42.10

5:02pm (EST) · updated 2026-09-08 01:23 UTC

Signatures - engine globals

// Module base + RVA. GWorld is encoded — use decrypt_world().
struct engine {
    inline static constexpr uintptr_t GWorld       = 0x1A821DE8; // encoded — see decrypt_world()
    inline static constexpr uintptr_t GEngine      = 0; // not in this dump
    inline static constexpr uintptr_t GNames       = 0; // not in this dump
    inline static constexpr uintptr_t ProcessEvent = 0; // not in this dump
};

// GObjects (encrypted — see gobjects decoder below)
struct signatures {
    uintptr_t g_objects       = 0x1A7B3BD8; // encrypted chunk table
    uintptr_t g_objects_count = 0x1A7B3BEC; // encrypted object count
};

struct uobject_core {
    inline static constexpr uintptr_t NamePrivate  = 0x8; // UObject::NamePrivate
    inline static constexpr uintptr_t ClassPrivate = 0x20; // UObject::ClassPrivate
};

UWorld decryption

// GWorld is stored encoded: world = 0xAAA59ADB - encoded.
inline uintptr_t decrypt_world()
{
    std::uint64_t encoded = driver->read<std::uint64_t>(driver->module_base + 0x1A821DE8);
    std::uintptr_t world  = static_cast<std::uintptr_t>(
        0xAAA59ADBuLL - encoded
    );
    return world ? world : 0;
}

GWorld crypto (quick ref)

struct gworld_crypto {
    uintptr_t rva = 0x1A821DE8;
    uint64_t  key = 0xAAA59ADBULL; // world = key - encoded
};

GObjects decoder

// Encrypted FUObjectArray-style access for this CL.
inline auto get_objects_count() -> std::uint32_t
{
    std::uint32_t encoded = driver->read<std::uint32_t>(driver->module_base + 0x1A7B3BEC);
    return 0x94EE3CAu - encoded;
}

inline auto get_object_by_index(std::uint32_t index) -> std::uintptr_t
{
    if (index >= get_objects_count())
        return 0;

    std::uint64_t encoded_table = driver->read<std::uint64_t>(driver->module_base + 0x1A7B3BD8);
    std::uintptr_t chunk_table = static_cast<std::uintptr_t>(0xEC30F614uLL - encoded_table);

    std::uint32_t chunk_index = index >> 16;
    std::uintptr_t chunk = driver->read<std::uintptr_t>(chunk_table + chunk_index * 8);
    if (!chunk)
        return 0;

    std::uintptr_t item = chunk + (index & 0xFFFFu) * 24;
    std::uint64_t item_flags = driver->read<std::uint64_t>(item);
    if ((item_flags & 0x1020000000000000uLL) != 0)
        return 0;

    std::uint32_t encoded_low = driver->read<std::uint32_t>(item + 0x10);
    std::uint64_t decoded_low = static_cast<std::uint64_t>(0x4D933ADFu - encoded_low);
    std::uint64_t upper = item_flags & 0x3FFF00000000uLL;
    return static_cast<std::uintptr_t>((decoded_low | upper) * 8);
}

Decode constants (quick ref)

struct gobjects_crypto {
    uintptr_t table_rva      = 0x1A7B3BD8;
    uintptr_t count_rva      = 0x1A7B3BEC;
    uint32_t  count_key      = 0x94EE3CAu;      // count = key - encoded
    uint64_t  table_key      = 0xEC30F614uLL; // chunk_table = key - encoded
    uint32_t  ptr_key        = 0x4D933ADFu;      // decoded_low = key - encoded_low
    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;             // * 8 after recombine
};

