41.30-CL-56430492

2:07pm (EST) · updated 2026-08-14 22:32 UTC

Fortnite - Release 41.30 offsets

**++Fortnite+Release-41.30-CL-56430492-Windows | 8/5/2026 

Signatures - engine globals

// 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
};

UWorld decryption

// 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;
}

GWorld crypto (quick ref)

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
};

GObjects decoder

// 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>();

Decode constants (quick ref)

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
};

Quick ESP map (high priority)

// 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

// UObject - 0 own fields (dump)
struct UObject {
    // No own properties in dump (inherited only)
};

UWorld

// 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

// 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

// ULevelActorContainer - 1 own fields (dump)
struct ULevelActorContainer {
    uintptr_t Actors  = 0x28; // FString (0x10)
};

UGameInstance

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// UCapsuleComponent - 2 own fields (dump)
struct UCapsuleComponent {
    uintptr_t CapsuleHalfHeight  = 0x580; // float (0x4)
    uintptr_t CapsuleRadius      = 0x584; // float (0x4)
};

UCameraComponent

// 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

// 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

// 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

// UPawnMovementComponent - 1 own fields (dump)
struct UPawnMovementComponent {
    uintptr_t PawnOwner  = 0x180; // Pawn* (0x8)
};

UCharacterMovementComponent

// 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

// UPlayerInput - 2 own fields (dump)
struct UPlayerInput {
    uintptr_t DebugExecBindings  = 0x160; // FString (0x10)
    uintptr_t InvertedAxis       = 0x1A0; // FString (0x10)
};

AFortGameState

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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

// 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)
};