**++Fortnite+Release-41.30-CL-56430492-Windows | 8/5/2026
// Module base + RVA. GWorld is encoded — use decrypt_world().
struct engine {
inline static constexpr uintptr_t GWorld = 0x1A73C8B0; // encoded — see decrypt_world()
inline static constexpr uintptr_t GEngine = 0x1A73E298;
inline static constexpr uintptr_t GNames = 0x1A5EF440;
inline static constexpr uintptr_t ProcessEvent = 0x00133316; // function RVA
};
// GObjects (encrypted — see gobjects decoder below)
struct signatures {
uintptr_t g_objects = 0x1A5E2DC8; // encrypted chunk table base
uintptr_t g_objects_count = 0x1A5E2DD8; // encrypted object count
};
// GWorld is stored encoded: subtract 25199075, rotate-left 13, XOR 0x30A8E859.
// Fallback if this ever breaks: GEngine -> GameViewport.World.
inline uintptr_t decrypt_world()
{
std::uint64_t encoded = driver->read<std::uint64_t>(driver->module_base + 0x1A73C8B0);
std::uintptr_t world = static_cast<std::uintptr_t>(
std::rotl(encoded - 25199075ULL, 13) ^ 0x30A8E859ULL
);
return world ? world : 0;
}
struct gworld_crypto {
uintptr_t rva = 0x1A73C8B0;
uint64_t sub = 25199075ULL; // 0x01807C63
uint32_t rol_amt = 13;
uint64_t xor_key = 0x30A8E859ULL;
// fallback chain: GEngine (0x1A73E298) -> GameViewport -> World
};
// Encrypted FUObjectArray-style access for this CL.
// Requires: BaseAddress, g_shared->readm<T>(addr)
class gobjects
{
public:
std::uintptr_t g_objects_off = 0x1A5E2DC8u;
std::uintptr_t g_objects_count_off = 0x1A5E2DD8u;
static inline uint32_t rol32(uint32_t v, unsigned int c)
{
c &= 31;
return (v << c) | (v >> ((32 - c) & 31));
}
static inline uint64_t rol64(uint64_t v, unsigned int c)
{
c &= 63;
return (v << c) | (v >> ((64 - c) & 63));
}
std::uint32_t count()
{
const auto encrypted_count = g_shared->readm<std::uint32_t>(BaseAddress + g_objects_count_off);
const auto decoded = static_cast<std::int32_t>(
rol32(encrypted_count - 24734890u, 29) ^ 0xC2686E42u);
return decoded > 0 ? static_cast<std::uint32_t>(decoded) : 0u;
}
std::uintptr_t by_index(std::uint32_t index)
{
const auto encrypted_base = g_shared->readm<std::uint64_t>(BaseAddress + g_objects_off);
const auto chunk_table = rol64(encrypted_base - 28021308ull, 16) ^ 0x7B98734Cull;
const auto chunk = g_shared->readm<std::uintptr_t>(chunk_table + 8ull * (index >> 16));
if (!chunk)
return 0;
const auto item = chunk + 24ull * static_cast<std::uintptr_t>(static_cast<std::uint16_t>(index));
const auto item_value = g_shared->readm<std::uint64_t>(item);
if ((item_value & 0x1020000000000000ull) != 0u)
return 0;
const auto encrypted_ptr = g_shared->readm<std::uint32_t>(item + 16);
const auto decoded_ptr = rol32(encrypted_ptr - 24734890u, 29) ^ 0xFF8C3AB7u;
return (static_cast<std::uint64_t>(decoded_ptr) | (item_value & 0x3FFF00000000ull)) << 3;
}
};
inline std::unique_ptr<gobjects> g_objects = std::make_unique<gobjects>();
struct gobjects_crypto {
// count / low ptr
uint32_t sub32 = 24734890u; // 0x01796C2A
uint32_t rol32_amt = 29;
uint32_t count_xor = 0xC2686E42u;
uint32_t ptr_xor = 0xFF8C3AB7u;
// chunk table base
uint64_t sub64 = 28021308ull; // 0x01AB9A1C
uint32_t rol64_amt = 16;
uint64_t table_xor = 0x7B98734Cull;
// item layout
uint64_t chunk_stride = 8; // index >> 16
uint64_t item_stride = 24; // low 16 bits of index
uint64_t item_flags_mask = 0x1020000000000000ull; // invalid if set
uint64_t high_bits_mask = 0x3FFF00000000ull;
uint32_t ptr_shift = 3; // << 3 after recombine
};
// High-signal offsets from dump - parents hold inherited layout
struct fn_esp_quick {
uintptr_t UWorld_PersistentLevel = 0x38; // Level*
uintptr_t UWorld_GameState = 0x1C8; // GameStateBase*
uintptr_t UWorld_OwningGameInstance = 0x240; // GameInstance*
uintptr_t UWorld_Levels = 0x1E0; // FString
uintptr_t UWorld_NetDriver = 0x40; // NetDriver*
uintptr_t ULevel_ActorCluster = 0xE8; // LevelActorContainer*
uintptr_t ULevel_OwningWorld = 0xC8; // World*
uintptr_t ULevel_WorldSettings = 0x2C0; // WorldSettings*
uintptr_t ULevelActorContainer_Actors = 0x28; // FString
uintptr_t UGameInstance_LocalPlayers = 0x38; // FString
uintptr_t UPlayer_PlayerController = 0x30; // PlayerController*
uintptr_t ULocalPlayer_ViewportClient = 0x78; // GameViewportClient*
uintptr_t ULocalPlayer_ControllerId = 0xE8; // int32_t
uintptr_t AActor_RootComponent = 0x1B0; // SceneComponent*
uintptr_t AActor_Owner = 0x158; // Actor*
uintptr_t AActor_Instigator = 0x198; // Pawn*
uintptr_t AActor_ReplicatedMovement = 0xD0; // RepMovement
uintptr_t AActor_CustomTimeDilation = 0x68; // float
uintptr_t APlayerController_Player = 0x310; // player*
uintptr_t APlayerController_AcknowledgedPawn = 0x318; // Pawn*
uintptr_t APlayerController_PlayerCameraManager = 0x328; // PlayerCameraManager*
uintptr_t APlayerController_MyHUD = 0x320; // HUD*
uintptr_t AController_PlayerState = 0x278; // PlayerState*
uintptr_t AController_Pawn = 0x2B0; // Pawn*
uintptr_t AController_Character = 0x2C0; // Character*
uintptr_t AController_ControlRotation = 0x2E8; // Rotator
uintptr_t APawn_PlayerState = 0x290; // PlayerState*
uintptr_t APawn_Controller = 0x2A0; // Controller*
uintptr_t ACharacter_Mesh = 0x2F0; // SkeletalMeshComponent*
uintptr_t ACharacter_CharacterMovement = 0x2F8; // CharacterMovementComponent*
uintptr_t ACharacter_CapsuleComponent = 0x300; // CapsuleComponent*
uintptr_t ACharacter_BasedMovement = 0x308; // BasedMovementInfo
uintptr_t ACharacter_CrouchedEyeHeight = 0x42C; // float (bIsCrouched is bitfield / not dumped)
uintptr_t USceneComponent_RelativeLocation = 0x140; // Vector
uintptr_t USceneComponent_RelativeRotation = 0x158; // Rotator
uintptr_t USceneComponent_RelativeScale3D = 0x170; // Vector
uintptr_t USceneComponent_ComponentVelocity = 0x188; // Vector
uintptr_t USceneComponent_AttachParent = 0xD0; // SceneComponent*
uintptr_t APlayerCameraManager_DefaultFOV = 0x284; // int32_t
uintptr_t APlayerCameraManager_ViewPitchMin = 0x28AC; // int32_t
uintptr_t APlayerCameraManager_ViewPitchMax = 0x28B0; // int32_t
uintptr_t APlayerCameraManager_ViewTarget = 0x300; // TViewTarget
uintptr_t APlayerCameraManager_CameraCachePrivate = 0x1590; // CameraCacheEntry
uintptr_t APlayerState_PlayerNamePrivate = 0x308; // FString
uintptr_t APlayerState_PlayerID = 0x274; // int32_t
uintptr_t APlayerState_CompressedPing = 0x278; // uint8_t
uintptr_t APlayerState_Score = 0x270; // int32_t
uintptr_t APlayerState_PawnPrivate = 0x2E8; // Pawn*
uintptr_t APlayerState_UniqueID = 0x280; // UniqueNetIdRepl
uintptr_t AGameStateBase_PlayerArray = 0x288; // FString
uintptr_t AGameStateBase_GameModeClass = 0x270; // TSubclassOf<GameModeBase>
uintptr_t AGameStateBase_ReplicatedWorldTimeSecondsDouble = 0x2A0; // int64_t
uintptr_t AGameStateBase_SpectatorClass = 0x280; // TSubclassOf<SpectatorPawn>
uintptr_t AFortPawn_CurrentWeapon = 0x998; // FortWeapon*
uintptr_t AFortPawn_PreviousWeapon = 0x9C8; // FortWeapon*
uintptr_t AFortPawn_bIsJumping = 0x990; // bool
uintptr_t AFortPawn_CurrentWeaponList = 0x9D0; // FString
uintptr_t AFortPlayerStateAthena_TeamIndex = 0xF31; // uint8_t
uintptr_t AFortPlayerStateAthena_SquadId = 0x108C; // uint8_t
uintptr_t AFortPlayerStateAthena_KillScore = 0xF48; // int32_t
uintptr_t AFortPlayerStateAthena_Place = 0xF40; // int32_t
uintptr_t AFortPlayerStateAthena_bIsDisconnected = 0x13FA; // bool
uintptr_t AFortWeapon_bIsReloadingWeapon = 0x371; // bool
uintptr_t AFortWeapon_bIsEquippingWeapon = 0x358; // bool
uintptr_t AFortWeapon_bIsChargingWeapon = 0x370; // bool
uintptr_t AFortWeapon_WeaponData = 0x630; // FortWeaponItemDefinition*
uintptr_t AFortWeapon_AmmoCount = 0x1114; // int32_t
uintptr_t AFortPickup_PrimaryPickupItemEntry = 0x368; // FortItemEntry
uintptr_t USkeletalMeshComponent_AnimScriptInstance = 0x8F8; // AnimInstance*
uintptr_t UMovementComponent_Velocity = 0xD8; // Vector (parent of CMC)
uintptr_t UCharacterMovementComponent_LastUpdateVelocity = 0x378; // Vector
uintptr_t UCharacterMovementComponent_MaxWalkSpeed = 0x278; // float
uintptr_t UCharacterMovementComponent_JumpZVelocity = 0x1A8; // int32_t
uintptr_t UCharacterMovementComponent_MovementMode = 0x231; // EMovementMode
uintptr_t UCharacterMovementComponent_GravityScale = 0x1A0; // int32_t
uintptr_t FMinimalViewInfo_Location = 0x0; // Vector
uintptr_t FMinimalViewInfo_Rotation = 0x18; // Rotator
uintptr_t FMinimalViewInfo_FOV = 0x30; // int32_t
uintptr_t FMinimalViewInfo_DesiredFOV = 0x34; // int32_t
uintptr_t FTViewTarget_Target = 0x0; // Actor*
uintptr_t FTViewTarget_POV = 0x10; // MinimalViewInfo
};
// UObject - 0 own fields (dump)
struct UObject {
// No own properties in dump (inherited only)
};
// UWorld - 41 own fields (dump)
struct UWorld {
uintptr_t PersistentLevel = 0x38; // Level* (0x8)
uintptr_t NetDriver = 0x40; // NetDriver* (0x8)
uintptr_t LineBatcher = 0x48; // LineBatchComponent* (0x8)
uintptr_t PersistentLineBatcher = 0x50; // LineBatchComponent* (0x8)
uintptr_t ForegroundLineBatcher = 0x58; // LineBatchComponent* (0x8)
uintptr_t NetworkManager = 0x60; // GameNetworkManager* (0x8)
uintptr_t PhysicsCollisionHandler = 0x68; // PhysicsCollisionHandler* (0x8)
uintptr_t PhysicsQueryHandler = 0x70; // PhysicsQueryHandler* (0x8)
uintptr_t ExtraReferencedObjects = 0x78; // FString (0x10)
uintptr_t PerModuleDataObjects = 0x88; // FString (0x10)
uintptr_t StreamingLevels = 0xA0; // FString (0x10)
uintptr_t StreamingLevelsToConsider = 0xB0; // StreamingLevelsToConsider (0x28)
uintptr_t ServerStreamingLevelsVisibility = 0xD8; // ServerStreamingLevelsVisibility* (0x8)
uintptr_t StreamingLevelsPrefix = 0xE0; // FString (0x10)
uintptr_t MakingVisibleLevels = 0x130; // FString (0x10)
uintptr_t MakingInvisibleLevels = 0x140; // FString (0x10)
uintptr_t DemoNetDriver = 0x150; // DemoNetDriver* (0x8)
uintptr_t MyParticleEventManager = 0x158; // ParticleEventManager* (0x8)
uintptr_t DefaultPhysicsVolume = 0x160; // PhysicsVolume* (0x8)
uintptr_t bAreConstraintsDirty = 0x19E; // bool (0x1)
uintptr_t NavigationSystem = 0x1B8; // NavigationSystemBase* (0x8)
uintptr_t AuthorityGameMode = 0x1C0; // GameModeBase* (0x8)
uintptr_t GameState = 0x1C8; // GameStateBase* (0x8)
uintptr_t AISystem = 0x1D0; // AISystemBase* (0x8)
uintptr_t AvoidanceManager = 0x1D8; // AvoidanceManager* (0x8)
uintptr_t Levels = 0x1E0; // FString (0x10)
uintptr_t LevelCollections = 0x1F0; // FString (0x10)
uintptr_t OwningGameInstance = 0x240; // GameInstance* (0x8)
uintptr_t ParameterCollectionInstances = 0x248; // FString (0x10)
uintptr_t CanvasForRenderingToTarget = 0x258; // canvas* (0x8)
uintptr_t CanvasForDrawMaterialToRenderTarget = 0x260; // canvas* (0x8)
uintptr_t PhysicsField = 0x2D8; // PhysicsFieldComponent* (0x8)
uintptr_t ComponentsThatNeedPreEndOfFrameSync = 0x2E0; // FString (0x10)
uintptr_t ComponentsThatNeedPreEndOfFrameSync_AsyncTick = 0x2F0; // FString (0x10)
uintptr_t ComponentsThatNeedEndOfFrameUpdate = 0x300; // FString (0x10)
uintptr_t ComponentsThatNeedEndOfFrameUpdate_AsyncTick = 0x310; // FString (0x10)
uintptr_t ComponentsThatNeedEndOfFrameUpdate_OnGameThread = 0x320; // FString (0x10)
uintptr_t ComponentsThatNeedEndOfFrameMarkRenderStateDirty = 0x330; // FString (0x10)
uintptr_t WorldComposition = 0x818; // WorldComposition* (0x8)
uintptr_t ContentBundleManager = 0x820; // ContentBundleManager* (0x8)
uintptr_t PSCPool = 0x8E8; // WorldPSCPool (0x18)
};
// ULevel - 26 own fields (dump)
struct ULevel {
uintptr_t OwningWorld = 0xC8; // World* (0x8)
uintptr_t Model = 0xD0; // Model* (0x8)
uintptr_t ModelComponents = 0xD8; // FString (0x10)
uintptr_t ActorCluster = 0xE8; // LevelActorContainer* (0x8)
uintptr_t NumTextureStreamingUnbuiltComponents = 0xF0; // int32_t (0x4)
uintptr_t NumTextureStreamingDirtyResources = 0xF4; // int32_t (0x4)
uintptr_t LevelScriptActor = 0xF8; // LevelScriptActor* (0x8)
uintptr_t NavListStart = 0x100; // NavigationObjectBase* (0x8)
uintptr_t NavListEnd = 0x108; // NavigationObjectBase* (0x8)
uintptr_t NavDataChunks = 0x110; // FString (0x10)
uintptr_t LightmapTotalSize = 0x120; // int32_t (0x4)
uintptr_t ShadowmapTotalSize = 0x124; // int32_t (0x4)
uintptr_t StaticNavigableGeometry = 0x128; // FString (0x10)
uintptr_t StreamingTextureGuids = 0x138; // FString (0x10)
uintptr_t StreamingTextures = 0x148; // FString (0x10)
uintptr_t PackedTextureStreamingQualityLevelFeatureLevel = 0x158; // int32_t (0x4)
uintptr_t LevelBuildDataId = 0x220; // Guid (0x10)
uintptr_t MapBuildData = 0x230; // MapBuildDataRegistry* (0x8)
uintptr_t LightBuildLevelOffset = 0x238; // IntVector (0xC)
uintptr_t bIsLightingScenario = 0x250; // bool (0x1)
uintptr_t bIsPartitioned = 0x253; // bool (0x1)
uintptr_t WorldSettings = 0x2C0; // WorldSettings* (0x8)
uintptr_t WorldDataLayers = 0x2C8; // WorldDataLayers* (0x8)
uintptr_t WorldPartitionRuntimeCell = 0x2D0; // WorldPartitionRuntimeCell* (0x20)
uintptr_t AssetUserData = 0x318; // FString (0x10)
uintptr_t DestroyedReplicatedStaticActors = 0x338; // FString (0x10)
};
// ULevelActorContainer - 1 own fields (dump)
struct ULevelActorContainer {
uintptr_t Actors = 0x28; // FString (0x10)
};
// UGameInstance - 3 own fields (dump)
struct UGameInstance {
uintptr_t LocalPlayers = 0x38; // FString (0x10)
uintptr_t OnlineSession = 0x48; // OnlineSession* (0x8)
uintptr_t ReferencedObjects = 0x50; // FString (0x10)
};
// ULocalPlayer - 6 own fields (dump)
struct ULocalPlayer {
uintptr_t ViewportClient = 0x78; // GameViewportClient* (0x8)
uintptr_t AspectRatioAxisConstraint = 0xB8; // EAspectRatioAxisConstraint (0x1)
uintptr_t PendingLevelPlayerControllerClass = 0xC0; // TSubclassOf<PlayerController> (0x8)
uintptr_t bSentSplitJoin = 0xC8; // bool (0x1)
uintptr_t ViewportClientOverride = 0xE0; // ScriptViewportClient* (0x8)
uintptr_t ControllerId = 0xE8; // int32_t (0x4)
};
// UPlayer - 4 own fields (dump)
struct UPlayer {
uintptr_t PlayerController = 0x30; // PlayerController* (0x8)
uintptr_t CurrentNetSpeed = 0x38; // float (0x4)
uintptr_t ConfiguredInternetSpeed = 0x3C; // float (0x4)
uintptr_t ConfiguredLanSpeed = 0x40; // float (0x4)
};
// UEngine - 265 own fields (dump)
struct UEngine {
uintptr_t TinyFont = 0x30; // Font* (0x8)
uintptr_t TinyFontName = 0x38; // SoftObjectPath (0x18)
uintptr_t SmallFont = 0x50; // Font* (0x8)
uintptr_t SmallFontName = 0x58; // SoftObjectPath (0x18)
uintptr_t MediumFont = 0x70; // Font* (0x8)
uintptr_t MediumFontName = 0x78; // SoftObjectPath (0x18)
uintptr_t LargeFont = 0x90; // Font* (0x8)
uintptr_t LargeFontName = 0x98; // SoftObjectPath (0x18)
uintptr_t SubtitleFont = 0xB0; // Font* (0x8)
uintptr_t SubtitleFontName = 0xB8; // SoftObjectPath (0x18)
uintptr_t MonospaceFont = 0xD0; // Font* (0x8)
uintptr_t MonospaceFontName = 0xD8; // SoftObjectPath (0x18)
uintptr_t AdditionalFonts = 0xF0; // FString (0x10)
uintptr_t AdditionalFontNames = 0x100; // FString (0x10)
uintptr_t ConsoleClass = 0x110; // TSubclassOf<Console> (0x8)
uintptr_t ConsoleClassName = 0x118; // SoftClassPath (0x18)
uintptr_t GameViewportClientClass = 0x130; // TSubclassOf<GameViewportClient> (0x8)
uintptr_t GameViewportClientClassName = 0x138; // SoftClassPath (0x18)
uintptr_t LocalPlayerClass = 0x150; // TSubclassOf<LocalPlayer> (0x8)
uintptr_t LocalPlayerClassName = 0x158; // SoftClassPath (0x18)
uintptr_t WorldSettingsClass = 0x170; // TSubclassOf<WorldSettings> (0x8)
uintptr_t WorldSettingsClassName = 0x178; // SoftClassPath (0x18)
uintptr_t NavigationSystemClassName = 0x190; // SoftClassPath (0x18)
uintptr_t NavigationSystemClass = 0x1A8; // TSubclassOf<NavigationSystemBase> (0x8)
uintptr_t NavigationSystemConfigClassName = 0x1B0; // SoftClassPath (0x18)
uintptr_t NavigationSystemConfigClass = 0x1C8; // TSubclassOf<NavigationSystemConfig> (0x8)
uintptr_t SceneGraphNavigationSystemOverrideClassName = 0x1D0; // SoftClassPath (0x18)
uintptr_t SceneGraphNavMeshBoundsVolumeClassName = 0x1E8; // SoftClassPath (0x18)
uintptr_t AvoidanceManagerClassName = 0x200; // SoftClassPath (0x18)
uintptr_t AvoidanceManagerClass = 0x218; // TSubclassOf<AvoidanceManager> (0x8)
uintptr_t AIControllerClassName = 0x220; // SoftClassPath (0x18)
uintptr_t PhysicsCollisionHandlerClass = 0x238; // TSubclassOf<PhysicsCollisionHandler> (0x8)
uintptr_t PhysicsCollisionHandlerClassName = 0x240; // SoftClassPath (0x18)
uintptr_t GameUserSettingsClassName = 0x258; // SoftClassPath (0x18)
uintptr_t GameUserSettingsClass = 0x270; // TSubclassOf<GameUserSettings> (0x8)
uintptr_t GameUserSettings = 0x278; // GameUserSettings* (0x8)
uintptr_t LevelScriptActorClass = 0x280; // TSubclassOf<LevelScriptActor> (0x8)
uintptr_t LevelScriptActorClassName = 0x288; // SoftClassPath (0x18)
uintptr_t DefaultBlueprintBaseClassName = 0x2A0; // SoftClassPath (0x18)
uintptr_t GameSingletonClassName = 0x2B8; // SoftClassPath (0x18)
uintptr_t GameSingleton = 0x2D0; // Object* (0x8)
uintptr_t AssetManagerClassName = 0x2D8; // SoftClassPath (0x18)
uintptr_t AssetManager = 0x2F0; // AssetManager* (0x8)
uintptr_t DefaultTexture = 0x2F8; // Texture2D* (0x8)
uintptr_t DefaultTextureName = 0x300; // SoftObjectPath (0x18)
uintptr_t DefaultDiffuseTexture = 0x318; // Texture* (0x8)
uintptr_t DefaultDiffuseTextureName = 0x320; // SoftObjectPath (0x18)
uintptr_t DefaultBSPVertexTexture = 0x338; // Texture2D* (0x8)
uintptr_t DefaultBSPVertexTextureName = 0x340; // SoftObjectPath (0x18)
uintptr_t HighFrequencyNoiseTexture = 0x358; // Texture2D* (0x8)
uintptr_t HighFrequencyNoiseTextureName = 0x360; // SoftObjectPath (0x18)
uintptr_t DefaultBokehTexture = 0x378; // Texture2D* (0x8)
uintptr_t DefaultBloomKernelTexture = 0x398; // Texture2D* (0x8)
uintptr_t DefaultBloomKernelTextureName = 0x3A0; // SoftObjectPath (0x18)
uintptr_t DefaultFilmGrainTexture = 0x3B8; // Texture2D* (0x8)
uintptr_t DefaultFilmGrainTextureName = 0x3C0; // SoftObjectPath (0x18)
uintptr_t WireframeMaterial = 0x3D8; // Material* (0x8)
uintptr_t WireframeMaterialName = 0x3E0; // FString (0x10)
uintptr_t DebugMeshMaterial = 0x3F0; // Material* (0x8)
uintptr_t DebugMeshMaterialName = 0x3F8; // SoftObjectPath (0x18)
uintptr_t NaniteHiddenSectionMaterial = 0x410; // Material* (0x8)
uintptr_t NaniteHiddenSectionMaterialName = 0x418; // FString (0x10)
uintptr_t EmissiveMeshMaterial = 0x428; // Material* (0x8)
uintptr_t EmissiveMeshMaterialName = 0x430; // SoftObjectPath (0x18)
uintptr_t LevelColorationLitMaterial = 0x448; // Material* (0x8)
uintptr_t LevelColorationLitMaterialName = 0x450; // FString (0x10)
uintptr_t LevelColorationUnlitMaterial = 0x460; // Material* (0x8)
uintptr_t LevelColorationUnlitMaterialName = 0x468; // FString (0x10)
uintptr_t LightingTexelDensityMaterial = 0x478; // Material* (0x8)
uintptr_t LightingTexelDensityName = 0x480; // FString (0x10)
uintptr_t ShadedLevelColorationLitMaterial = 0x490; // Material* (0x8)
uintptr_t ShadedLevelColorationLitMaterialName = 0x498; // FString (0x10)
uintptr_t ShadedLevelColorationUnlitMaterial = 0x4A8; // Material* (0x8)
uintptr_t ShadedLevelColorationUnlitMaterialName = 0x4B0; // FString (0x10)
uintptr_t RemoveSurfaceMaterial = 0x4C0; // Material* (0x8)
uintptr_t RemoveSurfaceMaterialName = 0x4C8; // SoftObjectPath (0x18)
uintptr_t VertexColorMaterial = 0x4E0; // Material* (0x8)
uintptr_t VertexColorMaterialName = 0x4E8; // FString (0x10)
uintptr_t VertexColorViewModeMaterial_ColorOnly = 0x4F8; // Material* (0x8)
uintptr_t VertexColorViewModeMaterialName_ColorOnly = 0x500; // FString (0x10)
uintptr_t VertexColorViewModeMaterial_AlphaAsColor = 0x510; // Material* (0x8)
uintptr_t VertexColorViewModeMaterialName_AlphaAsColor = 0x518; // FString (0x10)
uintptr_t VertexColorViewModeMaterial_RedOnly = 0x528; // Material* (0x8)
uintptr_t VertexColorViewModeMaterialName_RedOnly = 0x530; // FString (0x10)
uintptr_t VertexColorViewModeMaterial_GreenOnly = 0x540; // Material* (0x8)
uintptr_t VertexColorViewModeMaterialName_GreenOnly = 0x548; // FString (0x10)
uintptr_t VertexColorViewModeMaterial_BlueOnly = 0x558; // Material* (0x8)
uintptr_t VertexColorViewModeMaterialName_BlueOnly = 0x560; // FString (0x10)
uintptr_t TextureColorViewModeMaterial = 0x570; // Material* (0x8)
uintptr_t TextureColorViewModeMaterialName = 0x578; // FString (0x10)
uintptr_t DefaultZenStreamingTextureName = 0x588; // SoftObjectPath (0x18)
uintptr_t DebugEditorMaterialName = 0x5A0; // SoftObjectPath (0x18)
uintptr_t ConstraintLimitMaterial = 0x5B8; // Material* (0x8)
uintptr_t ConstraintLimitMaterialX = 0x5C0; // MaterialInstanceDynamic* (0x8)
uintptr_t ConstraintLimitMaterialXAxis = 0x5C8; // MaterialInstanceDynamic* (0x8)
uintptr_t ConstraintLimitMaterialY = 0x5D0; // MaterialInstanceDynamic* (0x8)
uintptr_t ConstraintLimitMaterialYAxis = 0x5D8; // MaterialInstanceDynamic* (0x8)
uintptr_t ConstraintLimitMaterialZ = 0x5E0; // MaterialInstanceDynamic* (0x8)
uintptr_t ConstraintLimitMaterialZAxis = 0x5E8; // MaterialInstanceDynamic* (0x8)
uintptr_t ConstraintLimitMaterialPrismatic = 0x5F0; // MaterialInstanceDynamic* (0x8)
uintptr_t InvalidLightmapSettingsMaterial = 0x5F8; // Material* (0x8)
uintptr_t InvalidLightmapSettingsMaterialName = 0x600; // SoftObjectPath (0x18)
uintptr_t PreviewShadowsIndicatorMaterial = 0x618; // Material* (0x8)
uintptr_t PreviewShadowsIndicatorMaterialName = 0x620; // SoftObjectPath (0x18)
uintptr_t ArrowMaterial = 0x638; // Material* (0x8)
uintptr_t ArrowMaterialYellow = 0x640; // MaterialInstanceDynamic* (0x8)
uintptr_t ArrowMaterialName = 0x648; // SoftObjectPath (0x18)
uintptr_t LightingOnlyBrightness = 0x660; // LinearColor (0x10)
uintptr_t ShaderComplexityColors = 0x670; // FString (0x10)
uintptr_t QuadComplexityColors = 0x680; // FString (0x10)
uintptr_t LightComplexityColors = 0x690; // FString (0x10)
uintptr_t StationaryLightOverlapColors = 0x6A0; // FString (0x10)
uintptr_t LODColorationColors = 0x6B0; // FString (0x10)
uintptr_t HLODColorationColors = 0x6C0; // FString (0x10)
uintptr_t StreamingAccuracyColors = 0x6D0; // FString (0x10)
uintptr_t StreamingDeficitColors = 0x6E0; // FString (0x10)
uintptr_t GPUSkinCacheVisualizationExcludedColor = 0x6F0; // LinearColor (0x10)
uintptr_t GPUSkinCacheVisualizationIncludedColor = 0x700; // LinearColor (0x10)
uintptr_t GPUSkinCacheVisualizationRecomputeTangentsColor = 0x710; // LinearColor (0x10)
uintptr_t GPUSkinCacheVisualizationLowMemoryThresholdInMB = 0x720; // int32_t (0x4)
uintptr_t GPUSkinCacheVisualizationHighMemoryThresholdInMB = 0x724; // int32_t (0x4)
uintptr_t GPUSkinCacheVisualizationLowMemoryColor = 0x728; // LinearColor (0x10)
uintptr_t GPUSkinCacheVisualizationMidMemoryColor = 0x738; // LinearColor (0x10)
uintptr_t GPUSkinCacheVisualizationHighMemoryColor = 0x748; // LinearColor (0x10)
uintptr_t GPUSkinCacheVisualizationRayTracingLODOffsetColo = 0x758; // FString (0x10)
uintptr_t MaxPixelShaderAdditiveComplexityCount = 0x768; // int32_t (0x4)
uintptr_t MaxES3PixelShaderAdditiveComplexityCount = 0x76C; // int32_t (0x4)
uintptr_t MinLightMapDensity = 0x770; // int32_t (0x4)
uintptr_t IdealLightMapDensity = 0x774; // int32_t (0x4)
uintptr_t MaxLightMapDensity = 0x778; // int32_t (0x4)
uintptr_t bRenderLightMapDensityGrayscale = 0x77C; // bool (0x1)
uintptr_t RenderLightMapDensityGrayscaleScale = 0x780; // int32_t (0x4)
uintptr_t RenderLightMapDensityColorScale = 0x784; // int32_t (0x4)
uintptr_t LightMapDensityVertexMappedColor = 0x788; // LinearColor (0x10)
uintptr_t LightMapDensitySelectedColor = 0x798; // LinearColor (0x10)
uintptr_t StatColorMappings = 0x7A8; // FString (0x10)
uintptr_t DefaultPhysMaterial = 0x7B8; // PhysicalMaterial* (0x8)
uintptr_t DefaultPhysMaterialName = 0x7C0; // SoftObjectPath (0x18)
uintptr_t DefaultDestructiblePhysMaterial = 0x7D8; // PhysicalMaterial* (0x8)
uintptr_t DefaultDestructiblePhysMaterialName = 0x7E0; // SoftObjectPath (0x18)
uintptr_t ActiveGameNameRedirects = 0x7F8; // FString (0x10)
uintptr_t ActiveClassRedirects = 0x808; // FString (0x10)
uintptr_t ActivePluginRedirects = 0x818; // FString (0x10)
uintptr_t ActiveStructRedirects = 0x828; // FString (0x10)
uintptr_t PreIntegratedSkinBRDFTexture = 0x838; // Texture2D* (0x8)
uintptr_t PreIntegratedSkinBRDFTextureName = 0x840; // SoftObjectPath (0x18)
uintptr_t BlueNoiseScalarTexture = 0x858; // Texture2D* (0x8)
uintptr_t BlueNoiseVec2Texture = 0x860; // Texture2D* (0x8)
uintptr_t BlueNoiseScalarTextureName = 0x868; // SoftObjectPath (0x18)
uintptr_t BlueNoiseScalarMobileTextureName = 0x880; // SoftObjectPath (0x18)
uintptr_t BlueNoiseVec2TextureName = 0x898; // SoftObjectPath (0x18)
uintptr_t GGXLTCAmpTexture = 0x8B0; // Texture2D* (0x8)
uintptr_t GGXLTCAmpTextureName = 0x8B8; // SoftObjectPath (0x18)
uintptr_t GGXLTCMatTexture = 0x8D0; // Texture2D* (0x8)
uintptr_t GGXLTCMatTextureName = 0x8D8; // SoftObjectPath (0x18)
uintptr_t SheenLTCTexture = 0x8F0; // Texture2D* (0x8)
uintptr_t SheenLTCTextureName = 0x8F8; // SoftObjectPath (0x18)
uintptr_t GGXReflectionEnergyTexture = 0x910; // Texture2D* (0x8)
uintptr_t GGXReflectionEnergyTextureName = 0x918; // SoftObjectPath (0x18)
uintptr_t GGXTransmissionEnergyTexture = 0x930; // Texture2D* (0x8)
uintptr_t GGXTransmissionEnergyTextureName = 0x938; // SoftObjectPath (0x18)
uintptr_t SheenEnergyTexture = 0x950; // Texture2D* (0x8)
uintptr_t SheenLegacyEnergyTextureName = 0x958; // SoftObjectPath (0x18)
uintptr_t SheenEnergyTextureName = 0x970; // SoftObjectPath (0x18)
uintptr_t DiffuseEnergyTexture = 0x988; // Texture2D* (0x8)
uintptr_t DiffuseEnergyTextureName = 0x990; // SoftObjectPath (0x18)
uintptr_t GGXMaxSpecEnergyTexture = 0x9A8; // Texture2D* (0x8)
uintptr_t GGXMaxSpecEnergyTextureName = 0x9B0; // SoftObjectPath (0x18)
uintptr_t GlintTexture = 0x9C8; // Texture2DArray* (0x8)
uintptr_t GlintTexture2 = 0x9D0; // Texture2DArray* (0x8)
uintptr_t GlintTextureName = 0x9D8; // SoftObjectPath (0x18)
uintptr_t GlintTexture2Name = 0x9F0; // SoftObjectPath (0x18)
uintptr_t HairDualScatteringTexture = 0xA08; // VolumeTexture* (0x8)
uintptr_t HairDualScatteringTextureName = 0xA10; // SoftObjectPath (0x18)
uintptr_t HairDirectionalAlbedoTexture = 0xA28; // VolumeTexture* (0x8)
uintptr_t HairDirectionalAlbedoTextureName = 0xA30; // SoftObjectPath (0x18)
uintptr_t HairCoverageTexture = 0xA48; // Texture2D* (0x8)
uintptr_t HairCoverageTextureName = 0xA50; // SoftObjectPath (0x18)
uintptr_t SimpleVolumeTexture = 0xA68; // VolumeTexture* (0x8)
uintptr_t SimpleVolumeTextureName = 0xA70; // SoftObjectPath (0x18)
uintptr_t SimpleVolumeEnvTexture = 0xA88; // VolumeTexture* (0x8)
uintptr_t SimpleVolumeEnvTextureName = 0xA90; // SoftObjectPath (0x18)
uintptr_t MiniFontTexture = 0xAA8; // Texture2D* (0x8)
uintptr_t MiniFontTextureName = 0xAB0; // SoftObjectPath (0x18)
uintptr_t WeightMapPlaceholderTexture = 0xAC8; // Texture* (0x8)
uintptr_t WeightMapArrayPlaceholderTexture = 0xAD0; // Texture* (0x8)
uintptr_t WeightMapPlaceholderTextureName = 0xAD8; // SoftObjectPath (0x18)
uintptr_t WeightMapArrayPlaceholderTextureName = 0xAF0; // SoftObjectPath (0x18)
uintptr_t LightMapDensityTexture = 0xB08; // Texture2D* (0x8)
uintptr_t LightMapDensityTextureName = 0xB10; // SoftObjectPath (0x18)
uintptr_t SMAAAreaTexture = 0xB28; // Texture2D* (0x8)
uintptr_t SMAAAreaTextureName = 0xB30; // SoftObjectPath (0x18)
uintptr_t SMAASearchTexture = 0xB48; // Texture2D* (0x8)
uintptr_t SMAASearchTextureName = 0xB50; // SoftObjectPath (0x18)
uintptr_t GameViewport = 0xB70; // GameViewportClient* (0x8)
uintptr_t DeferredCommands = 0xB78; // FString (0x10)
uintptr_t NearClipPlane = 0xB88; // int32_t (0x4)
uintptr_t bSubtitlesEnabled = 0xB8C; // bool (0x1)
uintptr_t MaximumLoopIterationCount = 0xB90; // int32_t (0x4)
uintptr_t bCanBlueprintsTickByDefault = 0xB94; // bool (0x1)
uintptr_t FixedFrameRate = 0xB98; // float (0x4)
uintptr_t SmoothedFrameRateRange = 0xB9C; // FloatRange (0x10)
uintptr_t CustomTimestep = 0xBB0; // EngineCustomTimeStep* (0x8)
uintptr_t CustomTimeStepClassName = 0xBD8; // SoftClassPath (0x18)
uintptr_t TimecodeProvider = 0xBF0; // TimecodeProvider* (0x8)
uintptr_t TimecodeProviderClassName = 0xC18; // SoftClassPath (0x18)
uintptr_t bGenerateDefaultTimecode = 0xC30; // bool (0x1)
uintptr_t GenerateDefaultTimecodeFrameRate = 0xC34; // FrameRate (0x8)
uintptr_t GenerateDefaultTimecodeFrameDelay = 0xC3C; // float (0x4)
uintptr_t bCheckForMultiplePawnsSpawnedInAFrame = 0xC40; // bool (0x1)
uintptr_t NumPawnsAllowedToBeSpawnedInAFrame = 0xC44; // int32_t (0x4)
uintptr_t bShouldGenerateLowQualityLightmaps = 0xC48; // bool (0x1)
uintptr_t C_WorldBox = 0xC4C; // Color (0x4)
uintptr_t C_BrushWire = 0xC50; // Color (0x4)
uintptr_t C_AddWire = 0xC54; // Color (0x4)
uintptr_t C_SubtractWire = 0xC58; // Color (0x4)