Chain cheatsheet (ESP)

decrypt_world() / GWorld (0x1A821DE8 enc) -> UWorld
  UWorld.OwningGameInstance (0x248)     -> UGameInstance
  UWorld.GameState (0x1D0)              -> AFortGameStateAthena
  UWorld.PersistentLevel (0x38)         -> ULevel
  ULevel.ActorCluster (0xE0)            -> ULevelActorContainer
  ULevelActorContainer.Actors (0x28)   -> TArray<AActor*>
  UGameInstance.LocalPlayers (0x38)     -> TArray<ULocalPlayer*>
  UPlayer.PlayerController (0x30)       -> APlayerController / Athena
  APlayerController.AcknowledgedPawn    -> AFortPlayerPawnAthena
  APlayerController.PlayerCameraManager -> APlayerCameraManager
  ACharacter.Mesh (0x2F0)               -> USkeletalMeshComponent
  AActor.RootComponent (0x1B0)          -> USceneComponent
  USceneComponent.RelativeLocation (0x140)
  APawn.PlayerState (0x290)             -> AFortPlayerStateAthena
  AFortPawn.CurrentWeapon (0x9D0)       -> AFortWeapon

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                                =  0x1D0; // GameStateBase*
    uintptr_t UWorld_OwningGameInstance                       =  0x248; // GameInstance*
    uintptr_t UWorld_Levels                                   =  0x1E8; // FString
    uintptr_t UWorld_NetDriver                                =   0x40; // NetDriver*
    uintptr_t ULevel_ActorCluster                             =   0xE0; // LevelActorContainer*
    uintptr_t ULevel_OwningWorld                              =   0xC0; // 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; // FRepMovement
    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; // FRotator
    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; // FBasedMovementInfo
    uintptr_t ACharacter_CrouchedEyeHeight                    =  0x42C; // float
    uintptr_t USceneComponent_RelativeLocation                =  0x140; // FVector
    uintptr_t USceneComponent_RelativeRotation                =  0x158; // FRotator
    uintptr_t USceneComponent_RelativeScale3D                 =  0x170; // FVector
    uintptr_t USceneComponent_ComponentVelocity               =  0x188; // FVector
    uintptr_t USceneComponent_AttachParent                    =   0xD0; // SceneComponent*
    uintptr_t APlayerCameraManager_DefaultFOV                 =  0x284; // float
    uintptr_t APlayerCameraManager_ViewPitchMin               = 0x28AC; // float
    uintptr_t APlayerCameraManager_ViewPitchMax               = 0x28B0; // float
    uintptr_t APlayerCameraManager_ViewTarget                 =  0x300; // FTViewTarget
    uintptr_t APlayerCameraManager_CameraCachePrivate         = 0x1590; // FCameraCacheEntry
    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; // float
    uintptr_t APlayerState_PawnPrivate                        =  0x2E8; // Pawn*
    uintptr_t APlayerState_UniqueID                           =  0x280; // FUniqueNetIdRepl
    uintptr_t AGameStateBase_PlayerArray                      =  0x288; // FString
    uintptr_t AGameStateBase_GameModeClass                    =  0x270; // TSubclassOf<UClass>
    uintptr_t AGameStateBase_ReplicatedWorldTimeSecondsDouble =  0x2A0; // double
    uintptr_t AGameStateBase_SpectatorClass                   =  0x280; // TSubclassOf<UClass>
    uintptr_t AFortPawn_CurrentWeapon                         =  0x9D0; // FortWeapon*
    uintptr_t AFortPawn_PreviousWeapon                        =  0xA00; // FortWeapon*
    uintptr_t AFortPawn_bIsJumping                            =  0x9C8; // std::uint8_t bitfield
    uintptr_t AFortPawn_CurrentWeaponList                     =  0xA08; // FString
    uintptr_t AFortPlayerStateAthena_TeamIndex                =  0xF61; // uint8_t
    uintptr_t AFortPlayerStateAthena_SquadId                  = 0x10BC; // uint8_t
    uintptr_t AFortPlayerStateAthena_KillScore                =  0xF78; // int32_t
    uintptr_t AFortPlayerStateAthena_Place                    =  0xF70; // int32_t
    uintptr_t AFortPlayerStateAthena_bIsDisconnected          = 0x142A; // bool
    uintptr_t AFortWeapon_bIsReloadingWeapon                  =  0x371; // std::uint8_t bitfield
    uintptr_t AFortWeapon_bIsEquippingWeapon                  =  0x358; // bool
    uintptr_t AFortWeapon_bIsChargingWeapon                   =  0x370; // bool
    uintptr_t AFortWeapon_WeaponData                          =  0x6B0; // FortWeaponItemDefinition*
    uintptr_t AFortWeapon_AmmoCount                           = 0x1180; // int32_t
    uintptr_t AFortPickup_PrimaryPickupItemEntry              =  0x368; // FFortItemEntry
    uintptr_t USkeletalMeshComponent_AnimScriptInstance       =  0x920; // AnimInstance*
    uintptr_t UMovementComponent_Velocity                     =   0xD8; // FVector
    uintptr_t UCharacterMovementComponent_LastUpdateVelocity  =  0x378; // FVector
    uintptr_t UCharacterMovementComponent_MaxWalkSpeed        =  0x278; // float
    uintptr_t UCharacterMovementComponent_JumpZVelocity       =  0x1A8; // float
    uintptr_t UCharacterMovementComponent_MovementMode        =  0x231; // enum EMovementMode
    uintptr_t UCharacterMovementComponent_GravityScale        =  0x1A0; // float
    uintptr_t FMinimalViewInfo_Location                       =    0x0; // FVector
    uintptr_t FMinimalViewInfo_Rotation                       =   0x18; // FRotator
    uintptr_t FMinimalViewInfo_FOV                            =   0x30; // float
    uintptr_t FMinimalViewInfo_DesiredFOV                     =   0x34; // float
    uintptr_t FTViewTarget_Target                             =    0x0; // Actor*
    uintptr_t FTViewTarget_POV                                =   0x10; // FMinimalViewInfo
};

