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Project Path: arc_Android1337_Fortnite-Offsets_msd7ezed
Source Tree:
```txt
arc_Android1337_Fortnite-Offsets_msd7ezed
├── LICENSE
└── README.md
```
`LICENSE`:
```
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
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12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
```
`README.md`:
```md
# Fortnite-Offsets
Fortnite Offsets
Season 2 Chapter 3 Updated
```cpp
World.Levels -> 0x148
World.PersistentLevel -> 0x30
GameInstance.LocalPlayers -> 0x38
World.OwningGameInstance -> 0x190
Controller.ControlRotation -> 0x310
PlayerController.PlayerCameraManager -> 0x350
PlayerController.AcknowledgedPawn -> 0x338
Pawn.PlayerState -> 0x2B8
Actor.RootComponent -> 0x190
Character.Mesh -> 0x318
SceneComponent.RelativeLocation -> 0x138
SceneComponent.ComponentVelocity -> 0x180
StaticMeshComponent.StaticMesh -> 0x588
StaticMeshComponent.ComponentToWorld -> 0x0
SkinnedMeshComponent.CachedWorldSpaceBounds -> 0x748
Actor.CustomTimeDilation -> 0xD4
FortWeapon.LastFireTimeVerified -> 0xA8C
FortWeapon.LastFireTime -> 0xA88
FortPawn.bIsDBNO -> 0x712
FortPawn.bIsDying -> 0x6A0
FortPlayerStateAthena.TeamIndex -> 0x1018
FortPickup.PrimaryPickupItemEntry -> 0x320
FortItemDefinition.DisplayName -> 0x90
FortItemDefinition.Tier -> 0x74
FortItemEntry.ItemDefinition -> 0x18
FortPawn.CurrentWeapon -> 0x7B0
FortWeapon.WeaponData -> 0x400
Pawn.RemoteViewPitch -> 0x2AA
FortWeapon.LastFireAbilityTime -> 0x1378
FortWeaponItemDefinition.WeaponStatHandle -> 0x998
FortProjectileAthena.FireStartLoc -> 0xA18
FortBaseWeaponStats.ReloadTime -> 0xE8
FortBaseWeaponStats.ReloadScale -> 0xEC
FortBaseWeaponStats.ChargeDownTime -> 0x118
FortRangedWeaponStats.RecoilHoriz -> 0x1FC
FortRangedWeaponStats.RecoilVert -> 0x1EC
FortRangedWeaponStats.RecoilDownsightsMultiplier -> 0x218
FortPlayerPawnAthena.ReviveFromDBNOTime -> 0x3CE0
FortPlayerPawnAthena.bADSWhileNotOnGround -> 0x4585
FortWeapon.WeaponReloadMontage -> 0x13E8
FortWeapon.ReloadAnimation -> 0x13B8
```
If you have any troubles dm me on discord: android#2731
```
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Project Path: arc_Trydos_fortnite-offsets_uiem8mxm
Source Tree:
```txt
arc_Trydos_fortnite-offsets_uiem8mxm
└── fortnite-offsets.json
```
`fortnite-offsets.json`:
```json
{
"offsets":{
"uworld":"0xEE9ED98",
"FName":"0xEEB2C80",
"ViewPoint":"0xEDC66E0",
"Gameinstance":"0x1b8",
"LocalPlayers":"0x38",
"PlayerController":"0x30",
"LocalPawn":"0x338",
"PlayerState":"0x2b0",
"RootComponet":"0x198",
"GameState":"0x158",
"PersistentLevel":"0x30",
"ActorCount":"0xA0",
"Cameramanager":"0x348",
"AActor":"0x98",
"CurrentActor":"0x8",
"Mesh":"0x318",
"Revivefromdbnotime":"0x46d8",
"TeamId":"0x10D0",
"ActorTeamId":"0x10C8",
"IsDBNO":"0x872",
"Bonecache":"0x648",
"LocalActorPos":"0x128",
"ComponetToWorld":"0x240",
"BoneArray":"0x600",
"Velocity":"0xb8",
"PawnPrivate":"0x308",
"PlayerArray":"0x2a8",
"relativelocation":"0x128",
"UCharacterMovementComponent":"0x318",
"entity_actor":"0x310",
"bIsReloadingWeapon":"0x358",
"GlobalAnimRateScale":"0xA80",
"CurrentWeapon":"0x948"
}
}
```
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Project Path: arc_Zetolac_FortniteOffsetsAndSigs_lenwuvl0
Source Tree:
```txt
arc_Zetolac_FortniteOffsetsAndSigs_lenwuvl0
├── FindPattern.cpp
├── README.md
├── offsets.h
└── sigs.cpp
```
`FindPattern.cpp`:
```cpp
#include <Windows.h>
#include <psapi.h>
#include <iostream>
BOOLEAN MaskCompare(PVOID buffer, LPCSTR pattern, LPCSTR mask) {
for (auto b = reinterpret_cast<PBYTE>(buffer); *mask; ++pattern, ++mask, ++b) {
if (*mask == 'x' && *reinterpret_cast<LPCBYTE>(pattern) != *b) {
return FALSE;
}
}
return TRUE;
}
PBYTE FindPattern(LPCSTR pattern, LPCSTR mask) {
MODULEINFO info = { 0 };
GetModuleInformation(GetCurrentProcess(), GetModuleHandle(0), &info, sizeof(info));
info.SizeOfImage -= static_cast<DWORD>(strlen(mask));
for (auto i = 0UL; i < info.SizeOfImage; ++i) {
auto addr = reinterpret_cast<PBYTE>(info.lpBaseOfDll) + i;
if (MaskCompare(addr, pattern, mask)) {
return addr;
}
}
}
void Exemple()
{
// Internal
auto UWORLD = FindPattern("\x48\x8B\x05\x00\x00\x00\x00\x4D\x8B\xC2", "xxx????xxx");
}
```
`README.md`:
```md
# FortniteOffsetsAndSigs
# > Fortnite Sigs &amp; Offsets 28.idk
# > Need Help ? Join Discord : https://discord.gg/kzk2PxPk9d
```
`offsets.h`:
```h
0x11558538 <- GWorld
0x117284C0 <- GNames
usage: .text address + offset
Exemple:
__int64 va_text = 0;
for (int i = 0; i < 25; i++)
if (read<__int32>(base + (i * 0x1000) + 0x250) == 0x260E020B) { va_text = base + ((i + 1) * 0x1000);}
__int64 GWorld = 0x11558538 + va_text;
__int64 UWorld = read<__int64>(GWorld);
__int64 GameInstance = read<__int64>(UWorld + 0x1D8);
DecryptAnsi:
_WORD *v2; // rdi
int v4; // ebx
unsigned int v5; // eax
unsigned int v6; // r8d
__int64 result; // rax
unsigned int v8; // kr00_4
int v9; // ecx
v2 = buffer;
v4 = size;
v5 = read<unsigned int>(va_text + 0x1162E03C);
v6 = v5 ^ 0x9C677CC5;
v8 = v5;
result = 1041204193 * v5;
v9 = 0;
if ( v4 )
{
do
{
result = v9 + v8 % 0x21;
++v9;
v6 += result;
*v2++ ^= v6;
}
while ( v9 < v4 );
}
```
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Project Path: arc_gmh5225_Fortnite-SigsUpdatedEveryUpdate_y7rswxk6
Source Tree:
```txt
arc_gmh5225_Fortnite-SigsUpdatedEveryUpdate_y7rswxk6
├── LICENSE
└── README.md
```
`LICENSE`:
```
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How to Apply These Terms to Your New Programs
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Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
```
`README.md`:
```md
# FortniteSigsUpdatedEveryUpdate
Fortnite Signatures Season 2 Chapter 3 Updated
```cpp
Uworld: 48 89 05 ? ? ? ? 48 8B 4B 78 (RVA 7)
GoObject: 48 8B 05 ? ? ? ? 48 8B 0C C8 48 8B 04 D1 (RVA 7)
FnFree: E8 ? ? ? ? 48 8B 4C 24 ? 48 85 C9 0F 84 ? ? ? ? E8 ? ? ? ? 90 E9 ? ? ? ? 48 8D 15 ? ? ? ? 83 CB 08 4C 8B (RVA 5)
ProjectWorldToScreen: (will get on freetime)
GetBoneMatrix: (will get on freetime)
LineOfSightTo: (will get on freetime)
GetNameByIndex = 48 89 5C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 81 EC ? ? ? ? 48 8B 05 ? ? ? ? 48 33 C4 48 89 84 24 ? ? ? ? 8B 01 4C 8B F2
```
If you have any troubles dm me on discord: android#2731
```
@@ -0,0 +1,710 @@
Project Path: arc_gmh5225_FortniteSigsUpdatedEveryUpdate_h78_agxv
Source Tree:
```txt
arc_gmh5225_FortniteSigsUpdatedEveryUpdate_h78_agxv
├── LICENSE
└── README.md
```
`LICENSE`:
```
GNU GENERAL PUBLIC LICENSE
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Nothing in this License shall be construed as excluding or limiting
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If conditions are imposed on you (whether by court order, agreement or
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14. Revised Versions of this License.