uintptr_t C_SemiSolidWire = 0xC5C; // Color (0x4)
uintptr_t C_NonSolidWire = 0xC60; // Color (0x4)
uintptr_t C_WireBackground = 0xC64; // Color (0x4)
uintptr_t C_ScaleBoxHi = 0xC68; // Color (0x4)
uintptr_t C_VolumeCollision = 0xC6C; // Color (0x4)
uintptr_t C_BSPCollision = 0xC70; // Color (0x4)
uintptr_t C_OrthoBackground = 0xC74; // Color (0x4)
uintptr_t C_Volume = 0xC78; // Color (0x4)
uintptr_t C_BrushShape = 0xC7C; // Color (0x4)
uintptr_t GameScreenshotSaveDirectory = 0xC80; // DirectoryPath (0x10)
uintptr_t UseSkeletalMeshMinLODPerQualityLevels = 0xC91; // uint8_t (0x1)
uintptr_t UseClothAssetMinLODPerQualityLevels = 0xC92; // uint8_t (0x1)
uintptr_t UseGrassVarityPerQualityLevels = 0xC93; // uint8_t (0x1)
uintptr_t TransitionType = 0xC94; // uint8_t (0x1)
uintptr_t TransitionDescription = 0xC98; // FString (0x10)
uintptr_t TransitionGameMode = 0xCA8; // FString (0x10)
uintptr_t bAllowMatureLanguage = 0xCB8; // bool (0x1)
uintptr_t CameraRotationThreshold = 0xCBC; // int32_t (0x4)
uintptr_t CameraTranslationThreshold = 0xCC0; // int32_t (0x4)
uintptr_t PrimitiveProbablyVisibleTime = 0xCC4; // float (0x4)
uintptr_t MaxOcclusionPixelsFraction = 0xCC8; // int32_t (0x4)
uintptr_t bPauseOnLossOfFocus = 0xCCC; // bool (0x1)
uintptr_t MaxParticleResize = 0xCD0; // int32_t (0x4)
uintptr_t MaxParticleResizeWarn = 0xCD4; // int32_t (0x4)
uintptr_t PendingDroppedNotes = 0xCD8; // FString (0x10)
uintptr_t NetClientTicksPerSecond = 0xCE8; // int32_t (0x4)
uintptr_t DisplayGamma = 0xCEC; // int32_t (0x4)
uintptr_t DefaultSelectedMaterialColor = 0xCF0; // LinearColor (0x10)
uintptr_t SelectedMaterialColor = 0xD00; // LinearColor (0x10)
uintptr_t SelectionOutlineColor = 0xD10; // LinearColor (0x10)
uintptr_t SubduedSelectionOutlineColor = 0xD20; // LinearColor (0x10)
uintptr_t SelectedMaterialColorOverride = 0xD30; // LinearColor (0x10)
uintptr_t bIsOverridingSelectedColor = 0xD40; // bool (0x1)
uintptr_t bEnableOnScreenDebugMessages = 0xD44; // bool (0x1)
uintptr_t bEnableVisualLogRecordingOnStart = 0xD48; // int32_t (0x4)
uintptr_t ScreenSaverInhibitorSemaphore = 0xD4C; // int32_t (0x4)
uintptr_t bLockReadOnlyLevels = 0xD50; // bool (0x1)
uintptr_t ParticleEventManagerClassPath = 0xD58; // FString (0x10)
uintptr_t SelectionHighlightIntensity = 0xD68; // int32_t (0x4)
uintptr_t BSPSelectionHighlightIntensity = 0xD6C; // int32_t (0x4)
uintptr_t SelectionHighlightIntensityBillboards = 0xD70; // int32_t (0x4)
uintptr_t GlobalNetTravelCount = 0xFC8; // int32_t (0x4)
uintptr_t NetDriverDefinitions = 0xFD0; // FString (0x10)
uintptr_t IrisNetDriverConfigs = 0xFE0; // FString (0x10)
uintptr_t ServerActors = 0xFF0; // FString (0x10)
uintptr_t RuntimeServerActors = 0x1000; // FString (0x10)
uintptr_t NetErrorLogInterval = 0x1010; // int32_t (0x4)
uintptr_t bStartedLoadMapMovie = 0x1014; // bool (0x1)
uintptr_t NextWorldContextHandle = 0x1068; // int32_t (0x4)
};
// UGameViewportClient - 5 own fields (dump)
struct UGameViewportClient {
uintptr_t ViewportConsole = 0x40; // Console* (0x8)
uintptr_t DebugProperties = 0x48; // FString (0x10)
uintptr_t MaxSplitscreenPlayers = 0x68; // int32_t (0x4)
uintptr_t World = 0x78; // World* (0x8)
uintptr_t GameInstance = 0x80; // GameInstance* (0x8)
};
// AActor - 53 own fields (dump)
struct AActor {
uintptr_t PrimaryActorTick = 0x28; // ActorTickFunction (0x30)
uintptr_t bNetTemporary = 0x58; // bool (0x1)
uintptr_t bTearOff = 0x59; // bool (0x1)
uintptr_t bAllowTickBeforeBeginPlay = 0x5A; // bool (0x1)
uintptr_t bEnableAutoLODGeneration = 0x5B; // bool (0x1)
uintptr_t bActorEnableCollision = 0x5D; // bool (0x1)
uintptr_t UpdateOverlapsMethodDuringLevelStreaming = 0x5E; // uint8_t (0x1)
uintptr_t DefaultUpdateOverlapsMethodDuringLevelStreaming = 0x5F; // uint8_t (0x1)
uintptr_t RemoteRole = 0x60; // ENetRole (0x1)
uintptr_t InitialLifeSpan = 0x64; // int32_t (0x4)
uintptr_t CustomTimeDilation = 0x68; // float (0x4)
uintptr_t RayTracingGroupId = 0x6C; // int32_t (0x4)
uintptr_t AttachmentReplication = 0x70; // RepAttachment (0x60)
uintptr_t ReplicatedMovement = 0xD0; // RepMovement (0x88)
uintptr_t Owner = 0x158; // Actor* (0x8)
uintptr_t NetDriverName = 0x160; // int32_t (0x4)
uintptr_t Role = 0x164; // ENetRole (0x1)
uintptr_t NetDormancy = 0x165; // ENetDormancy (0x1)
uintptr_t SpawnCollisionHandlingMethod = 0x166; // uint8_t (0x1)
uintptr_t AutoReceiveInput = 0x167; // EAutoReceiveInput (0x1)
uintptr_t InputPriority = 0x168; // float (0x4)
uintptr_t InputComponent = 0x170; // InputComponent* (0x8)
uintptr_t NetTag = 0x178; // int32_t (0x4)
uintptr_t NetCullDistanceSquared = 0x17C; // float (0x4)
uintptr_t NetUpdateFrequency = 0x180; // int32_t (0x4)
uintptr_t MinNetUpdateFrequency = 0x184; // int32_t (0x4)
uintptr_t NetPriority = 0x188; // float (0x4)
uintptr_t PhysicsReplicationMode = 0x18C; // uint8_t (0x1)
uintptr_t Instigator = 0x198; // Pawn* (0x8)
uintptr_t Children = 0x1A0; // FString (0x10)
uintptr_t RootComponent = 0x1B0; // SceneComponent* (0x8)
uintptr_t HLODLayer = 0x1C0; // HLODLayer* (0x8)
uintptr_t Layers = 0x1C8; // FString (0x10)
uintptr_t ParentComponent = 0x1D8; // ChildActorComponent* (0x8)
uintptr_t Tags = 0x1F0; // FString (0x10)
uintptr_t OnTakeAnyDamage = 0x200; // uint8_t (0x1)
uintptr_t OnTakePointDamage = 0x201; // uint8_t (0x1)
uintptr_t OnTakeRadialDamage = 0x202; // uint8_t (0x1)
uintptr_t OnActorBeginOverlap = 0x203; // uint8_t (0x1)
uintptr_t OnActorEndOverlap = 0x204; // uint8_t (0x1)
uintptr_t OnBeginCursorOver = 0x205; // uint8_t (0x1)
uintptr_t OnEndCursorOver = 0x206; // uint8_t (0x1)
uintptr_t OnClicked = 0x207; // uint8_t (0x1)
uintptr_t OnReleased = 0x208; // uint8_t (0x1)
uintptr_t OnInputTouchBegin = 0x209; // uint8_t (0x1)
uintptr_t OnInputTouchEnd = 0x20A; // uint8_t (0x1)
uintptr_t OnInputTouchEnter = 0x20B; // uint8_t (0x1)
uintptr_t OnInputTouchLeave = 0x20C; // uint8_t (0x1)
uintptr_t OnActorHit = 0x20D; // uint8_t (0x1)
uintptr_t OnDestroyed = 0x20E; // uint8_t (0x1)
uintptr_t OnEndPlay = 0x20F; // uint8_t (0x1)
uintptr_t InstanceComponents = 0x250; // FString (0x10)
uintptr_t BlueprintCreatedComponents = 0x260; // FString (0x10)
};
// APawn - 16 own fields (dump)
struct APawn {
uintptr_t bUseControllerRotationPitch = 0x278; // bool (0x1)
uintptr_t BaseEyeHeight = 0x27C; // float (0x4)
uintptr_t AutoPossessPlayer = 0x280; // EAutoReceiveInput (0x1)
uintptr_t AutoPossessAI = 0x281; // uint8_t (0x1)
uintptr_t RemoteViewPitch16 = 0x282; // uint16_t (0x2)
uintptr_t RemoteViewPitch = 0x284; // uint8_t (0x1)
uintptr_t AIControllerClass = 0x288; // TSubclassOf<Controller> (0x8)
uintptr_t PlayerState = 0x290; // PlayerState* (0x8)
uintptr_t LastHitBy = 0x298; // Controller* (0x8)
uintptr_t Controller = 0x2A0; // Controller* (0x8)
uintptr_t PreviousController = 0x2A8; // Controller* (0x8)
uintptr_t ReceiveControllerChangedDelegate = 0x2B4; // uint8_t (0x1)
uintptr_t ReceiveRestartedDelegate = 0x2B5; // uint8_t (0x1)
uintptr_t ControlInputVector = 0x2B8; // Vector (0x18)
uintptr_t LastControlInputVector = 0x2D0; // Vector (0x18)
uintptr_t OverrideInputComponentClass = 0x2E8; // TSubclassOf<InputComponent> (0x8)
};
// ACharacter - 26 own fields (dump)
struct ACharacter {
uintptr_t Mesh = 0x2F0; // SkeletalMeshComponent* (0x8)
uintptr_t CharacterMovement = 0x2F8; // CharacterMovementComponent* (0x8)
uintptr_t CapsuleComponent = 0x300; // CapsuleComponent* (0x8)
uintptr_t BasedMovement = 0x308; // BasedMovementInfo (0x58)
uintptr_t ReplicatedBasedMovement = 0x360; // BasedMovementInfo (0x58)
uintptr_t ReplicatedServerLastTransformUpdateTimeStamp = 0x3B8; // float (0x4)
uintptr_t ReplayLastTransformUpdateTimeStamp = 0x3BC; // float (0x4)
uintptr_t BaseRotationOffset = 0x3C0; // Quat (0x20)
uintptr_t BaseTranslationOffset = 0x3E0; // Vector (0x18)
uintptr_t ReplicatedGravityDirection = 0x3F8; // Vector_NetQuantizeNormal (0x18)
uintptr_t AnimRootMotionTranslationScale = 0x428; // int32_t (0x4)
uintptr_t CrouchedEyeHeight = 0x42C; // float (0x4)
uintptr_t bInBaseReplication = 0x430; // bool (0x1)
uintptr_t bSimGravityDisabled = 0x431; // bool (0x1)
uintptr_t ReplicatedMovementMode = 0x432; // uint8_t (0x1)
uintptr_t JumpKeyHoldTime = 0x434; // float (0x4)
uintptr_t JumpForceTimeRemaining = 0x438; // float (0x4)
uintptr_t ProxyJumpForceStartedTime = 0x43C; // float (0x4)
uintptr_t JumpMaxHoldTime = 0x440; // float (0x4)
uintptr_t JumpMaxCount = 0x444; // int32_t (0x4)
uintptr_t JumpCurrentCount = 0x448; // int32_t (0x4)
uintptr_t JumpCurrentCountPreJump = 0x44C; // int32_t (0x4)
uintptr_t SavedRootMotion = 0x498; // RootMotionSourceGroup (0x48)
uintptr_t ClientRootMotionParams = 0x4E0; // RootMotionMovementParams (0x70)
uintptr_t RootMotionRepMoves = 0x550; // FString (0x10)
uintptr_t RepRootMotion = 0x560; // RepRootMotionMontage (0xD0)
};
// AController - 7 own fields (dump)
struct AController {
uintptr_t PlayerState = 0x278; // PlayerState* (0x8)
uintptr_t StateName = 0x2A8; // int32_t (0x4)
uintptr_t Pawn = 0x2B0; // Pawn* (0x8)
uintptr_t Character = 0x2C0; // Character* (0x8)
uintptr_t TransformComponent = 0x2C8; // SceneComponent* (0x8)
uintptr_t ControlRotation = 0x2E8; // Rotator (0x18)
uintptr_t bAttachToPawn = 0x300; // bool (0x1)
};
// APlayerController - 48 own fields (dump)
struct APlayerController {
uintptr_t Player = 0x310; // player* (0x8)
uintptr_t AcknowledgedPawn = 0x318; // Pawn* (0x8)
uintptr_t MyHUD = 0x320; // HUD* (0x8)
uintptr_t PlayerCameraManager = 0x328; // PlayerCameraManager* (0x8)
uintptr_t PlayerCameraManagerClass = 0x330; // TSubclassOf<PlayerCameraManager> (0x8)
uintptr_t bAutoManageActiveCameraTarget = 0x338; // bool (0x1)
uintptr_t TargetViewRotation = 0x340; // Rotator (0x18)
uintptr_t SmoothTargetViewRotationSpeed = 0x370; // float (0x4)
uintptr_t HiddenActors = 0x378; // FString (0x10)
uintptr_t HiddenPrimitiveComponents = 0x388; // FString (0x10)
uintptr_t LastSpectatorStateSynchTime = 0x39C; // float (0x4)
uintptr_t LastSpectatorSyncLocation = 0x3A0; // Vector (0x18)
uintptr_t LastSpectatorSyncRotation = 0x3B8; // Rotator (0x18)
uintptr_t ClientCap = 0x3D0; // int32_t (0x4)
uintptr_t CheatManager = 0x3D8; // CheatManager* (0x8)
uintptr_t CheatClass = 0x3E0; // TSubclassOf<CheatManager> (0x8)
uintptr_t PlayerInput = 0x3E8; // PlayerInput* (0x8)
uintptr_t ActiveForceFeedbackEffects = 0x3F0; // FString (0x10)
uintptr_t bPlayerIsWaiting = 0x480; // bool (0x1)
uintptr_t NetPlayerIndex = 0x484; // uint8_t (0x1)
uintptr_t PendingSwapConnection = 0x4A0; // NetConnection* (0x8)
uintptr_t NetConnection = 0x4A8; // NetConnection* (0x8)
uintptr_t InputYawScale = 0x4C8; // int32_t (0x4)
uintptr_t InputPitchScale = 0x4CC; // int32_t (0x4)
uintptr_t InputRollScale = 0x4D0; // int32_t (0x4)
uintptr_t bShowMouseCursor = 0x4D4; // bool (0x1)
uintptr_t bStreamingSourceShouldActivate = 0x4D5; // bool (0x1)
uintptr_t StreamingSourcePriority = 0x4D8; // uint8_t (0x1)
uintptr_t StreamingSourceDebugColor = 0x4DC; // Color (0x4)
uintptr_t StreamingSourceShapes = 0x4E0; // FString (0x10)
uintptr_t ForceFeedbackScale = 0x4F0; // int32_t (0x4)
uintptr_t ClickEventKeys = 0x4F8; // FString (0x10)
uintptr_t DefaultMouseCursor = 0x508; // EMouseCursor (0x1)
uintptr_t CurrentMouseCursor = 0x509; // EMouseCursor (0x1)
uintptr_t DefaultClickTraceChannel = 0x50A; // ECollisionChannel (0x1)
uintptr_t CurrentClickTraceChannel = 0x50B; // ECollisionChannel (0x1)
uintptr_t HitResultTraceDistance = 0x50C; // float (0x4)
uintptr_t SeamlessTravelCount = 0x510; // uint16_t (0x2)
uintptr_t LastCompletedSeamlessTravelCount = 0x512; // uint16_t (0x2)
uintptr_t InactiveStateInputComponent = 0x598; // InputComponent* (0x8)
uintptr_t bShouldPerformFullTickWhenPaused = 0x5A0; // bool (0x1)
uintptr_t CurrentTouchInterface = 0x5B8; // TouchInterface* (0x8)
uintptr_t OverridePlayerInputClass = 0x5C0; // TSubclassOf<PlayerInput> (0x8)
uintptr_t SpectatorPawn = 0x640; // SpectatorPawn* (0x8)
uintptr_t bIsLocalPlayerController = 0x64C; // bool (0x1)
uintptr_t SpawnLocation = 0x650; // Vector (0x18)
uintptr_t CachedConnectionPlayerId = 0x688; // UniqueNetIdRepl (0x30)
uintptr_t ClientHandshakeId = 0x6B8; // int32_t (0x4)
};
// APlayerCameraManager - 29 own fields (dump)
struct APlayerCameraManager {
uintptr_t PCOwner = 0x270; // PlayerController* (0x8)
uintptr_t TransformComponent = 0x278; // SceneComponent* (0x8)
uintptr_t DefaultFOV = 0x284; // int32_t (0x4)
uintptr_t DefaultOrthoWidth = 0x28C; // float (0x4)
uintptr_t DefaultAspectRatio = 0x294; // int32_t (0x4)
uintptr_t ViewTarget = 0x300; // TViewTarget (0x930)
uintptr_t PendingViewTarget = 0xC30; // TViewTarget (0x930)
uintptr_t CameraCachePrivate = 0x1590; // CameraCacheEntry (0x920)
uintptr_t LastFrameCameraCachePrivate = 0x1EB0; // CameraCacheEntry (0x920)
uintptr_t ModifierList = 0x27D0; // FString (0x10)
uintptr_t DefaultModifiers = 0x27E0; // FString (0x10)
uintptr_t FreeCamDistance = 0x27F0; // float (0x4)
uintptr_t FreeCamOffset = 0x27F8; // Vector (0x18)
uintptr_t ViewTargetOffset = 0x2810; // Vector (0x18)
uintptr_t CameraLensEffects = 0x2850; // FString (0x10)
uintptr_t CachedCameraShakeMod = 0x2860; // CameraModifier_CameraShake* (0x8)
uintptr_t PostProcessBlendCache = 0x2868; // FString (0x10)
uintptr_t AnimCameraActor = 0x2898; // CameraActor* (0x8)
uintptr_t bIsOrthographic = 0x28A0; // bool (0x1)
uintptr_t AutoPlaneShift = 0x28A4; // int32_t (0x4)
uintptr_t bUpdateOrthoPlanes = 0x28A8; // bool (0x1)
uintptr_t bUseClientSideCameraUpdates = 0x28A9; // bool (0x1)
uintptr_t ViewPitchMin = 0x28AC; // int32_t (0x4)
uintptr_t ViewPitchMax = 0x28B0; // int32_t (0x4)
uintptr_t ViewYawMin = 0x28B4; // int32_t (0x4)
uintptr_t ViewYawMax = 0x28B8; // int32_t (0x4)
uintptr_t ViewRollMin = 0x28BC; // int32_t (0x4)
uintptr_t ViewRollMax = 0x28C0; // int32_t (0x4)
uintptr_t ServerUpdateCameraTimeout = 0x28C8; // float (0x4)
};
// APlayerState - 10 own fields (dump)
struct APlayerState {
uintptr_t Score = 0x270; // int32_t (0x4)
uintptr_t PlayerID = 0x274; // int32_t (0x4)
uintptr_t CompressedPing = 0x278; // uint8_t (0x1)
uintptr_t bShouldUpdateReplicatedPing = 0x27A; // bool (0x1)
uintptr_t StartTime = 0x27C; // float (0x4)
uintptr_t UniqueID = 0x280; // UniqueNetIdRepl (0x30)
uintptr_t EngineMessageClass = 0x2B0; // TSubclassOf<LocalMessage> (0x8)
uintptr_t SavedNetworkAddress = 0x2C0; // FString (0x10)
uintptr_t PawnPrivate = 0x2E8; // Pawn* (0x8)
uintptr_t PlayerNamePrivate = 0x308; // FString (0x10)
};
// AGameStateBase - 8 own fields (dump)
struct AGameStateBase {
uintptr_t GameModeClass = 0x270; // TSubclassOf<GameModeBase> (0x8)
uintptr_t AuthorityGameMode = 0x278; // GameModeBase* (0x8)
uintptr_t SpectatorClass = 0x280; // TSubclassOf<SpectatorPawn> (0x8)
uintptr_t PlayerArray = 0x288; // FString (0x10)
uintptr_t bReplicatedHasBegunPlay = 0x298; // bool (0x1)
uintptr_t ReplicatedWorldTimeSecondsDouble = 0x2A0; // int64_t (0x8)
uintptr_t ServerWorldTimeSecondsDelta = 0x2A8; // float (0x4)
uintptr_t ServerWorldTimeSecondsUpdateFrequency = 0x2AC; // float (0x4)
};
// AGameState - 3 own fields (dump)
struct AGameState {
uintptr_t MatchState = 0x2C8; // int32_t (0x4)
uintptr_t PreviousMatchState = 0x2CC; // int32_t (0x4)
uintptr_t ElapsedTime = 0x2D0; // float (0x4)
};
// USceneComponent - 14 own fields (dump)
struct USceneComponent {
uintptr_t PhysicsVolume = 0xC8; // PhysicsVolume* (0x8)
uintptr_t AttachParent = 0xD0; // SceneComponent* (0x8)
uintptr_t AttachSocketName = 0xD8; // int32_t (0x4)
uintptr_t AttachChildren = 0xE0; // FString (0x10)
uintptr_t RelativeLocation = 0x140; // Vector (0x18)
uintptr_t RelativeRotation = 0x158; // Rotator (0x18)
uintptr_t RelativeScale3D = 0x170; // Vector (0x18)
uintptr_t ComponentVelocity = 0x188; // Vector (0x18)
uintptr_t bComponentToWorldUpdated = 0x1A0; // bool (0x1)
uintptr_t bShouldSnapRotationWhenAttached = 0x1A1; // bool (0x1)
uintptr_t bComputedBoundsOnceForGame = 0x1A2; // bool (0x1)
uintptr_t Mobility = 0x1A3; // EComponentMobility (0x1)
uintptr_t DetailMode = 0x1A4; // EDetailMode (0x1)
uintptr_t PhysicsVolumeChangedDelegate = 0x1A5; // uint8_t (0x1)
};
// UPrimitiveComponent - 60 own fields (dump)
struct UPrimitiveComponent {
uintptr_t MinDrawDistance = 0x278; // float (0x4)
uintptr_t LDMaxDrawDistance = 0x27C; // float (0x4)
uintptr_t CachedMaxDrawDistance = 0x280; // float (0x4)
uintptr_t DepthPriorityGroup = 0x284; // ESceneDepthPriorityGroup (0x1)
uintptr_t ViewOwnerDepthPriorityGroup = 0x285; // ESceneDepthPriorityGroup (0x1)
uintptr_t IndirectLightingCacheQuality = 0x286; // EIndirectLightingCacheQuality (0x1)
uintptr_t LightmapType = 0x287; // uint8_t (0x1)
uintptr_t HLODBatchingPolicy = 0x288; // uint8_t (0x1)
uintptr_t ShadowCacheInvalidationBehavior = 0x289; // uint8_t (0x1)
uintptr_t bEnableAutoLODGeneration = 0x28A; // bool (0x1)
uintptr_t bTraceComplexOnMove = 0x28B; // bool (0x1)
uintptr_t bRenderInMainPass = 0x28C; // bool (0x1)
uintptr_t bSelectable = 0x28D; // bool (0x1)
uintptr_t bAffectDistanceFieldLighting = 0x28E; // bool (0x1)
uintptr_t bCastCinematicShadow = 0x28F; // bool (0x1)
uintptr_t bIgnoreRadialImpulse = 0x290; // bool (0x1)
uintptr_t bUseEditorCompositing = 0x291; // bool (0x1)
uintptr_t FirstPersonPrimitiveType = 0x292; // uint8_t (0x1)
uintptr_t bHasNoStreamableTextures = 0x293; // bool (0x1)
uintptr_t bHasCustomNavigableGeometry = 0x294; // EHasCustomNavigableGeometry (0x1)
uintptr_t CanCharacterStepUpOn = 0x296; // ECanBeCharacterBase (0x1)
uintptr_t LightingChannels = 0x297; // LightingChannels (0x1)
uintptr_t RayTracingGroupCullingPriority = 0x298; // uint8_t (0x1)
uintptr_t CustomDepthStencilWriteMask = 0x299; // uint8_t (0x1)
uintptr_t ExcludeFromHLODLevels = 0x29A; // uint8_t (0x1)
uintptr_t RayTracingGroupId = 0x29C; // int32_t (0x4)
uintptr_t VisibilityId = 0x2A0; // int32_t (0x4)
uintptr_t CustomDepthStencilValue = 0x2A4; // int32_t (0x4)
uintptr_t CustomPrimitiveData = 0x2A8; // CustomPrimitiveData (0x10)
uintptr_t CustomPrimitiveDataInternal = 0x2B8; // CustomPrimitiveData (0x10)
uintptr_t TranslucencySortPriority = 0x2E0; // float (0x4)
uintptr_t TranslucencySortDistanceOffset = 0x2E4; // float (0x4)
uintptr_t RuntimeVirtualTextures = 0x2E8; // FString (0x10)
uintptr_t VirtualTextureLodBias = 0x2F8; // uint8_t (0x1)
uintptr_t VirtualTextureCullMips = 0x2F9; // uint8_t (0x1)
uintptr_t VirtualTextureMinCoverage = 0x2FA; // uint8_t (0x1)
uintptr_t VirtualTextureRenderPassType = 0x2FB; // uint8_t (0x1)
uintptr_t BoundsScale = 0x348; // int32_t (0x4)
uintptr_t MoveIgnoreActors = 0x350; // FString (0x10)
uintptr_t MoveIgnoreComponents = 0x360; // FString (0x10)
uintptr_t BodyInstance = 0x380; // BodyInstance (0x1A8)
uintptr_t OnComponentHit = 0x528; // uint8_t (0x1)
uintptr_t OnComponentBeginOverlap = 0x529; // uint8_t (0x1)
uintptr_t OnComponentEndOverlap = 0x52A; // uint8_t (0x1)
uintptr_t OnComponentWake = 0x52B; // uint8_t (0x1)
uintptr_t OnComponentSleep = 0x52C; // uint8_t (0x1)
uintptr_t OnComponentPhysicsStateChanged = 0x52E; // uint8_t (0x1)
uintptr_t OnBeginCursorOver = 0x52F; // uint8_t (0x1)
uintptr_t OnEndCursorOver = 0x530; // uint8_t (0x1)
uintptr_t OnClicked = 0x531; // uint8_t (0x1)
uintptr_t OnReleased = 0x532; // uint8_t (0x1)
uintptr_t OnInputTouchBegin = 0x533; // uint8_t (0x1)
uintptr_t OnInputTouchEnd = 0x534; // uint8_t (0x1)
uintptr_t OnInputTouchEnter = 0x535; // uint8_t (0x1)
uintptr_t OnInputTouchLeave = 0x536; // uint8_t (0x1)
uintptr_t OnTouchBegan = 0x537; // uint8_t (0x1)
uintptr_t OnTouchEnded = 0x538; // uint8_t (0x1)
uintptr_t OnTouchEntered = 0x539; // uint8_t (0x1)
uintptr_t OnTouchExited = 0x53A; // uint8_t (0x1)
uintptr_t LODParentPrimitive = 0x550; // TSubclassOf<NavRelevantInterface> (0x8)
};
// UMeshComponent - 5 own fields (dump)
struct UMeshComponent {
uintptr_t OverrideMaterials = 0x560; // FString (0x10)
uintptr_t OverlayMaterial = 0x570; // MaterialInterface* (0x8)
uintptr_t OverlayMaterialMaxDrawDistance = 0x578; // float (0x4)
uintptr_t MaterialSlotsOverlayMaterial = 0x580; // FString (0x10)
uintptr_t bEnableMaterialParameterCaching = 0x590; // bool (0x1)
};
// USkinnedMeshComponent - 26 own fields (dump)
struct USkinnedMeshComponent {
uintptr_t SkeletalMesh = 0x5D0; // SkeletalMesh* (0x8)
uintptr_t SkinnedAsset = 0x5D8; // SkinnedAsset* (0x8)
uintptr_t LeaderPoseComponent = 0x5E0; // SkinnedMeshComponent* (0x8)
uintptr_t SkinCacheUsage = 0x5E8; // FString (0x10)
uintptr_t bSetMeshDeformer = 0x5F8; // bool (0x1)
uintptr_t MeshDeformer = 0x600; // MeshDeformer* (0x8)
uintptr_t bAlwaysUseMeshDeformer = 0x608; // bool (0x1)
uintptr_t MeshDeformerInstanceSettings = 0x610; // MeshDeformerInstanceSettings* (0x8)
uintptr_t MeshDeformerInstances = 0x618; // MeshDeformerInstanceSet (0x20)
uintptr_t PhysicsAssetOverride = 0x758; // PhysicsAsset* (0x8)
uintptr_t ForcedLodModel = 0x760; // int32_t (0x4)
uintptr_t MinLodModel = 0x768; // int32_t (0x4)
uintptr_t StreamingDistanceMultiplier = 0x774; // float (0x4)
uintptr_t NanitePixelProgrammableDistance = 0x778; // float (0x4)
uintptr_t WorldPositionOffsetDisableDistance = 0x77C; // float (0x4)
uintptr_t bEvaluateWorldPositionOffset = 0x780; // bool (0x1)
uintptr_t LODInfo = 0x790; // FString (0x10)
uintptr_t VisibilityBasedAnimTickOption = 0x7C4; // uint8_t (0x1)
uintptr_t bSkinWeightProfileOnRenderThread = 0x7C7; // bool (0x1)
uintptr_t bIncludeComponentLocationIntoBounds = 0x7C8; // bool (0x1)
uintptr_t bCanHighlightSelectedSections = 0x7C9; // bool (0x1)
uintptr_t bRenderStatic = 0x7CA; // bool (0x1)
uintptr_t bForceMeshObjectUpdate = 0x7CB; // bool (0x1)
uintptr_t CapsuleIndirectShadowMinVisibility = 0x7CC; // int32_t (0x4)
uintptr_t CachedWorldOrLocalSpaceBounds = 0x818; // BoxSphereBounds (0x38)
uintptr_t CachedWorlP_HAiEVOQTpA_L_rm = 0x850; // Matrix (0x80)
};
// USkeletalMeshComponent - 39 own fields (dump)
struct USkeletalMeshComponent {
uintptr_t AnimClass = 0x8F0; // TSubclassOf<AnimInstance> (0x8)
uintptr_t AnimScriptInstance = 0x8F8; // AnimInstance* (0x8)
uintptr_t OverridePostProcessAnimBP = 0x900; // TSubclassOf<AnimInstance> (0x8)
uintptr_t PostProcessAnimInstance = 0x908; // AnimInstance* (0x8)
uintptr_t AnimationData = 0x910; // SingleAnimationPlayData (0x18)
uintptr_t RootBoneTranslation = 0x928; // Vector (0x18)
uintptr_t LineCheckBoundsScale = 0x940; // Vector (0x18)
uintptr_t LinkedInstances = 0x9B8; // FString (0x10)
uintptr_t CachedBoneSpaceTransforms = 0x9E8; // FString (0x10)
uintptr_t CachedComponentSpaceTransforms = 0x9F8; // FString (0x10)
uintptr_t GlobalAnimRateScale = 0xAD0; // float (0x4)
uintptr_t KinematicBonesUpdateType = 0xAD4; // EKinematicBonesUpdateToPhysics (0x1)
uintptr_t PhysicsTransformUpdateMode = 0xAD5; // EPhysicsTransformUpdateMode (0x1)
uintptr_t ClothTeleportMode = 0xAD6; // uint8_t (0x1)
uintptr_t AnimationMode = 0xAD7; // EAnimationMode (0x1)
uintptr_t bDisablePostProcessBlueprint = 0xAD9; // bool (0x1)
uintptr_t bUpdateJointsFromAnimation = 0xADA; // bool (0x1)
uintptr_t bDisableRigidBodyAnimNode = 0xAE0; // bool (0x1)
uintptr_t bForceCollisionUpdate = 0xAE1; // bool (0x1)
uintptr_t ClothVelocityScale = 0xAE4; // int32_t (0x4)
uintptr_t bResetAfterTeleport = 0xAE8; // bool (0x1)
uintptr_t bForceRefpose = 0xAE9; // bool (0x1)
uintptr_t bPropagateCurvesToFollowers = 0xAEA; // bool (0x1)
uintptr_t CachedAnimCurveUidVersion = 0xB12; // uint16_t (0x2)
uintptr_t ClothBlendWeight = 0xB14; // int32_t (0x4)
uintptr_t bWaitForParallelClothTask = 0xB18; // bool (0x1)
uintptr_t bFilteredAnimCurvesIsAllowList = 0xB19; // bool (0x1)
uintptr_t CachedMeshCurveMetaDataVersion = 0xB1A; // uint16_t (0x2)
uintptr_t FilteredAnimCurves = 0xB20; // FString (0x10)
uintptr_t BodySetup = 0xB30; // BodySetup* (0x8)
uintptr_t ClothMaxDistanceScale = 0xB3C; // float (0x4)
uintptr_t ClothGeometryScale = 0xB40; // int32_t (0x4)
uintptr_t PostProcessAnimBPLODThreshold = 0xB44; // int32_t (0x4)
uintptr_t ClothingSimulationFactory = 0xB68; // TSubclassOf<ClothingSimulationFactory> (0x8)
uintptr_t TeleportDistanceThreshold = 0xC80; // float (0x4)
uintptr_t TeleportRotationThreshold = 0xC84; // int32_t (0x4)
uintptr_t ClothingSimulationInstances = 0xCA8; // FString (0x10)
uintptr_t MorphTargetCurves = 0xCE0; // FString (0x10)
uintptr_t LastPoseTickFrame = 0xFA0; // Interface_CollisionDataProvider* (0x4)
};
// UStaticMeshComponent - 26 own fields (dump)
struct UStaticMeshComponent {
uintptr_t ForcedLodModel = 0x5C0; // int32_t (0x4)
uintptr_t MinLOD = 0x5C4; // int32_t (0x4)
uintptr_t SubDivisionStepSize = 0x5C8; // int32_t (0x4)
uintptr_t WireframeColorOverride = 0x5CC; // Color (0x4)
uintptr_t StaticMesh = 0x5D0; // StaticMesh* (0x8)
uintptr_t WorldPositionOffsetDisableDistance = 0x5D8; // float (0x4)
uintptr_t bForceNaniteForMasked = 0x5DC; // bool (0x1)
uintptr_t bOverrideWireframeColor = 0x5DD; // bool (0x1)
uintptr_t bCastDistanceFieldIndirectShadow = 0x5DE; // bool (0x1)
uintptr_t bWritesToMaterialCache = 0x5DF; // bool (0x1)
uintptr_t OverriddenMeshPaintTextureCoordinateIndex = 0x5E0; // int32_t (0x4)
uintptr_t OverriddenMeshPaintTextureResolution = 0x5E4; // int32_t (0x4)
uintptr_t OverriddenLightMapRes = 0x5E8; // int32_t (0x4)
uintptr_t MeshPaintTextureCooked = 0x5F0; // Texture* (0x8)
uintptr_t MeshPaintTextureOverride = 0x5F8; // Texture* (0x8)
uintptr_t MaterialCacheTileCount = 0x600; // IntPoint (0x8)
uintptr_t MaterialCacheUVRegion = 0x608; // Box2f (0x14)
uintptr_t MaterialCacheUVCoordinateIndex = 0x61C; // int32_t (0x4)
uintptr_t MaterialCacheTextures = 0x620; // FString (0x10)
uintptr_t DistanceFieldIndirectShadowMinVisibility = 0x630; // float (0x4)
uintptr_t DistanceFieldSelfShadowBias = 0x634; // float (0x4)
uintptr_t StreamingDistanceMultiplier = 0x638; // float (0x4)
uintptr_t NanitePixelProgrammableDistance = 0x63C; // float (0x4)
uintptr_t LODData = 0x640; // FString (0x10)
uintptr_t StreamingTextureData = 0x650; // FString (0x10)
uintptr_t LightmassSettings = 0x660; // LightmassPrimitiveSettings (0x18)
};
// UCapsuleComponent - 2 own fields (dump)
struct UCapsuleComponent {
uintptr_t CapsuleHalfHeight = 0x580; // float (0x4)
uintptr_t CapsuleRadius = 0x584; // float (0x4)
};
// UCameraComponent - 21 own fields (dump)
struct UCameraComponent {
uintptr_t FieldOfView = 0x240; // int32_t (0x4)
uintptr_t FirstPersonFieldOfView = 0x244; // int32_t (0x4)
uintptr_t FirstPersonScale = 0x248; // int32_t (0x4)
uintptr_t OrthoWidth = 0x24C; // float (0x4)
uintptr_t bAutoCalculateOrthoPlanes = 0x250; // bool (0x1)
uintptr_t AutoPlaneShift = 0x254; // int32_t (0x4)
uintptr_t OrthoNearClipPlane = 0x258; // int32_t (0x4)
uintptr_t OrthoFarClipPlane = 0x25C; // int32_t (0x4)
uintptr_t bUpdateOrthoPlanes = 0x260; // bool (0x1)
uintptr_t bUseCameraHeightAsViewTarget = 0x261; // bool (0x1)
uintptr_t AspectRatio = 0x264; // int32_t (0x4)
uintptr_t AspectRatioAxisConstraint = 0x268; // EAspectRatioAxisConstraint (0x1)
uintptr_t bConstrainAspectRatio = 0x269; // bool (0x1)
uintptr_t Overscan = 0x26C; // int32_t (0x4)
uintptr_t AsymmetricOverscan = 0x270; // Vector4f (0x10)
uintptr_t bScaleResolutionWithOverscan = 0x280; // bool (0x1)
uintptr_t bCropOverscan = 0x281; // bool (0x1)
uintptr_t bLockToHmd = 0x282; // bool (0x1)
uintptr_t ProjectionMode = 0x283; // ECameraProjectionMode (0x1)
uintptr_t PostProcessBlendWeight = 0x2F0; // int32_t (0x4)
uintptr_t PostProcessSettings = 0x320; // PostProcessSettings (0x7B0)
};
// UActorComponent - 10 own fields (dump)
struct UActorComponent {
uintptr_t PrimaryComponentTick = 0x38; // ActorComponentTickFunction (0x30)
uintptr_t ComponentTags = 0x68; // FString (0x10)
uintptr_t AssetUserData = 0x78; // FString (0x10)
uintptr_t UCSSerializationIndex = 0x90; // int32_t (0x4)
uintptr_t bNetAddressable = 0x98; // bool (0x1)
uintptr_t bAutoActivate = 0x9A; // bool (0x1)
uintptr_t bIsEditorOnly = 0x9B; // bool (0x1)
uintptr_t CreationMethod = 0xB9; // uint8_t (0x1)
uintptr_t OnComponentActivated = 0xBA; // uint8_t (0x1)
uintptr_t OnComponentDeactivated = 0xBB; // uint8_t (0x1)
};
// UMovementComponent - 7 own fields (dump)
struct UMovementComponent {
uintptr_t UpdatedComponent = 0xC0; // SceneComponent* (0x8)
uintptr_t UpdatedPrimitive = 0xC8; // PrimitiveComponent* (0x8)
uintptr_t Velocity = 0xD8; // Vector (0x18)
uintptr_t PlaneConstraintNormal = 0xF0; // Vector (0x18)
uintptr_t PlaneConstraintOrigin = 0x108; // Vector (0x18)
uintptr_t bUpdateOnlyIfRendered = 0x120; // bool (0x1)
uintptr_t PlaneConstraintAxisSetting = 0x123; // uint8_t (0x1)
};
// UPawnMovementComponent - 1 own fields (dump)