UObject

// UObject - 2 own fields (dump)
struct UObject {
    uintptr_t NamePrivate  =  0x8; // FName (0x4)
    uintptr_t ClassPrivate = 0x20; // UClass* (0x8)
};

UWorld

// UWorld - 39 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                                  =  0xA8; // FString (0x10)
    uintptr_t StreamingLevelsToConsider                        =  0xB8; // FStreamingLevelsToConsider (0x28)
    uintptr_t ServerStreamingLevelsVisibility                  =  0xE0; // ServerStreamingLevelsVisibility* (0x8)
    uintptr_t StreamingLevelsPrefix                            =  0xE8; // FString (0x10)
    uintptr_t MakingVisibleLevels                              = 0x138; // FString (0x10)
    uintptr_t MakingInvisibleLevels                            = 0x148; // FString (0x10)
    uintptr_t DemoNetDriver                                    = 0x158; // DemoNetDriver* (0x8)
    uintptr_t DefaultPhysicsVolume                             = 0x160; // PhysicsVolume* (0x8)
    uintptr_t bAreConstraintsDirty                             = 0x19F; // std::uint8_t bitfield (0x1)
    uintptr_t NavigationSystem                                 = 0x1C0; // NavigationSystemBase* (0x8)
    uintptr_t AuthorityGameMode                                = 0x1C8; // GameModeBase* (0x8)
    uintptr_t GameState                                        = 0x1D0; // GameStateBase* (0x8)
    uintptr_t AISystem                                         = 0x1D8; // AISystemBase* (0x8)
    uintptr_t AvoidanceManager                                 = 0x1E0; // AvoidanceManager* (0x8)
    uintptr_t Levels                                           = 0x1E8; // FString (0x10)
    uintptr_t LevelCollections                                 = 0x1F8; // FString (0x10)
    uintptr_t OwningGameInstance                               = 0x248; // GameInstance* (0x8)
    uintptr_t ParameterCollectionInstances                     = 0x250; // FString (0x10)
    uintptr_t CanvasForRenderingToTarget                       = 0x260; // Canvas* (0x8)
    uintptr_t CanvasForDrawMaterialToRenderTarget              = 0x268; // Canvas* (0x8)
    uintptr_t PhysicsField                                     = 0x2E0; // PhysicsFieldComponent* (0x8)
    uintptr_t ComponentsThatNeedPreEndOfFrameSync              = 0x2E8; // FString (0x10)
    uintptr_t ComponentsThatNeedPreEndOfFrameSync_AsyncTick    = 0x2F8; // FString (0x10)
    uintptr_t ComponentsThatNeedEndOfFrameUpdate               = 0x308; // FString (0x10)
    uintptr_t ComponentsThatNeedEndOfFrameUpdate_AsyncTick     = 0x318; // FString (0x10)
    uintptr_t ComponentsThatNeedEndOfFrameUpdate_OnGameThread  = 0x328; // FString (0x10)
    uintptr_t ComponentsThatNeedEndOfFrameMarkRenderStateDirty = 0x338; // FString (0x10)
    uintptr_t WorldComposition                                 = 0x820; // WorldComposition* (0x8)
    uintptr_t ContentBundleManager                             = 0x828; // ContentBundleManager* (0x8)
};

