ──► UObject items │
│                                                      │
│  GNames ───────────► FNamePool                       │
│                       └── Blocks[] ──► FNameEntry    │
│                                                      │
└──────────────────────────────────────────────────────┘

SDK Generation: Automating the Reverse Engineering

Manually finding every offset is impractical. SDK generators automate this by walking the UObject/UClass hierarchy and dumping all class definitions:

How SDK Generators Work

  1. Find GObjects and GNames via signature scanning
  2. Iterate all UObjects in GObjects
  3. Filter for UClass objects (they describe class layouts)
  4. For each UClass, walk its property chain (UProperty/FProperty in UE5)
  5. Generate C++ headers with correct offsets, types, and inheritance

Popular tools for UE5 SDK generation:

  • Dumper-7 — The current gold standard for UE5. Handles the new FProperty system that replaced UE4's UProperty.
  • UnrealMappingsDumper — Generates mappings files compatible with various SDK generators.
// Example SDK generator output for Fortnite:

// FortPlayerPawn : ACharacter
class AFortPlayerPawn : public ACharacter {
public:
    char pad_0x0600[0x18];                          // 0x0600
    float Shield;                                    // 0x0618
    float MaxShield;                                 // 0x061C
    char pad_0x0620[0x40];                          // 0x0620
    class AFortWeapon* CurrentWeapon;               // 0x0660
    char pad_0x0668[0x28];                          // 0x0668
    TArray<class AFortWeapon*> CurrentWeaponList;  // 0x0690
    // ... hundreds more fields
};

ProcessEvent: Hooking Game Functions

ProcessEvent is UE5's virtual function dispatcher. Every Blueprint function call and replicated event goes through it:

// UObject::ProcessEvent virtual function
// Usually at VTable index ~68 (varies by engine version)
void UObject::ProcessEvent(UFunction* Function, void* Params);

// By hooking ProcessEvent, you can:
// 1. Intercept any function call in the game
// 2. Read/modify parameters
// 3. Block function execution
// 4. Call game functions with custom parameters

// Hook setup (simplified):
typedef void (*ProcessEventFn)(UObject*, UFunction*, void*);
ProcessEventFn oProcessEvent;

void hkProcessEvent(UObject* obj, UFunction* func, void* params) {
    // Get function name
    std::string funcName = GetFName(func);

    // Example: Intercept fire weapon to add no-recoil
    if (funcName == "ServerNotifyHit") {
        // Modify hit parameters for silent aim
    }

    // Example: Block anti-cheat reporting
    if (funcName == "ServerReportCheat") {
        return; // Don't call original
    }

    oProcessEvent(obj, func, params);
}

Finding Player Controllers and Camera

For aimbots and ESP, you need the local player's camera position and rotation:

// Chain: UWorld → GameInstance → LocalPlayers[0] → PlayerController → PlayerCameraManager
//
// APlayerCameraManager gives you:
//   - CameraLocation (Vector3) — where the camera is
//   - CameraRotation (FRotator) — pitch, yaw, roll
//   - FOV (float) — field of view

// Alternative: read the camera directly from the ViewMatrix
// This is simpler and more reliable for ESP purposes

Easy Anti-Cheat (EAC) in UE5 Games

Most major UE5 games use Easy Anti-Cheat. Understanding its detection vectors is critical:

EAC Detection Methods

  • Module scanning: EAC walks the module list and checks for unknown DLLs. It also scans memory regions not backed by modules.
  • Integrity checks: EAC hashes game code sections and compares them against known-good values. Inline hooks are detected this way.
  • Thread monitoring: EAC monitors thread creation. Threads with suspicious start addresses (not in any module) are flagged.
  • Syscall monitoring: EAC's kernel driver monitors NtReadVirtualMemory and similar syscalls targeting the game process.
  • Hypervisor detection: EAC checks for the presence of hypervisors that could be used to intercept memory access.
  • Heartbeat system: Regular check-ins with EAC servers. Missing heartbeats or inconsistent responses trigger investigation.

Evasion Approaches

  • Kernel-level memory reading: Use a custom driver or vulnerable driver to read game memory from kernel mode, bypassing EAC's user-mode monitoring.
  • DMA (Direct Memory Access): Hardware-based memory reading using PCIe devices (e.g., FPGA boards). Completely invisible to software-based anti-cheat.
  • Manual mapping with PTE manipulation: Map your code into the game process by directly manipulating page table entries, making the memory invisible to standard scanning.
Developer workspace with multiple monitors showing code

Building Your UE5 Cheat: Practical Steps

  1. Set up your environment: Visual Studio 2022, Windows Driver Kit (if going kernel), ReClass.NET for live memory analysis, x64dbg for debugging.
  2. Dump the SDK: Use Dumper-7 to generate headers for your target game.
  3. Find GWorld, GObjects, GNames: Signature scan or use pattern matching.
  4. Build entity iteration: Walk UWorld → Level → Actors and filter for player pawns.
  5. Implement world-to-screen: Find the view matrix and implement projection.
  6. Add rendering: Choose external overlay or internal hooking based on your anti-cheat evasion strategy.
  7. Build a config/menu system: ImGui is the standard. Let users toggle features and customize colors.
  8. Add a license system: HWID-locked keys with expiration. This protects your revenue.

Monetize Your UE5 Expertise on CheatBay

UE5 game cheats are some of the highest-grossing products on CheatBay. Here's why developers choose CheatBay as their storefront:

  • Game-specific categories: Buyers searching for Fortnite cheats find your listing immediately.
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The skills you develop reverse engineering one UE5 game transfer to dozens of others. Build once, sell across the entire UE5 ecosystem.

Start selling your UE5 cheats today. Join CheatBay as a seller — zero listing fees, crypto payments, and a community of buyers waiting for quality products.

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