struct UPawnMovementComponent {
uintptr_t PawnOwner = 0x180; // Pawn* (0x8)
};
// UCharacterMovementComponent - 121 own fields (dump)
struct UCharacterMovementComponent {
uintptr_t CharacterOwner = 0x198; // Character* (0x8)
uintptr_t GravityScale = 0x1A0; // int32_t (0x4)
uintptr_t MaxStepHeight = 0x1A4; // float (0x4)
uintptr_t JumpZVelocity = 0x1A8; // int32_t (0x4)
uintptr_t JumpOffJumpZFactor = 0x1AC; // int32_t (0x4)
uintptr_t WalkableFloorAngle = 0x1CC; // float (0x4)
uintptr_t WalkableFloorZ = 0x1D0; // float (0x4)
uintptr_t GravityDirection = 0x1D8; // Vector (0x18)
uintptr_t WorldToGravityTransform = 0x1F0; // Quat (0x20)
uintptr_t GravityToWorldTransform = 0x210; // Quat (0x20)
uintptr_t MovementMode = 0x231; // EMovementMode (0x1)
uintptr_t CustomMovementMode = 0x232; // uint8_t (0x1)
uintptr_t NetworkSmoothingMode = 0x233; // uint8_t (0x1)
uintptr_t GroundFriction = 0x234; // float (0x4)
uintptr_t OldBaseQuat = 0x240; // Quat (0x20)
uintptr_t OldBaseLocation = 0x260; // Vector (0x18)
uintptr_t MaxWalkSpeed = 0x278; // float (0x4)
uintptr_t MaxWalkSpeedCrouched = 0x27C; // float (0x4)
uintptr_t MaxSwimSpeed = 0x280; // float (0x4)
uintptr_t MaxFlySpeed = 0x284; // float (0x4)
uintptr_t MaxCustomMovementSpeed = 0x288; // float (0x4)
uintptr_t MaxAcceleration = 0x28C; // int32_t (0x4)
uintptr_t MinAnalogWalkSpeed = 0x290; // float (0x4)
uintptr_t BrakingFrictionFactor = 0x294; // float (0x4)
uintptr_t BrakingFriction = 0x298; // float (0x4)
uintptr_t BrakingSubStepTime = 0x29C; // float (0x4)
uintptr_t BrakingDecelerationWalking = 0x2A0; // float (0x4)
uintptr_t BrakingDecelerationFalling = 0x2A4; // float (0x4)
uintptr_t BrakingDecelerationSwimming = 0x2A8; // float (0x4)
uintptr_t BrakingDecelerationFlying = 0x2AC; // float (0x4)
uintptr_t AirControl = 0x2B0; // int32_t (0x4)
uintptr_t AirControlBoostMultiplier = 0x2B4; // float (0x4)
uintptr_t AirControlBoostVelocityThreshold = 0x2B8; // int32_t (0x4)
uintptr_t FallingLateralFriction = 0x2BC; // float (0x4)
uintptr_t CrouchedHalfHeight = 0x2C0; // float (0x4)
uintptr_t Buoyancy = 0x2C4; // int32_t (0x4)
uintptr_t PerchRadiusThreshold = 0x2C8; // float (0x4)
uintptr_t PerchAdditionalHeight = 0x2CC; // float (0x4)
uintptr_t RotationRate = 0x2D0; // Rotator (0x18)
uintptr_t bUseSeparateBrakingFriction = 0x2E8; // bool (0x1)
uintptr_t bEnableScopedMovementUpdates = 0x2E9; // bool (0x1)
uintptr_t bNetworkSkipProxyPredictionOnNetUpdate = 0x2EA; // bool (0x1)
uintptr_t bPushForceUsingZOffset = 0x2EB; // bool (0x1)
uintptr_t DeferredUpdatedMoveComponent = 0x2F0; // SceneComponent* (0x8)
uintptr_t MaxOutOfWaterStepHeight = 0x2F8; // float (0x4)
uintptr_t OutofWaterZ = 0x2FC; // int32_t (0x4)
uintptr_t Mass = 0x300; // int32_t (0x4)
uintptr_t StandingDownwardForceScale = 0x304; // int32_t (0x4)
uintptr_t InitialPushForceFactor = 0x308; // int32_t (0x4)
uintptr_t PushForceFactor = 0x30C; // int32_t (0x4)
uintptr_t PushForcePointZOffsetFactor = 0x310; // float (0x4)
uintptr_t TouchForceFactor = 0x314; // int32_t (0x4)
uintptr_t MinTouchForce = 0x318; // int32_t (0x4)
uintptr_t MaxTouchForce = 0x31C; // int32_t (0x4)
uintptr_t RepulsionForce = 0x320; // int32_t (0x4)
uintptr_t Acceleration = 0x328; // Vector (0x18)
uintptr_t LastUpdateRotation = 0x340; // Quat (0x20)
uintptr_t LastUpdateLocation = 0x360; // Vector (0x18)
uintptr_t LastUpdateVelocity = 0x378; // Vector (0x18)
uintptr_t ServerLastTransformUpdateTimeStamp = 0x390; // float (0x4)
uintptr_t ServerLastClientGoodMoveAckTime = 0x394; // float (0x4)
uintptr_t ServerLastClientAdjustmentTime = 0x398; // float (0x4)
uintptr_t PendingImpulseToApply = 0x3A0; // Vector (0x18)
uintptr_t PendingForceToApply = 0x3B8; // Vector (0x18)
uintptr_t AnalogInputModifier = 0x3D0; // int32_t (0x4)
uintptr_t MaxSimulationTimeStep = 0x3E0; // float (0x4)
uintptr_t MaxSimulationIterations = 0x3E4; // int32_t (0x4)
uintptr_t MaxJumpApexAttemptsPerSimulation = 0x3E8; // int32_t (0x4)
uintptr_t MaxDepenetrationWithGeometry = 0x3EC; // int32_t (0x4)
uintptr_t MaxDepenetrationWithGeometryAsProxy = 0x3F0; // int32_t (0x4)
uintptr_t MaxDepenetrationWithPawn = 0x3F4; // int32_t (0x4)
uintptr_t MaxDepenetrationWithPawnAsProxy = 0x3F8; // int32_t (0x4)
uintptr_t NetworkSimulatedSmoothLocationTime = 0x3FC; // float (0x4)
uintptr_t NetworkSimulatedSmoothRotationTime = 0x400; // float (0x4)
uintptr_t ListenServerNetworkSimulatedSmoothLocationTime = 0x404; // float (0x4)
uintptr_t ListenServerNetworkSimulatedSmoothRotationTime = 0x408; // float (0x4)
uintptr_t NetProxyShrinkRadius = 0x40C; // float (0x4)
uintptr_t NetProxyShrinkHalfHeight = 0x410; // float (0x4)
uintptr_t NetworkMaxSmoothUpdateDistance = 0x414; // float (0x4)
uintptr_t NetworkNoSmoothUpdateDistance = 0x418; // float (0x4)
uintptr_t NetworkMinTimeBetweenClientAckGoodMoves = 0x41C; // float (0x4)
uintptr_t NetworkMinTimeBetweenClientAdjustments = 0x420; // float (0x4)
uintptr_t NetworkMinTimeBetweenClientAdjustmentsLargeCorre = 0x424; // float (0x4)
uintptr_t NetworkLargeClientCorrectionDistance = 0x428; // float (0x4)
uintptr_t LedgeCheckThreshold = 0x42C; // int32_t (0x4)
uintptr_t JumpOutOfWaterPitch = 0x430; // int32_t (0x4)
uintptr_t CurrentFloor = 0x438; // FindFloorResult (0x108)
uintptr_t DefaultLandMovementMode = 0x540; // EMovementMode (0x1)
uintptr_t DefaultWaterMovementMode = 0x541; // EMovementMode (0x1)
uintptr_t GroundMovementMode = 0x542; // EMovementMode (0x1)
uintptr_t bMaintainHorizontalGroundVelocity = 0x568; // bool (0x1)
uintptr_t bNetworkGravityDirectionChanged = 0x569; // bool (0x1)
uintptr_t bIgnoreBaseRotation = 0x56A; // bool (0x1)
uintptr_t bWasSimulatingRootMotion = 0x56B; // bool (0x1)
uintptr_t FormerBaseVelocityDecayHalfLife = 0x56C; // int32_t (0x4)
uintptr_t bHasRequestedVelocity = 0x570; // bool (0x1)
uintptr_t AvoidanceConsiderationRadius = 0x594; // float (0x4)
uintptr_t RequestedVelocity = 0x598; // Vector (0x18)
uintptr_t LastUpdateRequestedVelocity = 0x5B0; // Vector (0x18)
uintptr_t AvoidanceUID = 0x5C8; // int32_t (0x4)
uintptr_t AvoidanceGroup = 0x5CC; // NavAvoidanceMask (0x4)
uintptr_t GroupsToAvoid = 0x5D0; // NavAvoidanceMask (0x4)
uintptr_t GroupsToIgnore = 0x5D4; // NavAvoidanceMask (0x4)
uintptr_t AvoidanceWeight = 0x5D8; // int32_t (0x4)
uintptr_t PendingLaunchVelocity = 0x5E0; // Vector (0x18)
uintptr_t NavMeshProjectionInterval = 0x738; // int32_t (0x4)
uintptr_t NavMeshProjectionTimer = 0x73C; // float (0x4)
uintptr_t NavMeshProjectionInterpSpeed = 0x740; // float (0x4)
uintptr_t NavMeshProjectionHeightScaleUp = 0x744; // float (0x4)
uintptr_t NavMeshProjectionHeightScaleDown = 0x748; // float (0x4)
uintptr_t NavWalkingFloorDistTolerance = 0x74C; // float (0x4)
uintptr_t bBasedMovementIgnorePhysicsBase = 0x750; // bool (0x1)
uintptr_t bBaseOnAttachmentRoot = 0x751; // bool (0x1)
uintptr_t bStayBasedInAir = 0x752; // bool (0x1)
uintptr_t StayBasedInAirHeight = 0x754; // float (0x4)
uintptr_t PostPhysicsTickFunction = 0x788; // CharacterMovementComponentPostPhysicsTickFunction (0x30)
uintptr_t MinTimeBetweenTimeStampResets = 0x7D0; // float (0x4)
uintptr_t CurrentRootMotion = 0xD48; // RootMotionSourceGroup (0x48)
uintptr_t ServerCorrectionRootMotion = 0xD90; // RootMotionSourceGroup (0x48)
uintptr_t RootMotionParams = 0xF40; // RootMotionMovementParams (0x70)
uintptr_t AnimRootMotionVelocity = 0xFB0; // Vector (0x18)
};
// UPlayerInput - 2 own fields (dump)
struct UPlayerInput {
uintptr_t DebugExecBindings = 0x160; // FString (0x10)
uintptr_t InvertedAxis = 0x1A0; // FString (0x10)
};
// AFortGameState - 53 own fields (dump)
struct AFortGameState {
uintptr_t CurrentWUID = 0x350; // FString (0x10)
uintptr_t ParTime = 0x360; // float (0x4)
uintptr_t WorldLevel = 0x364; // int32_t (0x4)
uintptr_t CraftingBonus = 0x368; // int32_t (0x4)
uintptr_t CurrentReadyToContinueTimer = 0x36C; // float (0x4)
uintptr_t TeamCount = 0x370; // int32_t (0x4)
uintptr_t MatchmakingLinkId = 0x378; // OnlineLinkId (0x18)
uintptr_t MatchmakingLinkType = 0x390; // FString (0x10)
uintptr_t AnalyticsSessionInfo = 0x3A0; // AnalyticsSessionInfo (0x20)
uintptr_t POIManager = 0x3C0; // FortPoiManager* (0x8)
uintptr_t bDBNOEnabledForGameMode = 0x3DC; // bool (0x1)
uintptr_t bFishingCollectionEnabled = 0x3F8; // bool (0x1)
uintptr_t bCharacterCollectionEnabled = 0x3F9; // bool (0x1)
uintptr_t MatchStartTime = 0x3FC; // float (0x4)
uintptr_t RealMatchStartTime = 0x400; // int64_t (0x8)
uintptr_t bPlayerRespawningBlocked_Temporarily = 0x408; // bool (0x1)
uintptr_t ReplicatedWorldRealTimeSecondsDouble = 0x410; // int64_t (0x8)
uintptr_t ServerWorldRealTimeSecondsDelta = 0x418; // int64_t (0x8)
uintptr_t AdditionalPlaylistLevelsStreamed = 0x450; // FString (0x10)
uintptr_t WorldDaysElapsed = 0x4B0; // int32_t (0x4)
uintptr_t FeedbackManager = 0x4D0; // FortFeedbackManager* (0x8)
uintptr_t MissionManager = 0x4D8; // FortMissionManager* (0x8)
uintptr_t AnnouncementManager = 0x4E0; // FortClientAnnouncementManager* (0x8)
uintptr_t ScriptedActionManager = 0x4E8; // FortScriptedActionManager* (0x8)
uintptr_t LobbyGameState = 0x4F0; // FortLobbyBeaconState* (0x8)
uintptr_t WorldManager = 0x4F8; // FortWorldManager* (0x8)
uintptr_t GameplayState = 0x500; // EFortGameplayState (0x1)
uintptr_t MusicManagerSubclass = 0x508; // TSubclassOf<FortMusicManager> (0x8)
uintptr_t MusicManagerBank = 0x510; // FortMusicManagerBank* (0x8)
uintptr_t FortAmbientAudioControllerClass = 0x518; // TSubclassOf<FortAmbientAudioController> (0x8)
uintptr_t FortStreamingSourcesComponentClassOverride = 0x520; // TSubclassOf<FortControllerComponent_StreamingSources> (0x8)
uintptr_t GameSessionId = 0x528; // FString (0x10)
uintptr_t ManagedCharMovementComponents = 0x538; // FString (0x10)
uintptr_t ManagedAnimPawns = 0x548; // FString (0x10)
uintptr_t PawnForReplayRelevancy = 0x558; // FortPawn* (0x8)
uintptr_t RecorderPlayerState = 0x560; // FortPlayerState* (0x8)
uintptr_t ManagedCharMovementComponentsCopyPrimary = 0x598; // FString (0x10)
uintptr_t ManagedCharMovementComponentsCopyDelayed = 0x5A8; // FString (0x10)
uintptr_t TimeOfDayCallbacks = 0x5B8; // FString (0x10)
uintptr_t FXManager = 0x5C8; // FortFXManager* (0x8)
uintptr_t WindManager = 0x5D0; // FortWindManager* (0x8)
uintptr_t DestructionGraph = 0x5D8; // FortDestructionGraph* (0x8)
uintptr_t Teams = 0x5E0; // FString (0x10)
uintptr_t bSkipTeamReplication = 0x5F0; // bool (0x1)
uintptr_t GlobalAbilityTargetingActor = 0x680; // FortGlobalAbilityTargetingActor* (0x8)
uintptr_t AppliedHomebaseDataArray = 0x6B0; // FString (0x10)
uintptr_t LootInfo = 0x758; // GameStateLootInfo (0x20)
uintptr_t TreasureChestInfos = 0x778; // FString (0x10)
uintptr_t AmmoBoxInfos = 0x788; // FString (0x10)
uintptr_t UnplayableHitchThresholdInMs = 0x7B0; // int32_t (0x4)
uintptr_t MaxUnplayableHitchesToTolerate = 0x7B4; // int32_t (0x4)
uintptr_t CreativeQuestManager = 0x7C8; // CreativeQuestManager* (0x8)
uintptr_t SkinWeightManager = 0x7D0; // FortSkinWeightOverrideManager* (0x8)
};
// AFortGameStateAthena - 207 own fields (dump)
struct AFortGameStateAthena {
uintptr_t PostGameUIInfo = 0x1060; // FortPlaylistUIInfo* (0x8)
uintptr_t bInSpawningStartup = 0x1068; // bool (0x1)
uintptr_t bCanBuildOnWaterGlobal = 0x1090; // bool (0x1)
uintptr_t bBlockBuildOnWaterGlobal = 0x1091; // bool (0x1)
uintptr_t bIsGrassFireBoundsUpdateEnabled = 0x10E8; // bool (0x1)
uintptr_t bCanSpawnLoot = 0x10E9; // bool (0x1)
uintptr_t InfiniteBuildingResources = 0x10F0; // ScalableFloat (0x28)
uintptr_t InfiniteGold = 0x1118; // ScalableFloat (0x28)
uintptr_t InfiniteWorldResources = 0x1140; // ScalableFloat (0x28)
uintptr_t AthenaGameDataTable = 0x1190; // CurveTable* (0x8)
uintptr_t AthenaGameDataResetRows = 0x1198; // FString (0x10)
uintptr_t ResetAthenaGameDataTable = 0x11A8; // CurveTable* (0x8)
uintptr_t bIsUsingDownloadOnDemand = 0x11B0; // bool (0x1)
uintptr_t bWantsHoldoverPluginOnClient = 0x11B1; // bool (0x1)
uintptr_t bDisconnectOnContentBeaconError = 0x11B2; // bool (0x1)
uintptr_t bPlaylistDataIsActivelyLoading = 0x1262; // bool (0x1)
uintptr_t FullScreenMapBlockers = 0x1298; // FString (0x10)
uintptr_t AllWinnersAnnounced = 0x12A8; // FString (0x10)
uintptr_t WinnerInfoDisplayReadyCN = 0x12B8; // FString (0x10)
uintptr_t CountdownTick = 0x12C8; // FString (0x10)
uintptr_t CountdownStarted = 0x12D8; // FString (0x10)
uintptr_t CountdownFinished = 0x12E8; // FString (0x10)
uintptr_t CountdownStopped = 0x12F8; // FString (0x10)
uintptr_t FinalCountdownTick = 0x1308; // FString (0x10)
uintptr_t FinalCountdownStarted = 0x1318; // FString (0x10)
uintptr_t FinalCountdownFinished = 0x1328; // FString (0x10)
uintptr_t CurrentHighScoreUpdated = 0x1338; // FString (0x10)
uintptr_t GameModeMessageRequest = 0x1378; // FString (0x10)
uintptr_t ContextTutorialGameModeMessageRequest = 0x1388; // FString (0x10)
uintptr_t HideGameModeMessageRequest = 0x1398; // FString (0x10)
uintptr_t GameModeMessageSuccess = 0x13A8; // FString (0x10)
uintptr_t ShowGameModeMessage = 0x13B8; // FString (0x10)
uintptr_t HideGameModeMessage = 0x13C8; // FString (0x10)
uintptr_t ShowMarkerGameMode = 0x13D8; // FString (0x10)
uintptr_t HideMarkerGameMode = 0x13E8; // FString (0x10)
uintptr_t RepositionGameModeMessage = 0x13F8; // FString (0x10)
uintptr_t SetDefaultPositionGameModeMessage = 0x1408; // FString (0x10)
uintptr_t MutatorGenericIntegerUpdated = 0x1438; // FString (0x10)
uintptr_t MutatorGameplayEvent = 0x1448; // FString (0x10)
uintptr_t bForceTeamScorePlacementOnDeath = 0x14D8; // bool (0x1)
uintptr_t bSkyTubesShuttingDown = 0x14D9; // bool (0x1)
uintptr_t bSkyTubesDisabled = 0x14DA; // bool (0x1)
uintptr_t ServerChangelistNumber = 0x14E4; // int32_t (0x4)
uintptr_t ServerType = 0x14E8; // FString (0x10)
uintptr_t SpecialActorData = 0x14F8; // FortSpecialActorReplicationInfo* (0x8)
uintptr_t ReplOverrideData = 0x1500; // FortPropertyOverrideReplShared* (0x8)
uintptr_t BuildingActorClasses = 0x1510; // FString (0x10)
uintptr_t WinnerAnnounced = 0x1520; // FString (0x10)
uintptr_t WinningTeamAnnounced = 0x1530; // FString (0x10)
uintptr_t WinningScoreDetermined = 0x1540; // FString (0x10)
uintptr_t ActiveTeamArrayBuiltEvent = 0x1550; // FString (0x10)
uintptr_t bSkipWinnerAnnounced = 0x15C0; // bool (0x1)
uintptr_t bStopBuildingHealingOnDamage = 0x15C1; // bool (0x1)
uintptr_t EndGameStartTime = 0x15C4; // float (0x4)
uintptr_t EndGameKickPlayerTime = 0x15C8; // float (0x4)
uintptr_t TotalPlayers = 0x15CC; // int32_t (0x4)
uintptr_t PlayersLeft = 0x15D0; // int32_t (0x4)
uintptr_t PlayersLoaded = 0x15D4; // int32_t (0x4)
uintptr_t ClientVehicleClassesToLoad = 0x15D8; // FString (0x10)
uintptr_t ClientItemDefsToLoad = 0x15E8; // FString (0x10)
uintptr_t PredictedProjectiles = 0x15F8; // FString (0x10)
uintptr_t RemainingFocalPointActorDuration = 0x1608; // float (0x4)
uintptr_t FocalPointActor = 0x1610; // Actor* (0x8)
uintptr_t FocalPointRotationInterpSpeed = 0x1618; // float (0x4)
uintptr_t FocalPointOffset = 0x1620; // Vector_NetQuantize (0x18)
uintptr_t FocalPointFOV = 0x1638; // int32_t (0x4)
uintptr_t bCheatRespawnEnabled = 0x168C; // bool (0x1)
uintptr_t TeamXPlayersLeft = 0x1690; // FString (0x10)
uintptr_t WinningPlayerList = 0x16A0; // FString (0x10)
uintptr_t TeamsLeft = 0x16B0; // int32_t (0x4)
uintptr_t ServerToClientPreloadList = 0x16B8; // FString (0x10)
uintptr_t DefaultBattleBus = 0x16C8; // AthenaBattleBusItemDefinition* (0x8)
uintptr_t TeamFlightPaths = 0x16D0; // FString (0x10)
uintptr_t FlightPathMidLine = 0x16E0; // AircraftFlightInfo (0x48)
uintptr_t DropZoneCenter = 0x1728; // Vector2D (0x10)
uintptr_t FlightPathSelectionCenter = 0x1738; // Vector2D (0x10)
uintptr_t UtcTimeStartedMatch = 0x1748; // DateTime (0x8)
uintptr_t bIsLargeTeamGame = 0x1750; // bool (0x1)
uintptr_t WinningPlayerState = 0x1758; // PlayerState* (0x8)
uintptr_t WinningTeam = 0x1770; // int32_t (0x4)
uintptr_t WinningScore = 0x1774; // int32_t (0x4)
uintptr_t CurrentHighScore = 0x1778; // int32_t (0x4)
uintptr_t CurrentHighScoreTeam = 0x177C; // int32_t (0x4)
uintptr_t SupplyDropWaveStartedSoundCue = 0x1780; // SoundCue* (0x8)
uintptr_t bApplyHomebaseEffectsOnPlayerSetup = 0x17A8; // bool (0x1)
uintptr_t KillFeedEntry = 0x17B0; // FString (0x10)
uintptr_t KillFeedUpdated = 0x17D0; // FString (0x10)
uintptr_t SpectatorArray = 0x17E8; // FString (0x10)
uintptr_t PartyMemberSpectatorArray = 0x17F8; // FString (0x10)
uintptr_t bStormReachedFinalPosition = 0x1809; // bool (0x1)
uintptr_t FriendlyFireType = 0x180A; // uint8_t (0x1)
uintptr_t SpectateAPartyMemberAvailable = 0x1828; // uint8_t (0x1)
uintptr_t GameMemberInfoArray = 0x18C0; // GameMemberInfoArray (0x60)
uintptr_t ActiveTeamNums = 0x19B0; // FString (0x10)
uintptr_t CurrentPlaylistId = 0x19C0; // int32_t (0x4)
uintptr_t MinimapBackgroundMID = 0x19C8; // MaterialInstanceDynamic* (0x8)
uintptr_t MinimapCircleMID = 0x19D0; // MaterialInstanceDynamic* (0x8)
uintptr_t MinimapNextCircleMID = 0x19D8; // MaterialInstanceDynamic* (0x8)
uintptr_t FullMapCircleMID = 0x19E0; // MaterialInstanceDynamic* (0x8)
uintptr_t FullMapNextCircleMID = 0x19E8; // MaterialInstanceDynamic* (0x8)
uintptr_t MinimapSafeZoneBrush = 0x19F0; // SlateBrush (0xB0)
uintptr_t MinimapCircleBrush = 0x1AA0; // SlateBrush (0xB0)
uintptr_t MinimapNextCircleBrush = 0x1B50; // SlateBrush (0xB0)
uintptr_t FullMapCircleBrush = 0x1C00; // SlateBrush (0xB0)
uintptr_t FullMapNextCircleBrush = 0x1CB0; // SlateBrush (0xB0)
uintptr_t MinimapSafeZoneFinalPosBrush = 0x1D60; // SlateBrush (0xB0)
uintptr_t AircraftPathBrush = 0x1E10; // SlateBrush (0xB0)
uintptr_t AircraftMidlinePathBrush = 0x1EC0; // SlateBrush (0xB0)
uintptr_t AircraftPathTeamIndicatorBrush = 0x1F70; // SlateBrush (0xB0)
uintptr_t MiniMapBackgroundDrawingMaterialOverride = 0x2020; // MaterialInterface* (0x8)
uintptr_t MiniMapRadiusTrackerCircleOffscreenDrawingIcon = 0x2028; // Texture2D* (0x8)
uintptr_t MiniMapRadiusTrackerCircleOffscreenBackgroundDra = 0x2030; // Texture2D* (0x8)
uintptr_t MiniMapBackgroundDrawingMaterial = 0x2038; // MaterialInterface* (0x8)
uintptr_t MiniMapCircleDrawingMaterial = 0x2040; // MaterialInterface* (0x8)
uintptr_t MiniMapNextCircleDrawingMaterial = 0x2048; // MaterialInterface* (0x8)
uintptr_t MiniMapRadiusTrackerCircleDrawingMaterial = 0x2050; // MaterialInterface* (0x8)
uintptr_t RadiusTrackerCircleCenterAndRadiusParameterName = 0x2058; // float (0x4)
uintptr_t RadiusTrackerCircleColorParameterName = 0x205C; // float (0x4)
uintptr_t bDrawSafeZone = 0x2060; // bool (0x1)
uintptr_t DynamicShadows = 0x2068; // FString (0x10)
uintptr_t DynamicLands = 0x2078; // FString (0x10)
uintptr_t MapInfo = 0x2088; // FortAthenaMapInfo* (0x8)
uintptr_t MinimapMPC = 0x2090; // MaterialParameterCollection* (0x8)
uintptr_t BroadcastSpectatorInfo = 0x2098; // FortBroadcastSpectatorInfo* (0x8)
uintptr_t SplatterGridSystem = 0x20A0; // SplatterGridSystem* (0x8)
uintptr_t CustomizationsPreloader = 0x20F8; // FortCustomizationsPreloader* (0x8)
uintptr_t AICharacterPartsPreloadData = 0x2100; // FString (0x10)
uintptr_t AIAnimationSpawnerDataProxyTables = 0x2110; // FString (0x10)
uintptr_t AIPawnCustomizationPreloadData = 0x2120; // FString (0x10)
uintptr_t ReasonWereInSetupPhase = 0x2160; // FString (0x10)
uintptr_t CustomKeyMatchOwner = 0x2170; // FString (0x10)
uintptr_t CustomMatchKey = 0x2180; // FString (0x10)
uintptr_t EventTournamentRound = 0x2190; // uint8_t (0x1)
uintptr_t bIsCustomMatch = 0x2191; // bool (0x1)
uintptr_t bIsTournamentMatch = 0x2192; // bool (0x1)
uintptr_t TournamentInputFilter = 0x2193; // uint8_t (0x1)
uintptr_t CurrentPlaylistInfo = 0x2198; // PlaylistPropertyArray (0xA8)
uintptr_t LobbySoundMix = 0x2268; // SoundMix* (0x8)
uintptr_t TotalPlayersBots = 0x2270; // int32_t (0x4)
uintptr_t PlayerBotsLeft = 0x2274; // int32_t (0x4)
uintptr_t LobbyAction = 0x2288; // int32_t (0x4)
uintptr_t MutatorEventData = 0x228C; // GameplayMutatorEventData (0x10)
uintptr_t MutatorObjectDataArray = 0x22A0; // GameplayMutatorObjectDataArray (0x58)
uintptr_t MutatorGenericInt = 0x22F8; // int32_t (0x4)
uintptr_t MutatorGenericInt_0 = 0x22FC; // int32_t (0x4)
uintptr_t MutatorGenericInt_1 = 0x2300; // int32_t (0x4)
uintptr_t GameplayMutator_AI = 0x2308; // FortAthenaMutator_AI* (0x8)
uintptr_t MutatorListComponent = 0x2310; // FortMutatorListComponent* (0x8)
uintptr_t DefaultGliderRedeployCanRedeploy = 0x2318; // int32_t (0x4)
uintptr_t DefaultRedeployGliderLateralVelocityMult = 0x231C; // int32_t (0x4)
uintptr_t DefaultRedeployGliderHeightLimit = 0x2320; // float (0x4)
uintptr_t DefaultParachuteDeployTraceForGroundDistance = 0x2324; // float (0x4)
uintptr_t DefaultAllowNeutralWallEditing = 0x2328; // int32_t (0x4)
uintptr_t SignalInStormRegenSpeed = 0x232C; // float (0x4)
uintptr_t SignalInStormLostSpeed = 0x2330; // float (0x4)
uintptr_t StormCNDamageVulnerabilityLevel1 = 0x2338; // int32_t (0x4)
uintptr_t StormCNDamageVulnerabilityLevel2 = 0x233C; // int32_t (0x4)
uintptr_t StormCNDamageVulnerabilityLevel3 = 0x2340; // int32_t (0x4)
uintptr_t MeshNetworkStatus = 0x2344; // MeshNetworkStatus (0x3)
uintptr_t VolumeManagerToUse = 0x2358; // TSubclassOf<FortVolumeManager> (0x8)
uintptr_t PartyRiftPortalManagerToUse = 0x2360; // TSubclassOf<FortPartyRiftPortalManager> (0x8)
uintptr_t BattleRoyaleGamePhaseLogicClass = 0x2368; // TSubclassOf<FortGameStateComponent_BattleRoyaleGamePhaseLogic> (0x8)
uintptr_t bUseUEFNProjects = 0x2370; // bool (0x1)
uintptr_t VolumeManager = 0x2388; // FortVolumeManager* (0x8)
uintptr_t PartyRiftPortalManager = 0x2390; // FortPartyRiftPortalManager* (0x8)
uintptr_t LocalizationService = 0x2398; // FortLocalizationService* (0x8)
uintptr_t SanitizationService = 0x23A0; // FortSanitizationService* (0x8)
uintptr_t HermesLoadContext = 0x23A8; // FortHermesLoadContext* (0x8)
uintptr_t ResurrectionEnabledRow = 0x23B0; // ScalableFloat (0x28)
uintptr_t SpawnMachineIconBrush = 0x23E0; // SlateBrush (0xB0)
uintptr_t SpawnCardIconBrush = 0x2490; // SlateBrush (0xB0)
uintptr_t SpawnMachineMapLegendTag = 0x2540; // GameplayTag (0x4)
uintptr_t SpawnCardMapLegendTag = 0x2544; // GameplayTag (0x4)
uintptr_t TeammateIconBrush = 0x2550; // SlateBrush (0xB0)
uintptr_t EliminationSelfIconBrush = 0x2620; // SlateBrush (0xB0)
uintptr_t EliminationSelfClampedIconBrush = 0x26D0; // SlateBrush (0xB0)
uintptr_t EliminationSquadmateIconBrush = 0x2780; // SlateBrush (0xB0)
uintptr_t EliminationSquadmateClampedIconBrush = 0x2830; // SlateBrush (0xB0)
uintptr_t EliminationTeammateIconBrush = 0x28E0; // SlateBrush (0xB0)
uintptr_t EliminationTeammateClampedIconBrush = 0x2990; // SlateBrush (0xB0)
uintptr_t EliminationEnemyIconBrush = 0x2A40; // SlateBrush (0xB0)
uintptr_t EliminationEnemyClampedIconBrush = 0x2AF0; // SlateBrush (0xB0)
uintptr_t EliminationFadeInCurve = 0x2BA0; // CurveFloat* (0x20)
uintptr_t EliminationFadeOutCurve = 0x2BC0; // CurveFloat* (0x20)
uintptr_t EliminationScaleInCurve = 0x2BE0; // CurveVector* (0x20)
uintptr_t EliminationScaleOutCurve = 0x2C00; // CurveVector* (0x20)
uintptr_t EliminationMarkerHUDMaxDistance = 0x2C20; // float (0x4)
uintptr_t EliminationMarkerHUDZOffset = 0x2C24; // float (0x4)
uintptr_t GoldenPoiLocationTags = 0x2C48; // GameplayTagContainer (0x20)
uintptr_t UnicornDriver = 0x2CC8; // UnicornDriver* (0x8)
uintptr_t ActiveEventNamesAtPlaylistLoad = 0x2CD0; // FString (0x10)
uintptr_t NewItemDuringWarmupWeightAddMod = 0x2CE0; // ScalableFloat (0x28)
uintptr_t SmoothedWorldTimeSeconds = 0x2D08; // float (0x4)
uintptr_t SmoothedWorldTimeSecondsDrift = 0x2D0C; // float (0x4)
uintptr_t RolledLootGroupTags = 0x2D10; // GameplayTagContainer (0x20)
uintptr_t bEnvironmentDamageBlocked = 0x2D30; // bool (0x1)
uintptr_t ReticulatedSplineDefinitions = 0x2D38; // FString (0x10)
uintptr_t ReticulatedSplineIds = 0x2D48; // FString (0x10)
uintptr_t StormShields = 0x2D58; // FString (0x10)
uintptr_t bDamageComboHUDEnabled = 0x2D70; // bool (0x1)
uintptr_t DamageComboHUDMinHits = 0x2D74; // int32_t (0x4)
uintptr_t bEnableMatchesProxy = 0x2D78; // bool (0x1)
uintptr_t MatchesProxyMatchId = 0x2D80; // FString (0x10)
uintptr_t DelayMovementInput = 0x2DA0; // ScalableFloat (0x28)
uintptr_t DelayMovementInputReplicated = 0x2DC8; // int32_t (0x4)
uintptr_t bCraftingEnabled = 0x2DCC; // bool (0x1)
uintptr_t BusDriverMessages = 0x2DE8; // FString (0x10)
};
// AFortPawn - 199 own fields (dump)
struct AFortPawn {
uintptr_t bUseBaseChanged = 0x720; // bool (0x1)
uintptr_t bIsKnockedback = 0x721; // bool (0x1)
uintptr_t bMovingEmoteFollowingOnly = 0x722; // bool (0x1)
uintptr_t bPrimaryInputQueued = 0x723; // bool (0x1)
uintptr_t AdditionalPickupTags = 0x728; // GameplayTagContainer (0x20)
uintptr_t SpawnSourceOverride = 0x748; // uint8_t (0x1)
uintptr_t bIsSwinging = 0x749; // bool (0x1)
uintptr_t SwingAttachLocation = 0x750; // Vector (0x18)
uintptr_t SwingAttachLocationUpdateDistanceThreshold = 0x768; // float (0x4)
uintptr_t bSkipAnalogJump = 0x76C; // bool (0x1)
uintptr_t FootstepTraceTypeQuery = 0x76D; // ETraceTypeQuery (0x1)
uintptr_t FootstepSurfaceType = 0x76E; // EFortFootstepSurfaceType (0x1)
uintptr_t SoundIndicatorComponent = 0x818; // FortSoundIndicatorComponent* (0x8)
uintptr_t UroShiftBucket = 0x830; // uint8_t (0x1)
uintptr_t bUpdateMeshComponentUpdateFlagOnServer = 0x831; // bool (0x1)
uintptr_t MutatorBoneScaleChangeRevision = 0x834; // int32_t (0x4)
uintptr_t bSkipReticleColorTrace = 0x849; // bool (0x1)
uintptr_t bWasDBNOOnDeath = 0x84A; // bool (0x1)
uintptr_t CurrentMovementStyle = 0x84B; // EFortMovementStyle (0x1)
uintptr_t ControlRecoveryBehavior = 0x84C; // uint8_t (0x1)
uintptr_t TeleportCounter = 0x84D; // uint8_t (0x1)
uintptr_t PawnStatHandle = 0x870; // DataTableRowHandle (0x10)
uintptr_t OverridePawnStatHandle = 0x880; // DataTableRowHandle (0x10)
uintptr_t SlidingFriction = 0x890; // float (0x4)
uintptr_t bIsSlopeSliding = 0x894; // bool (0x1)
uintptr_t PackedReplicatedSlopeAngles = 0x896; // uint16_t (0x2)
uintptr_t SlidingBrakingDeceleration = 0x898; // float (0x4)
uintptr_t StormShieldComponent = 0x8A0; // FortStormShieldComponent* (0x8)
uintptr_t PushSize = 0x8B8; // uint8_t (0x1)
uintptr_t LastRevivedFromDBNOTime = 0x8C4; // float (0x4)
uintptr_t LastSurfaceTraceTime = 0x8C8; // float (0x4)
uintptr_t LastSurfaceTraceLocation = 0x8D0; // Vector (0x18)
uintptr_t CachedSkeletalMeshLocalBoudingBox = 0x920; // Box (0x38)
uintptr_t bIsJumping = 0x990; // bool (0x1)
uintptr_t PawnUniqueID = 0x994; // int32_t (0x4)
uintptr_t CurrentWeapon = 0x998; // FortWeapon* (0x8)
uintptr_t DurabilityPercentToRestoreOnDeath = 0x9A0; // ScalableFloat (0x28)
uintptr_t PreviousWeapon = 0x9C8; // FortWeapon* (0x8)
uintptr_t CurrentWeaponList = 0x9D0; // FString (0x10)
uintptr_t PreviousAbilityWeaponNameForTelemetry = 0x9E0; // FString (0x10)
uintptr_t bShouldSeeThroughFactionMembers = 0xA10; // bool (0x1)
uintptr_t CachedAffiliationManager = 0xA18; // FortGameStateComponent_AffiliationManager* (0x8)
uintptr_t WeaponHandSocketName = 0xA20; // int32_t (0x4)
uintptr_t LeftHandWeaponHandSocketName = 0xA24; // int32_t (0x4)
uintptr_t SpawnSpot = 0xA28; // Actor* (0x8)
uintptr_t DeathTags = 0xA30; // GameplayTagContainer (0x20)
uintptr_t SpawnImmunityTime = 0xA50; // float (0x4)
uintptr_t CurrentWaterBody = 0xA58; // FortWaterBodyActor* (0x8)
uintptr_t bShouldSupportSurfaceSwimming = 0xA60; // bool (0x1)
uintptr_t ReplicatedWaterBody = 0xA68; // FortWaterBodyActor* (0x8)
uintptr_t IncomingPickups = 0xA70; // FString (0x10)
uintptr_t PickupDirectionData = 0xA80; // FString (0x10)
uintptr_t bIsStunned = 0xA90; // bool (0x1)
uintptr_t WindVolumes = 0xA98; // FString (0x10)
uintptr_t VortexParams = 0xAB0; // VortexParams (0x90)
uintptr_t bIsInVortex = 0xB40; // bool (0x1)
uintptr_t CurrentSkyTube = 0xB48; // FortSkyTube* (0x8)
uintptr_t ReplicatedSkyTube = 0xB50; // FortSkyTube* (0x8)
uintptr_t OverlappedSkyTubes = 0xB58; // FString (0x10)
uintptr_t bPrioritizeEarlierTubes = 0xB68; // ScalableFloat (0x28)
uintptr_t AdditiveCringeCount = 0xBB0; // int32_t (0x4)
uintptr_t AdditiveCringeDuration = 0xBB4; // float (0x4)
uintptr_t bSupportsDamageNumbersAtHitLocation = 0xBB8; // bool (0x1)
uintptr_t PushMomentum = 0xBC0; // Vector_NetQuantize (0x18)
uintptr_t LocalSpin = 0xBDC; // float (0x4)
uintptr_t bTurnTransitionActiveAndControllingRotation = 0xBE1; // bool (0x1)
uintptr_t HitReactionModule = 0xBE8; // FortPawnHitReactionModule (0xE0)
uintptr_t DeathCueTag = 0xCFC; // GameplayCueTag (0x4)