ULevel

// ULevel - 29 own fields (dump)
struct ULevel {
    uintptr_t OwningWorld                                    =  0xC0; // World* (0x8)
    uintptr_t Model                                          =  0xC8; // Model* (0x8)
    uintptr_t ModelComponents                                =  0xD0; // FString (0x10)
    uintptr_t ActorCluster                                   =  0xE0; // LevelActorContainer* (0x8)
    uintptr_t NumTextureStreamingUnbuiltComponents           =  0xE8; // int32_t (0x4)
    uintptr_t NumTextureStreamingDirtyResources              =  0xEC; // int32_t (0x4)
    uintptr_t LevelScriptActor                               =  0xF0; // LevelScriptActor* (0x8)
    uintptr_t NavListStart                                   =  0xF8; // NavigationObjectBase* (0x8)
    uintptr_t NavListEnd                                     = 0x100; // NavigationObjectBase* (0x8)
    uintptr_t NavDataChunks                                  = 0x108; // FString (0x10)
    uintptr_t LightmapTotalSize                              = 0x118; // float (0x4)
    uintptr_t ShadowmapTotalSize                             = 0x11C; // float (0x4)
    uintptr_t StaticNavigableGeometry                        = 0x120; // FString (0x10)
    uintptr_t StreamingTextureGuids                          = 0x130; // FString (0x10)
    uintptr_t StreamingTextures                              = 0x140; // FString (0x10)
    uintptr_t PackedTextureStreamingQualityLevelFeatureLevel = 0x150; // uint32_t (0x4)
    uintptr_t LevelBuildDataId                               = 0x220; // FGuid (0x10)
    uintptr_t MapBuildData                                   = 0x230; // MapBuildDataRegistry* (0x8)
    uintptr_t LightBuildLevelOffset                          = 0x238; // FIntVector (0xC)
    uintptr_t bIsLightingScenario                            = 0x250; // std::uint8_t bitfield (0x1)
    uintptr_t bTextureStreamingRotationChanged               = 0x250; // std::uint8_t bitfield (0x1)
    uintptr_t bStaticComponentsRegisteredInStreamingManager  = 0x250; // std::uint8_t bitfield (0x1)
    uintptr_t bIsVisible                                     = 0x250; // std::uint8_t bitfield (0x1)
    uintptr_t bIsPartitioned                                 = 0x253; // std::uint8_t bitfield (0x1)
    uintptr_t WorldSettings                                  = 0x2C0; // WorldSettings* (0x8)
    uintptr_t WorldDataLayers                                = 0x2C8; // WorldDataLayers* (0x8)
    uintptr_t WorldPartitionRuntimeCell                      = 0x2D0; // TSoftObjectPtr<UWorldPartitionRuntimeCell> (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 - 6 own fields (dump)
struct UGameInstance {
    uintptr_t LocalPlayers                     = 0x38; // FString (0x10)
    uintptr_t OnlineSession                    = 0x48; // OnlineSession* (0x8)
    uintptr_t ReferencedObjects                = 0x50; // FString (0x10)
    uintptr_t OnPawnControllerChangedDelegates = 0x78; // FMulticastScriptDelegate (0x10)
    uintptr_t OnInputDeviceConnectionChange    = 0xA0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnUserInputDevicePairingChange   = 0xB0; // FMulticastScriptDelegate (0x10)
};