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17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
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Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
```
`README.md`:
```md
# FortniteSigsUpdatedEveryUpdate
Fortnite Signatures Season 2 Chapter 3 Updated
```cpp
Uworld: 48 89 05 ? ? ? ? 48 8B 4B 78 (RVA 7)
GoObject: 48 8B 05 ? ? ? ? 48 8B 0C C8 48 8B 04 D1 (RVA 7)
FnFree: E8 ? ? ? ? 48 8B 4C 24 ? 48 85 C9 0F 84 ? ? ? ? E8 ? ? ? ? 90 E9 ? ? ? ? 48 8D 15 ? ? ? ? 83 CB 08 4C 8B (RVA 5)
ProjectWorldToScreen: (will get on freetime)
GetBoneMatrix: (will get on freetime)
LineOfSightTo: (will get on freetime)
GetNameByIndex = 48 89 5C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 81 EC ? ? ? ? 48 8B 05 ? ? ? ? 48 33 C4 48 89 84 24 ? ? ? ? 8B 01 4C 8B F2
```
If you have any troubles dm me on discord: android#2731
```
@@ -0,0 +1,91 @@
Project Path: arc_gmh5225_fortnite-W2S-offset-Fortnite_gsb0r61z
Source Tree:
```txt
arc_gmh5225_fortnite-W2S-offset-Fortnite_gsb0r61z
├── README.md
└── offset.h
```
`README.md`:
```md
# W2S-offset-Fortnite
ProjectWorldToScreen offset for fortnite (uptaded to latest patch)
Leak By Tayz. i leak this offset because people sell this lol ... Good bye and fun <3
star for more offset.
Tayz#2032 if you have problem.
-- 4/09/2022 : Uptaded.
```
`offset.h`:
```h
uworld : 0xc3ef7c8 // updated 4/09/2022
Vector3 ProjectWorldToScreen(Vector3 WorldLocation) {
Vector3 Screenlocation = Vector3(0, 0, 0);
Vector3 Camera;
auto chain69 = read<uintptr_t>(Localplayer + 0xA8);
uint64_t chain699 = read<uintptr_t>(chain69 + 8);
Camera.x = read<float>(chain699 + 0x8F7);
//printf("Camera.x :0x%llX\n", Camera.x);
Camera.y = read<float>(Rootcomp + 0x143);
float test = asin(Camera.x);
float degrees = test * (180.0 / M_PI);
Camera.x = degrees;
if (Camera.y < 0)
Camera.y = 360 + Camera.y;
D3DMATRIX tempMatrix = Matrix(Camera);
Vector3 vAxisX, vAxisY, vAxisZ;
vAxisX = Vector3(tempMatrix.m[0][0], tempMatrix.m[0][1], tempMatrix.m[0][2]);
vAxisY = Vector3(tempMatrix.m[1][0], tempMatrix.m[1][1], tempMatrix.m[1][2]);
vAxisZ = Vector3(tempMatrix.m[2][0], tempMatrix.m[2][1], tempMatrix.m[2][2]);
uint64_t chain = read<uint64_t>(Localplayer + 0x70);
uint64_t chain1 = read<uint64_t>(chain + 0x98);
uint64_t chain2 = read<uint64_t>(chain1 + 0x157);
//printf("chain2 :0x%llX\n", chain2);
Vector3 vDelta = WorldLocation - read<Vector3>(chain2 + 0x10);
Vector3 vTransformed = Vector3(vDelta.Dot(vAxisY), vDelta.Dot(vAxisZ), vDelta.Dot(vAxisX));
if (vTransformed.z < 1.f)
vTransformed.z = 1.f;
float zoom = read<float>(chain699 + 0x640);
//printf("zoom %f\n", zoom);
float FovAngle = 80.0f / (zoom / 1.19f);
float ScreenCenterX = modules::Width / 2.0f;
float ScreenCenterY = modules::Height / 2.0f;
Screenlocation.x = ScreenCenterX + vTransformed.x * (ScreenCenterX / tanf(FovAngle * (float)M_PI / 360.f)) / vTransformed.z;
Screenlocation.y = ScreenCenterY - vTransformed.y * (ScreenCenterX / tanf(FovAngle * (float)M_PI / 360.f)) / vTransformed.z;
return Screenlocation;
}
4/09/2022 : Uptaded.
```
+655
View File
@@ -0,0 +1,655 @@
Project Path: arc_gmh5225_fortnite-offsets_dc2hfeac
Source Tree:
```txt
arc_gmh5225_fortnite-offsets_dc2hfeac
└── offsets.txt
```
`offsets.txt`:
```txt
Discord: Dyn#0001
MEMBER TYPE OFFSET
UWorld 0xB973AA8
UObject 0xB6F3000
Free 0xB1EB28
WorldToScreen 0x7AED98C
GetNameByIndex 0xC97754
BoneArray 0x4B8
GetBoneWithRotation 0x1C0
CameraX 0x7E8
CameraY 0x12C
Zoom 0x580
UGameInstance
UGameInstance::LocalPlayers TArray<ULocalPlayer*> 0x38
UGameInstance::OnlineSession UOnlineSession* 0x48
UGameInstance::ReferencedObjects TArray<UObject*> 0x50
UGameInstance::OnPawnControllerChangedDelegates FMulticastInlineDelegate 0x78
UActorComponent
UActorComponent::PrimaryComponentTick FActorComponentTickFunction 0x30
UActorComponent::ComponentTags TArray<FName> 0x60
UActorComponent::AssetUserData TArray<UAssetUserData*> 0x70
UCSSerializationIndex int32_t 0x84
UActorComponent::bNetAddressable : 1 char 0x88
UActorComponent::bReplicates : 1 char 0x88
UActorComponent::bAutoActivate : 1 char 0x89
UActorComponent::bIsActive : 1 char 0x8a
UActorComponent::bEditableWhenInherited : 1 char 0x8a
UActorComponent::bCanEverAffectNavigation : 1 char 0x8a
UActorComponent::bIsEditorOnly : 1 char 0x8a
UActorComponent::CreationMethod EComponentCreationMethod 0x8c
UActorComponent::OnComponentActivated FMulticastSparseDelegate 0x8d
UActorComponent::OnComponentDeactivated FMulticastSparseDelegate 0x8e
UActorComponent::UCSModifiedProperties TArray<FSimpleMemberReference> 0x90
AActor
AActor::PrimaryActorTick FActorTickFunction 0x28
AActor::bCallPreReplication : 1 char 0x58
AActor::bHidden : 1 char 0x58
AActor::bCallPreReplicationForReplay : 1 char 0x58
AActor::bNetTemporary : 1 char 0x58
AActor::bReplicateMovement : 1 char 0x58
AActor::bAlwaysRelevant : 1 char 0x58
AActor::bOnlyRelevantToOwner : 1 char 0x58
AActor::bNetStartup : 1 char 0x58
AActor::bTearOff : 1 char 0x59
AActor::bExchangedRoles : 1 char 0x59
AActor::bNetLoadOnClient : 1 char 0x59
AActor::bNetUseOwnerRelevancy : 1 char 0x59
AActor::bRelevantForNetworkReplays : 1 char 0x59
AActor::bRelevantForLevelBounds : 1 char 0x59
AActor::bReplayRewindable : 1 char 0x59
AActor::bForceNetAddressable : 1 char 0x59
AActor::bFindCameraComponentWhenViewTarget : 1 char 0x5a
AActor::bIgnoresOriginShifting : 1 char 0x5a
AActor::bGenerateOverlapEventsDuringLevelStreaming : 1 char 0x5a
AActor::bCanBeDamaged : 1 char 0x5a
AActor::bCollideWhenPlacing : 1 char 0x5a
AActor::bAutoDestroyWhenFinished : 1 char 0x5a
AActor::bAllowTickBeforeBeginPlay : 1 char 0x5a
AActor::bBlockInput : 1 char 0x5a
AActor::bReplicates : 1 char 0x5b
AActor::bCanBeInCluster : 1 char 0x5b
AActor::bAllowReceiveTickEventOnDedicatedServer : 1 char 0x5b
AActor::bActorSeamlessTraveled : 1 char 0x5b
AActor::bIsEditorOnlyActor : 1 char 0x5b
AActor::bEnableAutoLODGeneration : 1 char 0x5b
AActor::bActorEnableCollision : 1 char 0x5c
AActor::bActorIsBeingDestroyed : 1 char 0x5c
AActor::UpdateOverlapsMethodDuringLevelStreaming EActorUpdateOverlapsMethod 0x5e
AActor::DefaultUpdateOverlapsMethodDuringLevelStreaming EActorUpdateOverlapsMethod 0x5f