uintptr_t DeathStatTags = 0xD00; // FString (0x10)
uintptr_t DeathHitSocket = 0xD10; // SkeletalMeshSocket* (0x8)
uintptr_t DefaultLifespanAfterDeath = 0xD40; // float (0x4)
uintptr_t TeamBeaconMaxDist = 0xD44; // float (0x4)
uintptr_t TeamBeaconTextColor = 0xD48; // Color (0x4)
uintptr_t LastTakeHitTimeTimeout = 0xD4C; // float (0x4)
uintptr_t LastDamagedTime = 0xD50; // float (0x4)
uintptr_t CurrentlyAttachedWeapon = 0xD58; // FortWeapon* (0x8)
uintptr_t CachedNavFloor = 0xD60; // PrimitiveComponent* (0x8)
uintptr_t MaxFootstepDistance = 0xD6C; // float (0x4)
uintptr_t DBNOLandingSound = 0xD70; // SoundBase* (0x8)
uintptr_t DefaultFootstepSound = 0xD78; // SoundBase* (0x8)
uintptr_t DefaultFastFootstepSound = 0xD80; // SoundBase* (0x8)
uintptr_t DefaultHardLandingSound = 0xD90; // SoundBase* (0x8)
uintptr_t DefaultJumpSound = 0xD98; // SoundBase* (0x8)
uintptr_t DefaultHitNotifyAudioBank = 0xDA0; // WeaponHitNotifyAudioBank* (0x20)
uintptr_t LoadedDefaultHitNotifyAudioBank = 0xDC0; // WeaponHitNotifyAudioBank* (0x8)
uintptr_t DefaultSwimmingAudioBank = 0xDC8; // FortSwimmingAudioBank* (0x8)
uintptr_t SoundLibraryComponent = 0xDD0; // FortSoundLibraryComponent* (0x8)
uintptr_t HitReactionZones = 0xDD8; // FString (0x10)
uintptr_t LineTestForDamageZoneBoneDetectionRadius = 0xDE8; // float (0x4)
uintptr_t DamageZoneActiveBitMask = 0xE68; // uint8_t (0x1)
uintptr_t TargettingZOffset = 0xE6C; // float (0x4)
uintptr_t JumpFlashCountPacked = 0xE80; // uint8_t (0x1)
uintptr_t LandingFlashCountPacked = 0xE81; // uint8_t (0x1)
uintptr_t EmoteAudioComps = 0xE88; // FString (0x10)
uintptr_t FrontEndEmoteAudioAttenuation = 0xE98; // SoundAttenuation* (0x8)
uintptr_t InGameEmoteAudioAttenuation = 0xEA0; // SoundAttenuation* (0x8)
uintptr_t InGameEmoteSoundEffectSoundPresetChain = 0xEA8; // SoundEffectSourcePresetChain* (0x8)
uintptr_t EmoteMeshCompDatas = 0xEB0; // FString (0x10)
uintptr_t EmotePropActors = 0xEC0; // FString (0x10)
uintptr_t EmoteParticleSystemComps = 0xED0; // FString (0x10)
uintptr_t EmoteCount = 0xEE0; // int32_t (0x4)
uintptr_t LastEmoteTime = 0xEE4; // float (0x4)
uintptr_t LastEmoteEndTime = 0xEE8; // float (0x4)
uintptr_t LastEmoteItemDef = 0xEF0; // FortItemDefinition* (0x8)
uintptr_t CurrentSerializedEmoteItemDef = 0xEF8; // FortItemDefinition* (0x8)
uintptr_t LastReplicatedEmoteExecuted = 0xF00; // FortItemDefinition* (0x8)
uintptr_t bFireBlockedByEmoteCooldown = 0xF08; // bool (0x1)
uintptr_t EmoteToFireCooldownTime = 0xF0C; // float (0x4)
uintptr_t EmoteWalkSpeed = 0xF10; // float (0x4)
uintptr_t bFaceReplicatedRotationWhenEmoting = 0xF14; // bool (0x1)
uintptr_t DynamicComponents = 0xF20; // FString (0x10)
uintptr_t AdditionalModifierDefinitions = 0xF30; // FString (0x10)
uintptr_t EmoteComponent = 0x1020; // FortEmoteComponent* (0x8)
uintptr_t EmoteMusicClockComponent = 0x1028; // MusicClockComponent* (0x8)
uintptr_t FootstepBank = 0x1030; // FortFootstepAudioBank* (0x8)
uintptr_t PendingFallDamagePayloads = 0x1038; // FString (0x10)
uintptr_t HealthRegenDelayGameplayEffect = 0x10D8; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t HealthRegenGameplayEffect = 0x10E0; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t ShieldRegenDelayGameplayEffect = 0x10E8; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t ShieldRegenGameplayEffect = 0x10F0; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t CurrentWeaponAnimLayerOverlayClass = 0x1100; // TSubclassOf<AnimInstance> (0x8)
uintptr_t WeaponToBeEquippedAfterStow = 0x1108; // FortWeapon* (0x8)
uintptr_t HolsterWeaponRequests = 0x1160; // FString (0x10)
uintptr_t HolsterActiveDuration = 0x1178; // float (0x4)
uintptr_t bIgnoreCancelSwimSprintHolster = 0x117C; // bool (0x1)
uintptr_t StaySpottedTime = 0x1190; // float (0x4)
uintptr_t SpottedEvent = 0x1194; // int32_t (0x4)
uintptr_t DefaultFeedback = 0x1198; // FortFeedbackBank* (0x8)
uintptr_t ActiveSoundIndicators = 0x11A0; // FString (0x10)
uintptr_t DefaultSoundTrackingVisual = 0x11D0; // TSubclassOf<FortSoundCameraLensEffect> (0x8)
uintptr_t SoundTrackingVisibilityTags = 0x11D8; // GameplayTagContainer (0x20)
uintptr_t PriorityModifiers = 0x11F8; // FString (0x10)
uintptr_t PrioritySoundIndicatorTypes = 0x1208; // FString (0x10)
uintptr_t VocalChords = 0x1298; // FString (0x10)
uintptr_t bIsDisconnectedPawn = 0x12C0; // bool (0x1)
uintptr_t MaxHealthApplicationHandle = 0x12C4; // ActiveGameplayEffectHandle (0x10)
uintptr_t MaxHealthApplicationGameplayEffect = 0x12D8; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t HealthSet = 0x12E0; // FortHealthSet* (0x8)
uintptr_t ControlResistanceSet = 0x12E8; // FortControlResistanceSet* (0x8)
uintptr_t DamageSet = 0x12F0; // FortDamageSet* (0x8)
uintptr_t MovementSet = 0x12F8; // FortMovementSet* (0x8)
uintptr_t AdvancedMovementSet = 0x1300; // FortAdvancedMovementSet* (0x8)
uintptr_t AIPerceptionAttributeSet = 0x1308; // FortAIPerceptionAttributeSet* (0x8)
uintptr_t AbilitySystemComponent = 0x1368; // FortAbilitySystemComponent* (0x8)
uintptr_t DecisionWindowStack = 0x1370; // FString (0x10)
uintptr_t GameplayTags = 0x1380; // GameplayTagContainer (0x20)
uintptr_t DisplayName = 0x13A0; // FString (0x10)
uintptr_t Damagers = 0x13B0; // FString (0x10)
uintptr_t TotalDamageDoneTrackers = 0x13C0; // FString (0x10)
uintptr_t TargetDamageDoneTrackers = 0x13D0; // FString (0x10)
uintptr_t TotalDamageTakenTrackers = 0x13E0; // FString (0x10)
uintptr_t TargetDamageTakenTrackers = 0x13F0; // FString (0x10)
uintptr_t DamageDoneLastAtTime = 0x1400; // float (0x4)
uintptr_t DamageTakenLastAtTime = 0x1404; // float (0x4)
uintptr_t LastHitTime = 0x1408; // float (0x4)
uintptr_t TotalPlayerDamageDealt = 0x140C; // int32_t (0x4)
uintptr_t TotalPlayerDamageTaken = 0x1410; // int32_t (0x4)
uintptr_t HealthBarIndicator = 0x1418; // FortHealthBarIndicator* (0x8)
uintptr_t CurrentCalloutTag = 0x1420; // GameplayTag (0x4)
uintptr_t CalloutEntries = 0x1428; // FString (0x10)
uintptr_t HealthBarWidth = 0x1438; // float (0x4)
uintptr_t HealthBarHeightMultiplier = 0x143C; // float (0x4)
uintptr_t SpottedBrush = 0x1450; // SlateBrush (0xB0)
uintptr_t SpottedIconOffset = 0x1500; // Vector (0x18)
uintptr_t ClientNonRenderedAnimUpdateRate = 0x1518; // float (0x4)
uintptr_t MaxEvalRateForInterpolation = 0x151C; // float (0x4)
uintptr_t AnimUpdateRateVisibleMaxDistanceFactor = 0x1520; // FString (0x10)
uintptr_t LODToFrameSkipMap = 0x1530; // FString (0x10)
uintptr_t LODToFrameSkipMapPerPlatform = 0x1540; // FString (0x10)
uintptr_t CurrentSentence = 0x1570; // FortConversationSentence (0x98)
uintptr_t AccumulatedBatchData_Shared = 0x1640; // AthenaBatchedDamageGameplayCues_Shared (0xA8)
uintptr_t AccumulatedBatchData_NonShared = 0x16E8; // _________d_f__________eplayCues_No_______ (0x20)
uintptr_t BatchedGameplayCueParameters = 0x1710; // GameplayCueParameters (0xD0)
uintptr_t ReplayItemActions = 0x17E0; // GameplayTagContainer (0x20)
uintptr_t HidingVisibilityTags = 0x1820; // GameplayTagContainer (0x20)
uintptr_t HidingTransitionVisibilityTags = 0x1840; // GameplayTagContainer (0x20)
uintptr_t PegasusTimelineCollector = 0x1860; // PegasusGameEventCollector* (0x8)
uintptr_t AILODComponent = 0x1868; // FortAthenaAILODComponent* (0x8)
uintptr_t ClientAILODSettings = 0x1890; // ClientAILODSettings (0x2F0)
uintptr_t FallbackTag = 0x1B80; // GameplayTag (0x4)
uintptr_t DebugType = 0x1B88; // FString (0x10)
uintptr_t RecordedGunshots = 0x1B98; // FString (0x10)
uintptr_t OverlappingBuildings = 0x1C28; // FString (0x10)
uintptr_t ActiveMovementModeExtensionRuntimeData = 0x1C38; // FortMovementMode_BaseExtRuntimeData* (0x8)
uintptr_t ActiveLayeredMovementModeExtensionRuntimeData = 0x1C40; // FString (0x10)
uintptr_t PushedMovementModeExtensionRuntimeData = 0x1C50; // FString (0x10)
uintptr_t RepMovementModeExtension = 0x1C60; // RepMovementModeExtension (0x38)
uintptr_t ReplicatedMovementPool = 0x1C98; // FString (0x10)
uintptr_t RegisteredMovementModeExtensionLogic = 0x1CA8; // FString (0x10)
uintptr_t CapsuleRadiusFortPawn = 0x1D00; // float (0x4)
uintptr_t CapsuleHalfHeightFortPawn = 0x1D04; // float (0x4)
uintptr_t MeshHeightAdjustFortPawn = 0x1D18; // double (0x8)
uintptr_t CurrentEmoteGatingParams = 0x1D20; // GatingParams (0x28)
uintptr_t CachedEmoteGatingParams = 0x1D48; // GatingParams (0x28)
uintptr_t LastFallDamageBlocked = 0x1D80; // FallDamageBlockedData (0x30)
uintptr_t OverrideFallDamageSpecs = 0x1DB0; // FString (0x10)
uintptr_t DamageMessages = 0x1DF0; // FString (0x10)
uintptr_t HitMessages = 0x1E00; // FString (0x10)
uintptr_t PendingOverrideFallDamageClassesToRemove = 0x1E10; // FString (0x10)
};
// AFortPlayerPawn - 323 own fields (dump)
struct AFortPlayerPawn {
uintptr_t VehicleInputStateReliable = 0x1F78; // FortAthenaVehicleInputStateReliable (0x2)
uintptr_t bIsNearSafeZoneEdge = 0x1F7A; // bool (0x1)
uintptr_t bDisableSwimSprintCancel = 0x1F7B; // bool (0x1)
uintptr_t bPlayingDriverToPassengerAnimation = 0x1F7C; // bool (0x1)
uintptr_t FortPlayerPawnLightingChannels = 0x1F7E; // LightingChannels (0x1)
uintptr_t StasisModes = 0x1F80; // FString (0x10)
uintptr_t BuildingState = 0x1FA0; // EFortBuildingState (0x1)
uintptr_t AccelerationZPack = 0x1FA1; // uint8_t (0x1)
uintptr_t ParachuteDirectionalSpeedMultiplierCurve = 0x1FC0; // CurveFloat* (0x8)
uintptr_t SkydivingDirectionalSpeedMultiplierCurve = 0x1FC8; // CurveFloat* (0x8)
uintptr_t BallooningDirectionalSpeedMultiplierCurve = 0x1FD0; // CurveFloat* (0x8)
uintptr_t DirectionalSpeedMultiplierCurve = 0x1FD8; // CurveFloat* (0x8)
uintptr_t ThirdPersonSpeedMultiplierCurve = 0x1FE0; // CurveFloat* (0x8)
uintptr_t SideScrollerSpeedMultiplierCurve = 0x1FE8; // CurveFloat* (0x8)
uintptr_t OverrideWalkDirectionalSpeedMultiplierCurve = 0x1FF0; // CurveFloat* (0x8)
uintptr_t OverrideRunDirectionalSpeedMultiplierCurve = 0x1FF8; // CurveFloat* (0x8)
uintptr_t OverrideCrouchDirectionalSpeedMultiplierCurve = 0x2000; // CurveFloat* (0x8)
uintptr_t ADSWalkingDirectionalSpeedMultiplierCurve = 0x2008; // CurveFloat* (0x8)
uintptr_t ADSCrouchDirectionalSpeedMultiplierCurve = 0x2010; // CurveFloat* (0x8)
uintptr_t WeaponADSStandingSpeedMultiplierTable = 0x2018; // CurveTable* (0x8)
uintptr_t WeaponADSCrouchingSpeedMultiplierTable = 0x2020; // CurveTable* (0x8)
uintptr_t WeaponNonADSStandingSpeedMultiplierTable = 0x2028; // CurveTable* (0x8)
uintptr_t WeaponNonADSCrouchingSpeedMultiplierTable = 0x2030; // CurveTable* (0x8)
uintptr_t bIsThirdPersonModeEnabled = 0x203C; // bool (0x1)
uintptr_t bIsSideScrollerModeEnabled = 0x203D; // bool (0x1)
uintptr_t LastCustomizationTimestamp = 0x2040; // float (0x4)
uintptr_t MinimumTimeBetweenSteps = 0x2044; // float (0x4)
uintptr_t LastStepTime = 0x2048; // float (0x4)
uintptr_t CurrentPawnSquaredSpeedXY = 0x20D8; // float (0x4)
uintptr_t CurrentPawnVelXYRot = 0x20E0; // Rotator (0x18)
uintptr_t CurrentPawnSquaredSpeed = 0x20F8; // float (0x4)
uintptr_t bIsInWaterVolume = 0x20FC; // bool (0x1)
uintptr_t ShallowWaterVolumeSurfaceTraceStartOffsetZ = 0x2100; // ScalableFloat (0x28)
uintptr_t ShallowWaterVolumeSurfaceTraceEndOffsetZ = 0x2128; // ScalableFloat (0x28)
uintptr_t ShallowWaterVolumeData = 0x2158; // PlayerPawnShallowWaterVolumeData (0x8)
uintptr_t bNotifyBlueprintWhenLandscapeTeleporting = 0x2178; // bool (0x1)
uintptr_t CachedTeamControllingRC = 0x2184; // uint8_t (0x1)
uintptr_t BalloonActiveCount = 0x2185; // uint8_t (0x1)
uintptr_t bParachuteDeployFixedVerticalDistance = 0x2186; // bool (0x1)
uintptr_t bIsSkydiving = 0x2187; // bool (0x1)
uintptr_t bIsParachuteOpen = 0x2188; // bool (0x1)
uintptr_t bLocalIsSkydiving = 0x2189; // bool (0x1)
uintptr_t bIsProxySimulationTimedOut = 0x218A; // bool (0x1)
uintptr_t bBeingRepossessed = 0x218B; // bool (0x1)
uintptr_t bShowingOverdriveEffect = 0x2225; // bool (0x1)
uintptr_t bIsInFrontEndHologram = 0x2226; // bool (0x1)
uintptr_t HeldObject = 0x2274; // Actor* (0x8)
uintptr_t bForceMoveRelativeToCameraRotation = 0x227D; // bool (0x1)
uintptr_t EmoteBandLeaderIndex = 0x2284; // int32_t (0x4)
uintptr_t GroupEmoteLookTarget = 0x2288; // FortPlayerPawn* (0x8)
uintptr_t GroupEmoteTailTarget = 0x2290; // FortPlayerPawn* (0x8)
uintptr_t GroupEmoteFollowers = 0x2298; // FString (0x10)
uintptr_t GroupEmoteAnimOffset = 0x2308; // float (0x4)
uintptr_t GroupEmoteLeaderRotationYawOffset = 0x230C; // float (0x4)
uintptr_t GroupEmoteLookTargetRotationLeader = 0x2318; // Rotator (0x18)
uintptr_t GroupEmoteMaximumZDifference = 0x2348; // int32_t (0x4)
uintptr_t GroupEmoteSyncValue = 0x23A0; // uint8_t (0x1)
uintptr_t EmoteRandomSeed = 0x23A4; // int32_t (0x4)
uintptr_t GroupEmoteSoundValue = 0x23A8; // uint8_t (0x1)
uintptr_t GroupEmoteParticleValue = 0x23A9; // uint8_t (0x1)
uintptr_t TransformationMontage = 0x23B0; // AnimMontage* (0x8)
uintptr_t TransformationMontageStartTime = 0x23B8; // float (0x4)
uintptr_t CurrentMontagerLeader = 0x2418; // AnimMontage* (0x8)
uintptr_t CurrentSyncedMontage = 0x2420; // AnimMontage* (0x8)
uintptr_t bCharacterPartsCastIndirectShadows = 0x2428; // bool (0x1)
uintptr_t CharacterGender = 0x242A; // EFortCustomGender (0x1)
uintptr_t CharacterBodyType = 0x242B; // EFortCustomBodyType (0x1)
uintptr_t bAlwaysUseMoverComp = 0x242C; // bool (0x1)
uintptr_t JumpLastActivatedTime = 0x2440; // float (0x4)
uintptr_t PreviousPosition = 0x2448; // Vector (0x18)
uintptr_t PreviousVelocity = 0x2460; // Vector (0x18)
uintptr_t CrouchStartTime = 0x24C0; // float (0x4)
uintptr_t CrouchEndTime = 0x24C4; // float (0x4)
uintptr_t CrouchLerpTime = 0x24C8; // float (0x4)
uintptr_t OnCrouchStartSound = 0x24D0; // SoundBase* (0x8)
uintptr_t OnCrouchEndSound = 0x24D8; // SoundBase* (0x8)
uintptr_t ReplicatedCustomMeshHeightAdjustTarget = 0x24E8; // uint16_t (0x2)
uintptr_t UnburrowLaunchXYSpeed = 0x24EC; // float (0x4)
uintptr_t UnburrowLaunchZSpeed = 0x24F0; // float (0x4)
uintptr_t bIsInAnyStorm = 0x2580; // bool (0x1)
uintptr_t SafeZoneAppliedGE = 0x2598; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t SelfReviveGameplayEffect = 0x25B8; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t TeammateReviveGameplayEffect = 0x25C0; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t SetByCallerReviveHealth = 0x25C8; // ScalableFloat (0x28)
uintptr_t DBNOInteractionBoxExtent = 0x25F8; // Vector (0x18)
uintptr_t DBNODeferTime = 0x2630; // float (0x4)
uintptr_t DBNOHoisterBaseBoneName = 0x2634; // int32_t (0x4)
uintptr_t DBNOInteractCollisionComponent = 0x2638; // BoxComponent* (0x8)
uintptr_t EventReviveTag = 0x2640; // GameplayTag (0x4)
uintptr_t AggroRangeOverride = 0x2644; // int32_t (0x4)
uintptr_t SetByCallerReviveSignalInStorm = 0x2648; // int32_t (0x4)
uintptr_t DBNOHorizontalTetherMultiplier = 0x2650; // ScalableFloat (0x28)
uintptr_t DBNOVerticalTetherMultiplier = 0x2678; // ScalableFloat (0x28)
uintptr_t StasisAbilityHandles = 0x26B0; // FString (0x10)
uintptr_t ArmoredInterface = 0x26C0; // FortArmoredInterface* (0x10)
uintptr_t LastBuildingMetadata = 0x26D0; // BuildingEditModeMetadata* (0x8)
uintptr_t SprintCancelTime = 0x26F0; // float (0x4)
uintptr_t bIsTouchingTouchpadSimple = 0x26F8; // bool (0x1)
uintptr_t WaterSprintBoostAllowedTimer = 0x26FC; // float (0x4)
uintptr_t bHasStartedFloating = 0x2794; // bool (0x1)
uintptr_t ZiplineState = 0x2798; // ZiplinePawnState (0x68)
uintptr_t ZiplineJumpDampening = 0x2800; // CurveTableRowHandle (0x10)
uintptr_t ZiplineJumpStrength = 0x2810; // CurveTableRowHandle (0x10)
uintptr_t ZiplineJumpActivateDelay = 0x2820; // ScalableFloat (0x28)
uintptr_t ZiplineRentryProtectionDelay = 0x2848; // ScalableFloat (0x28)
uintptr_t ZiplineSocketZOffset = 0x2870; // float (0x4)
uintptr_t ZiplineMotorOffset = 0x2878; // Vector (0x18)
uintptr_t ZiplineStateChanged = 0x2890; // FString (0x10)
uintptr_t ZiplinePostBegin = 0x28A0; // FString (0x10)
uintptr_t ZiplineSpeedFactorTarget = 0x28B0; // float (0x4)
uintptr_t ZiplineSpeedFactor = 0x28B4; // float (0x4)
uintptr_t EnableSwimSprintDiveCooldown = 0x28C0; // ScalableFloat (0x28)
uintptr_t SwimSprintDiveCooldown = 0x28E8; // ScalableFloat (0x28)
uintptr_t SwimDiveBoostTimeThreshold = 0x2910; // ScalableFloat (0x28)
uintptr_t ClientSwimDiveInputTime = 0x2938; // float (0x4)
uintptr_t bCanPredictJumpApex = 0x293C; // bool (0x1)
uintptr_t UnableToPerformActionMontage = 0x2980; // AnimMontage* (0x8)
uintptr_t UnableToPerformActionSound = 0x2988; // SoundBase* (0x8)
uintptr_t MoveSoundStimulusBroadcastInterval = 0x2990; // int32_t (0x4)
uintptr_t EmoteStartTime = 0x2ABC; // float (0x4)
uintptr_t EmoteRandomNum = 0x2AC0; // int32_t (0x4)
uintptr_t RandomEmoteIntFrontEnd = 0x2AC4; // int32_t (0x4)
uintptr_t bPlayingPassengerToDriverAnimation = 0x2AD8; // bool (0x1)
uintptr_t VehicleSpeedAtTimeOfJump = 0x2AF8; // float (0x4)
uintptr_t CurrentVehicle = 0x2B00; // Actor* (0x8)
uintptr_t InteractingPCRep = 0x2B08; // FortPlayerControllerGameplay* (0x8)
uintptr_t VehicleLastTick = 0x2B10; // Actor* (0x8)
uintptr_t TetherComponent = 0x2B70; // FortPawnComponent_Tether* (0x8)
uintptr_t PendingTetherLaunch = 0x2B78; // int32_t (0x4)
uintptr_t TetherJumpLastTime = 0x2BC8; // float (0x4)
uintptr_t bSupportsTetheredMovement = 0x2BCC; // bool (0x1)
uintptr_t BalloonRope = 0x2BD0; // BuildingGameplayActor* (0x8)
uintptr_t PossessedProp = 0x2BE8; // BuildingGameplayActorPlayerPropAttachment* (0x8)
uintptr_t ChaosSwimmingUnderwaterJumpHoldTime = 0x2BF0; // float (0x4)
uintptr_t SlopeCameraOffsetFrameCounter = 0x2C60; // int64_t (0x8)
uintptr_t SlopeCameraOffsetInterpolator = 0x2C68; // VectorRK4SpringInterpolator (0x8)
uintptr_t LargeBodyTypeTargetingOffset = 0x2CD0; // Vector (0x18)
uintptr_t VehicleInputComponent = 0x2D88; // InputComponent* (0x8)
uintptr_t BluePrintPlaceAnimation = 0x2D98; // AnimMontage* (0x8)
uintptr_t BluePrintEditAnimation = 0x2DA0; // AnimMontage* (0x8)
uintptr_t EmoteInteractionCollisionProfile = 0x2DF8; // int32_t (0x4)
uintptr_t EmoteInteractionBoxExtent = 0x2E00; // Vector (0x18)
uintptr_t EmoteInteractCollisionComponent = 0x2E18; // BoxComponent* (0x8)
uintptr_t BlueprintPaperMID = 0x2EC8; // MaterialInstanceDynamic* (0x8)
uintptr_t BlueprintPaperPulseTimeline = 0x2ED0; // Timeline (0x90)
uintptr_t Hero = 0x2F60; // FortHero* (0x8)
uintptr_t DisplayContext = 0x2F68; // uint8_t (0x1)
uintptr_t HACK_CustomPRIComponent = 0x2F90; // CustomPlayerComponent* (0x8)
uintptr_t CosmeticDataComponent = 0x2F98; // CosmeticDataComponent* (0x8)
uintptr_t CosmeticLoadoutComponent = 0x2FA0; // FortCosmeticLoadoutComponent* (0x8)
uintptr_t BaseCosmeticLoadout = 0x2FA8; // FortAthenaLoadout (0x108)
uintptr_t AppliedCosmeticLoadout = 0x30B0; // FortAthenaLoadout (0x108)
uintptr_t AppliedSwaps = 0x31B8; // FString (0x10)
uintptr_t AppliedSwapsSoft = 0x31D8; // FortSwapItemAndVariantDataSoftArray (0x20)
uintptr_t BaseCosmeticLoadoutReplicator = 0x3200; // FortAthenaLoadoutReplicator (0x158)
uintptr_t CosmeticLoadout = 0x3358; // FortAthenaLoadout (0x108)
uintptr_t ServerLoadoutChangeSync = 0x3460; // int32_t (0x4)
uintptr_t bAllowClientLoadoutChangeSync = 0x3468; // bool (0x1)
uintptr_t MaterialOverrides = 0x34C0; // FString (0x10)
uintptr_t LocalMaterialOverrides = 0x34D0; // FString (0x10)
uintptr_t MaterialOverrideStateMap = 0x34F0; // FString (0x10)
uintptr_t RepCharPartAnimMontageInfo = 0x3500; // FortCharacterPartsRepMontageInfo (0x20)
uintptr_t ClientObservedStats = 0x3520; // FortClientObservedStatArray (0x78)
uintptr_t SkeletalMeshContext = 0x3598; // FortPawnSkeletalMeshContext* (0x8)
uintptr_t NPCCustomizationInfo = 0x35A0; // FortAIPawnCustomizationDefinition* (0x8)
uintptr_t AnimBPOverride = 0x35C8; // TSubclassOf<AnimInstance> (0x8)
uintptr_t OriginalAnimBP = 0x35D0; // TSubclassOf<AnimInstance> (0x8)
uintptr_t FootstepBankOverride = 0x35D8; // FortFootstepAudioBank* (0x8)
uintptr_t OriginalFootstepBank = 0x35E0; // FortFootstepAudioBank* (0x8)
uintptr_t CachedFootStepIndex = 0x35E8; // int32_t (0x4)
uintptr_t WeaponAnimSetOverride = 0x35F0; // FortWeaponAnimSet* (0x8)
uintptr_t AnimLayersOverride = 0x35F8; // FString (0x10)
uintptr_t PreviousAnimLayersOverride = 0x3608; // FString (0x10)
uintptr_t QueuedAutoPickups = 0x3618; // FString (0x10)
uintptr_t IgnoreActors = 0x3628; // FString (0x10)
uintptr_t AutoPickupDropRepickupDelay = 0x3640; // ScalableFloat (0x28)
uintptr_t AutoPickupRadius = 0x3678; // ScalableFloat (0x28)
uintptr_t CarriedObjectAttachmentSocket = 0x36D0; // int32_t (0x4)
uintptr_t PickupSpeedMultiplier = 0x36D4; // float (0x4)
uintptr_t PositionCaptureIntervalForDistanceTraveledAccumu = 0x36D8; // float (0x4)
uintptr_t MiniMapIconBrush = 0x36F0; // SlateBrush (0xB0)
uintptr_t AboveBelowMiniMapIconBrush = 0x37A0; // SlateBrush (0xB0)
uintptr_t FarOffMiniMapIconBrush = 0x3850; // SlateBrush (0xB0)
uintptr_t DBNOMiniMapIconBrush = 0x3900; // SlateBrush (0xB0)
uintptr_t MinimapIconColorSelf = 0x39B0; // LinearColor (0x10)
uintptr_t MinimapIconColorTeammate = 0x39C0; // LinearColor (0x10)
uintptr_t MinimapIconColorEnemy = 0x39D0; // LinearColor (0x10)
uintptr_t MaxIndicatorVisibilityDistForEnemies = 0x39E0; // float (0x4)
uintptr_t MaxIndicatorVisibilityDistForAllies = 0x39E4; // float (0x4)
uintptr_t bLeftArmHidden = 0x3A30; // bool (0x1)
uintptr_t DBNOHoisterData = 0x3A60; // FortDBNOCarryHoisterData (0x10)
uintptr_t DBNOHoistee = 0x3A70; // FortPlayerPawn* (0x8)
uintptr_t DBNOHoisterAnimSet = 0x3A78; // FortWeaponAnimSet* (0x8)
uintptr_t ThrowCarriedPlayerStrengthXY = 0x3A80; // int32_t (0x4)
uintptr_t ThrowCarriedPlayerStrengthZ = 0x3A84; // int32_t (0x4)
uintptr_t DropCarriedPlayerForwardOffset = 0x3A88; // float (0x4)
uintptr_t DropCarriedPlayerHeightOffset = 0x3A8C; // float (0x4)
uintptr_t DropCarriedPlayerTraceHeight = 0x3A90; // float (0x4)
uintptr_t bShouldTouchShowSecondaryInteract = 0x3A94; // bool (0x1)
uintptr_t bAllowDBNOCarry = 0x3A95; // bool (0x1)
uintptr_t bAllowDBNOCarryEnemies = 0x3A96; // bool (0x1)
uintptr_t bIsBeingDBNOCarried = 0x3A97; // bool (0x1)
uintptr_t bIsDBNOCarrying = 0x3A98; // bool (0x1)
uintptr_t bDBNOCarryHidHoisterBackpack = 0x3A99; // bool (0x1)
uintptr_t bActorHiddenHidCharacterParts = 0x3A9A; // bool (0x1)
uintptr_t bRequestedThrowCarriedPlayer = 0x3A9B; // bool (0x1)
uintptr_t CustomizationAssetLoader = 0x3BD0; // FortCustomizationAssetLoader* (0x8)
uintptr_t SpawnParticles = 0x3C50; // ParticleSystem* (0x8)
uintptr_t SpawnSound = 0x3C58; // SoundBase* (0x8)
uintptr_t bIsLocalPlayer = 0x3C64; // bool (0x1)
uintptr_t PlayerStatus = 0x3CA8; // int32_t (0x4)
uintptr_t AccelerationPack = 0x3CAC; // uint16_t (0x2)
uintptr_t RepAnimMontageInfo = 0x3CB0; // GameplayAbilityRepAnimMontage (0x38)
uintptr_t ReplicatedEmoteInfo = 0x3CE8; // FortEmoteRepInfo (0x28)
uintptr_t RepAnimMontageStartSection = 0x3D10; // int32_t (0x4)
uintptr_t bNetMovementPrioritized = 0x3D14; // bool (0x1)
uintptr_t LandingMontagePair = 0x3D18; // ReplicatedMontagePair (0x20)
uintptr_t PriorVariantData = 0x3D38; // PreviouslyAppliedVariantData (0x48)
uintptr_t TempWeaponsStack = 0x3D80; // FString (0x10)
uintptr_t RootMotionInterruptNotifyStack = 0x3D90; // FString (0x10)
uintptr_t RootMotionInterruptMontageStack = 0x3DA0; // FString (0x10)
uintptr_t VisibilityComponent = 0x3E70; // FortVisibilityComponent* (0x8)
uintptr_t BlendablesPostProcessComp = 0x3E78; // PostProcessComponent* (0x8)
uintptr_t bUseControllerRotationYawToRestore = 0x3E84; // bool (0x1)
uintptr_t CustomMovementIndicators = 0x3F58; // FString (0x10)
uintptr_t CurrentGliderOpenSound = 0x3F78; // SoundBase* (0x8)
uintptr_t CurrentGliderOpenAudioComponent = 0x3F80; // AudioComponent* (0x8)
uintptr_t CurrentGliderCloseSound = 0x3F88; // SoundBase* (0x8)
uintptr_t CurrentGliderCloseAudioComponent = 0x3F90; // AudioComponent* (0x8)
uintptr_t bParachuteLockedOpen = 0x3FA4; // bool (0x1)
uintptr_t bLocalParachuteLockedOpen = 0x3FA5; // bool (0x1)
uintptr_t AttachmentMesh = 0x3FA8; // RepFortMeshAttachment (0x10)
uintptr_t AttachmentMeshComponent = 0x3FB8; // SkeletalMeshComponentBudgeted* (0x8)
uintptr_t PersonalVehicleWrapModifier = 0x3FC0; // CustomItemWrapModifier* (0x8)
uintptr_t BotScriptedBehavior = 0x3FC8; // FortPawnScriptedBehavior* (0x8)
uintptr_t IgnoredWaterBodies = 0x3FE8; // FString (0x10)
uintptr_t UnderwaterDamageComponent = 0x3FF8; // FortUnderwaterDamageComponent* (0x8)
uintptr_t SlipperySlopeParams = 0x4010; // SlipperySlopeParams (0x280)
uintptr_t PetState = 0x42A0; // FortPlayerPetRepState* (0x8)
uintptr_t CosmeticPetInstance = 0x42A8; // FortPlayerPet* (0x8)
uintptr_t GliderSpawnComponent = 0x42C0; // FortGliderSpawnComponent* (0x8)
uintptr_t ParachuteAttachment = 0x42C8; // FortPlayerParachute* (0x8)
uintptr_t GliderOverrideStack = 0x42D8; // FString (0x10)
uintptr_t bResetGliderOverrideOnLanding = 0x42E8; // bool (0x1)
uintptr_t ParachuteClearanceCollisionProfile = 0x42EC; // int32_t (0x4)
uintptr_t ParachuteDeployTraceForGroundDistance = 0x42F0; // ScalableFloat (0x28)
uintptr_t LaunchPadParachuteDeployTraceForGroundDistance = 0x4318; // ScalableFloat (0x28)
uintptr_t LaunchPadParachuteDeployTraceForDownwardSpeed = 0x4340; // ScalableFloat (0x28)
uintptr_t ParachuteDeployVelocityBlend = 0x4368; // ScalableFloat (0x28)
uintptr_t ParachuteCooldownToOpen = 0x4390; // int32_t (0x4)
uintptr_t ParachuteCooldownToClose = 0x4394; // int32_t (0x4)
uintptr_t GliderRedeployAllowedRow = 0x4398; // ScalableFloat (0x28)
uintptr_t GliderRedeployLateralVelocityMultiplierRow = 0x43C0; // ScalableFloat (0x28)
uintptr_t GliderRedeployHeighLimitRow = 0x43E8; // ScalableFloat (0x28)
uintptr_t AllowGliderRedeployHeighLimitRow = 0x4410; // ScalableFloat (0x28)
uintptr_t FallOnCloseParachuteRow = 0x4438; // ScalableFloat (0x28)
uintptr_t AllowCloseAfterForceDeploy = 0x4460; // ScalableFloat (0x28)
uintptr_t BalloonFallDamageThresholdVelocityZ = 0x4490; // ScalableFloat (0x28)
uintptr_t PreDrivingAnimBP = 0x44B8; // TSubclassOf<AnimInstance> (0x8)
uintptr_t CurrentVehicleAnimLayerOverlayClass = 0x44C0; // TSubclassOf<AnimInstance> (0x8)
uintptr_t CurrentSwimmingAnimLayerOverlayClass = 0x44C8; // TSubclassOf<AnimInstance> (0x8)
uintptr_t DefaultSwimmingAnimLayerOverlayClass = 0x44D0; // TSubclassOf<AnimInstance> (0x8)
uintptr_t TimeBeforeSwimmingLayerDeactivated = 0x44E0; // float (0x4)
uintptr_t LinkedAnimGraphComponent = 0x44E8; // FortLinkedAnimGraphComponent* (0x8)
uintptr_t AnimationComponent = 0x44F0; // FortPlayerAnimationComponent* (0x8)
uintptr_t ParachuteAudioLoop = 0x44F8; // AudioComponent* (0x8)
uintptr_t ParachuteAndSkydiveAudioFadeInTime = 0x4500; // float (0x4)
uintptr_t ParachuteAndSkydiveAudioFadeOutTime = 0x4504; // float (0x4)
uintptr_t SkydiveAudioLoop = 0x4508; // AudioComponent* (0x8)
uintptr_t SoundOnParachuteForcedOpen = 0x4510; // SoundBase* (0x8)
uintptr_t SkydivingLoop1P = 0x4518; // SoundBase* (0x8)
uintptr_t SkydivingLoop3P = 0x4520; // SoundBase* (0x8)
uintptr_t ParachuteOpenLoop1P = 0x4528; // SoundBase* (0x8)
uintptr_t ParachuteOpenLoop3P = 0x4530; // SoundBase* (0x8)
uintptr_t SwimmingAudioLoop = 0x4538; // AudioComponent* (0x8)
uintptr_t SwimmingAudioFadeOutTime = 0x4540; // float (0x4)
uintptr_t SwimmingAudioInterpSpeed = 0x4544; // float (0x4)
uintptr_t SoundOnSwimmingLoop = 0x4548; // SoundBase* (0x8)
uintptr_t RemoteViewData32 = 0x4598; // int32_t (0x4)
uintptr_t LastQuickBarSwitchRequestTime = 0x45B8; // float (0x4)
uintptr_t MeleeAbilityCooldown = 0x45BC; // int32_t (0x4)
uintptr_t bHideBodyOnDeathRequested = 0x45C0; // bool (0x1)
uintptr_t ControlledRCPawn = 0x45C4; // FortRemoteControlledPawnAthena* (0x8)
uintptr_t StoredControlRotation = 0x45D0; // Rotator (0x18)
uintptr_t UICameraFramingFaceSocketName = 0x45EC; // int32_t (0x4)
uintptr_t FacialTypeOverride = 0x45F0; // uint8_t (0x1)
uintptr_t GhostModeExitStartTime = 0x45F4; // float (0x4)
uintptr_t GhostModeExitDuration = 0x45F8; // float (0x4)
uintptr_t CachedReferencesByName = 0x4710; // FString (0x10)
uintptr_t bFXPlayDustOnMovement = 0x4720; // bool (0x1)
uintptr_t PSC_PlayerInWater = 0x4728; // ParticleSystemComponent* (0x8)
uintptr_t PSC_PlayerInWaterSurfaceSwimming = 0x4730; // ParticleSystemComponent* (0x8)
uintptr_t NiagaraPlayerInWaterBasicAsset = 0x4738; // NiagaraSystem* (0x8)
uintptr_t NiagaraPlayerInWaterSwimmingAsset = 0x4740; // NiagaraSystem* (0x8)
uintptr_t NiagaraPlayerWaterHandSplashAsset = 0x4748; // NiagaraSystem* (0x8)
uintptr_t NiagaraPlayerWaterFootSplashAsset = 0x4750; // NiagaraSystem* (0x8)
uintptr_t NiagaraPlayerWaterLargePlayerSplashAsset = 0x4758; // NiagaraSystem* (0x8)