ULocalPlayer

// ULocalPlayer - 6 own fields (dump)
struct ULocalPlayer {
    uintptr_t ViewportClient                    = 0x78; // GameViewportClient* (0x8)
    uintptr_t AspectRatioAxisConstraint         = 0xB8; // enum EAspectRatioAxisConstraint (0x1)
    uintptr_t PendingLevelPlayerControllerClass = 0xC0; // TSubclassOf<UClass> (0x8)
    uintptr_t bSentSplitJoin                    = 0xC8; // std::uint8_t bitfield (0x1)
    uintptr_t ViewportClientOverride            = 0xE0; // ScriptViewportClient* (0x8)
    uintptr_t ControllerId                      = 0xE8; // int32_t (0x4)
};

UPlayer

// UPlayer - 4 own fields (dump) (dump class Uplayer)
struct UPlayer {
    uintptr_t PlayerController        = 0x30; // PlayerController* (0x8)
    uintptr_t CurrentNetSpeed         = 0x38; // int32_t (0x4)
    uintptr_t ConfiguredInternetSpeed = 0x3C; // int32_t (0x4)
    uintptr_t ConfiguredLanSpeed      = 0x40; // int32_t (0x4)
};

UEngine

// UEngine - 276 own fields (dump)
struct UEngine {
    uintptr_t TinyFont                                           =   0x30; // Font* (0x8)
    uintptr_t TinyFontName                                       =   0x38; // FSoftObjectPath (0x18)
    uintptr_t SmallFont                                          =   0x50; // Font* (0x8)
    uintptr_t SmallFontName                                      =   0x58; // FSoftObjectPath (0x18)
    uintptr_t MediumFont                                         =   0x70; // Font* (0x8)
    uintptr_t MediumFontName                                     =   0x78; // FSoftObjectPath (0x18)
    uintptr_t LargeFont                                          =   0x90; // Font* (0x8)
    uintptr_t LargeFontName                                      =   0x98; // FSoftObjectPath (0x18)
    uintptr_t SubtitleFont                                       =   0xB0; // Font* (0x8)
    uintptr_t SubtitleFontName                                   =   0xB8; // FSoftObjectPath (0x18)
    uintptr_t MonospaceFont                                      =   0xD0; // Font* (0x8)
    uintptr_t MonospaceFontName                                  =   0xD8; // FSoftObjectPath (0x18)
    uintptr_t AdditionalFonts                                    =   0xF0; // FString (0x10)
    uintptr_t AdditionalFontNames                                =  0x100; // FString (0x10)
    uintptr_t ConsoleClass                                       =  0x110; // TSubclassOf<UClass> (0x8)
    uintptr_t ConsoleClassName                                   =  0x118; // FSoftClassPath (0x18)
    uintptr_t GameViewportClientClass                            =  0x130; // TSubclassOf<UClass> (0x8)
    uintptr_t GameViewportClientClassName                        =  0x138; // FSoftClassPath (0x18)
    uintptr_t LocalPlayerClass                                   =  0x150; // TSubclassOf<UClass> (0x8)
    uintptr_t LocalPlayerClassName                               =  0x158; // FSoftClassPath (0x18)
    uintptr_t WorldSettingsClass                                 =  0x170; // TSubclassOf<UClass> (0x8)
    uintptr_t WorldSettingsClassName                             =  0x178; // FSoftClassPath (0x18)
    uintptr_t NavigationSystemClassName                          =  0x190; // FSoftClassPath (0x18)
    uintptr_t NavigationSystemClass                              =  0x1A8; // TSubclassOf<UClass> (0x8)
    uintptr_t NavigationSystemConfigClassName                    =  0x1B0; // FSoftClassPath (0x18)
    uintptr_t NavigationSystemConfigClass                        =  0x1C8; // TSubclassOf<UClass> (0x8)
    uintptr_t SceneGraphNavigationSystemOverrideClassName        =  0x1D0; // FSoftClassPath (0x18)