AActor::RemoteRole ENetRole 0x60
AActor::ReplicatedMovement FRepMovement 0x64
AActor::InitialLifeSpan float 0x98
AActor::CustomTimeDilation float 0x9c
AActor::AttachmentReplication FRepAttachment 0xa8
AActor::Owner AActor* 0xe8
AActor::NetDriverName FName 0xf0
AActor::Role ENetRole 0xf8
AActor::NetDormancy ENetDormancy 0xf9
AActor::SpawnCollisionHandlingMethod ESpawnActorCollisionHandlingMethod 0xfa
AActor::AutoReceiveInput EAutoReceiveInput 0xfb
AActor::InputPriority int32_t 0xfc
AActor::InputComponent UInputComponent* 0x100
AActor::NetCullDistanceSquared float 0x108
AActor::NetTag int32_t 0x10c
AActor::NetUpdateFrequency float 0x110
AActor::MinNetUpdateFrequency float 0x114
AActor::NetPriority float 0x118
AActor::Instigator APawn* 0x120
AActor::Children TArray<AActor*> 0x128
AActor::RootComponent USceneComponent* 0x138
AActor::RayTracingGroupId int32_t 0x148
AActor::Layers TArray<FName> 0x150
AActor::ParentComponent TWeakObjectPtr<UChildActorComponent> 0x160
AActor::Tags TArray<FName> 0x170
AActor::OnTakeAnyDamage FMulticastSparseDelegate 0x180
AActor::OnTakePointDamage FMulticastSparseDelegate 0x181
AActor::OnTakeRadialDamage FMulticastSparseDelegate 0x182
AActor::OnActorBeginOverlap FMulticastSparseDelegate 0x183
AActor::OnActorEndOverlap FMulticastSparseDelegate 0x184
AActor::OnBeginCursorOver FMulticastSparseDelegate 0x185
AActor::OnEndCursorOver FMulticastSparseDelegate 0x186
AActor::OnClicked FMulticastSparseDelegate 0x187
AActor::OnReleased FMulticastSparseDelegate 0x188
AActor::OnInputTouchBegin FMulticastSparseDelegate 0x189
AActor::OnInputTouchEnd FMulticastSparseDelegate 0x18a
AActor::OnInputTouchEnter FMulticastSparseDelegate 0x18b
AActor::OnInputTouchLeave FMulticastSparseDelegate 0x18c
AActor::OnActorHit FMulticastSparseDelegate 0x18d
AActor::OnDestroyed FMulticastSparseDelegate 0x18e
AActor::OnEndPlay FMulticastSparseDelegate 0x18f
AActor::InstanceComponents TArray<UActorComponent*> 0x1f0
AActor::BlueprintCreatedComponents TArray<UActorComponent*> 0x200
USceneComponent
USceneComponent::PhysicsVolume TWeakObjectPtr<APhysicsVolume> 0xb8
USceneComponent::AttachParent USceneComponent* 0xc0
USceneComponent::AttachSocketName FName 0xc8
USceneComponent::AttachChildren TArray<USceneComponent*> 0xd0
USceneComponent::ClientAttachedChildren TArray<USceneComponent*> 0xe0
USceneComponent::RelativeLocation FVector 0x11c
USceneComponent::RelativeRotation FRotator 0x128
USceneComponent::RelativeScale3D FVector 0x134
USceneComponent::ComponentVelocity FVector 0x140
USceneComponent::bShouldSnapLocationWhenAttached : 1 char 0x14c
USceneComponent::bShouldBeAttached : 1 char 0x14c
USceneComponent::bVisible : 1 char 0x14c
USceneComponent::bAbsoluteScale : 1 char 0x14c
USceneComponent::bAbsoluteRotation : 1 char 0x14c
USceneComponent::bAbsoluteLocation : 1 char 0x14c
USceneComponent::bComponentToWorldUpdated : 1 char 0x14c
USceneComponent::bShouldSnapRotationWhenAttached : 1 char 0x14d
USceneComponent::bShouldUpdatePhysicsVolume : 1 char 0x14d
USceneComponent::bHiddenInGame : 1 char 0x14d
USceneComponent::bBoundsChangeTriggersStreamingDataRebuild : 1 char 0x14d
USceneComponent::bUseAttachParentBound : 1 char 0x14d
USceneComponent::bComputeFastLocalBounds : 1 char 0x14d
USceneComponent::bComputeBoundsOnceForGame : 1 char 0x14d
USceneComponent::bComputedBoundsOnceForGame : 1 char 0x14d
USceneComponent::Mobility EComponentMobility 0x14f
USceneComponent::DetailMode EDetailMode 0x150
USceneComponent::PhysicsVolumeChangedDelegate FMulticastSparseDelegate 0x151
APawn
APawn::bUseControllerRotationPitch : 1 char 0x228
APawn::bUseControllerRotationYaw : 1 char 0x228
APawn::bUseControllerRotationRoll : 1 char 0x228
APawn::bCanAffectNavigationGeneration : 1 char 0x228
APawn::bIsLocalViewTarget : 1 char 0x228
APawn::BaseEyeHeight float 0x22c
APawn::AutoPossessPlayer EAutoReceiveInput 0x230
APawn::AutoPossessAI EAutoPossessAI 0x231
APawn::RemoteViewPitch char 0x232
APawn::AIControllerClass AController* 0x238
APawn::PlayerState APlayerState* 0x240
APawn::LastHitBy AController* 0x250
APawn::Controller AController* 0x258
APawn::PreviousController AController* 0x260
APawn::ReceiveControllerChangedDelegate FMulticastSparseDelegate 0x26c
APawn::ReceiveRestartedDelegate FMulticastSparseDelegate 0x26d
APawn::ControlInputVector FVector 0x270
APawn::LastControlInputVector FVector 0x27c
ADefaultPawn
ADefaultPawn::BaseTurnRate float 0x288
ADefaultPawn::BaseLookUpRate float 0x28c
ADefaultPawn::MovementComponent UPawnMovementComponent* 0x290
ADefaultPawn::CollisionComponent USphereComponent* 0x298
ADefaultPawn::MeshComponent UStaticMeshComponent* 0x2a0
ADefaultPawn::bAddDefaultMovementBindings : 1 char 0x2a8
USkinnedMeshComponent
USkinnedMeshComponent::SkeletalMesh USkeletalMesh* 0x490
USkinnedMeshComponent::MasterPoseComponent TWeakObjectPtr<USkinnedMeshComponent> 0x498
USkinnedMeshComponent::SkinCacheUsage TArray<ESkinCacheUsage> 0x4a0
USkinnedMeshComponent::VertexOffsetUsage TArray<FVertexOffsetUsage> 0x4b0
USkinnedMeshComponent::PhysicsAssetOverride UPhysicsAsset* 0x5b8
USkinnedMeshComponent::ForcedLodModel int32_t 0x5c0
USkinnedMeshComponent::MinLodModel int32_t 0x5c4
USkinnedMeshComponent::StreamingDistanceMultiplier float 0x5d0
USkinnedMeshComponent::LODInfo TArray<FSkelMeshComponentLODInfo> 0x5e0
USkinnedMeshComponent::VisibilityBasedAnimTickOption EVisibilityBasedAnimTickOption 0x614
USkinnedMeshComponent::bOverrideMinLOD : 1 char 0x616
USkinnedMeshComponent::bUseBoundsFromMasterPoseComponent : 1 char 0x616
USkinnedMeshComponent::bForceWireframe : 1 char 0x616
USkinnedMeshComponent::bDisplayBones : 1 char 0x616
USkinnedMeshComponent::bDisableMorphTarget : 1 char 0x616
USkinnedMeshComponent::bCanHighlightSelectedSections : 1 char 0x617
USkinnedMeshComponent::bCastCapsuleDirectShadow : 1 char 0x617
USkinnedMeshComponent::bRecentlyRendered : 1 char 0x617
USkinnedMeshComponent::bComponentUseFixedSkelBounds : 1 char 0x617
USkinnedMeshComponent::bSyncAttachParentLOD : 1 char 0x617
USkinnedMeshComponent::bConsiderAllBodiesForBounds : 1 char 0x617
USkinnedMeshComponent::bPerBoneMotionBlur : 1 char 0x617
USkinnedMeshComponent::bHideSkin : 1 char 0x617