uintptr_t NiagaraPlayerWaterBoostAsset = 0x4760; // NiagaraSystem* (0x8)
uintptr_t FootSplashLeftSocketName = 0x4768; // int32_t (0x4)
uintptr_t FootSplashRightSocketName = 0x476C; // int32_t (0x4)
uintptr_t NiagaraPlayerStandingInWater = 0x4770; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerSwimmingInWater = 0x4778; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerHandSplashInWater = 0x4780; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerFootSplashInWaterLeft = 0x4788; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerFootSplashInWaterRight = 0x4790; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerJumpSplashInWater = 0x4798; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerWaterBoost = 0x47A0; // FXSystemComponent* (0x8)
uintptr_t bWaterFootSplashActive = 0x47A8; // bool (0x1)
uintptr_t SlidingAudioComp = 0x47B0; // AudioComponent* (0x8)
uintptr_t SlidingIntensitySound3P = 0x47B8; // SoundBase* (0x8)
uintptr_t SlidingIntensitySound1P = 0x47C0; // SoundBase* (0x8)
uintptr_t SlideAudioIntensity = 0x47C8; // int32_t (0x4)
uintptr_t PSC_PlayerSlideLand = 0x47D0; // ParticleSystemComponent* (0x8)
uintptr_t ConsecutiveWeakSpotResourceBonus = 0x47F8; // ScalableFloat (0x28)
uintptr_t LastHitWeakSpotResourceBonus = 0x4820; // ScalableFloat (0x28)
uintptr_t CustomInteractionWidget = 0x4850; // Widget* (0x8)
uintptr_t ConvertComponent = 0x4878; // FortPawnComponent_Convert* (0x8)
uintptr_t AffiliationComponent = 0x4880; // FortActorComponent_Affiliation* (0x8)
uintptr_t ReplacedByPawn = 0x4888; // FortStandInPlayerPawn* (0x8)
uintptr_t bUseViewRotationForCameraOrigin = 0x4891; // bool (0x1)
uintptr_t CosmeticPortInformationComponent = 0x48E8; // CosmeticPortInformationComponent* (0x8)
uintptr_t CosmeticApplicatorComponent = 0x48F0; // CosmeticApplicatorComponent* (0x8)
uintptr_t CurrentQuickChatIcon = 0x48F8; // Texture2D* (0x8)
};
// AFortPlayerPawnAthena - 162 own fields (dump)
struct AFortPlayerPawnAthena {
uintptr_t ItemInteractionActor = 0x4940; // Actor* (0x8)
uintptr_t PreviousVelocityXY = 0x4968; // Vector (0x18)
uintptr_t OnReviveSound = 0x4980; // SoundBase* (0x8)
uintptr_t ReviveFromDBNOTime = 0x4988; // float (0x4)
uintptr_t CanBeDamagedInDBNO = 0x498C; // uint8_t (0x1)
uintptr_t DBNOStartTime = 0x4990; // float (0x4)
uintptr_t DBNOStartLocation = 0x4998; // Vector (0x18)
uintptr_t DeathTime = 0x49B0; // float (0x4)
uintptr_t DBNOInvulnerableTime = 0x49B4; // float (0x4)
uintptr_t CachedDBNOInvulnerableTime = 0x49B8; // float (0x4)
uintptr_t ConvertFromDBNOTime = 0x49BC; // float (0x4)
uintptr_t ServerWorldTimeRevivalTime = 0x49C0; // float (0x4)
uintptr_t bWasCrouchedBeforeDBNO = 0x49D0; // bool (0x1)
uintptr_t LastCrouchUpdateTime = 0x49D8; // int64_t (0x8)
uintptr_t ItemSpecialActorID = 0x49E0; // int32_t (0x4)
uintptr_t ItemSpecialActorCategoryTag = 0x49E4; // GameplayTag (0x4)
uintptr_t BecameSpecialActorTime = 0x49EC; // float (0x4)
uintptr_t bPlaytestWithNoMouse = 0x49F0; // bool (0x1)
uintptr_t LandEmitterTemplate = 0x4A00; // ParticleSystem* (0x8)
uintptr_t CustomDepthComponent = 0x4A08; // FortPawnComponent_CustomDepth* (0x8)
uintptr_t IgnoreLandGhostModeTags = 0x4A10; // GameplayTagContainer (0x20)
uintptr_t LandWindEmitterTemplate = 0x4A30; // ParticleSystem* (0x8)
uintptr_t LandFXLocationOffset = 0x4A38; // Vector (0x18)
uintptr_t LandFXRotateYawMaxDegrees = 0x4A50; // int32_t (0x4)
uintptr_t LandFXMaxDrawDistance = 0x4A54; // float (0x4)
uintptr_t LandForceIntensityVelocityZFactor = 0x4A58; // int32_t (0x4)
uintptr_t MinLandForceIntensity = 0x4A5C; // int32_t (0x4)
uintptr_t MaxLandForceIntensity = 0x4A60; // int32_t (0x4)
uintptr_t MinLandForceDuration = 0x4A64; // float (0x4)
uintptr_t MaxLandForceDuration = 0x4A68; // float (0x4)
uintptr_t LandFXCoolDownTime = 0x4A6C; // float (0x4)
uintptr_t LandFXPawnRecentRenderTolerance = 0x4A70; // int32_t (0x4)
uintptr_t bShouldPawnInstantDie = 0x4A88; // bool (0x1)
uintptr_t bShouldPawnDBNODisplayOnKillFeed = 0x4A89; // bool (0x1)
uintptr_t bShouldPawnDeathDisplayOnKillFeed = 0x4A8A; // bool (0x1)
uintptr_t bShouldPawnLeaveEliminationIndicator = 0x4A8B; // bool (0x1)
uintptr_t bShouldPawnAwardPoints = 0x4A8C; // bool (0x1)
uintptr_t bShouldTriggerDeathAnalytics = 0x4A8D; // bool (0x1)
uintptr_t bShouldDropItemsOnDeath = 0x4A8E; // bool (0x1)
uintptr_t bShouldSkipMovementFullSimulation = 0x4A8F; // bool (0x1)
uintptr_t bShouldForceMovementFullSimulationWhenFallingAnd = 0x4A90; // bool (0x1)
uintptr_t bEnableGroundInteractionEffects = 0x4A91; // bool (0x1)
uintptr_t AbilityRangeCheckOverride = 0x4A94; // int32_t (0x4)
uintptr_t QuickChatRequestBankOverride = 0x4A98; // AthenaQuickChatBank* (0x8)
uintptr_t ResurrectionPlayerStartActorComponent = 0x4AA0; // ChildActorComponent* (0x8)
uintptr_t ResurrectionPlayerStart = 0x4AA8; // FortPlayerStart* (0x8)
uintptr_t CachedCustomMinimapTeamIndicator = 0x4AB0; // FortCustomMinimapTeamIndicator* (0x8)
uintptr_t AttributeReplicationProxy = 0x4AB8; // FortPlayerAthenaAttributeReplicationProxy (0x2C)
uintptr_t GravityAttributeReplicationProxy = 0x4AE4; // FortPlayerAthenaGravityAttributeReplicationProxy (0x10)
uintptr_t ReplayRepAnimMontageInfo = 0x4AF8; // GameplayAbilityRepAnimMontage (0x38)
uintptr_t SimulatedProxyActiveGameplayCues = 0x4B30; // MinimalGameplayCueReplicationProxy (0x2C0)
uintptr_t SimulatedProxyMinimalReplicationGameplayCues = 0x4DF0; // MinimalGameplayCueReplicationProxy (0x2C0)
uintptr_t FastReplicationMinimalReplicationTags = 0x50B0; // MinimalReplicationTagCountMap (0x28)
uintptr_t FastReplicationReplicatedLooseTags = 0x5368; // MinimalReplicationTagCountMap (0x28)
uintptr_t bEnableMinimalReplicationTagsAndCues = 0x5390; // bool (0x1)
uintptr_t bADSWhileNotOnGround = 0x5391; // bool (0x1)
uintptr_t DefaultCrouchedFootstepSound = 0x5398; // SoundBase* (0x8)
uintptr_t DefaultCrouchSprintFootstepSound = 0x53A0; // SoundBase* (0x8)
uintptr_t KillerForSpectatorRotation = 0x53D8; // Pawn* (0x8)
uintptr_t bCheckVisibilityViaSmartObjectPhysicsRoot = 0x53E1; // bool (0x1)
uintptr_t bDelaySimProxyCollisionInAircraftPhase = 0x53E2; // bool (0x1)
uintptr_t TimeToDelaySkydiveCollision = 0x53E4; // float (0x4)
uintptr_t SkydiveAudioMovementVolumeInterpSpeed = 0x53F8; // float (0x4)
uintptr_t SkydiveAudioForwardDotInterpSpeed = 0x5408; // float (0x4)
uintptr_t SkydiveAudioRightDotInterpSpeed = 0x540C; // float (0x4)
uintptr_t DamageFXSignificance = 0x5414; // FortEffectDistanceQuality (0x18)
uintptr_t ScreenEffectHealthDamage = 0x5438; // TSubclassOf<FortEmitterCameraLensEffectDirectional> (0x8)
uintptr_t ScreenEffectShieldDamage = 0x5440; // TSubclassOf<FortEmitterCameraLensEffectDirectional> (0x8)
uintptr_t AdditiveHitReactsMontage = 0x5448; // AnimMontage* (0x8)
uintptr_t DamageTagsToNotDisplayDirectionDamage = 0x5450; // GameplayTagContainer (0x20)
uintptr_t DamageTagsToNotAddCameraShake = 0x5470; // GameplayTagContainer (0x20)
uintptr_t TagsToNotPlayCircleAndStreakFX = 0x5490; // GameplayTagContainer (0x20)
uintptr_t DisplayHitNotify = 0x54C0; // FString (0x10)
uintptr_t bIsPlayerPawnReady = 0x5518; // bool (0x1)
uintptr_t LastFiredLocation = 0x5520; // Vector (0x18)
uintptr_t LastFiredDirection = 0x5538; // Vector (0x18)
uintptr_t LastFiredTime = 0x5550; // float (0x4)
uintptr_t PrototypeShootingModel = 0x5568; // DataTable* (0x8)
uintptr_t FallInstigator = 0x5570; // Controller* (0x8)
uintptr_t FallDamageTags = 0x5578; // GameplayTagContainer (0x20)
uintptr_t LastFloorBeforeFalling = 0x5598; // BuildingSMActor* (0x8)
uintptr_t LastFallDistance = 0x55A0; // float (0x4)
uintptr_t SkydiveDebugTimer = 0x55A4; // float (0x4)
uintptr_t MeleeCombatSlowSpeedMultiplier = 0x55A8; // float (0x4)
uintptr_t MeleeCombatSlowDuration = 0x55B4; // float (0x4)
uintptr_t EncryptedPawnReplayData = 0x55B8; // AthenaPawnReplayData (0x30)
uintptr_t InAirAudioComp = 0x55E8; // AudioComponent* (0x8)
uintptr_t PSC_PlayerWalkLand = 0x55F0; // ParticleSystemComponent* (0x8)
uintptr_t PSC_PlayerRunLand = 0x55F8; // ParticleSystemComponent* (0x8)
uintptr_t PSC_HitDamage = 0x5600; // ParticleSystemComponent* (0x8)
uintptr_t UseNiagaraPlayerHitDamageTags = 0x5608; // GameplayTagContainer (0x20)
uintptr_t NiagaraPlayerRunDustKickupComp = 0x5630; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerWalkDustKickupComp = 0x5638; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerHitDamageComp = 0x5640; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerLandDustPuffComp = 0x5648; // FXSystemComponent* (0x8)
uintptr_t NiagaraPlayerRunDustKickup = 0x5650; // NiagaraSystem* (0x8)
uintptr_t NiagaraPlayerWalkDustKickup = 0x5658; // NiagaraSystem* (0x8)
uintptr_t NiagaraPlayerHitDamage = 0x5660; // NiagaraSystem* (0x8)
uintptr_t NiagaraPlayerLandDustPuff = 0x5668; // NiagaraSystem* (0x8)
uintptr_t PlayerKickupFXSocketName = 0x5670; // int32_t (0x4)
uintptr_t PlayerKickupSurfaceParameterName = 0x5674; // int32_t (0x4)
uintptr_t PlayerKickupSurfaceParamList = 0x5678; // FString (0x10)
uintptr_t ContrailsComponent = 0x5688; // FortContrailsComponent* (0x8)
uintptr_t MobileInteractionComponents = 0x5690; // FString (0x10)
uintptr_t MinimapIconColorFiftyFiftyPlayer = 0x56A0; // LinearColor (0x10)
uintptr_t MaxIndicatorVisibilityDistForReplays = 0x56B0; // float (0x4)
uintptr_t ConsumableUseAudio = 0x56B8; // AudioComponent* (0x8)
uintptr_t InAirAudioParameterValue = 0x56C0; // int32_t (0x4)
uintptr_t InAirAudioFallDistanceThreshold = 0x56C4; // float (0x4)
uintptr_t WalkDustActivateSpeed = 0x56CC; // float (0x4)
uintptr_t WalkDustResetSpeed = 0x56D4; // float (0x4)
uintptr_t RunParticleActivateSpeed = 0x56DC; // float (0x4)
uintptr_t ImmersionDepthToSplashScaleInput_Min = 0x56F4; // int32_t (0x4)
uintptr_t ImmersionDepthToSplashScaleInput_Max = 0x56F8; // int32_t (0x4)
uintptr_t ImmersionDepthToSplashScaleOutput_Min = 0x56FC; // int32_t (0x4)
uintptr_t ImmersionDepthToSplashScaleOutput_Max = 0x5700; // int32_t (0x4)
uintptr_t SoundFX_WaterExit_3P = 0x5708; // SoundBase* (0x8)
uintptr_t SoundFX_WaterExit_1P = 0x5710; // SoundBase* (0x8)
uintptr_t SoundFX_WaterEntry_3P = 0x5718; // SoundBase* (0x8)
uintptr_t SoundFX_WaterEntry_1P = 0x5720; // SoundBase* (0x8)
uintptr_t WaterAudioLocationOffset = 0x5728; // Vector (0x18)
uintptr_t WaterAudioVolumeMultiplier_Local = 0x5740; // float (0x4)
uintptr_t WaterAudioVolumeMultiplier_Remote = 0x5744; // float (0x4)
uintptr_t VelocityToWaterEntrySpeedParamInput_Max = 0x574C; // float (0x4)
uintptr_t VelocityToWaterEntrySpeedParamOutput_Min = 0x5750; // float (0x4)
uintptr_t VelocityToWaterEntrySpeedParamOutput_Max = 0x5754; // float (0x4)
uintptr_t EntrySpeedParameterName = 0x5758; // float (0x4)
uintptr_t LastHealthPostProcessWeight = 0x575C; // int32_t (0x4)
uintptr_t HealthPostProcessStartTime = 0x5760; // float (0x4)
uintptr_t HealthPostProcessMuteTime = 0x5764; // float (0x4)
uintptr_t bIsCreativeGhostModeActivated = 0x57A0; // bool (0x1)
uintptr_t bIsCreativeModeratorModeActivated = 0x57A1; // bool (0x1)
uintptr_t SkinWeightManager = 0x57F8; // FortSkinWeightOverrideManager* (0x8)
uintptr_t InvulnerabilityTags = 0x5870; // GameplayTagContainer (0x20)
uintptr_t UnicornPawnSampler = 0x5968; // UnicornAthenaPawnSampler* (0x8)
uintptr_t bShowMarkerIcon = 0x5970; // bool (0x1)
uintptr_t MarkerDisplay = 0x5978; // MarkedActorDisplayInfo (0xB0)
uintptr_t MarkerPositionOffset = 0x5A28; // Vector (0x18)
uintptr_t bCanBeMarkedAsTeammate = 0x5A40; // bool (0x1)
uintptr_t DamageForceFeedback = 0x5A58; // ForceFeedbackEffect* (0x8)
uintptr_t DamageCameraShakeClass = 0x5A60; // TSubclassOf<LegacyCameraShake> (0x8)
uintptr_t DamageTagsExcludedFromCameraShake = 0x5A68; // GameplayTagContainer (0x20)
uintptr_t UpdateSharedReplicationWhileAttachedCount = 0x5AA0; // int32_t (0x4)
uintptr_t BP_RotationSpeedWhenTurnedOffByAnim = 0x5AA4; // float (0x4)
uintptr_t BP_RotationSpeedOnDetach = 0x5AA8; // float (0x4)
uintptr_t BP_MaxRotationSpeedWhenAttached = 0x5AAC; // float (0x4)
uintptr_t BP_TimeToReachMaxRotationSpeed = 0x5AB0; // float (0x4)
uintptr_t BP_AddedRotationInfluenceFromForwardVectorOnAtta = 0x5AB4; // int32_t (0x4)
uintptr_t YawNegative90 = 0x5AB8; // Rotator (0x18)
uintptr_t CallerID_update_mesh_rotation = 0x5AD0; // FString (0x10)
uintptr_t AttachPointNormalizeTolerance = 0x5AE0; // int32_t (0x4)
uintptr_t ForwardProjectedNormalizeTolerance = 0x5AE4; // int32_t (0x4)
uintptr_t Swinging_AttachBGA = 0x5AE8; // BuildingGameplayActor* (0x8)
uintptr_t Swinging_RightVec = 0x5AF0; // Vector (0x18)
uintptr_t Swinging_LastAttachTime = 0x5B08; // float (0x4)
uintptr_t bSwingingShouldRotateMesh = 0x5B0C; // bool (0x1)
uintptr_t bSwinging_UseProgrammaticRotation = 0x5B0D; // bool (0x1)
uintptr_t bImprovedDBNOEnabled = 0x5B0E; // bool (0x1)
uintptr_t DBNORevivingActorsCount = 0x5B0F; // uint8_t (0x1)
uintptr_t RimLightComponent = 0x5B18; // FortPlayerPawnAthenaRimLight* (0x8)
uintptr_t TornOffLifespan = 0x5B20; // float (0x4)
uintptr_t VoiceChatComp = 0x5B28; // AudioComponent* (0x8)
};
// AFortPlayerController - 273 own fields (dump)
struct AFortPlayerController {
uintptr_t bUnlockAllZones = 0x730; // bool (0x1)
uintptr_t bTrapsInNoBuild = 0x848; // bool (0x1)
uintptr_t bInPossession = 0x951; // bool (0x1)
uintptr_t HybridControlsComponentComponent = 0x998; // l__V___OoollerComponent_HybridMouseCo__Yu_G* (0x8)
uintptr_t AircraftInputComponent = 0x9C0; // InputComponent* (0x8)
uintptr_t SprintOverrideComponent = 0x9C8; // ActorComponent* (0x8)
uintptr_t SkydiveMusicAudioComp = 0x9D0; // AudioComponent* (0x8)
uintptr_t bIsDisconnecting = 0x9D8; // bool (0x1)
uintptr_t SpawnLoc = 0x9E0; // Vector (0x18)
uintptr_t NumPreviousSpawns = 0x9F8; // int32_t (0x4)
uintptr_t bCanSpectateBot = 0x9FC; // bool (0x1)
uintptr_t SimpleLoadingScreenSoundMix = 0xA50; // SoundMix* (0x8)
uintptr_t SprintOverrideAbilityGameplayTag = 0xA64; // GameplayTag (0x4)
uintptr_t HandledReturnToMainMenuReasons = 0xA68; // FString (0x10)
uintptr_t ManagedAIs = 0xA88; // FString (0x10)
uintptr_t MyFortPawn = 0xA98; // FortPlayerPawn* (0x8)
uintptr_t CachedFortPawn = 0xAA0; // FortPawn* (0x8)
uintptr_t MyFortPawnBeforeTakeoverOfScriptedPawn = 0xAA8; // FortPlayerPawn* (0x8)
uintptr_t ScriptedPawnControllerBeforeTakeover = 0xAB0; // Controller* (0x8)
uintptr_t bHasClientFinishedLoading = 0xAB8; // bool (0x1)
uintptr_t bHasServerFinishedLoading = 0xAB9; // bool (0x1)
uintptr_t TimeStartedWaiting = 0xABC; // float (0x4)
uintptr_t TimeFinishedNavigationBuild = 0xAC0; // float (0x4)
uintptr_t MaterialParameterCollection = 0xAC8; // MaterialParameterCollection* (0x8)
uintptr_t bLoadingScreenDropped = 0xAD9; // bool (0x1)
uintptr_t PendingSpectatorLocation = 0xAE0; // Vector (0x18)
uintptr_t ActorUnderReticle = 0xAF8; // Actor* (0x8)
uintptr_t WeakspotUnderReticle = 0xB00; // BuildingWeakSpot* (0x8)
uintptr_t ActiveWeakSpots = 0xB08; // FString (0x10)
uintptr_t IdleKickLastTimeActive = 0xB18; // float (0x4)
uintptr_t LastTimeActive = 0xB1C; // float (0x4)
uintptr_t CachedCoreInputComponent = 0xB38; // FortCo_________a______57_____nput* (0x8)
uintptr_t bRevertPlayerListenerChange = 0xB58; // bool (0x1)
uintptr_t VehicleInputComponent = 0xB88; // InputComponent* (0x8)
uintptr_t VehicleInputContexts = 0xB90; // FString (0x10)
uintptr_t bHoldingPrimaryFireFromTouch = 0xBA8; // bool (0x1)
uintptr_t bHoldingSecondaryFire = 0xBA9; // bool (0x1)
uintptr_t bSupportNextPieceAssist = 0xBAA; // bool (0x1)
uintptr_t bAutoBuildForTrapPlacement = 0xBAB; // bool (0x1)
uintptr_t bAutoBuildForFloorTrapPlacement = 0xBAC; // bool (0x1)
uintptr_t bAutoBuildForWallTrapPlacement = 0xBAD; // bool (0x1)
uintptr_t bAutoBuildForCeilingTrapPlacement = 0xBAE; // bool (0x1)
uintptr_t bNoControllerLighting = 0xBAF; // bool (0x1)
uintptr_t ReturnToMainMenuTimeoutDelay = 0xBB0; // float (0x4)
uintptr_t LastDamager = 0xBE0; // FortPlayerController* (0x8)
uintptr_t LastFallInstigator = 0xBF0; // FortPlayerController* (0x8)
uintptr_t LastDamagerCreditThresholdDropElim = 0xBFC; // int32_t (0x4)
uintptr_t LastDamagerCreditThresholdSelfElim = 0xC00; // int32_t (0x4)
uintptr_t LastDamagerCreditThresholdStormElim = 0xC04; // int32_t (0x4)
uintptr_t bGiveLastDamagerElimCreditOnDrop = 0xC08; // bool (0x1)
uintptr_t bGiveLastDamagerElimCreditOnSelfDamage = 0xC09; // bool (0x1)
uintptr_t bGiveLastDamagerElimCreditOnStormDamage = 0xC0A; // bool (0x1)
uintptr_t bHoldingObject = 0xE74; // bool (0x1)
uintptr_t SecondaryInteractInputComponent = 0xE78; // InputComponent* (0x8)
uintptr_t DBNOCarryInputComponent = 0xE80; // InputComponent* (0x8)
uintptr_t HeldObjectsInputComponent = 0xE88; // InputComponent* (0x8)
uintptr_t bEnableProcessGamepadInput = 0xED0; // bool (0x1)
uintptr_t bWantsToSprint = 0xEE0; // bool (0x1)
uintptr_t bSprintBehaviorIsOverridden = 0xEE1; // bool (0x1)
uintptr_t bIsPlayerActivelyMoving = 0xEE2; // bool (0x1)
uintptr_t InMovementCancellableAction = 0xEE4; // int32_t (0x4)
uintptr_t bAllowHoldForAmmoCrafting = 0xEEC; // bool (0x1)
uintptr_t bIsClientTimingOut = 0xEED; // bool (0x1)
uintptr_t ClientTimeoutBlockInputTime = 0xEF0; // float (0x4)
uintptr_t LastMoveInputFrame = 0xF00; // int64_t (0x8)
uintptr_t LastPressGamepadSprintTime = 0xF08; // float (0x4)
uintptr_t bAutoRunWasHoldingForward = 0xF0C; // bool (0x1)
uintptr_t bAtNameBaseScreen = 0xF0D; // bool (0x1)
uintptr_t GameplaySettingsTags = 0xF10; // GameplayTagContainer (0x20)
uintptr_t CinematicCameraClassOverride = 0xF90; // TSubclassOf<FortCinematicCamera> (0x8)
uintptr_t bOnPressExecuteJetpack = 0xF98; // bool (0x1)
uintptr_t bShowHitMarkersForFriendlyFire = 0xFD8; // bool (0x1)
uintptr_t bServerSideHitMarkers = 0xFD9; // bool (0x1)
uintptr_t bToggleMainMenuEnabled = 0x11C0; // bool (0x1)
uintptr_t FlooredDamageZeroValue = 0x11C4; // int32_t (0x4)
uintptr_t bGamepadAbilityPending = 0x11C8; // bool (0x1)
uintptr_t bForceAllowCursorMode = 0x11C9; // bool (0x1)
uintptr_t bForceAllowCameraMode = 0x11CA; // bool (0x1)
uintptr_t bSuppressEventNotifications = 0x11CC; // bool (0x1)
uintptr_t CachedUIFeedbackBank = 0x11D0; // FortUIFeedbackBank* (0x8)
uintptr_t LastSpotTime = 0x11F0; // float (0x4)
uintptr_t LastPlayerLocalMoveInput = 0x11F8; // Vector2D (0x10)
uintptr_t CurrentMarks = 0x1208; // FString (0x10)
uintptr_t LoopingUIFeedbackComponents = 0x1218; // FString (0x10)
uintptr_t PreviewAbility = 0x1228; // FortGameplayAbility* (0x8)
uintptr_t bDisableNativeHitMarker = 0x1230; // bool (0x1)
uintptr_t bDisableNativeDamageNumbers = 0x1231; // bool (0x1)
uintptr_t DummyCamera = 0x1238; // Actor* (0x8)
uintptr_t IntensityGraphInfo = 0x1258; // AIDirectorDebugInfo (0x28)
uintptr_t PIDValuesGraphInfo = 0x1280; // AIDirectorDebugInfo (0x28)
uintptr_t PIDContributionsGraphInfo = 0x12A8; // AIDirectorDebugInfo (0x28)
uintptr_t AIDirectorDataManager = 0x12D0; // FortAIDirectorDataManager* (0x8)
uintptr_t MusicManager = 0x12D8; // FortMusicManager* (0x8)
uintptr_t bUsePredictedBuildingActors = 0x1310; // bool (0x1)
uintptr_t bRegisterPredictedBuildingActorsWithGrid = 0x1311; // bool (0x1)
uintptr_t bPredictedBuildingWallsHaveNoCollision = 0x1312; // bool (0x1)
uintptr_t PredictedActorLifespan = 0x1314; // float (0x4)
uintptr_t PredictedBuildingSMActors = 0x1318; // FString (0x10)
uintptr_t BuildPreviewModeInputComponent = 0x1518; // InputComponent* (0x8)
uintptr_t SimpleBuildInputComponent = 0x1520; // InputComponent* (0x8)
uintptr_t BaseBuildInputComponent = 0x1528; // InputComponent* (0x8)
uintptr_t UnblockedInputComponent = 0x1530; // FortEnhancedInputComponent* (0x8)
uintptr_t BuildPreviewMarker = 0x1538; // BuildingPlayerPrimitivePreview* (0x8)
uintptr_t BuildPreviewMarkerExtraPiece = 0x1540; // BuildingPlayerPrimitivePreview* (0x8)
uintptr_t bAllowBuildingPreviewAutoRotation = 0x15B0; // bool (0x1)
uintptr_t bRequireTraceToExistingBuildingToSetContext = 0x15B1; // bool (0x1)
uintptr_t bAllowTraceToExistingBuildingToSetContextToRedir = 0x15B2; // bool (0x1)
uintptr_t bRequireTraceToExistingBuildingToSetContextExclu = 0x15B3; // bool (0x1)
uintptr_t TargetedBuilding = 0x1650; // BuildingActor* (0x8)
uintptr_t TargetedVehicle = 0x1658; // Actor* (0x8)
uintptr_t TargetedFortPawn = 0x1660; // FortPawn* (0x8)
uintptr_t StartUpgradeSound = 0x1668; // SoundBase* (0x20)
uintptr_t HighlightedPrimaryBuildings = 0x1688; // FString (0x10)
uintptr_t HighlightedInteractionBuildings = 0x1698; // FString (0x10)
uintptr_t BuildPreviewMarkerMIDs = 0x16A8; // FString (0x10)
uintptr_t BuildPreviewRotationIterations = 0x16B8; // uint8_t (0x1)
uintptr_t bBuildPreviewMirrored = 0x16BC; // bool (0x1)
uintptr_t BuildPreviewMarkerOptionalAdjustment = 0x16C0; // uint8_t (0x1)
uintptr_t bBuildFree = 0x16C4; // bool (0x1)
uintptr_t bCraftFree = 0x1728; // bool (0x1)
uintptr_t CurrentBuildableClass = 0x1730; // TSubclassOf<BuildingSMActor> (0x8)
uintptr_t CurrentResourceLevel = 0x1738; // EFortResourceLevel (0x1)
uintptr_t CurrentResourceType = 0x1739; // EFortResourceType (0x1)
uintptr_t QueuedDamageNumbers = 0x1830; // FString (0x10)
uintptr_t DamageNumbersInterface = 0x1840; // FortDamageNumbersInterface* (0x10)
uintptr_t EditModeInputComponent = 0x1850; // InputComponent* (0x8)
uintptr_t EditBuildingActor = 0x1858; // BuildingSMActor* (0x8)
uintptr_t EditModeDistance = 0x1860; // float (0x4)
uintptr_t LastBuildPreviewGridSnapLoc = 0x1868; // Vector (0x18)
uintptr_t LastBuildPreviewGridSnapRot = 0x1880; // Rotator (0x18)
uintptr_t LastBuildPreviewGridSnapCentroid = 0x1898; // Vector (0x18)
uintptr_t PickerInputComponent = 0x18B0; // InputComponent* (0x8)
uintptr_t TrapPickerDecoHelper = 0x18B8; // FortDecoHelper* (0x8)
uintptr_t TouchEditResults = 0x18C0; // FString (0x10)
uintptr_t bBuildingPlacementTraceSkipInitialPenetrationOfB = 0x18D1; // bool (0x1)
uintptr_t bBuildingPlacementTraceSkipInitialPenetrationOfS = 0x18D2; // bool (0x1)
uintptr_t ClientQuickBars = 0x1918; // FortQuickBars* (0x8)
uintptr_t RecentlyRemovedQuickbarInfo = 0x1928; // FString (0x10)
uintptr_t DelayedQuickBarActions = 0x1988; // DelayedQuickBarActionContainer (0x60)
uintptr_t ClientProcessedQuickBarActions = 0x19E8; // FString (0x10)
uintptr_t bShouldForceDeleteDroppedItems = 0x19F8; // bool (0x1)
uintptr_t bUsePickUpFlagToCheckPreviouslyGathered = 0x1A31; // bool (0x1)
uintptr_t QueuedItemsToDrop = 0x1A38; // QueuedItemsToDropViaPickup (0x20)
uintptr_t bAutoEquipBetterItems = 0x1AF8; // bool (0x1)
uintptr_t bShouldConstructReplicatedInventories = 0x1AFC; // bool (0x1)
uintptr_t WorldInventoryClass = 0x1B00; // TSubclassOf<FortInventory> (0x8)
uintptr_t WorldInventory = 0x1B08; // FortInventoryInterface* (0x10)
uintptr_t OutpostInventory = 0x1B18; // FortInventory* (0x8)
uintptr_t ViewTargetInventory = 0x1B20; // FortInventoryInterface* (0x10)
uintptr_t bHasInitializedWorldInventory = 0x1B7C; // bool (0x1)
uintptr_t CosmeticLoadoutPC = 0x1CA8; // FortAthenaLoadout (0x108)
uintptr_t LocalPawnCustomizationAssetLoader = 0x1DB0; // FortCustomizationAssetLoader* (0x8)
uintptr_t LatestRewardReport = 0x1DD8; // FortRewardReport (0x58)
uintptr_t MyPlayerInfo = 0x1E30; // FortRegisteredPlayerInfo* (0x8)
uintptr_t UpdatedObjectiveStats = 0x1E38; // FString (0x10)
uintptr_t bHasUnsavedPrimaryMissionProgress = 0x1E48; // bool (0x1)
uintptr_t StatManager = 0x1E68; // StatManager* (0x8)
uintptr_t HeartbeatManager = 0x1E70; // HeartbeatManager* (0x8)
uintptr_t StatEventManager = 0x1E78; // FortStatEventManager* (0x8)
uintptr_t CachedPersistentGameplayStats = 0x1E80; // FortPersistentGameplayStatContainer (0x10)
uintptr_t LastEmotePlayed = 0x1EA0; // FortMontageItemDefinitionBase* (0x8)
uintptr_t EmoteUsageCounts = 0x1EA8; // FString (0x10)
uintptr_t AnalyticsBuildingWallTooLowLocations = 0x1EB8; // FString (0x10)
uintptr_t NearbyEmotingPawns = 0x1EC8; // FString (0x10)
uintptr_t NearbyEmotingPawnCount = 0x1ED8; // FString (0x10)
uintptr_t McpProfileGroup = 0x1EE8; // McpProfileGroup* (0x8)
uintptr_t CommonPublicMcpProfile = 0x1EF0; // FortMcpProfileCommonPublic* (0x8)
uintptr_t CommonCoreMcpProfile = 0x1EF8; // FortMcpProfileCommonCore* (0x8)
uintptr_t MainMcpProfile = 0x1F00; // FortMcpProfileCampaign* (0x8)
uintptr_t AthenaProfile = 0x1F08; // FortMcpProfileAthena* (0x8)
uintptr_t MetadataProfile = 0x1F10; // FortMcpProfileMetadata* (0x8)
uintptr_t CreativeModeMCPProfile = 0x1F18; // FortMcpProfileCreative* (0x8)
uintptr_t FortProfileFNE = 0x1F20; // FortProfileFNE* (0x8)
uintptr_t TutorialCompletedState = 0x1F28; // uint8_t (0x1)
uintptr_t bShouldReceiveCriticalMatchBonus = 0x1F48; // bool (0x1)
uintptr_t bIgnoreExperienceOwnership = 0x1F49; // bool (0x1)
uintptr_t CustomVoicePriorityListPlayers = 0x1FC0; // FString (0x10)
uintptr_t VoiceInputSourceEffectPresetChain = 0x2028; // SoundEffectSourcePresetChain* (0x8)
uintptr_t ProximityVoiceChatAttenuation = 0x2030; // SoundAttenuation* (0x8)
uintptr_t ProximityChatSettingsProviderClass = 0x2038; // TSubclassOf<FortProximityChatSettingsProviderBase> (0x8)
uintptr_t ProximityChatSettingsProvider = 0x2040; // FortProximityChatSettingsProviderBase* (0x8)
uintptr_t bLocalEnableCustomProximityChatPriorityList = 0x2048; // bool (0x1)
uintptr_t bHasAttemptedGameServerVoiceChatConnectOrDisconn = 0x2049; // bool (0x1)
uintptr_t ProximityChatPriorityListProviderClass = 0x2050; // TSubclassOf<FortProximityChatPriorityListProviderBase> (0x8)
uintptr_t LocalProximityChatPriorityListProviderClass = 0x2058; // TSubclassOf<FortProximityChatPriorityListProviderBase> (0x8)
uintptr_t ProximityChatPriorityListProvider = 0x2060; // FortProximityChatPriorityListProviderBase* (0x8)
uintptr_t VoiceChatRenderMode = 0x2068; // int32_t (0x4)
uintptr_t LocationUnderReticle = 0x20B0; // Vector (0x18)
uintptr_t VoiceChatMethod = 0x20C8; // uint8_t (0x1)
uintptr_t bVoiceChatOpenMicSelfMuted = 0x20CC; // bool (0x1)
uintptr_t bNoCoolDown = 0x20CD; // bool (0x1)
uintptr_t bEnableShotLogging = 0x20CE; // bool (0x1)
uintptr_t OverriddenBackpackSize = 0x20D0; // int32_t (0x4)
uintptr_t CurrentReplaySpotLight = 0x20D8; // FortReplayMovableSpotLight* (0x8)
uintptr_t AimHelpMode = 0x20E0; // int32_t (0x4)
uintptr_t JumpStaminaCost = 0x20E4; // EFortJumpStaminaCost (0x1)
uintptr_t CameraPrototypeName = 0x20E8; // int32_t (0x4)
uintptr_t bAllowPawnHealthPostProcess = 0x2120; // bool (0x1)
uintptr_t bHideHudEnglishText = 0x2158; // bool (0x1)
uintptr_t bAutoChangeMaterial = 0x2159; // bool (0x1)
uintptr_t bServerAutoChangeMaterial = 0x215A; // bool (0x1)
uintptr_t bPeripheralLightingEnabled = 0x215B; // bool (0x1)
uintptr_t bRudderControlEnabled = 0x215C; // bool (0x1)
uintptr_t RudderDeadZone = 0x2160; // int32_t (0x4)
uintptr_t RudderMaxThrottle = 0x2164; // int32_t (0x4)
uintptr_t FOVMinimum = 0x2168; // int32_t (0x4)
uintptr_t FOVMaximum = 0x216C; // int32_t (0x4)
uintptr_t FrontendScriptedBehavior = 0x2170; // FortFrontendScriptedBehavior* (0x8)
uintptr_t ActiveSprayInstances = 0x2178; // FString (0x10)
uintptr_t ActiveToyInstances = 0x2188; // FString (0x10)
uintptr_t ToySummonCounts = 0x2198; // FString (0x10)
uintptr_t bSyncPeripheralLightingWithEmoteMusic = 0x21C0; // bool (0x1)
uintptr_t bPushEmoteAudioDataToCosmeticMaterials = 0x21C1; // bool (0x1)
uintptr_t LastEmoteMusicFFT100hz = 0x21C4; // int32_t (0x4)
uintptr_t LastEmoteMusicFFT2000hz = 0x21C8; // int32_t (0x4)
uintptr_t EmoteMusicBeatThreshold = 0x21CC; // int32_t (0x4)
uintptr_t EmoteMusicEnvelopeBeatCount = 0x21D0; // int32_t (0x4)
uintptr_t AimAssistOffset = 0x21E0; // Quat (0x20)
uintptr_t AdditionalAimOffset = 0x2200; // Rotator (0x18)
uintptr_t LastAdditionalAimOffset = 0x2218; // Rotator (0x18)
uintptr_t PlayerAimOffset = 0x2230; // Rotator (0x18)
uintptr_t WeaponRecoilOffset = 0x2248; // Rotator (0x18)
uintptr_t WeaponOffsetCorrection = 0x2260; // Rotator (0x18)
uintptr_t bZeroingCameraRoll = 0x2430; // bool (0x1)
uintptr_t bTryPickupSwap = 0x2431; // bool (0x1)
uintptr_t bClientSideEditPrediction = 0x2432; // bool (0x1)
uintptr_t ClientSideEditPredictionTimeout = 0x2434; // float (0x4)
uintptr_t PendingEnterEditModeActor = 0x2440; // BuildingSMActor* (0x8)
uintptr_t AntiAddictionPlayTimeMultiplier = 0x2448; // float (0x4)
uintptr_t bUsesWidgetForFPSDisplay = 0x244C; // bool (0x1)
uintptr_t bShowFPS = 0x244D; // bool (0x1)
uintptr_t bShowTemperature = 0x2480; // bool (0x1)
uintptr_t LockOnInfo = 0x2528; // LockOnInfo (0x50)
uintptr_t bLockPrimaryInputMethodToMouse = 0x25CC; // bool (0x1)
uintptr_t bUseActionRouterIgnoreLookInput = 0x25CD; // bool (0x1)