    uintptr_t SceneGraphNavMeshBoundsVolumeClassName             =  0x1E8; // FSoftClassPath (0x18)
    uintptr_t AvoidanceManagerClassName                          =  0x200; // FSoftClassPath (0x18)
    uintptr_t AvoidanceManagerClass                              =  0x218; // TSubclassOf<UClass> (0x8)
    uintptr_t AIControllerClassName                              =  0x220; // FSoftClassPath (0x18)
    uintptr_t PhysicsCollisionHandlerClass                       =  0x238; // TSubclassOf<UClass> (0x8)
    uintptr_t PhysicsCollisionHandlerClassName                   =  0x240; // FSoftClassPath (0x18)
    uintptr_t GameUserSettingsClassName                          =  0x258; // FSoftClassPath (0x18)
    uintptr_t GameUserSettingsClass                              =  0x270; // TSubclassOf<UClass> (0x8)
    uintptr_t GameUserSettings                                   =  0x278; // GameUserSettings* (0x8)
    uintptr_t LevelScriptActorClass                              =  0x280; // TSubclassOf<UClass> (0x8)
    uintptr_t LevelScriptActorClassName                          =  0x288; // FSoftClassPath (0x18)
    uintptr_t DefaultBlueprintBaseClassName                      =  0x2A0; // FSoftClassPath (0x18)
    uintptr_t GameSingletonClassName                             =  0x2B8; // FSoftClassPath (0x18)
    uintptr_t GameSingleton                                      =  0x2D0; // Object* (0x8)
    uintptr_t AssetManagerClassName                              =  0x2D8; // FSoftClassPath (0x18)
    uintptr_t AssetManager                                       =  0x2F0; // AssetManager* (0x8)
    uintptr_t DefaultTexture                                     =  0x2F8; // Texture2D* (0x8)
    uintptr_t DefaultTextureName                                 =  0x300; // FSoftObjectPath (0x18)
    uintptr_t DefaultDiffuseTexture                              =  0x318; // Texture* (0x8)
    uintptr_t DefaultDiffuseTextureName                          =  0x320; // FSoftObjectPath (0x18)
    uintptr_t DefaultBSPVertexTexture                            =  0x338; // Texture2D* (0x8)
    uintptr_t DefaultBSPVertexTextureName                        =  0x340; // FSoftObjectPath (0x18)
    uintptr_t HighFrequencyNoiseTexture                          =  0x358; // Texture2D* (0x8)
    uintptr_t HighFrequencyNoiseTextureName                      =  0x360; // FSoftObjectPath (0x18)
    uintptr_t DefaultBokehTexture                                =  0x378; // Texture2D* (0x8)
    uintptr_t DefaultBokehTextureName                            =  0x380; // FSoftObjectPath (0x18)
    uintptr_t DefaultBloomKernelTexture                          =  0x398; // Texture2D* (0x8)
    uintptr_t DefaultBloomKernelTextureName                      =  0x3A0; // FSoftObjectPath (0x18)
    uintptr_t DefaultFilmGrainTexture                            =  0x3B8; // Texture2D* (0x8)
    uintptr_t DefaultFilmGrainTextureName                        =  0x3C0; // FSoftObjectPath (0x18)
    uintptr_t WireframeMaterial                                  =  0x3D8; // Material* (0x8)
    uintptr_t WireframeMaterialName                              =  0x3E0; // FString (0x10)
    uintptr_t DebugMeshMaterial                                  =  0x3F0; // Material* (0x8)
    uintptr_t DebugMeshMaterialName                              =  0x3F8; // FSoftObjectPath (0x18)
    uintptr_t NaniteHiddenSectionMaterial                        =  0x410; // Material* (0x8)
    uintptr_t NaniteHiddenSectionMaterialName                    =  0x418; // FString (0x10)
    uintptr_t EmissiveMeshMaterial                               =  0x428; // Material* (0x8)