USkinnedMeshComponent::bCastCapsuleIndirectShadow : 1 char 0x618
USkinnedMeshComponent::bCPUSkinning : 1 char 0x618
USkinnedMeshComponent::bEnableUpdateRateOptimizations : 1 char 0x618
USkinnedMeshComponent::bDisplayDebugUpdateRateOptimizations : 1 char 0x618
USkinnedMeshComponent::bRenderStatic : 1 char 0x618
USkinnedMeshComponent::bIgnoreMasterPoseComponentLOD : 1 char 0x618
USkinnedMeshComponent::bCachedLocalBoundsUpToDate : 1 char 0x619
USkinnedMeshComponent::bForceMeshObjectUpdate : 1 char 0x619
USkinnedMeshComponent::CapsuleIndirectShadowMinVisibility float 0x61c
USkinnedMeshComponent::CachedWorldSpaceBounds FBoxSphereBounds 0x648
USkinnedMeshComponent::CachedWorldToLocalTransform FMatrix 0x670
USkeletalMeshComponent
USkeletalMeshComponent::AnimBlueprintGeneratedClass ClassPtrProperty 0x6d0
USkeletalMeshComponent::AnimClass UAnimInstance* 0x6d8
USkeletalMeshComponent::AnimScriptInstance UAnimInstance* 0x6e0
USkeletalMeshComponent::PostProcessAnimInstance UAnimInstance* 0x6e8
USkeletalMeshComponent::AnimationData FSingleAnimationPlayData 0x6f0
USkeletalMeshComponent::RootBoneTranslation FVector 0x718
USkeletalMeshComponent::LineCheckBoundsScale FVector 0x724
USkeletalMeshComponent::LinkedInstances TArray<UAnimInstance*> 0x760
USkeletalMeshComponent::CachedBoneSpaceTransforms TArray<FTransform> 0x770
USkeletalMeshComponent::CachedComponentSpaceTransforms TArray<FTransform> 0x780
USkeletalMeshComponent::GlobalAnimRateScale float 0x840
USkeletalMeshComponent::KinematicBonesUpdateType EKinematicBonesUpdateToPhysics 0x844
USkeletalMeshComponent::PhysicsTransformUpdateMode EPhysicsTransformUpdateMode 0x845
USkeletalMeshComponent::AnimationMode EAnimationMode 0x847
USkeletalMeshComponent::bEnablePhysicsOnDedicatedServer : 1 char 0x849
USkeletalMeshComponent::bUpdateJointsFromAnimation : 1 char 0x849
USkeletalMeshComponent::bUpdateOverlapsOnAnimationFinalize : 1 char 0x849
USkeletalMeshComponent::bBlendPhysics : 1 char 0x849
USkeletalMeshComponent::bHasValidBodies : 1 char 0x849
USkeletalMeshComponent::bDisablePostProcessBlueprint : 1 char 0x849
USkeletalMeshComponent::bAllowClothActors : 1 char 0x84a
USkeletalMeshComponent::bDisableClothSimulation : 1 char 0x84a
USkeletalMeshComponent::bDisableRigidBodyAnimNode : 1 char 0x850
USkeletalMeshComponent::bAllowAnimCurveEvaluation : 1 char 0x850
USkeletalMeshComponent::bDisableAnimCurves : 1 char 0x850
USkeletalMeshComponent::bCollideWithEnvironment : 1 char 0x850
USkeletalMeshComponent::bCollideWithAttachedChildren : 1 char 0x850
USkeletalMeshComponent::bEnablePerPolyCollision : 1 char 0x851
USkeletalMeshComponent::bUseRefPoseOnInitAnim : 1 char 0x851
USkeletalMeshComponent::bPauseAnims : 1 char 0x851
USkeletalMeshComponent::bNoSkeletonUpdate : 1 char 0x851
USkeletalMeshComponent::bDeferKinematicBoneUpdate : 1 char 0x851
USkeletalMeshComponent::bLocalSpaceSimulation : 1 char 0x851
USkeletalMeshComponent::bResetAfterTeleport : 1 char 0x851
USkeletalMeshComponent::bForceRefpose : 1 char 0x852
USkeletalMeshComponent::bOnlyAllowAutonomousTickPose : 1 char 0x852
USkeletalMeshComponent::bIsAutonomousTickPose : 1 char 0x852
USkeletalMeshComponent::bOldForceRefPose : 1 char 0x852
USkeletalMeshComponent::bShowPrePhysBones : 1 char 0x852
USkeletalMeshComponent::bRequiredBonesUpToDate : 1 char 0x852
USkeletalMeshComponent::bAnimTreeInitialised : 1 char 0x852
USkeletalMeshComponent::bIncludeComponentLocationIntoBounds : 1 char 0x852
USkeletalMeshComponent::bSkipBoundsUpdateWhenInterpolating : 1 char 0x853
USkeletalMeshComponent::bNeedsQueuedAnimEventsDispatched : 1 char 0x853
USkeletalMeshComponent::bSkipKinematicUpdateWhenInterpolating : 1 char 0x853
USkeletalMeshComponent::bPropagateCurvesToSlaves : 1 char 0x853
USkeletalMeshComponent::bEnableLineCheckWithBounds : 1 char 0x853
USkeletalMeshComponent::CachedAnimCurveUidVersion uint16_t 0x854
USkeletalMeshComponent::ClothBlendWeight float 0x858
USkeletalMeshComponent::bWaitForParallelClothTask bool 0x85c
USkeletalMeshComponent::DisallowedAnimCurves TArray<FName> 0x860
USkeletalMeshComponent::BodySetup UBodySetup* 0x870
USkeletalMeshComponent::ClothMaxDistanceScale float 0x87c
USkeletalMeshComponent::OnConstraintBroken FMulticastInlineDelegate 0x880
USkeletalMeshComponent::OnPlasticDeformation FMulticastInlineDelegate 0x890
USkeletalMeshComponent::ClothingSimulationFactory UClothingSimulationFactory* 0x8a0
USkeletalMeshComponent::TeleportDistanceThreshold float 0x978
USkeletalMeshComponent::TeleportRotationThreshold float 0x97c
USkeletalMeshComponent::LastPoseTickFrame uint32_t 0x988
USkeletalMeshComponent::ClothingInteractor UClothingSimulationInteractor* 0x9e0
USkeletalMeshComponent::OnAnimInitialized FMulticastInlineDelegate 0xab0
UAnimInstance
UAnimInstance::CurrentSkeleton USkeleton* 0x28
UAnimInstance::RootMotionMode ERootMotionMode 0x30
UAnimInstance::bUseMultiThreadedAnimationUpdate : 1 char 0x31
UAnimInstance::bUsingCopyPoseFromMesh : 1 char 0x31
UAnimInstance::bReceiveNotifiesFromLinkedInstances : 1 char 0x31
UAnimInstance::bPropagateNotifiesToLinkedInstances : 1 char 0x31
UAnimInstance::bUseMainInstanceMontageEvaluationData : 1 char 0x31
UAnimInstance::bQueueMontageEvents : 1 char 0x31
UAnimInstance::OnMontageBlendingOut FMulticastInlineDelegate 0x38
UAnimInstance::OnMontageStarted FMulticastInlineDelegate 0x48
UAnimInstance::OnMontageEnded FMulticastInlineDelegate 0x58
UAnimInstance::OnAllMontageInstancesEnded FMulticastInlineDelegate 0x68
UAnimInstance::NotifyQueue FAnimNotifyQueue 0x150
UAnimInstance::ActiveAnimNotifyState TArray<FAnimNotifyEvent> 0x1c0
UAnimInstance::ActiveAnimNotifyEventReference TArray<FAnimNotifyEventReference> 0x1d0
AController
AController::PlayerState APlayerState* 0x228
AController::OnInstigatedAnyDamage FMulticastInlineDelegate 0x238
AController::OnPossessedPawnChanged FMulticastInlineDelegate 0x248
AController::StateName FName 0x258
AController::Pawn APawn* 0x260
AController::Character ACharacter* 0x270
AController::TransformComponent USceneComponent* 0x278
AController::ControlRotation FRotator 0x298
AController::bAttachToPawn : 1 char 0x2a4
APlayerController
APlayerController::Player UPlayer* 0x2a8
APlayerController::AcknowledgedPawn APawn* 0x2b0