uintptr_t IndicatorManager = 0x25E0; // FortIndicatorManager* (0x8)
uintptr_t bFinalXPUpdateFailed = 0x25F8; // bool (0x1)
uintptr_t BattleMapSpectatorClass = 0x2600; // TSubclassOf<BattleMapPawnLive> (0x8)
uintptr_t bReleaseBuildingContextOnPlace = 0x2670; // bool (0x1)
uintptr_t TurboPlaceFirstInterval = 0x2674; // int32_t (0x4)
uintptr_t TurboPlaceInterval = 0x2678; // int32_t (0x4)
uintptr_t bCreativeTurboDelete = 0x267C; // bool (0x1)
uintptr_t TurboDeleteFirstInterval = 0x2680; // int32_t (0x4)
uintptr_t TurboDeleteInterval = 0x2684; // int32_t (0x4)
uintptr_t bTurboBuild = 0x2689; // bool (0x1)
uintptr_t TurboBuildFirstInterval = 0x268C; // int32_t (0x4)
uintptr_t TurboBuildRequestFailedInterval = 0x2690; // int32_t (0x4)
uintptr_t TurboBuildInterval = 0x2694; // int32_t (0x4)
uintptr_t FortControllerComponent_Telemetry = 0x26A0; // FortControllerComponent_Telemetry* (0x8)
uintptr_t InventoryNetworkManagementComponent = 0x26A8; // FortControllerComponent_InventoryNetworkManagement* (0x8)
uintptr_t InteractionComponent = 0x26B0; // FortControllerComponent_Interaction* (0x8)
uintptr_t QuestsComponent = 0x26B8; // FortControllerComponent_Quests* (0x8)
uintptr_t SharedQuestsComponent = 0x26C0; // FortControllerComponent_SharedQuests* (0x8)
uintptr_t MiniMapComponent = 0x26C8; // FortControllerComponent_Minimap* (0x8)
uintptr_t AutofireComponent = 0x26D0; // FortControllerComponent_Autofire* (0x8)
uintptr_t StreamingSourcesComponentClass = 0x26D8; // TSubclassOf<FortControllerComponent_StreamingSources> (0x8)
uintptr_t StreamingSourcesComponent = 0x26E0; // FortControllerComponent_StreamingSources* (0x8)
uintptr_t CollectionsComponent = 0x26E8; // FortControllerComponent_Collections* (0x8)
uintptr_t CosmeticLoadoutComponent = 0x26F0; // FortControllerComponent_CosmeticLoadout* (0x8)
uintptr_t InventorySwitcherComponent = 0x26F8; // FortControllerComponent_InventorySwitcher* (0x8)
uintptr_t EnhancedInputControllerComp = 0x2700; // FortControllerComponent_Input* (0x8)
uintptr_t ControllerComponentsRegisteredForPlayerTick = 0x2708; // FString (0x10)
uintptr_t PendingExecuteInventoryItemHandle = 0x2718; // ItemVariantHandle (0x20)
uintptr_t QuickHealItemPickerClass = 0x2750; // TSubclassOf<QuickHealItemPicker> (0x8)
uintptr_t MeshParentIds = 0x2768; // FString (0x10)
uintptr_t ForcedInputRotationSpeed = 0x2800; // float (0x4)
uintptr_t PendingClientRestartPawn = 0x2808; // Pawn* (0x8)
uintptr_t CachedPlayerSpawningComponent = 0x2838; // PlayspaceControllerComponent_PlayerSpawning* (0x8)
uintptr_t CachedViewTarget = 0x2840; // Actor* (0x8)
uintptr_t IgnoreSignifanceBasedCustomDepthRendering = 0x2860; // CompositeBool (0x18)
uintptr_t PickupInteractOverrides = 0x2878; // FString (0x10)
uintptr_t PlayerAbilitySetBR = 0x28F8; // FortAbilitySet* (0x20)
uintptr_t DamageNumbersActorClass = 0x2918; // TSubclassOf<Actor> (0x8)
};
// AFortPlayerControllerGameplay - 50 own fields (dump)
struct AFortPlayerControllerGameplay {
uintptr_t CreativeModeratorPhotoModeComponentClass = 0x2920; // TSubclassOf<FortControllerComponent_PhotoMode> (0x8)
uintptr_t CreativeModeratorPhotoDynamicScene = 0x2928; // DataAsset* (0x8)
uintptr_t CreativeModeratorToolDynamicScene = 0x2930; // DataAsset* (0x8)
uintptr_t FortAmbientAudioController = 0x2938; // FortAmbientAudioController* (0x8)
uintptr_t PoiTagContainerTableID = 0x2940; // uint16_t (0x2)
uintptr_t VerifyAllowedToFlyTimerHandle = 0x2970; // TimerHandle (0x8)
uintptr_t VerifyAllowModeratorModeTimerHandle = 0x2990; // TimerHandle (0x8)
uintptr_t VerifyAllowedToBeInvulnerableTimerHandle = 0x2998; // TimerHandle (0x8)
uintptr_t CreativeMoveToolRegistryId = 0x2BB0; // DataRegistryId (0x8)
uintptr_t CreativeMoveToolPrimaryAsset = 0x2BB8; // PrimaryAssetId (0x8)
uintptr_t CreativeQuickbarClass = 0x2BC0; // TSubclassOf<CreativeQuickbarComponent> (0x20)
uintptr_t CreativeCameraPreviewScreenshotClass = 0x2BF0; // TSubclassOf<Object> (0x8)
uintptr_t CreativeQuickbarComponent = 0x2BF8; // CreativeQuickbarComponent* (0x8)
uintptr_t VehicleTrickInfo = 0x2C00; // VehicleTrickInfo (0x198)
uintptr_t GhostModeRepData = 0x2D98; // GhostModeRepData (0x18)
uintptr_t ServerNumNPCs = 0x2DFC; // uint16_t (0x2)
uintptr_t ServerMaxNumNPCs = 0x2DFE; // uint16_t (0x2)
uintptr_t AmbientControllerInitializeTimer = 0x2E00; // TimerHandle (0x8)
uintptr_t bDisplayNPCNumbers = 0x2E08; // bool (0x1)
uintptr_t bHasSetInitialPoiTags = 0x2E38; // bool (0x1)
uintptr_t CreativeModeFlyingInputComponent = 0x2E40; // InputComponent* (0x8)
uintptr_t CreativeModeInputComponent = 0x2E48; // InputComponent* (0x8)
uintptr_t CreativeGlobalOptionsInputComponent = 0x2E50; // InputComponent* (0x8)
uintptr_t CreativeModePreviewScreenshotInputComponent = 0x2E58; // InputComponent* (0x8)
uintptr_t CreativeModeInGameReadyCheckInputComponent = 0x2E60; // InputComponent* (0x8)
uintptr_t CreativeModeratorModeInputComponent = 0x2E68; // InputComponent* (0x8)
uintptr_t FlyingModifiers = 0x2E70; // FString (0x10)
uintptr_t AdditionalModeratorFlyingModifiers = 0x2E80; // FString (0x10)
uintptr_t FlyingModifierIndex = 0x2E90; // int32_t (0x4)
uintptr_t FlightSprintMultiplier = 0x2E98; // ScalableFloat (0x28)
uintptr_t UIMetricsDisplayIndex = 0x2EC0; // int32_t (0x4)
uintptr_t FlightSpeedWhenEnteredSprint = 0x2EC4; // float (0x4)
uintptr_t bIsFlightSprinting = 0x2EC8; // bool (0x1)
uintptr_t bIsCreativeModeEnabled = 0x2EC9; // bool (0x1)
uintptr_t bIsCreativeThermometer2Enabled = 0x2ECA; // bool (0x1)
uintptr_t DefaultCameraModifierClasses = 0x2EE8; // FString (0x10)
uintptr_t CreativeOptions = 0x2F10; // FortCreativeOptionsBundle* (0x20)
uintptr_t WantsToGhostMode = 0x2F38; // CreativeOptionVariableBase (0x8)
uintptr_t SocialNotificationInputComponent = 0x2F40; // InputComponent* (0x8)
uintptr_t WantsToBeInvulnerable = 0x2F48; // CreativeOptionVariableBase (0x8)
uintptr_t WantedFlightSpeed = 0x2F50; // CreativeOptionVariableBase (0x8)
uintptr_t WantsToSwapPhoneAndHarvestHold = 0x2F58; // CreativeOptionVariableBase (0x8)
uintptr_t WantedUIMetricsDisplay = 0x2F60; // CreativeOptionVariableBase (0x8)
uintptr_t PreferredCreativeMenuTab = 0x2F68; // CreativeOptionVariableBase (0x8)
uintptr_t AppliedInGameModifierAbilitySetHandles = 0x2F70; // FString (0x10)
uintptr_t AbilityActivatedByInputInputComponentMap = 0x2F88; // FString (0x10)
uintptr_t AbilityActivatedByInputSpecHandleMap = 0x2FA8; // FString (0x10)
uintptr_t SpawnedVehicleComponent = 0x2FB8; // FortControllerComponent_SpawnedVehicle* (0x8)
uintptr_t SwingingComponent = 0x2FC0; // FortControllerComponent_Swinging* (0x8)
uintptr_t bBindCreativeFlyUp = 0x2FC8; // bool (0x1)
};
// AFortPlayerControllerAthena - 144 own fields (dump)
struct AFortPlayerControllerAthena {
uintptr_t FireAbilityToWeaponSwitchTime = 0x3690; // float (0x4)
uintptr_t SwappingItemDefinition = 0x3728; // FortWorldItemDefinition* (0x8)
uintptr_t WinScreenDelayTime = 0x3730; // float (0x4)
uintptr_t bSkipPlayWinEffects = 0x3734; // bool (0x1)
uintptr_t bAllowPlayersCreditOnLeave = 0x3735; // bool (0x1)
uintptr_t bLockingOnFocalPoint = 0x3736; // bool (0x1)
uintptr_t FocalPoint = 0x3738; // Actor* (0x8)
uintptr_t FocalPointOffset = 0x3740; // Vector_NetQuantize (0x18)
uintptr_t FocalPointFOV = 0x3758; // int32_t (0x4)
uintptr_t FocalPointDuration = 0x375C; // float (0x4)
uintptr_t SkydiveLeaderManualCameraTime = 0x37F0; // float (0x4)
uintptr_t InterpolatedSkydiveFollowerViewRotation = 0x37F8; // Rotator (0x18)
uintptr_t SkydiveLeader = 0x3828; // FortPlayerState* (0x8)
uintptr_t bSkydiveLeaderIsDropMaster = 0x3830; // bool (0x1)
uintptr_t LastDownedVictim = 0x3848; // FortPlayerStateAthena* (0x8)
uintptr_t LastElimVictim = 0x3850; // FortPlayerStateAthena* (0x8)
uintptr_t bLeaveDisconnectedPawnsInGame = 0x3888; // bool (0x1)
uintptr_t DisconnectedPawn = 0x3890; // FortPlayerPawn* (0x8)
uintptr_t PreviousPawn = 0x3898; // FortPlayerPawn* (0x8)
uintptr_t bReplicateViewTargetInventory = 0x38A0; // bool (0x1)
uintptr_t bHasHadValidPawn = 0x38A1; // bool (0x1)
uintptr_t PlayersTalking = 0x38E8; // FString (0x10)
uintptr_t TalkingPlayersChanged = 0x38F8; // FString (0x10)
uintptr_t bHighlightRecordingEnabled = 0x3908; // bool (0x1)
uintptr_t bDeferringStartRecordingHighlights = 0x3909; // bool (0x1)
uintptr_t HighlightGroupId = 0x3910; // FString (0x10)
uintptr_t CachedHighlightCount = 0x3920; // int32_t (0x4)
uintptr_t HighlightFirstKillTime = 0x3924; // float (0x4)
uintptr_t HighlightKillMultiple = 0x3928; // int32_t (0x4)
uintptr_t HighlightDownMultiple = 0x392C; // int32_t (0x4)
uintptr_t HighlightKillCooldown = 0x3930; // int32_t (0x4)
uintptr_t HighlightKillRewindTime = 0x3934; // float (0x4)
uintptr_t CabinModeCheckTimeInterval = 0x3938; // float (0x4)
uintptr_t CabinModeRestartTimeInterval = 0x393C; // float (0x4)
uintptr_t RespawnCamera_Time = 0x3940; // float (0x4)
uintptr_t RespawnCamera_HoldPositionTime = 0x3944; // float (0x4)
uintptr_t RespawnCamera_InitialLocOffset_InAir = 0x3948; // Vector (0x18)
uintptr_t RespawnCamera_InitialLocOffset_OnGround = 0x3960; // Vector (0x18)
uintptr_t RespawnCamera_InitialRotOffset_InAir = 0x3978; // Rotator (0x18)
uintptr_t RespawnCamera_InitialRotOffset_OnGround = 0x3990; // Rotator (0x18)
uintptr_t RespawnCamera_OffsetFromHit = 0x39A8; // float (0x4)
uintptr_t RespawnCameraBehavior = 0x39AC; // int32_t (0x4)
uintptr_t StreamingSourceLocationRotationOverride = 0x39C0; // StreamingSourceLocationRotationOverride (0x40)
uintptr_t MaximumNumberOfPawnsToSearchForEmoteMusic = 0x3A48; // int32_t (0x4)
uintptr_t PickupSwapHoldTime = 0x3A58; // float (0x4)
uintptr_t bUseNewPickupSwapLogic = 0x3A5C; // bool (0x1)
uintptr_t SpectatorLevelStreamDistance = 0x3A60; // float (0x4)
uintptr_t RespawnLevelStreamDistance = 0x3A64; // float (0x4)
uintptr_t SpectatorStreamingChanged = 0x3A68; // FString (0x10)
uintptr_t InGameLoadScreenChanged = 0x3A78; // FString (0x10)
uintptr_t LevelStreamRequestHandshakeState = 0x3AE0; // LevelStreamRequestHandshakeState (0x1)
uintptr_t RespawnCameraActor = 0x3C50; // CameraActor* (0x8)
uintptr_t bDelayedTeleporting = 0x3C58; // bool (0x1)
uintptr_t bBlockTeleporting = 0x3C59; // bool (0x1)
uintptr_t bKeepLoadingScreen = 0x3C5A; // bool (0x1)
uintptr_t KeepLoadingScreenUntilMinigameState = 0x3C5B; // uint8_t (0x1)
uintptr_t MaxPlotCount = 0x3C60; // int32_t (0x4)
uintptr_t InGameMatchmakingReadyCheckStarted = 0x3CD8; // FString (0x10)
uintptr_t InGameMatchmakingReadyCheckComplete = 0x3CE8; // FString (0x10)
uintptr_t InGameMatchmakingReadyCheckCanceled = 0x3CF8; // FString (0x10)
uintptr_t InGameMatchmakingStarted = 0x3D08; // FString (0x10)
uintptr_t InGameMatchmakingComplete = 0x3D18; // FString (0x10)
uintptr_t InGameMatchmakingStateChanged = 0x3D28; // FString (0x10)
uintptr_t InGameMatchmakingQueuedStatusUpdated = 0x3D38; // FString (0x10)
uintptr_t InGameMatchmakingError = 0x3D48; // FString (0x10)
uintptr_t bNoInGameMatchmaking = 0x3D98; // bool (0x1)
uintptr_t AudioOnExitAircraft = 0x3DD0; // SoundBase* (0x8)
uintptr_t AudioOnExitAircraftHornDoppler = 0x3DD8; // SoundBase* (0x8)
uintptr_t bMarkedAlive = 0x3DE0; // bool (0x1)
uintptr_t CreativeIslands = 0x3DE8; // FString (0x10)
uintptr_t bIsAllowedToPublish = 0x3DF8; // bool (0x1)
uintptr_t GamepadSettingsAssetPtr = 0x3E10; // FortGamepadSettings* (0x20)
uintptr_t TouchInputSettingsAssetPtr = 0x3E30; // FortTouchInputSettings* (0x20)
uintptr_t TeamMemberIndicatorColor = 0x3E50; // LinearColor (0x10)
uintptr_t bMatchStatsForPlayerSent = 0x3E88; // bool (0x1)
uintptr_t bAddedBookProgressStatsToGamemode = 0x3E89; // bool (0x1)
uintptr_t bHasSentFinalProgressionExport = 0x3E8A; // bool (0x1)
uintptr_t bEnableBroadcastRemoteClientInfo = 0x3EE0; // bool (0x1)
uintptr_t BroadcastRemoteClientInfo = 0x3EE8; // FortBroadcastRemoteClientInfo* (0x8)
uintptr_t StrongMyHero = 0x3EF8; // FortHero* (0x8)
uintptr_t ClientGameWorldHolds = 0x3F00; // FString (0x10)
uintptr_t EndMatchHeartbeatTimerDelay = 0x3F28; // float (0x4)
uintptr_t EndMatchHeartbeatTimestamp = 0x3F30; // int64_t (0x8)
uintptr_t WarmupPlayerStart = 0x3F38; // FortPlayerStartWarmup* (0x8)
uintptr_t FullScreenScoreboardInputComponent = 0x3F40; // InputComponent* (0x8)
uintptr_t CurrentFullscreenInputComponent = 0x3F48; // InputComponent* (0x8)
uintptr_t GameChannelRecommendationInputComponent = 0x3F50; // InputComponent* (0x8)
uintptr_t bUseTrapPicker = 0x410D; // bool (0x1)
uintptr_t bDefaultDisableHarvestSlot = 0x410E; // bool (0x1)
uintptr_t MatchReport = 0x4138; // AthenaPlayerMatchReport* (0x8)
uintptr_t bAllowMoveInputInMenusEvenIfBlocked = 0x41B0; // bool (0x1)
uintptr_t bBlockMoveInputInMenus = 0x41B1; // bool (0x1)
uintptr_t MinimapIndicatorClass = 0x41B8; // TSubclassOf<FortMiniMapTeamIndicators> (0x8)
uintptr_t bEnableInGameChallengeLocationIndicators = 0x41C0; // bool (0x1)
uintptr_t SquadMarkerActorClass = 0x41C8; // TSubclassOf<FortPlayerMarkerBase> (0x8)
uintptr_t UnprocessedXp = 0x41DC; // int32_t (0x4)
uintptr_t XpReceivedLastAtTime = 0x41E0; // float (0x4)
uintptr_t BuildingsCreated = 0x41E4; // int32_t (0x4)
uintptr_t BuildingsEdited = 0x41E8; // int32_t (0x4)
uintptr_t BuildingsRepaired = 0x41EC; // int32_t (0x4)
uintptr_t BuildingsUpgraded = 0x41F0; // int32_t (0x4)
uintptr_t BuildingActionDoneLastAtTime = 0x41F4; // float (0x4)
uintptr_t BuildingMatchStats = 0x41F8; // BuildingStats (0x24)
uintptr_t BuildingAnalyticsArray = 0x4220; // FString (0x10)
uintptr_t TimeStartedTrackingBuildingAnalytics = 0x4230; // float (0x4)
uintptr_t CreativePlotLinkedVolume = 0x4278; // FortVolume* (0x8)
uintptr_t CreativePlotSessionData = 0x4280; // CreativePlotSessionData (0x14)
uintptr_t OwnedPortal = 0x4298; // FortAthenaCreativePortal* (0x8)
uintptr_t OwnedPartyRiftPortal = 0x42A0; // FortAthenaPartyRiftPortal* (0x8)
uintptr_t MinigameReadyState = 0x42A8; // MinigameReadyState (0x2)
uintptr_t CachedPurchasedItems = 0x4308; // FString (0x10)
uintptr_t PendingMinigameSpawnData = 0x4318; // MinigameSpawnData (0x3)
uintptr_t CurrentPlayset = 0x4348; // FortPlaysetItemDefinition* (0x8)
uintptr_t DestructedBuildingInGridTimeoutOverride = 0x4350; // float (0x4)
uintptr_t ClientRespawnText = 0x4358; // FString (0x10)
uintptr_t ClientRebootingText = 0x4368; // FString (0x10)
uintptr_t ClientIslandTravelText = 0x4378; // FString (0x10)
uintptr_t ClientTravelToCreativeHubText = 0x4388; // FString (0x10)
uintptr_t VolumesLoading = 0x4398; // FString (0x10)
uintptr_t VolumesUnloading = 0x43A8; // FString (0x10)
uintptr_t ResurrectionComponent = 0x43B8; // AthenaResurrectionComponent* (0x8)
uintptr_t RebootTimerHandle = 0x43C0; // TimerHandle (0x8)
uintptr_t XPComponent = 0x43E8; // FortPlayerControllerAthenaXPComponent* (0x8)
uintptr_t DiscoverabilityComponent = 0x43F0; // FortControllerComponent_MapDiscoverability* (0x8)
uintptr_t TransientQuestsComponent = 0x43F8; // FortControllerComponent_TransientQuests* (0x8)
uintptr_t SkydiveFeedback = 0x4400; // FortControllerComponent_SkydiveFeedback* (0x8)
uintptr_t HabaneroComponent = 0x4408; // FortControllerComponent_Habanero* (0x8)
uintptr_t LocalizationServiceComponent = 0x4418; // FortControllerComponent_LocalizationService* (0x8)
uintptr_t ToxicityServiceComponent = 0x4420; // FortControllerComponent_ToxicityService* (0x8)
uintptr_t RechargingWeaponsComponent = 0x4428; // FortControllerComponent_RechargeWeapons* (0x8)
uintptr_t RadiusTrackerComponent = 0x4430; // FortControllerComponent_RadiusTracker* (0x8)
uintptr_t MinigameActivityComponent = 0x4438; // FortControllerComponent_MinigameActivity* (0x8)
uintptr_t CreativeAnalyticsComponent = 0x4440; // CreativeAnalyticsComponent* (0x8)
uintptr_t QuestPinnerComponent = 0x4450; // FortControllerComponent_AthenaQuestsPinner* (0x8)
uintptr_t SpatialMetricsComponent = 0x4458; // FortControllerComponent_SpatialMetrics* (0x8)
uintptr_t SightWeatherCapRadius = 0x4460; // ScalableFloat (0x28)
uintptr_t TimeSinceLastCreativeSpawn = 0x44B0; // int64_t (0x8)
uintptr_t CreativeUserContentManager = 0x4520; // CreativeUserContentManager* (0x8)
uintptr_t CreativeUserContentManagerClassSoftClassPtr = 0x4528; // TSubclassOf<CreativeUserContentManager> (0x20)
uintptr_t CreativeObjectTrackingComponent = 0x4558; // FortCreativeObjectTrackingComponent* (0x8)
uintptr_t CreativeEntitlementComponent = 0x4560; // FortCreativeEntitlementComponent* (0x8)
uintptr_t PrimaryQuickBarSlotItemGuids = 0x4730; // QuickBarEquippedItemGuids (0xA4)
uintptr_t bIgnoreSpectatorViewRotation = 0x47E0; // bool (0x1)
uintptr_t bIgnorePlayerInfoAbandonStateForSpecialEventRtmm = 0x47E1; // bool (0x1)
};
// AFortPlayerState - 38 own fields (dump)
struct AFortPlayerState {
uintptr_t bIsWorldDataOwner = 0x388; // bool (0x1)
uintptr_t PlayerRole = 0x38C; // uint8_t (0x1)
uintptr_t WorldPlayerId = 0x38E; // uint16_t (0x2)
uintptr_t PartyOwnerUniqueId = 0x390; // UniqueNetIdRepl (0x30)
uintptr_t HeroId = 0x3C0; // FString (0x10)
uintptr_t HeroType = 0x3D0; // FortHeroType* (0x8)
uintptr_t CurrentCharXP = 0x3D8; // int32_t (0x4)
uintptr_t MyBackpackPickup = 0x3DC; // FortPickup* (0x8)
uintptr_t InitialExperienceLevel = 0x3E4; // int32_t (0x4)
uintptr_t InitialExperienceAmount = 0x3E8; // int32_t (0x4)
uintptr_t ExperienceDeltas = 0x3F0; // FString (0x10)
uintptr_t Platform = 0x400; // FString (0x10)
uintptr_t Banner = 0x410; // PlayerBannerInfo (0x28)
uintptr_t CachedLoadoutCharacterInfo = 0x438; // CachedLoadoutCharacterInfo (0x10)
uintptr_t CachedLoadoutCharacterGated = 0x448; // AthenaCharacterItemDefinition* (0x8)
uintptr_t bIsSimulatingDamage = 0x450; // bool (0x1)
uintptr_t CharacterData = 0x5A0; // CustomCharacterData (0x58)
uintptr_t ActiveVariantOverrides = 0x5F8; // FString (0x10)
uintptr_t ActiveCosmeticItemSwaps = 0x608; // FString (0x10)
uintptr_t AdditionalCharacterPartOverrides = 0x618; // FString (0x10)
uintptr_t CustomPRIComponent = 0x628; // CustomPlayerComponent* (0x8)
uintptr_t PlayerTeam = 0x648; // FortTeamInfo* (0x8)
uintptr_t PlayerTeamPrivate = 0x650; // FortTeamPrivateInfo* (0x8)
uintptr_t bSkipReplicatedStats = 0x670; // bool (0x1)
uintptr_t bAreZoneStatsFinalized = 0x8A8; // bool (0x1)
uintptr_t ReadyCheckState = 0x8A9; // uint8_t (0x1)
uintptr_t HomeActor = 0x8B0; // Actor* (0x8)
uintptr_t AttributeSets = 0x8B8; // FortPlayerAttributeSets (0x58)
uintptr_t AbilitySystemComponent = 0x910; // FortAbilitySystemComponent* (0x8)
uintptr_t HabaneroComponent = 0x918; // FortPlayerStateComponent_Habanero* (0x8)
uintptr_t PlayerOSSName = 0x920; // int32_t (0x4)
uintptr_t TrustedPlatformType = 0x924; // uint8_t (0x1)
uintptr_t AnalyticsPlatform = 0x928; // FString (0x10)
uintptr_t PlatformUniqueNetId = 0x938; // UniqueNetIdRepl (0x30)
uintptr_t bInitializedPlayerCustomizationOptionsFromClient = 0x978; // bool (0x1)
uintptr_t PawnDeathLocation = 0x9C8; // Vector (0x18)
uintptr_t CachedPreviousWorldPlayerId = 0x9E0; // int32_t (0x4)
uintptr_t bInGhostMode = 0x9F0; // bool (0x1)
};
// AFortPlayerStateZone - 24 own fields (dump)
struct AFortPlayerStateZone {
uintptr_t SpectatingTarget = 0xA88; // FortPlayerStateZone* (0x8)
uintptr_t Spectators = 0xA90; // FortSpectatorZoneArray (0x60)
uintptr_t KickedFromSessionReason = 0xB78; // uint8_t (0x1)
uintptr_t OtherPlayersSpectatingCurrentTarget = 0xC98; // FString (0x10)
uintptr_t CarriedObject = 0xCA8; // FortCarriedObject* (0x8)
uintptr_t NumRejoins = 0xCB0; // int32_t (0x4)
uintptr_t OldTotalScoreStat = 0xCB4; // int32_t (0x4)
uintptr_t bInvincibleDueToUI = 0xCD0; // bool (0x1)
uintptr_t CurrentHealth = 0xCD4; // int32_t (0x4)
uintptr_t MaxHealth = 0xCD8; // int32_t (0x4)
uintptr_t CurrentShield = 0xCDC; // int32_t (0x4)
uintptr_t MaxShield = 0xCE0; // int32_t (0x4)
uintptr_t CurrentOvershield = 0xCE4; // int32_t (0x4)
uintptr_t MaxOvershield = 0xCE8; // int32_t (0x4)
uintptr_t CurrentSignalInStorm = 0xCEC; // int32_t (0x4)
uintptr_t MaxSignalInStorm = 0xCF0; // int32_t (0x4)
uintptr_t bOvershieldBarVisible = 0xCF4; // bool (0x1)
uintptr_t AccumulatedItems = 0xD20; // FString (0x10)
uintptr_t SimulatedAttributes = 0xD40; // SimulatedAttributeArray (0x68)
uintptr_t PendingDestroyedGadgetItemDefinition = 0xDD0; // FortGadgetItemDefinition* (0x8)
uintptr_t bInAircraft = 0xDD8; // bool (0x1)
uintptr_t TeamMemberState = 0xE08; // uint8_t (0x1)
uintptr_t TeamMemberStateRepTime = 0xE0C; // float (0x4)
uintptr_t ReplicatedTeamMemberState = 0xE18; // uint8_t (0x1)
};
// AFortPlayerStateAthena - 74 own fields (dump)
struct AFortPlayerStateAthena {
uintptr_t PersonalLobbyAction = 0xE54; // int32_t (0x4)
uintptr_t RespawnData = 0xE58; // FortRespawnData (0x40)
uintptr_t bHasWonAGame = 0xF08; // bool (0x1)
uintptr_t TeamKillScore = 0xF0C; // int32_t (0x4)
uintptr_t KillsWhileAthenaGadgetEquippedMap = 0xF10; // FString (0x10)
uintptr_t DamageDealtToBigHealthProps = 0xF20; // FString (0x10)
uintptr_t AlwaysIncludeTeamAsAllies = 0xF30; // uint8_t (0x1)
uintptr_t TeamIndex = 0xF31; // uint8_t (0x1)
uintptr_t TeamScorePlacement = 0xF34; // int32_t (0x4)
uintptr_t TeamScore = 0xF38; // int32_t (0x4)
uintptr_t bTeamPlacementLocked = 0xF3C; // bool (0x1)
uintptr_t Place = 0xF40; // int32_t (0x4)
uintptr_t DownScore = 0xF44; // int32_t (0x4)
uintptr_t KillScore = 0xF48; // int32_t (0x4)
uintptr_t SeasonLevelUIDisplay = 0xF4C; // int32_t (0x4)
uintptr_t HumanKillScore = 0xF54; // int32_t (0x4)
uintptr_t AIKillCount = 0xF94; // int32_t (0x4)
uintptr_t NumChestsOpened = 0xF9C; // int32_t (0x4)
uintptr_t NumAmmoCansOpened = 0xFA4; // int32_t (0x4)
uintptr_t NumSupplyDropsOpened = 0xFAC; // int32_t (0x4)
uintptr_t NumLlamasOpened = 0xFB4; // int32_t (0x4)
uintptr_t NumForagedItemsConsumed = 0xFBC; // int32_t (0x4)
uintptr_t NumMinutesAlive = 0xFC4; // int32_t (0x4)
uintptr_t NumBrMwMMMMMMMMMMMected = 0xFCC; // int32_t (0x4)
uintptr_t NumSilverCoinsCollected = 0xFD4; // int32_t (0x4)
uintptr_t NumGoldCoinsCollected = 0xFDC; // int32_t (0x4)
uintptr_t TotalPlayerScore = 0xFE4; // int32_t (0x4)
uintptr_t PointsAddedToScore = 0xFE8; // FString (0x10)
uintptr_t TeamScoreChanged = 0xFF8; // FString (0x10)
uintptr_t TeamPlacementChanged = 0x1008; // FString (0x10)
uintptr_t TeamPlacementLockChanged = 0x1018; // FString (0x10)
uintptr_t PlaceChanged = 0x1028; // FString (0x10)
uintptr_t TeamAverageDamageChanged = 0x1038; // FString (0x10)
uintptr_t MatchAbandonStateChanged = 0x1048; // FString (0x10)
uintptr_t ActiveBeingRebootedChanged = 0x1068; // FString (0x10)
uintptr_t StormSurgeEffectCount = 0x1088; // uint8_t (0x1)
uintptr_t TeamAverageDamage = 0x108A; // uint16_t (0x2)
uintptr_t SquadId = 0x108C; // uint8_t (0x1)
uintptr_t bThankedBusDriver = 0x108D; // bool (0x1)
uintptr_t PlayerNameCustomOverride = 0x1090; // FString (0x10)
uintptr_t bHidingOtherPlayersNames = 0x10A0; // bool (0x1)
uintptr_t bIsTalking = 0x1120; // bool (0x1)
uintptr_t bIsMuted = 0x1121; // bool (0x1)
uintptr_t MetricInformation = 0x1368; // DetailedMetricInformation (0x10)
uintptr_t SimpleMetricInformation = 0x1378; // SimpleMetricInformation (0x78)
uintptr_t SecondsAlive = 0x13F0; // int32_t (0x4)
uintptr_t TimeOfPawnCreation = 0x13F4; // float (0x4)
uintptr_t bActiveBeingRebooted = 0x13F8; // bool (0x1)
uintptr_t bIsDisconnected = 0x13FA; // bool (0x1)
uintptr_t GameModeIcon = 0x1430; // Texture2D* (0x8)
uintptr_t DeathInfo = 0x1450; // DeathInfo (0xC0)
uintptr_t ChangeTeamInfo = 0x1510; // ChangeTeamInfo (0x28)
uintptr_t ServerTimeForRespawn = 0x1538; // float (0x4)
uintptr_t ResurrectionChipAvailable = 0x15A0; // FortResurrectionData (0x28)
uintptr_t bResurrectingNow = 0x15C8; // bool (0x1)
uintptr_t bRespawningFromRespawnData = 0x15C9; // bool (0x1)
uintptr_t RebootCounter = 0x15CC; // int32_t (0x4)
uintptr_t InteractingRebootVan = 0x15D0; // SpawnMachineInterface* (0x10)
uintptr_t InteractingRebootVanCheck = 0x15E0; // TimerHandle (0x8)
uintptr_t InteractingRebootVanTimeout = 0x15E8; // TimerHandle (0x8)
uintptr_t MatchAbandonState = 0x15F4; // uint8_t (0x1)
uintptr_t bIsAModerationBot = 0x15F6; // bool (0x1)
uintptr_t bIsAnAthenaGameParticipant = 0x15F7; // bool (0x1)
uintptr_t EOSProductUserId = 0x15F8; // FString (0x10)
uintptr_t BotUniqueId = 0x1608; // UniqueNetIdRepl (0x30)
uintptr_t bPreserveSquad = 0x1648; // bool (0x1)
uintptr_t KeepPlayingTogetherVotingStatus = 0x1668; // uint8_t (0x1)
uintptr_t KeepPlayingTogetherMatchmakingRegion = 0x1688; // FString (0x10)
uintptr_t KeepPlayingTogetherMatchmakingId = 0x16B0; // FString (0x10)
uintptr_t InitialSquadSize = 0x16D8; // uint8_t (0x1)
uintptr_t SquadSizeIncrements = 0x16D9; // uint8_t (0x1)
uintptr_t SquadSizeDecrements = 0x16DA; // uint8_t (0x1)
uintptr_t PersistenceErrorType = 0x1720; // uint8_t (0x1)
uintptr_t LocalSpecialActorData = 0x1728; // TSubclassOf<FortMutatorContext> (0x8)
};
// AFortWeapon - 219 own fields (dump)
struct AFortWeapon {
uintptr_t TimeToEquip = 0x340; // float (0x4)
uintptr_t bNeverUpdateLastFireTimeOnImpactForLocalClient = 0x344; // bool (0x1)
uintptr_t bIsEquippingWeapon = 0x358; // bool (0x1)
uintptr_t IsEquippingWeaponChanged = 0x360; // FString (0x10)
uintptr_t bIsChargingWeapon = 0x370; // bool (0x1)
uintptr_t bIsReloadingWeapon = 0x371; // bool (0x1)
uintptr_t bIsAimingConsumable = 0x398; // bool (0x1)
uintptr_t bUseAttributeCaching = 0x62A; // bool (0x1)
uintptr_t WeaponData = 0x630; // FortWeaponItemDefinition* (0x8)
uintptr_t CosmeticOverrideWeaponData = 0x638; // FortWeaponItemDefinition* (0x8)
uintptr_t bImpactFXAttachedToHitActor = 0x640; // bool (0x1)
uintptr_t GameplayAbilityBehaviorDistanceData = 0x660; // FString (0x10)
uintptr_t HitNotifyAudioBank = 0x670; // WeaponHitNotifyAudioBank* (0x8)
uintptr_t SoundLibraryComponent = 0x678; // FortSoundLibraryComponent* (0x8)
uintptr_t bRemoveAbilitiesWhenRemovedFromInventory = 0x690; // bool (0x1)
uintptr_t BP_OnWeaponCosmeticsReady = 0x6B8; // FString (0x10)
uintptr_t EquippedWeaponDestroyWrapperRepCounter = 0x74C; // uint8_t (0x1)
uintptr_t EquippedWeaponDestroyedGameplayCue = 0x750; // GameplayTag (0x4)
uintptr_t FireModeOverride = 0x754; // uint8_t (0x1)
uintptr_t OnBeamFiredDelegate = 0x7B0; // unsigned char[0xC] (0xC)
uintptr_t CachedImpactDetails = 0x818; // FString (0x10)
uintptr_t MuzzleFlashDelayForAnimationTime = 0x854; // float (0x4)
uintptr_t PersistentFXStartTime = 0x858; // float (0x4)
uintptr_t PersistentSFXStartTime = 0x85C; // float (0x4)
uintptr_t MinimumTimeForPersistentFX = 0x860; // float (0x4)
uintptr_t OverrideItemWrapSoftPtr = 0x868; // AthenaItemWrapDefinition* (0x20)
uintptr_t DevicePropertyHandles = 0x888; // FString (0x10)
uintptr_t ApplicableDeviceProperties = 0x898; // FString (0x10)
uintptr_t WeaponReduceMeshWorkSetting = 0x8F8; // uint8_t (0x1)
uintptr_t bWeaponSupportsQuartzGunfire = 0x910; // bool (0x1)
uintptr_t QuartzGunfireComp = 0x918; // FortQuartzGunfireComponent* (0x8)
uintptr_t bShouldDrawNativeReticle = 0x920; // bool (0x1)
uintptr_t bShouldAlwaysDrawNativeMuzzleBlockedIndicator = 0x921; // bool (0x1)
uintptr_t bShouldForceCheckCollisions = 0x922; // bool (0x1)
uintptr_t ReticleImage = 0x928; // Texture2D* (0x8)
uintptr_t AutoFireReticleImage = 0x930; // Texture2D* (0x8)
uintptr_t ReticleDefaultColor = 0x938; // Color (0x4)
uintptr_t ReticleEnemyColor = 0x93C; // Color (0x4)
uintptr_t ReticleEnemyDefaultColor = 0x940; // Color (0x4)
uintptr_t ReticleBuildingColor = 0x944; // Color (0x4)
uintptr_t ReticleNoTargetColor = 0x948; // Color (0x4)
uintptr_t HitNotifyReticleImage = 0x950; // Texture2D* (0x8)
uintptr_t HitNotifyLocationReticleImage = 0x958; // Texture2D* (0x8)
uintptr_t CriticalHitNotifyLocationReticleImage = 0x960; // Texture2D* (0x8)
uintptr_t ReticleCenterImage = 0x968; // Texture2D* (0x8)
uintptr_t ReticleCenterPerfectAimImage = 0x970; // Texture2D* (0x8)
uintptr_t ReticleInvalidTargetImage = 0x978; // Texture2D* (0x8)
uintptr_t MuzzleBlockedReticleImage = 0x980; // Texture2D* (0x8)
uintptr_t ReticleAltCenterImage = 0x988; // Texture2D* (0x8)
uintptr_t ReticleOuterImage = 0x990; // Texture2D* (0x8)
uintptr_t ReticleAltOuterImage = 0x998; // Texture2D* (0x8)
uintptr_t ReticleDefaultPrimaryStrikeAngle = 0x9A0; // int32_t (0x4)
uintptr_t ReticleDefaultSecondaryStrikeAngle = 0x9A4; // int32_t (0x4)
uintptr_t bSupportsAutofireAtReticleTarget = 0x9A8; // bool (0x1)
uintptr_t bEnableAutofireForAnyWeaponItemDefinition = 0x9A9; // bool (0x1)
uintptr_t bSupportsTapToFireMode = 0x9AA; // bool (0x1)
uintptr_t CameraBase3PClass = 0x9B0; // TSubclassOf<FortCameraMode> (0x8)
uintptr_t CameraTargeting3PClass = 0x9B8; // TSubclassOf<FortCameraMode> (0x8)
