Memory Offsets
UWorld
0x1895DE60
UWorldXorKey
0xCF76574CULL
GNames
0x18814B40
GObjects
0x188EF210
GObjectsCount
0x188EF220
GEngine
0x1895F6B8
LocalPlayers
0x38
PlayerController
0x30
PlayerCameraManager
0x368
AcknowledgedPawn
0x358
PlayerState
0x2D0
TeamIndex
0x1211
InitialSquadSize
0x1a00
bIsDying
0x728
bIsDBNO
0x841
bIsABot
0x2BA
Platform
0x440
TargetedFortPawn
0x1840
KillScore
0x1228
RebootCount
0x1894
PlayerName
0xA08
PlayerNamePrivate
0x348
RankedProgress
0xD8
SeasonLevelUIDisplay
0x122c
OwningGameInstance
0x248
GameState
0x1d0
PlayerArray
0x2C8
PersistentLevel
0x40
Levels
0x1e8
AActor
0x48
RootComponent
0x1B0
PawnPrivate
0x328
VIEWPORT_CLIENT
0xAE0
VIEWPORT_UWORLD
0x78
Mesh
0x330
BoneArray
0x628
BoneCache
0x638
ComponentToWorld
0x1E0
RelativeLocation
0x140
RelativeRotation
0x158
ComponentVelocity
0x188
OverlappingBuildings
0x1df8
LastRenderTime
0x330
MESH_LAST_RENDER_TIME
0x330
CameraLocation
0x180
CameraRotation
0x190
CameraFOV
0x3b4
CAMERA_LOCATION
0x170
CAMERA_ROTATION
0x180
UVIEWSTATE_FPV_RADIANS
0x740
UVIEWSTATE_MPROJECTION
0x940
CurrentWeapon
0x990
WeaponData
0x6A0
WeaponOffsetCorrection
0x26c0
AdditionalAimOffset
0x2690
AmmoCount
0x1184
ProjectileSpeed
0x238C
ProjectileGravity
0x23C0
TargetSourceOffset
0x10f8
TargetSourceOffsetWhileTargeting
0x1128
TargetSourceOffsetWhileCrouched
0x1110
bTraceThroughWorld
0x10d9
CurrentVehicle
0x2d20
HabaneroComponent
0x948
Spectators
0xAB0
SpectatorArray
0x108
Tier
0xaa
ItemName
0x38
DELTA_TIME_SECONDS
0x88C
TIME_SECONDS
0x868
Code Snippets
UWorld Decryption
// UWorld Decryption Method 1
inline uint64_t Decrypt_Uworld(uint64_t Pointer)
{
Pointer ^= 0xCF76574CULL;
Pointer = std::rotl(Pointer, 48);
Pointer = ~Pointer;
return Pointer;
}
// UWorld Decryption Method 2
static inline uintptr_t DecryptUworld(uint64_t v)
{
return (uintptr_t)((uint64_t)((_rotl64((uint64_t)v, 5) ^ 0x165D340ULL) * 0x24042FF8A5B240D7ULL - 0x235CE507FE35F6B5ULL));
}
// Example Usage
uintptr_t EncryptedUWorld = Driver->read<uintptr_t>(Driver->BaseAddress + offsets::UWorld);
uintptr_t DecryptedUWorld = DecryptUworld(EncryptedUWorld);
uintptr_t UWorld = DecryptedUWorld;Visibility Check
inline bool is_visible(uintptr_t mesh)
{
auto delta_time_seconds = driver.Read<float>(Addresses::UWorld + 0x88C);
auto time_seconds = driver.Read<double>(Addresses::UWorld + 0x868);
auto last_render_time = driver.Read<float>(mesh + 0x330);
auto time_since = time_seconds - last_render_time;
auto render_time_threshold = fmaxf(0.06f, delta_time_seconds + 0.000099999997f);
return time_since <= render_time_threshold;
}Credits
Dumped by SnipeHype200 (frenchbulldogs)
Usage
- • Click any offset to copy its value
- • Use search to filter offsets
- • Expand/collapse categories as needed