APlayerController::ControllingDirTrackInst UInterpTrackInstDirector* 0x2b8
APlayerController::MyHUD AHUD* 0x2c0
APlayerController::PlayerCameraManager APlayerCameraManager* 0x2c8
APlayerController::PlayerCameraManagerClass APlayerCameraManager* 0x2d0
APlayerController::bAutoManageActiveCameraTarget bool 0x2d8
APlayerController::TargetViewRotation FRotator 0x2dc
APlayerController::SmoothTargetViewRotationSpeed float 0x2f4
APlayerController::HiddenActors TArray<AActor*> 0x300
APlayerController::HiddenPrimitiveComponents TArray<TWeakObjectPtr<UPrimitiveComponent>> 0x310
APlayerController::LastSpectatorStateSynchTime float 0x324
APlayerController::LastSpectatorSyncLocation FVector 0x328
APlayerController::LastSpectatorSyncRotation FRotator 0x334
APlayerController::ClientCap int32_t 0x340
APlayerController::CheatManager UCheatManager* 0x348
APlayerController::CheatClass UCheatManager* 0x350
APlayerController::PlayerInput UPlayerInput* 0x358
APlayerController::ActiveForceFeedbackEffects TArray<FActiveForceFeedbackEffect> 0x360
APlayerController::bPlayerIsWaiting : 1 char 0x3e0
APlayerController::NetPlayerIndex char 0x3e4
APlayerController::PendingSwapConnection UNetConnection* 0x440
APlayerController::NetConnection UNetConnection* 0x448
APlayerController::InputYawScale float 0x45c
APlayerController::InputPitchScale float 0x460
APlayerController::InputRollScale float 0x464
APlayerController::bShowMouseCursor : 1 char 0x468
APlayerController::bEnableClickEvents : 1 char 0x468
APlayerController::bEnableTouchEvents : 1 char 0x468
APlayerController::bEnableMouseOverEvents : 1 char 0x468
APlayerController::bEnableTouchOverEvents : 1 char 0x468
APlayerController::bForceFeedbackEnabled : 1 char 0x468
APlayerController::bEnableStreamingSource : 1 char 0x468
APlayerController::ForceFeedbackScale float 0x46c
APlayerController::ClickEventKeys TArray<FKey> 0x470
APlayerController::DefaultMouseCursor EMouseCursor 0x480
APlayerController::CurrentMouseCursor EMouseCursor 0x481
APlayerController::DefaultClickTraceChannel ECollisionChannel 0x482
APlayerController::CurrentClickTraceChannel ECollisionChannel 0x483
APlayerController::HitResultTraceDistance float 0x484
APlayerController::SeamlessTravelCount uint16_t 0x488
APlayerController::LastCompletedSeamlessTravelCount uint16_t 0x48a
APlayerController::InactiveStateInputComponent UInputComponent* 0x500
APlayerController::bShouldPerformFullTickWhenPaused : 1 char 0x508
APlayerController::CurrentTouchInterface UTouchInterface* 0x520
APlayerController::SpectatorPawn ASpectatorPawn* 0x578
APlayerController::bIsLocalPlayerController bool 0x584
APlayerController::SpawnLocation FVector 0x588
AFortPlayerController
AFortPlayerController::OnPlayerPawnPossessed FMulticastInlineDelegate 0x728
AFortPlayerController::OnPickupCreated FMulticastInlineDelegate 0x738
AFortPlayerController::OnViewTargetChanged FMulticastInlineDelegate 0x778
AFortPlayerController::OnInputFiltered FMulticastInlineDelegate 0x788
AFortPlayerController::bAllowPcbBenefits bool 0x7a4
AFortPlayerController::OnFortPawnChangedEvent FMulticastInlineDelegate 0x7a8
AFortPlayerController::OnControllerComponentAttachedEvent FMulticastInlineDelegate 0x7b8
AFortPlayerController::bInPossession bool 0x861
AFortPlayerController::AircraftInputComponent UInputComponent* 0x8b0
AFortPlayerController::MiniMapInputComponent UFortMiniMapInputComponent* 0x8b8
AFortPlayerController::SkydiveMusicAudioComp UAudioComponent* 0x8c0
AFortPlayerController::bAssignedStartSpawn : 1 char 0x8c8
AFortPlayerController::bReadyToStartMatch : 1 char 0x8c8
AFortPlayerController::bClientPawnIsLoaded : 1 char 0x8c8
AFortPlayerController::bHasInitiallySpawned : 1 char 0x8c8
AFortPlayerController::bIsBeingKicked : 1 char 0x8c8
AFortPlayerController::bIsDisconnecting : 1 char 0x8c8
AFortPlayerController::bFailedToRespawn : 1 char 0x8c8
AFortPlayerController::SpawnLoc FVector 0x8cc
AFortPlayerController::NumPreviousSpawns int32_t 0x8d8
AFortPlayerController::bCanSpectateBot bool 0x8dc
AFortPlayerController::OnBlueprintReadyCheckCompleted FMulticastInlineDelegate 0x8e0
AFortPlayerController::OnDelayForPreServerTransitionAnimationEvent FMulticastInlineDelegate 0x900
AFortPlayerController::SimpleLoadingScreenSoundMix USoundMix* 0x928
AFortPlayerController::RegisteredPartnerId FString 0x940
AFortPlayerController::RegisteredPartnerTag FGameplayTag 0x950
AFortPlayerController::ManagedAIs TArray<AFortAIPawn*> 0x958
AFortPlayerController::MyFortPawn AFortPlayerPawn* 0x968
AFortPlayerController::MyFortPawnBeforeTakeoverOfScriptedPawn AFortPlayerPawn* 0x970
AFortPlayerController::ScriptedPawnControllerBeforeTakeover AController* 0x978
AFortPlayerController::bHasClientFinishedLoading bool 0x980
AFortPlayerController::bHasServerFinishedLoading bool 0x981
AFortPlayerController::TimeStartedWaiting float 0x984
AFortPlayerController::TimeFinishedNavigationBuild float 0x988
AFortPlayerController::MaterialParameterCollection UMaterialParameterCollection* 0x990
AFortPlayerController::bLoadingScreenDropped bool 0x9a1
AFortPlayerController::PendingSpectatorLocation FVector 0x9a4
AFortPlayerController::ActorUnderReticle TWeakObjectPtr<AActor> 0x9b0
AFortPlayerController::AutoFireReticleTarget TWeakObjectPtr<AActor> 0x9b8
AFortPlayerController::AutofireTimerHandle FTimerHandle 0x9c0
AFortPlayerController::WeakspotUnderReticle TWeakObjectPtr<ABuildingWeakSpot> 0x9d0
AFortPlayerController::ActiveWeakSpots TArray<FBuildingWeakSpotData> 0x9d8
AFortPlayerController::IdleKickLastTimeActive float 0x9e8
AFortPlayerController::LastTimeActive float 0x9ec
AFortPlayerController::bRevertPlayerListenerChange bool 0xa10
AFortPlayerController::VehicleInputComponent UInputComponent* 0xa30
AFortPlayerController::bHoldingPrimaryFireFromTouch bool 0xa38
AFortPlayerController::bSupportNextPieceAssist bool 0xa39
AFortPlayerController::bAutoBuildForTrapPlacement bool 0xa3a
AFortPlayerController::bAutoBuildForFloorTrapPlacement bool 0xa3b
AFortPlayerController::bAutoBuildForWallTrapPlacement bool 0xa3c
AFortPlayerController::bAutoBuildForCeilingTrapPlacement bool 0xa3d
AFortPlayerController::bNoControllerLighting bool 0xa3e