uintptr_t CameraTargeting3PReloadClass = 0x9C0; // TSubclassOf<FortCameraMode> (0x8)
uintptr_t CameraBase1PClass = 0x9C8; // TSubclassOf<FortCameraMode> (0x8)
uintptr_t CameraTargeting1PClass = 0x9D0; // TSubclassOf<FortCameraMode> (0x8)
uintptr_t DestroyedSound = 0x9D8; // SoundBase* (0x8)
uintptr_t OutOfAmmoSound = 0x9E0; // SoundBase* (0x8)
uintptr_t PrimaryFireSound1P = 0xA00; // SoundBase* (0x8)
uintptr_t PrimaryFireStopSound1P = 0xA20; // SoundBase* (0x8)
uintptr_t TargetingStartSound = 0xAA0; // SoundBase* (0x8)
uintptr_t TargetingEndSound = 0xAA8; // SoundBase* (0x8)
uintptr_t PrimaryFireSoundFadeOutTime = 0xAB0; // float (0x4)
uintptr_t IndestructibleHitSound = 0xAB8; // SoundBase* (0x8)
uintptr_t ImpactNiagaraPhysicalSurfaceEffectAssets = 0xCF8; // FString (0x10)
uintptr_t NDCImpactFX = 0xD08; // FortNDCImpactInfo (0x1D8)
uintptr_t ImpactArraySupportData = 0xEE8; // FString (0x10)
uintptr_t ImpactCameraShake = 0xEF8; // TSubclassOf<LegacyCameraShake> (0x8)
uintptr_t PrimaryForceFeedbackEffect = 0xF00; // ForceFeedbackEffect* (0x8)
uintptr_t SecondaryForceFeedbackEffect = 0xF08; // ForceFeedbackEffect* (0x8)
uintptr_t PrimaryImpactForceFeedbackEffect = 0xF10; // ForceFeedbackEffect* (0x8)
uintptr_t SecondaryImpactForceFeedbackEffect = 0xF18; // ForceFeedbackEffect* (0x8)
uintptr_t ImpactNiagaraPhysicalSurfaceEffectInstances = 0xF20; // FString (0x10)
uintptr_t DataStoreManager = 0xF30; // FortGenericDataStoreManagerComponent* (0x8)
uintptr_t SoundIndicatorComponent = 0xF80; // FortSoundIndicatorComponent* (0x8)
uintptr_t CurrentGunFireIndex = 0xF88; // int32_t (0x4)
uintptr_t WeaponMesh = 0xF90; // SkeletalMeshComponentBudgeted* (0x8)
uintptr_t AllWeaponMeshes = 0xF98; // FString (0x10)
uintptr_t DefaultWeaponMaterials = 0xFA8; // FString (0x10)
uintptr_t OriginalMaterialMap = 0xFB8; // FString (0x10)
uintptr_t ProtoWeaponParentMaterial = 0xFD8; // MaterialInterface* (0x20)
uintptr_t WrapSectionMask = 0xFF8; // int32_t (0x4)
uintptr_t bUsingSecondaryFireAudio = 0xFFC; // bool (0x1)
uintptr_t bHasCachedAdditionalMeshes = 0xFFD; // bool (0x1)
uintptr_t CurrentReticleColor = 0x1000; // Color (0x4)
uintptr_t OpticRuntimeData = 0x1004; // FortWeaponOpticRuntimeData (0x8)
uintptr_t CurrentDamageStartLocation = 0x1010; // Vector (0x18)
uintptr_t CurrentAdjustedAimDirection = 0x1028; // Vector (0x18)
uintptr_t CurrentProjectedImpactDistance = 0x1040; // float (0x4)
uintptr_t FireFXSignificance = 0x1044; // FortEffectDistanceQuality (0x18)
uintptr_t LastFireTime = 0x105C; // float (0x4)
uintptr_t LastSecondaryFireTime = 0x1060; // float (0x4)
uintptr_t LastFireTimeVerified = 0x1064; // float (0x4)
uintptr_t bIsPlayingFireFX = 0x1069; // bool (0x1)
uintptr_t bTraceThroughPawns = 0x106A; // bool (0x1)
uintptr_t bIsTryingAutoReload = 0x106B; // bool (0x1)
uintptr_t BlendingOutPawnMontage = 0x1070; // AnimMontage* (0x8)
uintptr_t bIsInReleaseSecondaryFireScope = 0x1078; // bool (0x1)
uintptr_t TimerMMMMMMMMMMMMMtment = 0x107C; // float (0x4)
uintptr_t InputQueueTimePercent = 0x1080; // float (0x4)
uintptr_t LastTargetingTransitionTime = 0x1084; // float (0x4)
uintptr_t TargetSourceOffset = 0x1088; // Vector (0x18)
uintptr_t TargetSourceOffsetWhileCrouched = 0x10A0; // Vector (0x18)
uintptr_t TargetSourceOffsetWhileTargeting = 0x10B8; // Vector (0x18)
uintptr_t TraceThroughPawnsLimit = 0x10D0; // int32_t (0x4)
uintptr_t TraceThroughBuildingsLimit = 0x10D4; // int32_t (0x4)
uintptr_t TraceThroughLandscapeLimit = 0x10D8; // int32_t (0x4)
uintptr_t ProjectilePitchOffset = 0x10DC; // float (0x4)
uintptr_t LastReloadTime = 0x10E0; // float (0x4)
uintptr_t LastSuccessfulReloadTime = 0x10E4; // float (0x4)
uintptr_t CurrentReloadDuration = 0x10E8; // float (0x4)
uintptr_t ItemEntryGuid = 0x10F0; // Guid (0x10)
uintptr_t TrackerGuid = 0x1100; // Guid (0x10)
uintptr_t WeaponLevel = 0x1110; // int32_t (0x4)
uintptr_t AmmoCount = 0x1114; // int32_t (0x4)
uintptr_t PhantomReserveAmmo = 0x1118; // int32_t (0x4)
uintptr_t BurstFireCounter = 0x1150; // int32_t (0x4)
uintptr_t ChargeTime = 0x1154; // float (0x4)
uintptr_t AccumulatedChargeTime = 0x1158; // float (0x4)
uintptr_t LastChargeTime = 0x115C; // float (0x4)
uintptr_t StartChargeGameplayCue = 0x1160; // GameplayTag (0x4)
uintptr_t MaxChargeGameplayCue = 0x1164; // GameplayTag (0x4)
uintptr_t OutOfAmmoTextOverrideFailTag = 0x1168; // GameplayTag (0x4)
uintptr_t NoSpareAmmoToReloadTextOverrideFailTag = 0x116C; // GameplayTag (0x4)
uintptr_t FireCanInterruptEquipQuery = 0x1170; // GameplayTagQuery (0x48)
uintptr_t CurrentShotLogIndex = 0x11B8; // int32_t (0x4)
uintptr_t ShotLogFlags = 0x11C0; // FString (0x10)
uintptr_t bInitializedWeaponItem = 0x11D0; // bool (0x1)
uintptr_t bNeedsReapplyMaterialOverrides = 0x11D1; // bool (0x1)
uintptr_t bReplicatedAppliedAlterationsWithNoInstigator = 0x11D2; // bool (0x1)
uintptr_t bHideWeaponOnDestruction = 0x11D3; // bool (0x1)
uintptr_t AttachToRootOnDestructionOffset = 0x11D8; // Vector (0x18)
uintptr_t AttachToRootOnDestructionInterpSpeed = 0x11F0; // float (0x4)
uintptr_t bShowWhenHolstered = 0x11F4; // bool (0x1)
uintptr_t CustomPartsToShowWhenHolstered = 0x11F8; // FString (0x10)
uintptr_t ChargeStatusPack = 0x1208; // uint16_t (0x2)
uintptr_t AttachedTrajectoryIndicator = 0x1228; // FortProjectileTrajectory* (0x8)
uintptr_t ActiveAbility = 0x1230; // FortGameplayAbility* (0x8)
uintptr_t PrimaryAbilitySpecHandle = 0x1238; // GameplayAbilitySpecHandle (0x4)
uintptr_t SecondaryAbilitySpecHandle = 0x123C; // GameplayAbilitySpecHandle (0x4)
uintptr_t ReloadAbilitySpecHandle = 0x1240; // GameplayAbilitySpecHandle (0x4)
uintptr_t ImpactAbilitySpecHandle = 0x1244; // GameplayAbilitySpecHandle (0x4)
uintptr_t ReticleTraceOverrideSpecHandle = 0x1248; // GameplayAbilitySpecHandle (0x4)
uintptr_t EquippedAbilityHandles = 0x1250; // FString (0x10)
uintptr_t EquippedAbilitySetHandles = 0x1260; // FString (0x10)
uintptr_t AppliedAlterations = 0x1270; // FString (0x10)
uintptr_t WeaponModSlots = 0x1280; // FString (0x10)
uintptr_t EquippedWeaponModSlots = 0x1290; // FString (0x10)
uintptr_t ModRuntimeDataCache = 0x12A0; // FortWeaponModRuntimeData* (0x8)
uintptr_t ModDebugComp = 0x12A8; // FortWeaponModDebugComponent* (0x8)
uintptr_t OpticDefinition = 0x12B0; // FortWeaponOpticDefinition* (0x8)
uintptr_t OpticConfig = 0x12B8; // FortOpticConfig (0x40)
uintptr_t PreviousWeaponVariants = 0x12F8; // CosmeticVariantCache (0x18)
uintptr_t AppliedItemWrap = 0x1338; // AthenaItemWrapDefinition* (0x8)
uintptr_t CachedFXManager = 0x1340; // FortFXManager* (0x8)
uintptr_t CachedSignificanceManager = 0x1348; // FortSignificanceManager* (0x8)
uintptr_t MuzzleSocketName = 0x1390; // int32_t (0x4)
uintptr_t MuzzleFalloffSocketName = 0x1394; // int32_t (0x4)
uintptr_t WeaponHandSocketNameOverride = 0x1398; // int32_t (0x4)
uintptr_t LeftHandWeaponHandSocketNameOverride = 0x139C; // int32_t (0x4)
uintptr_t WeaponHandSocketPartOverrides = 0x13A0; // FString (0x10)
uintptr_t bForceOverrideGenerateOverlapEvents = 0x13B0; // bool (0x1)
uintptr_t MaxWeaponSwitchNetworkWaitTime = 0x1498; // float (0x4)
uintptr_t MaxWeaponSwitchNetworkWaitTimeHotfix = 0x14A0; // ScalableFloat (0x28)
uintptr_t MaxWeaponAttackNetworkWaitTime = 0x14C8; // float (0x4)
uintptr_t LastFireAbilityTime = 0x14CC; // float (0x4)
uintptr_t OnGetAimRotOverride = 0x14F8; // unsigned char[0xC] (0xC)
uintptr_t ModLeftHandPoseOffsets = 0x1518; // FString (0x10)
uintptr_t ModReloadAnimData = 0x1528; // FString (0x10)
uintptr_t EquipAnimation = 0x1538; // AnimMontage* (0x8)
uintptr_t FirstTimeEquipAnimation = 0x1540; // AnimMontage* (0x8)
uintptr_t WeaponFirstTimeEquipAnimation = 0x1548; // AnimMontage* (0x8)
uintptr_t FirstTimeEquipTag = 0x1550; // GameplayTag (0x4)
uintptr_t bResetOnItemRemoval = 0x1554; // bool (0x1)
uintptr_t ReloadAnimation = 0x1558; // AnimMontage* (0x8)
uintptr_t CustomReloadAnimationPerAmmoToFill = 0x1598; // FString (0x10)
uintptr_t PrimaryAbilityAnimation = 0x15A8; // AnimMontage* (0x8)
uintptr_t SecondaryAbilityAnimation = 0x15B0; // AnimMontage* (0x8)
uintptr_t WeaponEquipMontage = 0x15B8; // AnimMontage* (0x8)
uintptr_t WeaponReloadMontage = 0x15C0; // AnimMontage* (0x8)
uintptr_t CustomWeaponReloadMontagePerAmmoToFill = 0x15C8; // FString (0x10)
uintptr_t WeaponPrimaryAbilityMontage = 0x15D8; // AnimMontage* (0x8)
uintptr_t WeaponSecondaryAbilityMontage = 0x15E0; // AnimMontage* (0x8)
uintptr_t FirstPersonData = 0x15E8; // FortWeaponFirstPersonData* (0x8)
uintptr_t PoseOffsetAnimSequence = 0x15F8; // AnimSequence* (0x8)
uintptr_t PoseOffsetAnimSequenceFemaleOverride = 0x1600; // AnimSequence* (0x8)
uintptr_t WeaponCoreAnimation = 0x1608; // EFortWeaponCoreAnimation (0x1)
uintptr_t WeaponCoreAnimationOverride = 0x1609; // EFortWeaponCoreAnimation (0x1)
uintptr_t HandGripType = 0x160A; // uint8_t (0x1)
uintptr_t WeaponPawnAnimSet = 0x1610; // FortWeaponAnimSet* (0x8)
uintptr_t PlayerAnimAssets = 0x1618; // FortPlayerAnimAssets (0x10)
uintptr_t ProceduralLayeringData = 0x1628; // FortProceduralLayeringWeaponData (0x28)
uintptr_t PlayerAnimAssetsOverride = 0x1650; // FortPlayerAnimAssets (0x10)
uintptr_t bResetAnimAssetsOverrideOnUnEquip = 0x1660; // bool (0x1)
uintptr_t WeaponPawnAnimLayerOverlayClass = 0x1668; // TSubclassOf<AnimInstance> (0x8)
uintptr_t WeaponAdditiveAnimSet = 0x1670; // FortWeaponAdditiveAnimSet* (0x8)
uintptr_t PlayerAnimProxyTable = 0x1678; // ProxyTable* (0x8)
uintptr_t HitReactionProxyTable = 0x1680; // ProxyTable* (0x8)
uintptr_t bEnableTickAnimMontagesOnlyWhenOffscreen = 0x1688; // bool (0x1)
uintptr_t MaxRangeToEnableTickAnimMontagesWhenOffscreen = 0x168C; // int32_t (0x4)
uintptr_t WeaponPawnAnimsetOverride = 0x1690; // FortWeaponAnimSet* (0x8)
uintptr_t WeaponAdditiveAnimsetOverride = 0x1698; // FortWeaponAdditiveAnimSet* (0x8)
uintptr_t UnableToPerformActionMontageOverride = 0x1780; // AnimMontage* (0x8)
uintptr_t ActiveFireMode = 0x1788; // FortWeaponFireModeData* (0x20)
uintptr_t FireModeData_HipFire = 0x17A8; // FortWeaponFireModeData* (0x20)
uintptr_t FireModeData_AimDownSight = 0x17C8; // FortWeaponFireModeData* (0x20)
uintptr_t FireModeData_Override = 0x17E8; // FortWeaponFireModeData* (0x20)
uintptr_t ItemWrapModifier = 0x1818; // CustomItemWrapModifier* (0x8)
uintptr_t LockOnTargetCandidate = 0x1830; // Actor* (0x8)
uintptr_t bIgnoreTryToFireSlotCooldownRestriction = 0x1839; // bool (0x1)
uintptr_t bFireConsumableAnalyticEvent = 0x183B; // bool (0x1)
uintptr_t FeedbackLineActionIdsToDim = 0x1850; // FString (0x10)
uintptr_t HudKeyActionData = 0x1860; // FString (0x10)
uintptr_t CachedReloadComponent = 0x18D8; // TSubclassOf<GameplayCueInterface> (0x8)
};
// AFortWeaponRanged - 110 own fields (dump)
struct AFortWeaponRanged {
uintptr_t ReplayActivationCue = 0x1938; // WeaponCueReplicationStruct (0xD8)
uintptr_t ReplayImpactCue = 0x1A10; // WeaponCueReplicationStruct (0xD8)
uintptr_t PlayDelayedRecoilTimerHandle = 0x1AF0; // TimerHandle (0x8)
uintptr_t PlayDelayedFiringAnimationTimerHandle = 0x1AF8; // TimerHandle (0x8)
uintptr_t PlayDelayedSpreadTimerHandle = 0x1B00; // TimerHandle (0x8)
uintptr_t bLWPNudgeHitOrigin = 0x1B08; // bool (0x1)
uintptr_t LWPNudgeHitDistance = 0x1B10; // FortCachedScalableFloat (0x30)
uintptr_t TracerFXDataChannel = 0x1B40; // NiagaraDataChannelAsset* (0x8)
uintptr_t NDCTracerFx = 0x1B48; // FortNDCTracerInfo (0x138)
uintptr_t MuzzleFXData = 0x1C80; // FortWeaponMuzzleFXData (0xB0)
uintptr_t HitscanTracerFakeVelocity = 0x1D30; // int32_t (0x4)
uintptr_t TracerTemplate = 0x1D38; // TSubclassOf<FortTracerBase> (0x8)
uintptr_t bAllowAutomaticWeaponCatchup = 0x1D40; // bool (0x1)
uintptr_t LocalFireRateModification = 0x1D64; // float (0x4)
uintptr_t CurrentNumBullets = 0x1D68; // int32_t (0x4)
uintptr_t ScopeTargetingMuzzleOffset = 0x1D70; // Vector (0x18)
uintptr_t CurrentMuzzleBlockedLocation = 0x1D88; // Vector (0x18)
uintptr_t CurrentDamageStart = 0x1DA0; // uint8_t (0x1)
uintptr_t MaxTargetingAimAdjustment = 0x1DA8; // Rotator (0x18)
uintptr_t bAnchorReticleCenter = 0x1DC0; // bool (0x1)
uintptr_t bAlwaysAimFromMuzzle = 0x1DC1; // bool (0x1)
uintptr_t bAllowTrySecondaryFireDuringReload = 0x1DC2; // bool (0x1)
uintptr_t bMaintainAimLocationDuringTargeting = 0x1DC3; // bool (0x1)
uintptr_t HipFireFirstPersonMeshFOV = 0x1DC4; // int32_t (0x4)
uintptr_t bUseScopedThirdPersonTargeting = 0x1DD4; // bool (0x1)
uintptr_t ADSFireHeadToHandDistance = 0x1DDC; // float (0x4)
uintptr_t bPersistentFireFX = 0x1DE0; // bool (0x1)
uintptr_t bUseShellsParticles = 0x1DE1; // bool (0x1)
uintptr_t bIsMuzzleTraceNearWall = 0x1DE2; // bool (0x1)
uintptr_t MaxMuzzleAimCameraAimHeadingAngleDifferenceDegre = 0x1DE4; // int32_t (0x4)
uintptr_t AimPitchMin = 0x1DE8; // int32_t (0x4)
uintptr_t AimPitchMax = 0x1DEC; // int32_t (0x4)
uintptr_t MuzzleTraceNearWallThreshold = 0x1DF0; // int32_t (0x4)
uintptr_t BeamSignificance = 0x1E00; // FortEffectDistanceQuality (0x18)
uintptr_t ImpactSignificance = 0x1E18; // FortEffectDistanceQuality (0x18)
uintptr_t DecalSignificance = 0x1E30; // FortEffectDistanceQuality (0x18)
uintptr_t ScopeImpactEffectDistanceOffset = 0x1E48; // float (0x4)
uintptr_t MuzzlePSC = 0x1E50; // FXSystemComponent* (0x8)
uintptr_t ShellPSCMap = 0x1E58; // FString (0x10)
uintptr_t BeamParticleSystem = 0x1E68; // ParticleSystem* (0x8)
uintptr_t BeamNiagaraSystemAsset = 0x1E70; // NiagaraSystem* (0x20)
uintptr_t BeamSourceSocketName = 0x1E90; // int32_t (0x4)
uintptr_t FortSpawnPropOverride = 0x1E98; // SkeletalMesh* (0x8)
uintptr_t FortSpawnPropAnimOverride = 0x1EA0; // AnimationAsset* (0x8)
uintptr_t DecalSizeMin = 0x1EA8; // Vector (0x18)
uintptr_t DecalSizeMax = 0x1EC0; // Vector (0x18)
uintptr_t DecalLifespanMin = 0x1ED8; // float (0x4)
uintptr_t DecalLifespanMax = 0x1EDC; // float (0x4)
uintptr_t DecalColorStart = 0x1EE0; // LinearColor (0x10)
uintptr_t DecalColorEnd = 0x1EF0; // LinearColor (0x10)
uintptr_t DecalMaterial = 0x1F00; // MaterialInterface* (0x8)
uintptr_t DecalTexture = 0x1F08; // Texture2D* (0x8)
uintptr_t SurfaceAcceptingDecals = 0x1F10; // FString (0x10)
uintptr_t ShellReloadCounter = 0x1F38; // int32_t (0x4)
uintptr_t MaxTargetingAimAdjustPerSecond = 0x1FC8; // Rotator (0x18)
uintptr_t ScopePostProcessEnabled = 0x2208; // uint8_t (0x1)
uintptr_t ScopePostProcessBlendWeight = 0x220C; // int32_t (0x4)
uintptr_t ScopePostProcessMaterial = 0x2210; // FString (0x10)
uintptr_t ScopePostProcessMaterialFromOptic = 0x2220; // FString (0x10)
uintptr_t LWPSpawnDirectionAdjustmentStrengthOverride = 0x2240; // int32_t (0x4)
uintptr_t LWPDirectionAdjustmentMaxAngleOverride = 0x2244; // int32_t (0x4)
uintptr_t BulletPattern = 0x2248; // FString (0x10)
uintptr_t RampingFireRateData = 0x2258; // FortWeaponRampingData (0xB8)
uintptr_t EnemyWarningWeaponImpactSFX = 0x2350; // SoundBase* (0x8)
uintptr_t LastFiredInterval = 0x2420; // int32_t (0x4)
uintptr_t BeamNiagaraSystem = 0x2428; // NiagaraSystem* (0x8)
uintptr_t bUseAthenaRecoil = 0x24A4; // bool (0x1)
uintptr_t bUseAthenaPerfectADSAim = 0x24A5; // bool (0x1)
uintptr_t FirstShotAccuracyMinWaitTime = 0x24A8; // float (0x4)
uintptr_t BulletCountForPerBulletRecoil = 0x24AC; // int32_t (0x4)
uintptr_t RecoilProcessingShotCounter = 0x24B0; // int32_t (0x4)
uintptr_t RecoilTimingCounter = 0x24B4; // int32_t (0x4)
uintptr_t BulletCountForPerBulletSpread = 0x24B8; // int32_t (0x4)
uintptr_t TimeRemainingForBulletSpread = 0x24BC; // float (0x4)
uintptr_t FireAnimation = 0x2528; // AnimMontage* (0x8)
uintptr_t FireDownsightsAnimation = 0x2530; // AnimMontage* (0x8)
uintptr_t FireFromCrouchWalkAnimation = 0x2538; // AnimMontage* (0x8)
uintptr_t CockingAnimation = 0x2540; // AnimMontage* (0x8)
uintptr_t WeaponFireMontage = 0x2548; // AnimMontage* (0x8)
uintptr_t WeaponFireDownsightsMontage = 0x2550; // AnimMontage* (0x8)
uintptr_t WeaponFireFromCrouchWalkMontage = 0x2558; // AnimMontage* (0x8)
uintptr_t WeaponCockingMontage = 0x2560; // AnimMontage* (0x8)
uintptr_t BeamPSC = 0x2568; // FXSystemComponent* (0x8)
uintptr_t bTracerFXSupportsMultipleSimultaneousTracers = 0x2570; // bool (0x1)
uintptr_t TracerBeamFX = 0x2578; // NiagaraComponent* (0x8)
uintptr_t CrouchWalkSpeedThreshold = 0x2580; // float (0x4)
uintptr_t bEnableRecoilDelay = 0x2584; // bool (0x1)
uintptr_t ReticleSpreadZeroingDistanceFromMuzzle = 0x2588; // float (0x4)
uintptr_t OverheatState = 0x2600; // uint8_t (0x1)
uintptr_t OverheatSyncData = 0x2604; // OverheatSync (0xC)
uintptr_t OverheatedAnimation = 0x2610; // AnimMontage* (0x8)
uintptr_t WeaponOverheatedAnimation = 0x2618; // AnimMontage* (0x8)
uintptr_t bCooldownWhileOverheated = 0x2620; // bool (0x1)
uintptr_t bShouldDisplayReticleOverheatIndicator = 0x2621; // bool (0x1)
uintptr_t OverheatValue = 0x2624; // int32_t (0x4)
uintptr_t TimeHeatWasLastAdded = 0x2644; // float (0x4)
uintptr_t TimeOverheatedBegan = 0x2648; // float (0x4)
uintptr_t OverheatValueWhenVentingBegan = 0x264C; // int32_t (0x4)
uintptr_t bIsManuallyVentingWeapon = 0x2650; // bool (0x1)
uintptr_t LWProjectile_DamageStart = 0x2668; // Vector (0x18)
uintptr_t LWProjectile_DamageDirection = 0x2680; // Vector (0x18)
uintptr_t LWProjectile_ActivateRemovedTimestamp = 0x2698; // float (0x4)
uintptr_t bCacheAimPointOnFire = 0x26B9; // bool (0x1)
uintptr_t CachedAimPoint = 0x26C0; // Vector (0x18)
uintptr_t CustomFiringSequenceLength = 0x26D8; // int32_t (0x4)
uintptr_t CustomFiringSequenceMinTimeBetween = 0x26DC; // float (0x4)
uintptr_t CachedLODSettingsManager = 0x26E8; // FortAthenaAILODSettings* (0x10)
uintptr_t bUseTargetingBasedLOD = 0x2718; // bool (0x1)
uintptr_t ScopeRailMaterialIndex = 0x271C; // int32_t (0x4)
uintptr_t HideScopeRailMaterialParameterName = 0x2720; // int32_t (0x4)
};
// AFortPickup - 41 own fields (dump)
struct AFortPickup {
uintptr_t PickupSourceTypeFlags = 0x288; // uint8_t (0x1)
uintptr_t PickupSpawnSource = 0x289; // uint8_t (0x1)
uintptr_t ServerImpactSoundFlash = 0x28A; // uint8_t (0x1)
uintptr_t bBlockedFromAutoPickup = 0x28B; // bool (0x1)
uintptr_t bCanBeMarked = 0x28C; // bool (0x1)
uintptr_t bServerStoppedSimulation = 0x28D; // bool (0x1)
uintptr_t SimulatingTooLongLength = 0x290; // int32_t (0x4)
uintptr_t SimulatingTooLongLengthInWaterMoving = 0x294; // int32_t (0x4)
uintptr_t SimulatingTooLongLengthInWaterBobbing = 0x298; // int32_t (0x4)
uintptr_t SimulatingTooLongLengthInWaterVelocityThreshold = 0x29C; // int32_t (0x4)
uintptr_t BP_OnPickupBlueprintEffectPopulated = 0x340; // FString (0x10)
uintptr_t PrimaryPickupItemEntry = 0x368; // FortItemEntry (0x98)
uintptr_t MultiItemPickupEntries = 0x400; // FString (0x10)
uintptr_t PickupLocationData = 0x410; // FortPickupLocationData (0xD8)
uintptr_t OwnerInstigator = 0x4E8; // Actor* (0x8)
uintptr_t OptionalOwnerID = 0x4F0; // uint16_t (0x2)
uintptr_t DropperID = 0x4F2; // uint16_t (0x2)
uintptr_t OptionalMissionGuid = 0x4F4; // Guid (0x10)
uintptr_t PrimaryPickupDummyItem = 0x508; // FortItem* (0x8)
uintptr_t PickupEffectBlueprint = 0x510; // FortPickupEffect* (0x8)
uintptr_t PickupEffectComponent = 0x518; // FortPickupEffectComponent* (0x8)
uintptr_t TouchCapsule = 0x520; // FortPickupCapsuleComponent* (0x8)
uintptr_t MovementComponent = 0x528; // FortProjectileMovementComponent* (0x8)
uintptr_t WaterInteractionComponent = 0x530; // FortWaterInteractionComponent* (0x8)
uintptr_t LinkToActorComponent = 0x538; // FortLinkToActorComponent* (0x8)
uintptr_t TosserContainer = 0x540; // Actor* (0x8)
uintptr_t LastLandedSoundPlayTime = 0x548; // float (0x4)
uintptr_t OverrideInteractAimRadius = 0x54C; // float (0x4)
uintptr_t LandSoundZForceThreshold = 0x550; // int32_t (0x4)
uintptr_t DefaultFlyTime = 0x554; // float (0x4)
uintptr_t DroppedLoopingSoundComps = 0x558; // FString (0x10)
uintptr_t LandedSoundOverride = 0x568; // SoundBase* (0x8)
uintptr_t PawnWhoDroppedPickup = 0x570; // FortPawn* (0x8)
uintptr_t CachedSpecialActorIdx = 0x578; // int32_t (0x4)
uintptr_t SpecialActorID = 0x57C; // int32_t (0x4)
uintptr_t MiniMapIndicator = 0x580; // FortSimpleMiniMapIndicator* (0x8)
uintptr_t HUDLabel = 0x588; // FortSlateHUDIndicator* (0x8)
uintptr_t StartSimulatingTime = 0x66C; // float (0x4)
uintptr_t VolumeAtSpawn = 0x670; // FortSpatialGameplayInterface* (0x10)
uintptr_t DespawnTime = 0x6A8; // float (0x4)
uintptr_t StormDespawnTime = 0x6AC; // float (0x4)
};
// AFortProjectileBase - 55 own fields (dump)
struct AFortProjectileBase {
uintptr_t VerticleFireOffset = 0x670; // CurveTableRowHandle (0x10)
uintptr_t InitialSpeed = 0x680; // CurveTableRowHandle (0x10)
uintptr_t ChargeUpInitialSpeed = 0x690; // CurveTableRowHandle (0x10)
uintptr_t MaxSpeed = 0x6A0; // CurveTableRowHandle (0x10)
uintptr_t InitialGravityScaleOverride = 0x6B0; // CurveTableRowHandle (0x10)
uintptr_t ReplicatedMaxSpeed = 0x6C0; // float (0x4)
uintptr_t GravityScale = 0x6C4; // int32_t (0x4)
uintptr_t OriginalTarget = 0x6C8; // Actor* (0x8)
uintptr_t ChargePercent = 0x6D0; // int32_t (0x4)
uintptr_t MomentumTransfer = 0x6D4; // int32_t (0x4)
uintptr_t bAddOwnerVelocity = 0x6D8; // bool (0x1)
uintptr_t MaxInitialSpeedForOwnerVelocity = 0x6E0; // ScalableFloat (0x28)
uintptr_t MaxDeltaVelocityAngleToOwnerVelocity = 0x708; // ScalableFloat (0x28)
uintptr_t bSpawnPointCanBeUsedByOtherPlayers = 0x730; // bool (0x1)
uintptr_t PlayerSpawnOffset = 0x734; // float (0x4)
uintptr_t bRegisterInPerceptionSystem = 0x738; // bool (0x1)
uintptr_t StaticMeshPropToRemoveOnPawn = 0x740; // StaticMesh* (0x8)
uintptr_t bCanBePickedUpWhenStopped = 0x748; // bool (0x1)
uintptr_t CapsuleComponent = 0x750; // CapsuleComponent* (0x8)
uintptr_t ProjectileMovementComponent = 0x758; // FortProjectileMovementComponent* (0x8)
uintptr_t WaterInteractionComponent = 0x760; // FortWaterInteractionComponent* (0x8)
uintptr_t BulletWhipTrackerComponent = 0x768; // BulletWhipTrackerComponentBase* (0x8)
uintptr_t bDummyProjectile = 0x770; // bool (0x1)
uintptr_t bStopSimulatingOnHit = 0x771; // bool (0x1)
uintptr_t TouchWaterBehavior = 0x772; // uint8_t (0x1)
uintptr_t bPassThroughFriendlyPawns = 0x773; // bool (0x1)
uintptr_t bDisableCollisionOnStop = 0x774; // bool (0x1)
uintptr_t bStoppedSimulatingDueToHit = 0x775; // bool (0x1)
uintptr_t bReplicateStopSimulationLocation = 0x776; // bool (0x1)
uintptr_t bReplicateStopSimulationLocationOptimized = 0x777; // bool (0x1)
uintptr_t bClientInterpMovement = 0x778; // bool (0x1)
uintptr_t bClientInterpRotation = 0x779; // bool (0x1)
uintptr_t bUseClientsidePrediction = 0x77A; // bool (0x1)
uintptr_t bIsPredictedProjectile = 0x77B; // bool (0x1)
uintptr_t bHasLocalPredictedCounterpart = 0x77C; // bool (0x1)
uintptr_t PredictionKey = 0x780; // FortProjectilePredictionKey (0x8)
uintptr_t bAutoSelectAttachedForInterp = 0x788; // bool (0x1)
uintptr_t bFiredWhileTargeting = 0x790; // bool (0x1)
uintptr_t ResumeSimulationCount = 0x794; // int32_t (0x4)
uintptr_t SyncID = 0x79C; // uint16_t (0x2)
uintptr_t SimulationStoppingHit = 0x7A0; // HitResult (0xF8)
uintptr_t WeaponResponseType = 0x8A8; // EFortBaseWeaponDamage (0x1)
uintptr_t DefaultTags = 0x8E0; // GameplayTagContainer (0x20)
uintptr_t ProjectileGameplayCues = 0x900; // FortProjectileCues (0x2C)
uintptr_t CachedPassByPawn = 0x940; // SceneComponent* (0x8)
uintptr_t SkyTubeForceMultiplier = 0x960; // float (0x4)
uintptr_t CurrentSkyTube = 0x968; // FortSkyTube* (0x8)
uintptr_t CachedImpactResult = 0x970; // HitResult (0xF8)
uintptr_t BulletWhipTrackerComponentClass = 0xA68; // TSubclassOf<BulletWhipTrackerComponentBase> (0x8)
uintptr_t bResetOverlapRestrictionsOnBounce = 0xA71; // bool (0x1)
uintptr_t MaxLifespanOnStop = 0xA74; // float (0x4)
uintptr_t LifespanOnHitDoNotExplode = 0xA78; // float (0x4)
uintptr_t bStopSimulationAtDistanceFromInitialLocation = 0xA7C; // bool (0x1)
uintptr_t MaxSimulationDistanceSquaredOverride = 0xA80; // float (0x4)
uintptr_t ProjectileThrownStatCategoryNames = 0xAA0; // FString (0x10)
};
// AFortAthenaVehicle - 237 own fields (dump)
struct AFortAthenaVehicle {
uintptr_t VehicleContextTag = 0x590; // GameplayTag (0x4)
uintptr_t VehicleEventRouter = 0x598; // GameplayEventRouterComponent* (0x8)
uintptr_t VehicleImpactDamageTag = 0x5B0; // GameplayTag (0x4)
uintptr_t NetPredictionProxy_AP = 0x5B8; // PredictionReplicationProxy_AP (0x18)
uintptr_t NetPredictionProxy_SP = 0x5D0; // PredictionReplicationProxy_SP (0x18)
uintptr_t CustomOwnerName = 0x608; // FString (0x10)
uintptr_t DefaultOwnerName = 0x618; // FString (0x10)
uintptr_t CustomOwnerAccountId = 0x628; // UniqueNetIdRepl (0x30)
uintptr_t CustomName = 0x658; // FString (0x10)
uintptr_t SoftOverrideItemWrap = 0x668; // AthenaItemWrapDefinition* (0x20)
uintptr_t OverrideItemWrap = 0x688; // AthenaItemWrapDefinition* (0x8)
uintptr_t PlayersBasedOnVehicle = 0x6A0; // FString (0x10)
uintptr_t bUseDeprecatedSleepOnSpawn = 0x6D8; // bool (0x1)
uintptr_t WaterSurfaceDataCache = 0x6E0; // WaterSurfaceInfo (0x68)
uintptr_t LastDamageInstigator = 0x758; // Controller* (0x8)
uintptr_t LastOutOfHealthInstigator = 0x760; // Controller* (0x8)
uintptr_t LastOutOfHealthDamageCauser = 0x768; // Actor* (0x8)
uintptr_t BoundsXYSplineComponent = 0x7F0; // SplineComponent* (0x8)
uintptr_t SkeletalMesh = 0x820; // SkeletalMeshComponentBudgeted* (0x8)
uintptr_t CustomDepthStencilValue = 0x834; // int32_t (0x4)
uintptr_t CustomDepthStencilValueForHighlightedVehicle = 0x838; // int32_t (0x4)
uintptr_t SquadId = 0x83C; // uint8_t (0x1)
uintptr_t TeamId = 0x83D; // uint8_t (0x1)
uintptr_t InitialOverlapBehavior = 0x83E; // EVehicleInitialOverlapBehavior (0x1)
uintptr_t bDisableUpdateForcedDebugInput = 0x858; // bool (0x1)
uintptr_t bDestroyOnLastExit = 0x859; // bool (0x1)
uintptr_t bIgnoreNextFallingDamage = 0x85A; // bool (0x1)
uintptr_t bCanSleepWhileNotTouchingAnything = 0x85B; // bool (0x1)
uintptr_t bWheelsOnGround = 0x85C; // bool (0x1)
uintptr_t bUseGravity = 0x85F; // bool (0x1)
uintptr_t bCosmeticsFinished = 0x860; // bool (0x1)
uintptr_t bEnforceTeamRestrictionForMiniGame = 0x861; // bool (0x1)
uintptr_t bCachedSquadRestrictionEnabled = 0x862; // bool (0x1)
uintptr_t MinigameClassID = 0x880; // int32_t (0x4)
uintptr_t bWaitingForSleep = 0x920; // bool (0x1)
uintptr_t bAlwaysCreateNavComponent = 0x921; // bool (0x1)
uintptr_t FireDamageTickTimer = 0x928; // float (0x4)
uintptr_t CurrentFOV = 0x92C; // int32_t (0x4)
uintptr_t FireEnvDamageTags = 0x930; // GameplayTagContainer (0x20)
uintptr_t PawnIgnoreBumpTags = 0x950; // GameplayTagContainer (0x20)
uintptr_t DriverReticleBrush = 0x970; // SlateBrushAsset* (0x8)
uintptr_t AppliedVehicleModTags = 0x978; // GameplayTagContainer (0x20)
uintptr_t CollectedVehicleModData = 0x998; // FortVehicleModCollectedData* (0x8)
uintptr_t WaterEffectsVehicleMaxSpeedKmh = 0x9A8; // float (0x4)
uintptr_t WaterEffectsAsset = 0x9B0; // NiagaraSystem* (0x8)
uintptr_t WaterEffectsComponent = 0x9B8; // NiagaraComponent* (0x8)
uintptr_t GameplayTags = 0x9C8; // GameplayTagContainer (0x20)
uintptr_t PawnsToIgnoreForDamge = 0x9E8; // FString (0x10)
uintptr_t PawnsToIgnoreForCollision = 0x9F8; // FString (0x10)
uintptr_t IgnoredPawnsPendingTeleport = 0xA08; // FString (0x10)
uintptr_t LastPropImpactImpulseTime = 0xA18; // float (0x4)
uintptr_t PredictedDestroyedBuildings = 0xA20; // FString (0x10)
uintptr_t WallsVehicleCanDestroy = 0xA30; // FString (0x10)
uintptr_t WallsVehicleCannotDestroyWhenBoosting = 0xA40; // FString (0x10)
uintptr_t BuildingPropClassesVehicleCanDestroy = 0xA50; // FString (0x10)
uintptr_t BuildingPropClassesVehicleCannotDestroyWhenBoost = 0xA60; // FString (0x10)
uintptr_t SeatInputProviders = 0xA70; // FString (0x10)
uintptr_t EmptyDriverInputState = 0xA80; // FortAthenaVehicleInputState (0x40)
uintptr_t AverageSpringNormal = 0xAC0; // Vector (0x18)
uintptr_t TopSpeedCurrentMultiplier = 0xAD8; // float (0x4)
uintptr_t PushForceCurrentMultiplier = 0xADC; // float (0x4)
uintptr_t LastStickInput = 0xAE0; // Vector2D (0x10)
uintptr_t SteeringAngle = 0xB00; // int32_t (0x4)
uintptr_t CurrentGearIdx = 0xB20; // int32_t (0x4)
uintptr_t FrontLateralFrictionRuntimeMultiplier = 0xB28; // float (0x4)
uintptr_t RearLateralFrictionRuntimeMultiplier = 0xB2C; // float (0x4)
uintptr_t LocalRearFrictionPt = 0xB30; // Vector (0x18)
uintptr_t LocalFrontFrictionPt = 0xB48; // Vector (0x18)
uintptr_t FrontMassRatio = 0xB60; // int32_t (0x4)
uintptr_t RearMassRatio = 0xB64; // int32_t (0x4)
uintptr_t TimeBetweenLandscapeDamageEvents = 0xB68; // float (0x4)
uintptr_t TotalBrakingDelta = 0xB90; // int32_t (0x4)