    uintptr_t EmissiveMeshMaterialName                           =  0x430; // FSoftObjectPath (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; // FSoftObjectPath (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; // FSoftObjectPath (0x18)
    uintptr_t DebugEditorMaterialName                            =  0x5A0; // FSoftObjectPath (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; // FSoftObjectPath (0x18)
    uintptr_t PreviewShadowsIndicatorMaterial                    =  0x618; // Material* (0x8)
    uintptr_t PreviewShadowsIndicatorMaterialName                =  0x620; // FSoftObjectPath (0x18)
    uintptr_t ArrowMaterial                                      =  0x638; // Material* (0x8)
    uintptr_t ArrowMaterialYellow                                =  0x640; // MaterialInstanceDynamic* (0x8)
    uintptr_t ArrowMaterialName                                  =  0x648; // FSoftObjectPath (0x18)
    uintptr_t LightingOnlyBrightness                             =  0x660; // FLinearColor (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; // FLinearColor (0x10)
    uintptr_t GPUSkinCacheVisualizationIncludedColor             =  0x700; // FLinearColor (0x10)
    uintptr_t GPUSkinCacheVisualizationRecomputeTangentsColor    =  0x710; // FLinearColor (0x10)
    uintptr_t GPUSkinCacheVisualizationLowMemoryThresholdInMB    =  0x720; // float (0x4)
    uintptr_t GPUSkinCacheVisualizationHighMemoryThresholdInMB   =  0x724; // float (0x4)
    uintptr_t GPUSkinCacheVisualizationLowMemoryColor            =  0x728; // FLinearColor (0x10)
    uintptr_t GPUSkinCacheVisualizationMidMemoryColor            =  0x738; // FLinearColor (0x10)
    uintptr_t GPUSkinCacheVisualizationHighMemoryColor           =  0x748; // FLinearColor (0x10)
    uintptr_t GPUSkinCacheVisualizationRayTracingLODOffsetColors =  0x758; // FString (0x10)
    uintptr_t MaxPixelShaderAdditiveComplexityCount              =  0x768; // float (0x4)
    uintptr_t MaxES3PixelShaderAdditiveComplexityCount           =  0x76C; // float (0x4)
    uintptr_t MinLightMapDensity                                 =  0x770; // float (0x4)
    uintptr_t IdealLightMapDensity                               =  0x774; // float (0x4)
    uintptr_t MaxLightMapDensity                                 =  0x778; // float (0x4)
    uintptr_t bRenderLightMapDensityGrayscale                    =  0x77C; // std::uint8_t bitfield (0x1)
    uintptr_t RenderLightMapDensityGrayscaleScale                =  0x780; // float (0x4)
    uintptr_t RenderLightMapDensityColorScale                    =  0x784; // float (0x4)
    uintptr_t LightMapDensityVertexMappedColor                   =  0x788; // FLinearColor (0x10)
    uintptr_t LightMapDensitySelectedColor                       =  0x798; // FLinearColor (0x10)
    uintptr_t StatColorMappings                                  =  0x7A8; // FString (0x10)
    uintptr_t DefaultPhysMaterial                                =  0x7B8; // PhysicalMaterial* (0x8)
    uintptr_t DefaultPhysMaterialName                            =  0x7C0; // FSoftObjectPath (0x18)
    uintptr_t DefaultDestructiblePhysMaterial                    =  0x7D8; // PhysicalMaterial* (0x8)
    uintptr_t DefaultDestructiblePhysMaterialName                =  0x7E0; // FSoftObjectPath (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; // FSoftObjectPath (0x18)
    uintptr_t BlueNoiseScalarTexture                             =  0x858; // Texture2D* (0x8)
    uintptr_t BlueNoiseVec2Texture                               =  0x860; // Texture2D* (0x8)