AFortPlayerController::ReturnToMainMenuTimeoutDelay float 0xa40
AFortPlayerController::OnQuestObjectiveStateChanged FMulticastInlineDelegate 0xa48
AFortPlayerController::LastDamager AFortPlayerController* 0xa70
AFortPlayerController::LastFallInstigator AFortPlayerController* 0xa80
AFortPlayerController::LastDamagerCreditThresholdDropElim float 0xa8c
AFortPlayerController::LastDamagerCreditThresholdSelfElim float 0xa90
AFortPlayerController::LastDamagerCreditThresholdStormElim float 0xa94
AFortPlayerController::bGiveLastDamagerElimCreditOnDrop bool 0xa98
AFortPlayerController::bGiveLastDamagerElimCreditOnSelfDamage bool 0xa99
AFortPlayerController::bGiveLastDamagerElimCreditOnStormDamage bool 0xa9a
AFortPlayerController::OnMcpProfilesInitializedEvent FMulticastInlineDelegate 0xae8
AFortPlayerController::OnEnterVehicleDriver FMulticastInlineDelegate 0xc88
AFortPlayerController::OnEnterVehiclePassenger FMulticastInlineDelegate 0xc98
AFortPlayerController::OnExitVehicle FMulticastInlineDelegate 0xca8
AFortPlayerController::OnFullyExitVehicle FMulticastInlineDelegate 0xcb8
AFortPlayerController::OnVehicleAbilitiesRemoved FMulticastInlineDelegate 0xcc8
AFortPlayerController::OnTetherChanged FMulticastInlineDelegate 0xcd8
AFortPlayerController::bHoldingObject : 1 char 0xd20
AFortPlayerController::DBNOCarryInputComponent UInputComponent* 0xd28
AFortPlayerController::HeldObjectsInputComponent UInputComponent* 0xd30
AFortPlayerController::bSprintWasCancelledByReload : 1 char 0xd80
AFortPlayerController::bWantsToSprint : 1 char 0xd80
AFortPlayerController::bAutoRunOn : 1 char 0xd80
AFortPlayerController::bUseHoldToSwapPickup : 1 char 0xd80
AFortPlayerController::bSprintCancelsReload : 1 char 0xd80
AFortPlayerController::bSprintByDefault : 1 char 0xd80
AFortPlayerController::bSprintToggleable : 1 char 0xd80
AFortPlayerController::bHoldingSprint : 1 char 0xd80
AFortPlayerController::bTargetingToggleable : 1 char 0xd81
AFortPlayerController::bTargetingToggleableWithTouch : 1 char 0xd81
AFortPlayerController::bMovementDisabledDueToCancellableAction : 1 char 0xd81
AFortPlayerController::bIsPlayerActivelyMoving : 1 char 0xd81
AFortPlayerController::bPlaceHeldObjectPressed : 1 char 0xd81
AFortPlayerController::InMovementCancellableAction int32_t 0xd84
AFortPlayerController::bAllowHoldForAmmoCrafting bool 0xd88
AFortPlayerController::bIsClientTimingOut bool 0xd89
AFortPlayerController::ClientTimeoutBlockInputTime float 0xd8c
AFortPlayerController::LastMoveInputFrame uint64_t 0xd98
AFortPlayerController::LastPressGamepadSprintTime float 0xda0
AFortPlayerController::bAutoRunWasHoldingForward bool 0xda4
AFortPlayerController::bAtNameBaseScreen bool 0xda5
AFortPlayerController::OnSetFirstPersonCamera FMulticastInlineDelegate 0xda8
AFortPlayerController::CinematicCameraClassOverride UFortCinematicCamera* 0xe28
AFortPlayerController::AFortPlayerController::bOnPressExecuteJetpack bool 0xe30
AFortPlayerController::bShowHitMarkersForFriendlyFire bool 0xe50
AFortPlayerController::bServerSideHitMarkers bool 0xe51
AFortPlayerController::OnUiChoiceCompleted FMulticastInlineDelegate 0xe68
AFortPlayerController::OnRegainedFocus FMulticastInlineDelegate 0xe78
AFortPlayerController::OnOpenVoteDialog FMulticastInlineDelegate 0xe88
AFortPlayerController::bGamepadAbilityPending bool 0x113c
AFortPlayerController::bForceAllowCursorMode bool 0x113d
AFortPlayerController::bForceAllowCameraMode bool 0x113e
AFortPlayerController::bSuppressEventNotifications bool 0x1140
AFortPlayerController::LastSpotTime float 0x11b0
AFortPlayerController::CurrentMarks TArray<TWeakObjectPtr<AFortMarkActor>> 0x11c0
AFortPlayerController::LoopingUIFeedbackComponents TMap<FName, UAudioComponent*> 0x11d0
AFortPlayerController::PreviewAbility UFortGameplayAbility* 0x1220
AFortPlayerController::IntensityGraphInfo FAIDirectorDebugInfo 0x1240
AFortPlayerController::PIDValuesGraphInfo FAIDirectorDebugInfo 0x1268
AFortPlayerController::PIDContributionsGraphInfo FAIDirectorDebugInfo 0x1290
AFortPlayerController::AIDirectorDataManager AFortAIDirectorDataManager* 0x12b8
AFortPlayerController::MusicManager AFortMusicManager* 0x12c0
AFortPlayerController::OnBuildPreviewMarkerVisibilityChanged FMulticastInlineDelegate 0x12c8
AFortPlayerController::OnWeakSpotReset FMulticastInlineDelegate 0x12d8
AFortPlayerController::bUsePredictedBuildingActors bool 0x12f8
AFortPlayerController::bRegisterPredictedBuildingActorsWithGrid bool 0x12f9
AFortPlayerController::bPredictedBuildingWallsHaveNoCollision bool 0x12fa
AFortPlayerController::PredictedActorLifespan float 0x12fc
AFortPlayerController::PredictedBuildingSMActors TArray<ABuildingSMActor*> 0x1300
AFortPlayerController::BuildPreviewModeInputComponent UInputComponent* 0x1490
AFortPlayerController::BuildPreviewMarker ABuildingPlayerPrimitivePreview* 0x1498
AFortPlayerController::BuildPreviewMarkerExtraPiece ABuildingPlayerPrimitivePreview* 0x14a0
AFortPlayerController::bAllowBuildingPreviewAutoRotation bool 0x14e0
AFortPlayerController::bRequireTraceToExistingBuildingToSetContext bool 0x14e1
AFortPlayerController::bAllowTraceToExistingBuildingToSetContextToRedirectToBlockingBuilding bool 0x14e2
AFortPlayerController::AFortPlayerController::bRequireTraceToExistingBuildingToSetContextExcludeCurrentContext bool 0x14e3
AFortPlayerController::TargetedBuilding ABuildingActor* 0x15a8
AFortPlayerController::TargetedVehicle AActor* 0x15b0
AFortPlayerController::ContextualConversionClass ABuildingSMActor* 0x15b8
AFortPlayerController::StartUpgradeSound TSoftObjectPtr<USoundBase> 0x15c0
AFortPlayerController::HighlightedPrimaryBuildings TArray<ABuildingActor*> 0x15e8
AFortPlayerController::HighlightedInteractionBuildings TArray<ABuildingActor*> 0x15f8
AFortPlayerController::AFortPlayerController::HighlightedPrimaryBuilding TWeakObjectPtr<ABuildingActor> 0x1608
AFortPlayerController::BuildPreviewMarkerParentMaterial TSoftObjectPtr<UMaterialInterface> 0x1610
AFortPlayerController::BuildPreviewMarkerMIDs TArray<UMaterialInstanceDynamic*> 0x1638
AFortPlayerController::BuildPreviewRotationIterations char 0x1648
AFortPlayerController::bBuildPreviewMirrored : 1 char 0x164c