uintptr_t PrimarySurfaceType = 0xBFD; // EPhysicalSurface (0x1)
uintptr_t WeaponResponseType = 0xBFE; // EFortBaseWeaponDamage (0x1)
uintptr_t VTDMode = 0xBFF; // uint8_t (0x1)
uintptr_t SurfaceTypeVehicleOn = 0xC03; // EPhysicalSurface (0x1)
uintptr_t ForcedMaterialVariantIndex = 0xC18; // int32_t (0x4)
uintptr_t FuelCharge = 0xC20; // FortRechargingActionTimer (0xD8)
uintptr_t SeatSwitchCooldown = 0xD4C; // int32_t (0x4)
uintptr_t VehicleTags = 0xD50; // GameplayTagContainer (0x20)
uintptr_t Springs = 0xD70; // FString (0x10)
uintptr_t GroundTriangle = 0xD80; // SpringGroundTriangle (0xC)
uintptr_t Gears = 0xD90; // FString (0x10)
uintptr_t SprintGears = 0xDA0; // FString (0x10)
uintptr_t ReverseGears = 0xDB0; // FString (0x10)
uintptr_t ForwardDrivingAntiGravityScaler = 0xDC0; // int32_t (0x4)
uintptr_t CameraSpaceForwardDistanceOffset = 0xDC4; // float (0x4)
uintptr_t CameraAssistStrength = 0xDCC; // int32_t (0x4)
uintptr_t CameraAssistRampUp = 0xDD0; // int32_t (0x4)
uintptr_t bAllowAutoCamera = 0xDD4; // bool (0x1)
uintptr_t TimeToAutoCamera = 0xDD8; // float (0x4)
uintptr_t MinSpeedForAutoCamera = 0xDDC; // float (0x4)
uintptr_t CameraAssistBaseHeight = 0xDE0; // float (0x4)
uintptr_t CameraAssistUpHillScaler = 0xDE4; // int32_t (0x4)
uintptr_t CameraAssistSteerScaler = 0xDE8; // int32_t (0x4)
uintptr_t CameraAssistForwardScale = 0xDEC; // int32_t (0x4)
uintptr_t AngleDegreesThresholdFromCurrentCameraToTarget = 0xDF0; // int32_t (0x4)
uintptr_t CameraFOVOffset = 0xDF4; // float (0x4)
uintptr_t TetheredCamera = 0xDF8; // TSubclassOf<FortCameraMode> (0x8)
uintptr_t PlayerCollisionGameplayEffect = 0xE30; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t OverlapComponent = 0xE38; // PrimitiveComponent* (0x8)
uintptr_t WaterOverlapComponent = 0xE40; // PrimitiveComponent* (0x8)
uintptr_t CachedOverlapVolumeShape = 0xE48; // unsigned char[0x38] (0x38)
uintptr_t WaterLevel = 0xE84; // int32_t (0x4)
uintptr_t WaterOverlapCount = 0xE88; // int32_t (0x4)
uintptr_t VehicleMinHorSpeedToDamage = 0xE90; // float (0x4)
uintptr_t VehicleMaxHorSpeedToDamage = 0xE94; // float (0x4)
uintptr_t VehicleMinHorSpeedDamage = 0xE98; // float (0x4)
uintptr_t VehicleMaxHorSpeedDamage = 0xE9C; // float (0x4)
uintptr_t TargetingZOffset = 0xEA0; // float (0x4)
uintptr_t BrakeAboveTopSpeedDelta = 0xEA4; // float (0x4)
uintptr_t TimeToIdleBrake = 0xEA8; // float (0x4)
uintptr_t DragCoefficient = 0xEAC; // int32_t (0x4)
uintptr_t PrimaryCameraPitchConstraint = 0xEB0; // int32_t (0x4)
uintptr_t PrimaryCameraYawConstraint = 0xEB4; // int32_t (0x4)
uintptr_t CachedSpeed = 0xEB8; // float (0x4)
uintptr_t CachedLocalSpeed = 0xEBC; // float (0x4)
uintptr_t CachedLocalVelocity = 0xEC0; // Vector (0x18)
uintptr_t MainBodyCollision = 0xED8; // int32_t (0x4)
uintptr_t TestInitialLinearVelocity = 0xEE0; // Vector (0x18)
uintptr_t TestInitialAngularVelocity = 0xEF8; // Vector (0x18)
uintptr_t LookAheadHit = 0xF10; // HitResult (0xF8)
uintptr_t TrickSet = 0x1008; // FortVehicleTrickSet* (0x8)
uintptr_t PushForceSocket = 0x1010; // int32_t (0x4)
uintptr_t FrontWheelsSocket = 0x1014; // int32_t (0x4)
uintptr_t RearWheelSockets = 0x1018; // int32_t (0x4)
uintptr_t DefaultHitNotifyAudioBank = 0x1020; // WeaponHitNotifyAudioBank* (0x8)
uintptr_t SoundLibraryComponent = 0x1028; // FortSoundLibraryComponent* (0x8)
uintptr_t BulletCollisionComponentTag = 0x1078; // int32_t (0x4)
uintptr_t GEDamagePassengersOnDeath = 0x1080; // TSubclassOf<GameplayEffect> (0x8)
uintptr_t LifespanAfterDeath = 0x10A8; // float (0x4)
uintptr_t LifespanAfterForceDeath = 0x10AC; // float (0x4)
uintptr_t LastDamagedTime = 0x10B0; // float (0x4)
uintptr_t SeatTransitions = 0x10B8; // FString (0x10)
uintptr_t RuntimeModifiedProperties = 0x1118; // VehicleRuntimeModifiers (0x18)
uintptr_t LocallyIgnoredBuildingActors = 0x1130; // FString (0x10)
uintptr_t PreviousBuildingQueryPosition = 0x1140; // Vector (0x18)
uintptr_t ImpulseResponseMultiplier = 0x1158; // float (0x4)
uintptr_t ImpulseResponseZBias = 0x115C; // int32_t (0x4)
uintptr_t WaterSubmergedTimerHandle = 0x1188; // TimerHandle (0x8)
uintptr_t EmoteAudioSourcePresetChain = 0x11B0; // SoundEffectSourcePresetChain* (0x8)
uintptr_t EmoteAudioAttenuation = 0x11B8; // SoundAttenuation* (0x8)
uintptr_t MarkerDisplay = 0x11C0; // MarkedActorDisplayInfo (0xB0)
uintptr_t StartupAbilitySet = 0x1270; // FortAbilitySet* (0x8)
uintptr_t VehicleSeatComponent = 0x1278; // FortVehicleSeatComponent* (0x8)
uintptr_t VehicleInteractionOverrideComponent = 0x1280; // FortVehicleInteractionOverrideComponent* (0x8)
uintptr_t SkyTubePhysicsComponent = 0x1288; // FortSkyTubePhysicsComponent* (0x8)
uintptr_t PontoonsComponent = 0x1290; // FortVehiclePontoonsComponent* (0x8)
uintptr_t TrackableAIObjectComponent = 0x1298; // FortAthenaTrackableAIObjectComponent* (0x8)
uintptr_t PlayerSlots = 0x12A0; // FString (0x10)
uintptr_t PlayerSlotsBackup = 0x12B0; // FString (0x10)
uintptr_t PlayerSlotsUnreplicated = 0x12C0; // FString (0x10)
uintptr_t VehicleMovementSet = 0x12D0; // FortVehicleMovementSet* (0x8)
uintptr_t VehicleAttributes = 0x12D8; // ReplicatedAthenaVehicleAttributes (0x20)
uintptr_t CachedVehiclePhysicsCollisionDamageComponent = 0x12F8; // FortVehiclePhysicsCollisionDamageComponent* (0x8)
uintptr_t CachedFuelComponent = 0x1300; // FortVehicleFuelComponent* (0x8)
uintptr_t ReasonsWhyCantContainPlayers = 0x1308; // FString (0x10)
uintptr_t IgnoredBuildingActors = 0x1318; // FString (0x10)
uintptr_t RecentlyHitActorsData = 0x1328; // FString (0x10)
uintptr_t LastRecentlyHitActorsUpdateFrame = 0x1338; // int64_t (0x8)
uintptr_t RecentlyHitBuildingActorsData = 0x1340; // FString (0x10)
uintptr_t DamageableParts = 0x1350; // FString (0x10)
uintptr_t ToggledParts = 0x1360; // FString (0x10)
uintptr_t CorrectTargetOrientation = 0x15D8; // VehicleTargetOrientation (0x48)
uintptr_t CameraModeClass = 0x1620; // TSubclassOf<FortCameraMode_AthenaVehicle> (0x8)
uintptr_t DrivingAnimClass = 0x1628; // TSubclassOf<AnimInstance> (0x8)
uintptr_t DriverAnimLayerOverlayClass = 0x1630; // TSubclassOf<AnimInstance> (0x8)
uintptr_t PassengerAnimLayerOverlayClass = 0x1638; // TSubclassOf<AnimInstance> (0x8)
uintptr_t AnimSet = 0x1640; // FortVehicleAnimSet* (0x8)
uintptr_t AttributeInitKey = 0x1740; // FortAttributeInitializationKey (0x8)
uintptr_t AbilitySystemComponent = 0x1748; // FortAbilitySystemComponent* (0x8)
uintptr_t HealthSet = 0x1750; // FortHealthSet* (0x8)
uintptr_t ImpulseResponseSet = 0x1758; // FortAthenaImpulseResponseSet* (0x8)
uintptr_t DamageSet = 0x1760; // FortDamageSet* (0x8)
uintptr_t HealthBarIndicator = 0x1768; // FortHealthBarIndicator* (0x8)
uintptr_t VehicleCosmeticInfo = 0x1770; // VehicleCosmeticInfo (0x30)
uintptr_t NavModifierComponent = 0x17B8; // FortVehicleNavModifierComponent* (0x8)
uintptr_t bShouldSleepAtSpawn = 0x17C0; // bool (0x1)
uintptr_t bSpawnedSleepLockActive = 0x17C1; // bool (0x1)
uintptr_t ForceKinematicOnClientCount = 0x17C4; // int32_t (0x4)
uintptr_t ImpactInstigator = 0x17C8; // Actor* (0x8)
uintptr_t NormalizedRPM = 0x1830; // int32_t (0x4)
uintptr_t CustomUI = 0x1838; // FString (0x10)
uintptr_t VehicleEnhancedInputContextDriver = 0x1848; // FString (0x10)
uintptr_t VehicleEnhancedInputContextPassenger = 0x1858; // FString (0x10)
uintptr_t InputActionMoveGamepad = 0x1868; // InputAction* (0x8)
uintptr_t InputActionChangeSeat = 0x1870; // InputAction* (0x8)
uintptr_t InputActionHonk = 0x1878; // InputAction* (0x8)
uintptr_t InputActionBoost = 0x1880; // InputAction* (0x8)
uintptr_t InputActionUseOrExit = 0x1888; // InputAction* (0x8)
uintptr_t InputActionGamepadTriggerForward = 0x1890; // InputAction* (0x8)
uintptr_t MobileMoveForwardCurve = 0x18A0; // CurveFloat* (0x8)
uintptr_t MobileMoveRightCurve = 0x18A8; // CurveFloat* (0x8)
uintptr_t MobileReversingAngle = 0x18B0; // int32_t (0x4)
uintptr_t bShouldConsumeTouchStickVector = 0x18B4; // bool (0x1)
uintptr_t ActiveCustomUI = 0x18B8; // FString (0x10)
uintptr_t MobileCustomUI = 0x18C8; // FString (0x10)
uintptr_t AlwaysDamageVehiclesWithTag = 0x18DC; // GameplayTag (0x4)
uintptr_t BaseTireInfo = 0x18F0; // TireInfo (0x1F0)
uintptr_t CurrentOverlapComponent = 0x1AE0; // PrimitiveComponent* (0x8)
uintptr_t VehicleConfigsClass = 0x1AE8; // TSubclassOf<FortPhysicsVehicleConfigs> (0x8)
uintptr_t VehicleConfigsClass_BR = 0x1AF0; // TSubclassOf<FortPhysicsVehicleConfigs> (0x8)
uintptr_t FortPhysicsVehicleConfigs = 0x1AF8; // FortPhysicsVehicleConfigs* (0x8)
uintptr_t bBoosting = 0x1B04; // bool (0x1)
uintptr_t bHasBoostingEventStarted = 0x1B05; // bool (0x1)
uintptr_t BoostEndTime = 0x1B08; // float (0x4)
uintptr_t SoundIndicatorComponent = 0x1B80; // FortSoundIndicatorComponent* (0x8)
uintptr_t bShouldDealDamage = 0x1B88; // bool (0x1)
uintptr_t NativeComp_LowFuelSputter = 0x1B90; // NiagaraComponent* (0x8)
uintptr_t NativeSys_LowFuelSputter = 0x1B98; // NiagaraSystem* (0x8)
uintptr_t DebugDestroyLogCount = 0x1C00; // int32_t (0x4)
uintptr_t ServerCriticalHealth = 0x1C04; // int32_t (0x4)
uintptr_t HealthZeroTime = 0x1C08; // float (0x4)
uintptr_t bExploded = 0x1C0C; // bool (0x1)
uintptr_t bOnRoad = 0x1C48; // bool (0x1)
uintptr_t bOnLandscape = 0x1C49; // bool (0x1)
uintptr_t bOnDirt = 0x1C4A; // bool (0x1)
uintptr_t bOnGrass = 0x1C4B; // bool (0x1)
uintptr_t bOnIce = 0x1C4C; // bool (0x1)
uintptr_t bOnSnow = 0x1C4D; // bool (0x1)
uintptr_t bOnMud = 0x1C4E; // bool (0x1)
uintptr_t bStartedWithFullBoost = 0x1C4F; // bool (0x1)
uintptr_t bOnVehicle = 0x1C50; // bool (0x1)
uintptr_t TireSurfaces = 0x1C58; // FString (0x10)
uintptr_t LastPopTireTime = 0x1C88; // float (0x4)
uintptr_t TireStates = 0x1C90; // FString (0x10)
uintptr_t PlatformVelocityDirection = 0x1CE0; // Vector (0x18)
uintptr_t RimScrapeDamageTimer = 0x1D1C; // float (0x4)
uintptr_t ExceptionsForClearFallDamageImmunityOnExitTagQue = 0x1D40; // GameplayTagQuery (0x48)
uintptr_t ActiveGameplayEffectGrantedTagsToForceRemove = 0x1D88; // GameplayTagContainer (0x20)
uintptr_t CachedWheelFXInfos = 0x1E40; // FString (0x10)
uintptr_t bIsRefuelingCosmeticsActive = 0x1E61; // bool (0x1)
uintptr_t OwningSpawnerResolverScopes = 0x1F20; // FString (0x10)
uintptr_t CachedVehicleSimStepsManager = 0x1F60; // FortVehicleSimulationStepsManager* (0x8)
uintptr_t VehicleHudData = 0x1F70; // FString (0x10)
uintptr_t bSkydivePlayerOnVehicleExit = 0x1F80; // bool (0x1)
uintptr_t HeightToBeginSkydive = 0x1F84; // CosmeticPlaceholderInterface* (0x4)
};
// UFortInventory - 11 own fields (dump)
struct UFortInventory {
uintptr_t RecentlyAdded = 0x278; // FString (0x10)
uintptr_t RecentlyRemoved = 0x288; // FString (0x10)
uintptr_t RecentlyChanged = 0x298; // FString (0x10)
uintptr_t InventoryType = 0x2B9; // EFortInventoryType (0x1)
uintptr_t Inventory = 0x2C0; // FortItemList (0x88)
uintptr_t PendingExistingItems = 0x348; // FString (0x10)
uintptr_t ReplayPawn = 0x364; // FortPawn* (0x8)
uintptr_t bRequiresLocalUpdate = 0x36C; // bool (0x1)
uintptr_t bRequiresSaving = 0x36D; // bool (0x1)
uintptr_t bIsShuttingDown = 0x36E; // bool (0x1)
uintptr_t PendingInstances = 0x388; // FString (0x10)
};
// ABuildingActor - 76 own fields (dump)
struct ABuildingActor {
uintptr_t MyGuid = 0x368; // Guid (0x10)
uintptr_t SavedHealthPct = 0x378; // int32_t (0x4)
uintptr_t OwnerPersistentID = 0x37C; // uint16_t (0x2)
uintptr_t AreaClass = 0x380; // TSubclassOf<NavArea> (0x20)
uintptr_t InitialOverlappingVehicles = 0x3B0; // FString (0x10)
uintptr_t CurrentBuildingLevel = 0x3C0; // int32_t (0x4)
uintptr_t HealthBarIndicatorDifficultyRating = 0x3C4; // int32_t (0x4)
uintptr_t BuildingAttributeSetClass = 0x3C8; // TSubclassOf<FortBuildingActorSet> (0x8)
uintptr_t BuildingAttributeSet = 0x3D0; // FortBuildingActorSet* (0x8)
uintptr_t DamageAttributeSet = 0x3D8; // FortDamageSet* (0x8)
uintptr_t ReplicatedBuildingAttributeSet = 0x3E0; // FortBuildingActorSet* (0x8)
uintptr_t AbilitySystemComponent = 0x408; // FortAbilitySystemComponent* (0x8)
uintptr_t ReplicatedAbilitySystemComponent = 0x410; // FortAbilitySystemComponent* (0x8)
uintptr_t PendingDamageImpactCues = 0x418; // FString (0x10)
uintptr_t HealthBarIndicator = 0x428; // FortHealthBarIndicator* (0x8)
uintptr_t ForceMetadataRelevant = 0x430; // uint8_t (0x1)
uintptr_t LastMetadataRelevant = 0x431; // uint8_t (0x1)
uintptr_t DynamicBuildingPlacementType = 0x432; // EDynamicBuildingPlacementType (0x1)
uintptr_t NavigationObstacleOverride = 0x433; // uint8_t (0x1)
uintptr_t BuildingNavigationDataResolutionOverrideMode = 0x434; // uint8_t (0x1)
uintptr_t AbilitySystemComponentCreationPolicy = 0x435; // uint8_t (0x1)
uintptr_t PrimarySurfaceType = 0x436; // EPhysicalSurface (0x1)
uintptr_t WeaponResponseType = 0x437; // EFortBaseWeaponDamage (0x1)
uintptr_t CullDistance = 0x438; // float (0x4)
uintptr_t bIsInvulnerable = 0x43C; // bool (0x1)
uintptr_t bUpgradeUsesSameClass = 0x43D; // bool (0x1)
uintptr_t bIsIndestructibleForTargetSelection = 0x43E; // bool (0x1)
uintptr_t bBeingDragged = 0x43F; // bool (0x1)
uintptr_t bCanExportNavigationCollisions = 0x440; // bool (0x1)
uintptr_t bForceAutomationPass_NavmeshOnTop = 0x441; // bool (0x1)
uintptr_t bWorldReadyCalled = 0x442; // bool (0x1)
uintptr_t bShouldTick = 0x443; // bool (0x1)
uintptr_t bRegisteredForDayPhaseChange = 0x444; // bool (0x1)
uintptr_t bDestroyOnPlayerBuildingPlacement = 0x445; // bool (0x1)
uintptr_t bShowFirstInteractPrompt = 0x446; // bool (0x1)
uintptr_t bCollisionBlockedByPawns = 0x447; // bool (0x1)
uintptr_t bUseMinLifeSpan = 0x448; // bool (0x1)
uintptr_t BuildingType = 0x449; // EFortBuildingType (0x1)
uintptr_t Team = 0x44A; // EFortTeam (0x1)
uintptr_t TeamIndex = 0x44B; // uint8_t (0x1)
uintptr_t ActorTemplateID = 0x44C; // int32_t (0x4)
uintptr_t ConstTags = 0x450; // GameplayTagContainer (0x20)
uintptr_t StaticGameplayTags = 0x470; // GameplayTagContainer (0x20)
uintptr_t DeviceTrackingGUID = 0x490; // int32_t (0x4)
uintptr_t DeviceNameIndex = 0x494; // int32_t (0x4)
uintptr_t AssociatedMissionParam = 0x4D8; // FortMission* (0x8)
uintptr_t OriginatingPlacementActor = 0x4E0; // FortPlacementActor* (0x8)
uintptr_t BRMinDrawDistance = 0x4E8; // float (0x4)
uintptr_t BRMaxDrawDistance = 0x4EC; // float (0x4)
uintptr_t StWMinDrawDistance = 0x4F0; // float (0x4)
uintptr_t StWMaxDrawDistance = 0x4F4; // float (0x4)
uintptr_t InteractionSpeed = 0x508; // CurveTableRowHandle (0x10)
uintptr_t DataVersion = 0x578; // int32_t (0x4)
uintptr_t PlaysetPackagePathName = 0x57C; // int32_t (0x4)
uintptr_t PlayHitSound = 0x580; // SoundBase* (0x8)
uintptr_t SnapGridSize = 0x588; // int32_t (0x4)
uintptr_t VertSnapGridSize = 0x58C; // int32_t (0x4)
uintptr_t SnapOffset = 0x590; // Vector3f (0xC)
uintptr_t CentroidOffset = 0x59C; // Vector3f (0xC)
uintptr_t BaseLocToPivotOffset = 0x5A8; // Vector3f (0xC)
uintptr_t BaselineScale = 0x5B4; // int32_t (0x4)
uintptr_t CustomState = 0x5B8; // FString (0x10)
uintptr_t ComponentTypesWhitelistedForReplication = 0x5C8; // FString (0x10)
uintptr_t RuntimeAddedComponentTypesWhitelistedForReplicat = 0x5D8; // FString (0x10)
uintptr_t OverridePrimitivesToExcludeFoliage = 0x5E8; // FString (0x10)
uintptr_t HotSpotConfig = 0x5F8; // BuildingActorHotSpotConfig* (0x8)
uintptr_t SavedActorGuid = 0x620; // Guid (0x10)
uintptr_t TransientOverrides = 0x648; // FString (0x10)
uintptr_t GeneratedTransientOverrides = 0x658; // FString (0x10)
uintptr_t ProjectileMovementComponent = 0x668; // ProjectileMovementComponent* (0x8)
uintptr_t PhysicsObjectPresetTag = 0x680; // GameplayTag (0x4)
uintptr_t PhysicsObjectPhysicalDataTag = 0x684; // GameplayTag (0x4)
uintptr_t PhysicsObjectBuoyancyDataTag = 0x688; // GameplayTag (0x4)
uintptr_t PhysicsObjectImpactDamageDataTag = 0x68C; // GameplayTag (0x4)
uintptr_t PhysicsObjectComponent = 0x690; // FortPhysicsObjectComponent* (0x8)
uintptr_t LabelOverride = 0x698; // FortInteractInterface* (0x10)
};
// ABuildingSMActor - 72 own fields (dump)
struct ABuildingSMActor {
uintptr_t StaticMesh = 0x6F8; // StaticMesh* (0x8)
uintptr_t bForceReplicateSubObjects = 0x700; // bool (0x1)
uintptr_t ResourceType = 0x701; // EFortResourceType (0x1)
uintptr_t CurAnimSubObjectNum = 0x702; // uint8_t (0x1)
uintptr_t CurAnimSubObjectTargetNum = 0x703; // uint8_t (0x1)
uintptr_t AltMeshIdx = 0x704; // int32_t (0x4)
uintptr_t bAllowBuildingCheat = 0x708; // bool (0x1)
uintptr_t bUnderConstruction = 0x709; // bool (0x1)
uintptr_t bNeedsMIDsForCreative = 0x70A; // bool (0x1)
uintptr_t bCurrentlyBeingEdited = 0x70B; // bool (0x1)
uintptr_t bPropagateBounce = 0x70C; // bool (0x1)
uintptr_t SavedDirectlySupportedStatus = 0x70D; // uint8_t (0x1)
uintptr_t BuildingAnimation = 0x70E; // uint8_t (0x1)
uintptr_t bSelectedForQuota = 0x70F; // bool (0x1)
uintptr_t CachedBounceAdapter = 0x710; // InstancedStruct (0x10)
uintptr_t DestroyedTime = 0x720; // float (0x4)
uintptr_t BASEEffectMeshComponent = 0x728; // StaticMeshComponent* (0x8)
uintptr_t DisplacedMesh = 0x730; // NaniteDisplacedMesh* (0x8)
uintptr_t NavObstacles = 0x738; // FString (0x10)
uintptr_t ReplicatedDrawScale3D = 0x758; // Vector3f (0xC)
uintptr_t DeathParticleSocketName = 0x764; // int32_t (0x4)
uintptr_t EditorOnlyInstanceMaterialParameters = 0x768; // EditorOnlyBuildingInstanceMaterialParameters (0x40)
uintptr_t StaticMeshComponent = 0x7A8; // BaseBuildingStaticMeshComponent* (0x8)
uintptr_t WeakPointComponent = 0x7B0; // FortWeakPointComponent* (0x8)
uintptr_t MinimalReplicationProxy = 0x7D8; // BuildingActorMinimalReplicationProxy (0x4)
uintptr_t DestructionLootTierChosenQuotaInfo = 0x7DC; // ChosenQuotaInfo (0x8)
uintptr_t DestructionLootTierKey = 0x7E4; // int32_t (0x4)
uintptr_t CachedMaxResourcesToSpawn = 0x7E8; // int32_t (0x4)
uintptr_t BreakEffect = 0x7F0; // ParticleSystem* (0x8)
uintptr_t RVTHeightOverride = 0x7F8; // RuntimeVirtualTexture* (0x8)
uintptr_t RVTColorOverride = 0x800; // RuntimeVirtualTexture* (0x8)
uintptr_t DeathParticlesInst = 0x808; // FXSystemAsset* (0x8)
uintptr_t DeathSound = 0x810; // SoundBase* (0x8)
uintptr_t ConstructedEffect = 0x818; // ParticleSystem* (0x8)
uintptr_t RandomDayphaseFXStates = 0x820; // FString (0x10)
uintptr_t ConstructionAudioComponent = 0x830; // AudioComponent* (0x8)
uintptr_t CachedDestructionInstigator = 0x838; // FortPawn* (0x8)
uintptr_t LastDamageAmount = 0x840; // int32_t (0x4)
uintptr_t LastDamageHitImpulseDir = 0x844; // Vector3f (0xC)
uintptr_t DamageHistory = 0x858; // FString (0x10)
uintptr_t CachedAnimatingStaticMeshes = 0x868; // FString (0x10)
uintptr_t UndermineGroup = 0x8F8; // int32_t (0x4)
uintptr_t LogicalBuildingIdx = 0x8FC; // int32_t (0x4)
uintptr_t AnimatingMaterialMappings = 0x900; // FString (0x10)
uintptr_t DamagedButNotAnimatingMaterialMappings = 0x910; // FString (0x10)
uintptr_t EditModeSupportClass = 0x920; // TSubclassOf<BuildingEditModeSupport> (0x8)
uintptr_t EditModeSupport = 0x928; // BuildingEditModeSupport* (0x8)
uintptr_t HealthToAutoBuild = 0x930; // int32_t (0x4)
uintptr_t AccumulatedAutoBuildTime = 0x934; // float (0x4)
uintptr_t BuildingReplacementType = 0x938; // EBuildingReplacementType (0x1)
uintptr_t CurBuildingAnimType = 0x93A; // uint8_t (0x1)
uintptr_t DamageVisualsState = 0x93B; // uint8_t (0x1)
uintptr_t CurBuildProgress = 0x93C; // int32_t (0x4)
uintptr_t CurBuildingAnimStartTime = 0x940; // float (0x4)
uintptr_t BuildingAttachmentSlot = 0x944; // EBuildingAttachmentSlot (0x1)
uintptr_t BuildingAttachmentType = 0x945; // EBuildingAttachmentType (0x1)
uintptr_t BuildingPlacementType = 0x946; // EPlacementType (0x1)
uintptr_t LastStructuralCheck = 0x947; // uint8_t (0x1)
uintptr_t BlueprintMIDs = 0x948; // FString (0x10)
uintptr_t BlueprintMeshComp = 0x958; // StaticMeshComponent* (0x8)
uintptr_t EditingPlayer = 0x960; // FortPlayerStateZone* (0x8)
uintptr_t BuildingAttachmentPointOffset = 0x988; // Vector3f (0xC)
uintptr_t BuildingAttachmentRadius = 0x994; // float (0x4)
uintptr_t ParentActorToAttachTo = 0x998; // BuildingSMActor* (0x8)
uintptr_t BuildingAttachmentInfo = 0x9A0; // BuildingAttachmentInfo (0x20)
uintptr_t Foundation = 0xA38; // BuildingFoundation* (0x8)
uintptr_t DamagerOwner = 0xA58; // BuildingSMActor* (0x8)
uintptr_t RelevantBASE = 0xA60; // FortConstructorBASE* (0x8)
uintptr_t HLODDestructionTag = 0xA70; // WorldPartitionHLODDestructionTag (0x10)
uintptr_t LastRelevantBASE = 0xA80; // FortConstructorBASE* (0x8)
uintptr_t ProxyGameplayCueDamage = 0xAA0; // ProxyGameplayCueDamage (0x20)
uintptr_t ActorIndexInFoundation = 0xAD0; // uint16_t (0x2)
};
// UFortItemDefinition - 3 own fields (dump)
struct UFortItemDefinition {
uintptr_t ItemType = 0xA0; // uint8_t (0x1)
uintptr_t PrimaryAssetIdItemTypeOverride = 0xA1; // uint8_t (0x1)
uintptr_t bShouldDisplayQuantity = 0xA2; // bool (0x1)
};
// UFortWeaponItemDefinition - 41 own fields (dump)
struct UFortWeaponItemDefinition {
uintptr_t WeaponActorClass = 0xC8; // TSubclassOf<FortWeapon> (0x20)
uintptr_t WeaponMeshOverride = 0xE8; // SkeletalMesh* (0x20)
uintptr_t bHideWeaponDefaultActorMeshUntilCosmeticsInitial = 0x108; // bool (0x1)
uintptr_t IntrinsicOverrideWrap = 0x110; // AthenaItemWrapDefinition* (0x20)
uintptr_t WeaponStatHandle = 0x130; // DataTableRowHandle (0x10)
uintptr_t AbilitySet = 0x150; // FortAbilitySet* (0x20)
uintptr_t AlterationSlotsLoadoutRow = 0x170; // int32_t (0x4)
uintptr_t BaselineAlterationSlotsLoadoutRow = 0x174; // int32_t (0x4)
uintptr_t BaseAlteration = 0x178; // FortAlterationItemDefinition* (0x20)
uintptr_t BaseCosmeticAlteration = 0x198; // FortAlterationItemDefinition* (0x20)
uintptr_t PrimaryFireAbility = 0x1B8; // TSubclassOf<FortGameplayAbility> (0x20)
uintptr_t SecondaryFireAbility = 0x1F8; // TSubclassOf<FortGameplayAbility> (0x20)
uintptr_t EquippedAbilities = 0x238; // FString (0x10)
uintptr_t EquippedAbilitySet = 0x248; // FortAbilitySet* (0x20)
uintptr_t AmmoData = 0x268; // FortWorldItemDefinition* (0x20)
uintptr_t AdditionalDataFields = 0x288; // FString (0x10)
uintptr_t LowAmmoPercentage = 0x298; // int32_t (0x4)
uintptr_t TriggerType = 0x29C; // EFortWeaponTriggerType (0x1)
uintptr_t SecondaryTriggerType = 0x29D; // EFortWeaponTriggerType (0x1)
uintptr_t DisplayTier = 0x29E; // uint8_t (0x1)
uintptr_t bRechargeAmmoToClip = 0x29F; // bool (0x1)
uintptr_t bAllowTargetingDuringReload = 0x2A0; // bool (0x1)
uintptr_t bUpdateLastFireTimeOnDischarge = 0x2A1; // bool (0x1)
uintptr_t AssistTargetType = 0x2A2; // uint8_t (0x1)
uintptr_t bValidForLastEquipped = 0x2A3; // bool (0x1)
uintptr_t HitNotifyDuration = 0x2A4; // float (0x4)
uintptr_t ReticleImage = 0x2A8; // Texture2D* (0x20)
uintptr_t ReticleCornerAngles = 0x2C8; // FString (0x10)
uintptr_t ReticleCenterImage = 0x2D8; // Texture2D* (0x20)
uintptr_t ReticleCenterPerfectAimImage = 0x2F8; // Texture2D* (0x20)
uintptr_t ReticleCenterImageOffset = 0x318; // Vector2D (0x10)
uintptr_t ReticleInvalidTargetImage = 0x328; // Texture2D* (0x20)
uintptr_t AnalyticTags = 0x348; // GameplayTagContainer (0x20)
uintptr_t PlayerGrantedGameplayTags = 0x368; // GameplayTagContainer (0x20)
uintptr_t CosmeticGatingTags = 0x388; // GameplayTagContainer (0x20)
uintptr_t ActualAnalyticFNames = 0x3A8; // FString (0x10)
uintptr_t RequiredWeaponParent = 0x3B8; // AthenaCosmeticItemDefinition* (0x20)
uintptr_t BoneSetsToHide = 0x3D8; // GameplayTagContainer (0x20)
uintptr_t WeaponMovementSpeedStats = 0x3F8; // WeaponMovementSpeedStats (0xC0)
uintptr_t AimAssistConfiguration = 0x4B8; // FortAimAssistConfiguration* (0x8)
uintptr_t CreativeTagsHelper = 0x4C0; // FortCreativeTagsHelper (0x10)
};
// UAbilitySystemComponent - 28 own fields (dump)
struct UAbilitySystemComponent {
uintptr_t DefaultStartingData = 0x158; // FString (0x10)
uintptr_t AffectedAnimInstanceTag = 0x168; // int32_t (0x4)
uintptr_t OutgoingDuration = 0x2D0; // float (0x4)
uintptr_t IncomingDuration = 0x2D4; // float (0x4)
uintptr_t ClientDebugStrings = 0x2F8; // FString (0x10)
uintptr_t ServerDebugStrings = 0x308; // FString (0x10)
uintptr_t UserAbilityActivationInhibited = 0x370; // uint8_t (0x1)
uintptr_t ReplicationProxyEnabled = 0x371; // uint8_t (0x1)
uintptr_t bSuppressGrantAbility = 0x372; // bool (0x1)
uintptr_t bSuppressGameplayCues = 0x373; // bool (0x1)
uintptr_t SpawnedTargetActors = 0x378; // FString (0x10)
uintptr_t OwnerActor = 0x3B0; // Actor* (0x8)
uintptr_t AvatarActor = 0x3B8; // Actor* (0x8)
uintptr_t ActivatableAbilities = 0x3D0; // GameplayAbilitySpecContainer (0x60)
uintptr_t AllReplicatedInstancedAbilities = 0x460; // FString (0x10)
uintptr_t RepAnimMontageInfo = 0x640; // GameplayAbilityRepAnimMontage (0x38)
uintptr_t bCachedIsNetSimulated = 0x678; // bool (0x1)
uintptr_t bPendingMontageRep = 0x679; // bool (0x1)
uintptr_t LocalAnimMontageInfo = 0x680; // GameplayAbilityLocalAnimMontage (0x28)
uintptr_t ActiveGameplayEffects = 0x6C8; // ActiveGameplayEffectsContainer (0x100)
uintptr_t ActiveGameplayCues = 0x7C8; // ActiveGameplayCueContainer (0x68)
uintptr_t MinimalReplicationGameplayCues = 0x830; // ActiveGameplayCueContainer (0x68)
uintptr_t GameplayTagCountContainer = 0x908; // GameplayTagCountContainer (0x70)
uintptr_t BlockedAbilityBindings = 0x978; // FString (0x10)
uintptr_t MinimalReplicationTags = 0x988; // MinimalReplicationTagCountMap (0x28)
uintptr_t SpawnedAttributes = 0x9B0; // FString (0x10)
uintptr_t ReplicatedLooseTags = 0x9D0; // MinimalReplicationTagCountMap (0x28)
uintptr_t ReplicatedPredictionKeyMap = 0xA00; // ReplicatedPredictionKeyMap (0x58)
};
// FMinimalViewInfo - 23 own fields (dump)
struct FMinimalViewInfo {
uintptr_t Location = 0x0; // Vector (0x18)
uintptr_t Rotation = 0x18; // Rotator (0x18)
uintptr_t FOV = 0x30; // int32_t (0x4)
uintptr_t DesiredFOV = 0x34; // int32_t (0x4)
uintptr_t FirstPersonFOV = 0x38; // int32_t (0x4)
uintptr_t FirstPersonScale = 0x3C; // int32_t (0x4)
uintptr_t OrthoWidth = 0x40; // float (0x4)
uintptr_t bAutoCalculateOrthoPlanes = 0x44; // bool (0x1)
uintptr_t AutoPlaneShift = 0x48; // int32_t (0x4)
uintptr_t bUpdateOrthoPlanes = 0x4C; // bool (0x1)
uintptr_t bUseCameraHeightAsViewTarget = 0x4D; // bool (0x1)
uintptr_t OrthoNearClipPlane = 0x50; // int32_t (0x4)
uintptr_t OrthoFarClipPlane = 0x54; // int32_t (0x4)
uintptr_t PerspectiveNearClipPlane = 0x58; // int32_t (0x4)
uintptr_t AspectRatio = 0x5C; // int32_t (0x4)
uintptr_t bConstrainAspectRatio = 0x68; // bool (0x1)
uintptr_t ProjectionMode = 0x6C; // ECameraProjectionMode (0x1)
uintptr_t PostProcessBlendWeight = 0x70; // int32_t (0x4)
uintptr_t PostProcessSettings = 0x80; // PostProcessSettings (0x7B0)
uintptr_t OffCenterProjectionOffset = 0x830; // Vector2D (0x10)
uintptr_t OverscanResolutionFraction = 0x8B0; // int32_t (0x4)
uintptr_t CropFraction = 0x8B4; // int32_t (0x4)
uintptr_t AsymmetricCropFraction = 0x8C0; // Vector4f (0x10)
};
// FTViewTarget - 3 own fields (dump)
struct FTViewTarget {
uintptr_t Target = 0x0; // Actor* (0x8)
uintptr_t POV = 0x10; // MinimalViewInfo (0x910)
uintptr_t PlayerState = 0x920; // PlayerState* (0x8)
};
// FHitResult - 19 own fields (dump)
struct FHitResult {
uintptr_t FaceIndex = 0x0; // int32_t (0x4)
uintptr_t time = 0x4; // int32_t (0x4)
uintptr_t Distance = 0x8; // float (0x4)
uintptr_t Location = 0x10; // Vector_NetQuantize (0x18)
uintptr_t ImpactPoint = 0x28; // Vector_NetQuantize (0x18)
uintptr_t Normal = 0x40; // Vector_NetQuantizeNormal (0x18)
uintptr_t ImpactNormal = 0x58; // Vector_NetQuantizeNormal (0x18)
uintptr_t TraceStart = 0x70; // Vector_NetQuantize (0x18)
uintptr_t TraceEnd = 0x88; // Vector_NetQuantize (0x18)
uintptr_t PenetrationDepth = 0xA0; // int32_t (0x4)
uintptr_t MyItem = 0xA4; // int32_t (0x4)
uintptr_t Item = 0xA8; // int32_t (0x4)
uintptr_t ElementIndex = 0xAC; // uint8_t (0x1)
uintptr_t bBlockingHit = 0xAD; // bool (0x1)
uintptr_t PhysMaterial = 0xB0; // PhysicalMaterial* (0x8)
uintptr_t HitObjectHandle = 0xB8; // ActorInstanceHandle (0x20)
uintptr_t Component = 0xD8; // PrimitiveComponent* (0x8)
uintptr_t BoneName = 0xF0; // int32_t (0x4)
uintptr_t MyBoneName = 0xF4; // int32_t (0x4)
};
// FBasedMovementInfo - 7 own fields (dump)
struct FBasedMovementInfo {
uintptr_t BaseID = 0x0; // uint16_t (0x2)
uintptr_t bServerHasBaseComponent = 0x2; // bool (0x1)
uintptr_t BoneName = 0x4; // int32_t (0x4)
uintptr_t MovementBase = 0x8; // PrimitiveComponent* (0x8)
uintptr_t Location = 0x10; // Vector_NetQuantize100 (0x18)
uintptr_t Rotation = 0x28; // Rotator (0x18)
uintptr_t MovementBaseInterfaceData = 0x40; // MovementBaseInterfaceData (0x18)
};