UE4 internals · ARM64 binary analysis · EL0/EL1 systems research
I reverse engineer UE4-based Android games, with most of my work centered on runtime structures, transform pipelines, and native ARM64 components.
My kernel background helps me follow the same problems across EL0 and EL1, especially memory semantics, concurrency, state consistency, and build-to-build drift.
UE4 Runtime → ARM64 Native · EL0 ↔ Android GKI · EL1
- UE4 runtime reconstruction: object and name systems, containers, transforms, and version-specific layouts.
- ARM64 binary analysis: native component lifecycle, emulation, protected control flow, and state-machine recovery.
- Cross-layer reliability: snapshot consistency, memory lifetime, and regression across Android GKI versions.
| Write-up | Focus |
|---|---|
| Temporal consistency in emulated UE4 runtime analysis | Mixed runtime epochs and coordinate instability |
| UE4 runtime structure analysis | Objects, containers, names, and transforms |
| Mapping a protected ARM64 native component | Lifecycle, workers, parsers, and reporting |
| Reconstructing dispatch and evidence graphs | Control-flow reduction and semantic recovery |
- UE4 and Android Systems Research Notes — my original public research notes.
- AndUEDumper — an upstream reference fork used alongside my own UE4 analysis.
- GKI KernelSU and SUSFS Builds — my physical-device Android GKI build environment.
All testing is limited to devices, binaries, and software that I own or am explicitly authorized to analyze. Sensitive implementation details remain private.