AFortPlayerController::BuildPreviewMarkerOptionalAdjustment EFortBuildPreviewMarkerOptionalAdjustment 0x1650
AFortPlayerController::bBuildFree : 1 char 0x1654
AFortPlayerController::bCraftFree : 1 char 0x168c
AFortPlayerController::CurrentCostInfoType EFortCostInfoTypes 0x1690
AFortPlayerController::CurrentBuildableClass ABuildingSMActor* 0x1698
AFortPlayerController::PreviousBuildableClass ABuildingSMActor* 0x16a0
AFortPlayerController::CurrentResourceLevel EFortResourceLevel 0x16a8
AFortPlayerController::CurrentResourceType EFortResourceType 0x16a9
AFortPlayerController::LastBuildableStateData[0xc] FLastBuildableState 0x16b0
AFortPlayerController::QueuedDamageNumbers TArray<FFortDamageNumberInfo> 0x1780
AFortPlayerController::DamageNumbersActor AFortDamageNumbersActor* 0x1790
AFortPlayerController::EditModeInputComponent UInputComponent* 0x1798
AFortPlayerController::EditBuildingActor ABuildingSMActor* 0x17a0
AFortPlayerController::EditModeDistance float 0x17a8
AFortPlayerController::LastBuildPreviewGridSnapLoc FVector 0x17ac
AFortPlayerController::LastBuildPreviewGridSnapRot FRotator 0x17b8
AFortPlayerController::LastBuildPreviewGridSnapCentroid FVector 0x17c4
AFortPlayerController::PickerInputComponent UInputComponent* 0x17d0
AFortPlayerController::TrapPickerDecoHelper AFortDecoHelper* 0x17d8
AFortPlayerController::TouchEditResults TArray<FHitResult> 0x17e0
AFortPlayerController::bBuildingPlacementTraceSkipInitialPenetrationOfBuildingSMActor bool 0x17f1
AFortPlayerController::bBuildingPlacementTraceSkipInitialPenetrationOfStaticMesh bool 0x17f2
AFortPlayerController::ClientQuickBars AFortQuickBars* 0x1838
AFortPlayerController::RecentlyRemovedQuickbarInfo TArray<FRecentlyRemovedQuickbarInfo> 0x1848
AFortPlayerController::DelayedQuickBarActions FDelayedQuickBarActionContainer 0x18a8
AFortPlayerController::ClientProcessedQuickBarActions TSet<uint32_t> 0x19c8
AFortPlayerController::bShouldForceDeleteDroppedItems bool 0x1a18
AFortPlayerController::QueuedItemsToDrop FQueuedItemsToDropViaPickup 0x1a40
AFortPlayerController::bAutoEquipBetterItems : 1 char 0x1ae8
AFortPlayerController::WorldInventory AFortInventory* 0x1af0
AFortPlayerController::OutpostInventory AFortInventory* 0x1af8
AFortPlayerController::ViewTargetInventory AFortInventory* 0x1b00
AFortPlayerController::bHasInitializedWorldInventory : 1 char 0x1b54
AFortPlayerController::bHasInitializedHeroInventory : 1 char 0x1b54
AFortPlayerController::bAccountInventoryWasUpdated : 1 char 0x1b54
AFortPlayerController::bForceWorldInventoryUpdate : 1 char 0x1b54
AFortPlayerController::bIsSavingGadgetLoadout : 1 char 0x1b54
AFortPlayerController::BotPilot UFortClientPilot_Base* 0x1bf0
AFortPlayerController::BotManager UFortClientBotManager* 0x1c10
AFortPlayerController::ClientBotManagerClass UFortClientBotManager* 0x1c20
AFortPlayerController::CosmeticLoadoutPC FFortAthenaLoadout 0x1c40
AFortPlayerController::LocalPawnCustomizationAssetLoader UFortCustomizationAssetLoader* 0x1d90
AFortPlayerController::bDropWeaponsDuringAllMissionStates bool 0x1db0
AFortPlayerController::LatestRewardReport FFortRewardReport 0x1dd0
AFortPlayerController::MyPlayerInfo UFortRegisteredPlayerInfo* 0x1e40
AFortPlayerController::UpdatedObjectiveStats TArray<FFortUpdatedObjectiveStat> 0x1e48
AFortPlayerController::bHasUnsavedPrimaryMissionProgress bool 0x1e58
AFortPlayerController::StatManager UStatManager* 0x1e98
AFortPlayerController::HeartbeatManager UHeartbeatManager* 0x1ea0
AFortPlayerController::StatEventManager UFortStatEventManager* 0x1ea8
AFortPlayerController::CachedPersistentGameplayStats FFortPersistentGameplayStatContainer 0x1eb0
AFortPlayerController::LastEmotePlayed UFortMontageItemDefinitionBase* 0x1ed0
AFortPlayerController::EmoteUsageCounts TMap<UFortMontageItemDefinitionBase*, int32_t> 0x1ed8
AFortPlayerController::AnalyticsBuildingWallTooLowLocations TArray<FVector> 0x1f28
AFortPlayerController::NearbyEmotingPawns TSet<AFortPlayerPawn*> 0x1f38
AFortPlayerController::NearbyEmotingPawnCount TMap<FName, int32_t> 0x1f88
AFortPlayerController::McpProfileGroup UMcpProfileGroup* 0x1fd8
AFortPlayerController::CommonPublicMcpProfile UFortMcpProfileCommonPublic* 0x1fe0
AFortPlayerController::CommonCoreMcpProfile UFortMcpProfileCommonCore* 0x1fe8
AFortPlayerController::MainMcpProfile UFortMcpProfileCampaign* 0x1ff0
AFortPlayerController::AthenaProfile UFortMcpProfileAthena* 0x1ff8
AFortPlayerController::MetadataProfile UFortMcpProfileMetadata* 0x2000
AFortPlayerController::CreativeModeProfile UFortMcpProfileCreative* 0x2008
AFortPlayerController::TutorialCompletedState EFortPCTutorialCompletedState 0x2010
AFortPlayerController::bShouldReceiveCriticalMatchBonus bool 0x2048
AFortPlayerController::OnPlayerChangedBuildMode FMulticastInlineDelegate 0x2050
AFortPlayerController::OnAutoRunEnabled FMulticastInlineDelegate 0x2060
AFortPlayerController::VoiceInputSourceEffectPresetChain USoundEffectSourcePresetChain* 0x21d0
AFortPlayerController::LocationUnderReticle FVector 0x226c
AFortPlayerController::bUsePickers : 1 char 0x2278
AFortPlayerController::bInfiniteMagazine : 1 char 0x2278
AFortPlayerController::bNoCoolDown : 1 char 0x2278
AFortPlayerController::bInfiniteDurability : 1 char 0x2278
AFortPlayerController::bInfiniteConsumables : 1 char 0x2278
AFortPlayerController::bVoiceChatPTTTransmit : 1 char 0x2278
AFortPlayerController::bEnableVoiceChatPTT : 1 char 0x2278
AFortPlayerController::bInfiniteAmmo : 1 char 0x2278
AFortPlayerController::bCheatFly : 1 char 0x2279
AFortPlayerController::bEnableShotLogging : 1 char 0x2279
AFortPlayerController::bIsNearActiveEncounters : 1 char 0x2279
AFortPlayerController::bCheatGhost : 1 char 0x2279
AFortPlayerController::bPickerEnabled : 1 char 0x2279
AFortPlayerController::bPickerOpen : 1 char 0x2279
AFortPlayerController::OverriddenBackpackSize int32_t 0x227c
AFortPlayerController::CurrentReplaySpotLight AFortReplayMovableSpotLight* 0x2280
AFortPlayerController::AimHelpMode uint32_t 0x2288
AFortPlayerController::JumpStaminaCost EFortJumpStaminaCost 0x228c
AFortPlayerController::CameraPrototypeName FName 0x2290
AFortPlayerController::bHideHudEnglishText bool 0x22c0
AFortPlayerController::bAutoChangeMaterial bool 0x22c1
AFortPlayerController::bServerAutoChangeMaterial bool 0x22c2
AFortPlayerController::bPeripheralLightingEnabled bool 0x22c3
AFortPlayerController::bRudderControlEnabled bool 0x22c4
AFortPlayerController::RudderDeadZone float 0x22c8
AFortPlayerController::RudderMaxThrottle float 0x22cc
AFortPlayerController::ActiveSprayInstances TArray<AFortSprayDecalInstance*> 0x22d0
AFortPlayerController::ActiveToyInstances TArray<AActor*> 0x22e0
AFortPlayerController::ToySummonCounts TMap<UObject*, int32_t> 0x22f0
AFortPlayerController::bSyncPeripheralLightingWithEmoteMusic bool 0x2340
AFortPlayerController::bPushEmoteAudioDataToCosmeticMaterials bool 0x2341
AFortPlayerController::LastEmoteMusicFFT100hz float 0x2344
AFortPlayerController::LastEmoteMusicFFT2000hz float 0x2348
AFortPlayerController::EmoteMusicBeatThreshold float 0x234c
AFortPlayerController::EmoteMusicEnvelopeBeatCount float 0x2350
AFortPlayerController::bZeroingCameraRoll bool 0x24b8
AFortPlayerController::bTryPickupSwap bool 0x24b9
AFortPlayerController::bClientSideEditPrediction bool 0x24ba
AFortPlayerController::ClientSideEditPredictionTimeout float 0x24bc
AFortPlayerController::PendingEnterEditModeActor ABuildingSMActor* 0x24c8
AFortPlayerController::RandomCharacterIndex int32_t 0x24d0
AFortPlayerController::AntiAddictionPlayTimeMultiplier float 0x24d4
AFortPlayerController::bUsesWidgetForFPSDisplay bool 0x24d8
AFortPlayerController::bShowFPS bool 0x24d9
AFortPlayerController::OnShowFPSChange FMulticastInlineDelegate 0x24e0
AFortPlayerController::bShowTemperature bool 0x24f0
AFortPlayerController::OnShowTemperatureChange FMulticastInlineDelegate 0x24f8
AFortPlayerController::LockOnInfo FLockOnInfo 0x2554
AFortPlayerController::bLockPrimaryInputMethodToMouse bool 0x258c
AFortPlayerController::IndicatorManager UFortIndicatorManager* 0x25a0
AFortPlayerController::bFinalXPUpdateFailed bool 0x25b8
AFortPlayerController::TestUserWidget UUserWidget* 0x25c0
AFortPlayerController::PreviousStasisMode EFortPawnStasisMode 0x25c8
AFortPlayerController::BattleMapSpectatorClass ABattleMapPawnLive* 0x25d0
AFortPlayerController::bReleaseBuildingContextOnPlace bool 0x25f5
AFortPlayerController::TurboPlaceFirstInterval float 0x25f8
AFortPlayerController::TurboPlaceInterval float 0x25fc
AFortPlayerController::bCreativeTurboDelete bool 0x2600
AFortPlayerController::TurboDeleteFirstInterval float 0x2604
AFortPlayerController::TurboDeleteInterval float 0x2608
AFortPlayerController::bTurboBuild bool 0x260d
AFortPlayerController::TurboBuildFirstInterval float 0x2610
AFortPlayerController::TurboBuildRequestFailedInterval float 0x2614
AFortPlayerController::TurboBuildInterval float 0x2618
AFortPlayerController::FortControllerComponent_Telemetry UFortControllerComponent_Telemetry* 0x2628
AFortPlayerController::InventoryNetworkManagementComponent UFortControllerComponent_InventoryNetworkManagement* 0x2630
AFortPlayerController::InteractionComponent UFortControllerComponent_Interaction* 0x2638
AFortPlayerController::QuickEditComponent UFortControllerComponent_QuickEdit* 0x2640
AFortPlayerController::SmartBuildComponent UFortControllerComponent_SmartBuild* 0x2648
AFortPlayerController::CollectionsComponent UFortControllerComponent_Collections* 0x2650
AFortPlayerController::PendingExecuteInventoryItemHandle FItemVariantHandle 0x2658
AFortPlayerController::QuickHealItemPickerClass UQuickHealItemPicker* 0x2688
AFortPlayerController::OnPlayerSpawnedBuildingActor FMulticastInlineDelegate 0x2690
AFortPlayerController::MeshParentIds TArray<FString> 0x26a0
AFortPlayerController::OnToggleFullscreenMap FMulticastInlineDelegate 0x26b0
AFortPlayerController::ForcedInputRotationSpeed float 0x27a8
AFortPlayerController::PendingClientRestartPawn APawn*
Adding More Soon
```
@@ -0,0 +1,23 @@
Project Path: arc_gmh5225_fortnite-virtual-offsets_g8el5fvj
Source Tree:
```txt
arc_gmh5225_fortnite-virtual-offsets_g8el5fvj
└── vitual offsets.txt
```
`vitual offsets.txt`:
```txt
GetPlayerViewPoint -> 0x7A8
SetControlRotation -> 0x718
GetCameraLocation -> 0x7B8
GetCameraRotation -> 0x7B0
ProcessEvent -> 0x4D
GetViewPoint -> 0x2D8
GetFOVAngle -> 0x770
LineOfSightTo -> 0x728
```
File diff suppressed because it is too large Load Diff
+83
View File
@@ -0,0 +1,83 @@
Project Path: arc_masterpastaa_AutoOffsets_ine0mas8
Source Tree:
```txt
arc_masterpastaa_AutoOffsets_ine0mas8
├── README.md
└── library.cpp
```
`README.md`:
```md
# AutoOffsets
AutoOffsets is a software that automatically get the lastest offsets of Fortnite from a database
<div align="center">
<img src="https://cdn.discordapp.com/attachments/931603773627977789/945400989412884480/unknown.png"/>
<img src="https://cdn.discordapp.com/attachments/931603773627977789/945400930864623636/unknown.png"/>
</div>
# HOW TO USE
Just run the software and have fun. Contact me on discord if you have any trouble using it, masterpasta#9607.
# API USAGE
```lua
local Response = syn.request({
Url = "https://fortnitereversal.xyz/index?apikey=d41d8cd98f00b204e9800998ecf8427e&offset_class=???",
Method = "GET"
})
print(Response.Body)
```
https://fortnitereversal.xyz/
# INFORMATIONS
i will maybe release the source soon.
```
`library.cpp`:
```cpp
// USING Wininet SYSTEM TO READ INFORMATIONS
HINTERNET user_agent = InternetOpenA("Mozilla/5.0", INTERNET_OPEN_TYPE_DIRECT, NULL, NULL, NULL);
HINTERNET content_url;
string ret_network;
string replaceAll(string base, const string& search,
const string& replace) {
size_t pos = 0;
while ((pos = base.find(search, pos)) != string::npos) {
base.replace(pos, search.length(), replace);
pos += replace.length();
}
return base;
}
string read_data(string URL) {
if (user_agent) {
content_url = InternetOpenUrlA(user_agent, URL.c_str(), NULL, NULL, NULL, NULL);
if (content_url) {
char buffer[2000];
DWORD bytesRead;
do {
InternetReadFile(content_url, buffer, 2000, &bytesRead);
ret_network.append(buffer, bytesRead);
memset(buffer, 0, 2000);
} while (bytesRead);
InternetCloseHandle(user_agent);
InternetCloseHandle(content_url);
string p = replaceAll(ret_network, "|n", "\r\n");
return p;
}
}
InternetCloseHandle(user_agent);
string p = replaceAll(ret_network, "|n", "\r\n");
return p;
}
```