    uintptr_t BlueNoiseScalarTextureName                         =  0x868; // FSoftObjectPath (0x18)
    uintptr_t BlueNoiseScalarMobileTextureName                   =  0x880; // FSoftObjectPath (0x18)
    uintptr_t BlueNoiseVec2TextureName                           =  0x898; // FSoftObjectPath (0x18)
    uintptr_t GGXLTCAmpTexture                                   =  0x8B0; // Texture2D* (0x8)
    uintptr_t GGXLTCAmpTextureName                               =  0x8B8; // FSoftObjectPath (0x18)
    uintptr_t GGXLTCMatTexture                                   =  0x8D0; // Texture2D* (0x8)
    uintptr_t GGXLTCMatTextureName                               =  0x8D8; // FSoftObjectPath (0x18)
    uintptr_t SheenLTCTexture                                    =  0x8F0; // Texture2D* (0x8)
    uintptr_t SheenLTCTextureName                                =  0x8F8; // FSoftObjectPath (0x18)
    uintptr_t GGXReflectionEnergyTexture                         =  0x910; // Texture2D* (0x8)
    uintptr_t GGXReflectionEnergyTextureName                     =  0x918; // FSoftObjectPath (0x18)
    uintptr_t GGXTransmissionEnergyTexture                       =  0x930; // Texture2D* (0x8)
    uintptr_t GGXTransmissionEnergyTextureName                   =  0x938; // FSoftObjectPath (0x18)
    uintptr_t SheenEnergyTexture                                 =  0x950; // Texture2D* (0x8)
    uintptr_t SheenLegacyEnergyTextureName                       =  0x958; // FSoftObjectPath (0x18)
    uintptr_t SheenEnergyTextureName                             =  0x970; // FSoftObjectPath (0x18)
    uintptr_t DiffuseEnergyTexture                               =  0x988; // Texture2D* (0x8)
    uintptr_t DiffuseEnergyTextureName                           =  0x990; // FSoftObjectPath (0x18)
    uintptr_t GGXMaxSpecEnergyTexture                            =  0x9A8; // Texture2D* (0x8)
    uintptr_t GGXMaxSpecEnergyTextureName                        =  0x9B0; // FSoftObjectPath (0x18)
    uintptr_t GlintTexture                                       =  0x9C8; // Texture2DArray* (0x8)
    uintptr_t GlintTexture2                                      =  0x9D0; // Texture2DArray* (0x8)
    uintptr_t GlintTextureName                                   =  0x9D8; // FSoftObjectPath (0x18)
    uintptr_t GlintTexture2Name                                  =  0x9F0; // FSoftObjectPath (0x18)
    uintptr_t HairDualScatteringTexture                          =  0xA08; // VolumeTexture* (0x8)
    uintptr_t HairDualScatteringTextureName                      =  0xA10; // FSoftObjectPath (0x18)
    uintptr_t HairDirectionalAlbedoTexture                       =  0xA28; // VolumeTexture* (0x8)
    uintptr_t HairDirectionalAlbedoTextureName                   =  0xA30; // FSoftObjectPath (0x18)
    uintptr_t HairCoverageTexture                                =  0xA48; // Texture2D* (0x8)
    uintptr_t HairCoverageTextureName                            =  0xA50; // FSoftObjectPath (0x18)
    uintptr_t SimpleVolumeTexture                                =  0xA68; // VolumeTexture* (0x8)
    uintptr_t SimpleVolumeTextureName                            =  0xA70; // FSoftObjectPath (0x18)
    uintptr_t SimpleVolumeEnvTexture                             =  0xA88; // VolumeTexture* (0x8)
    uintptr_t SimpleVolumeEnvTextureName                         =  0xA90; // FSoftObjectPath (0x18)
    uintptr_t MiniFontTexture                                    =  0xAA8; // Texture2D* (0x8)
    uintptr_t MiniFontTextureName                                =  0xAB0; // FSoftObjectPath (0x18)
    uintptr_t WeightMapPlaceholderTexture                        =  0xAC8; // Texture* (0x8)
    uintptr_t WeightMapArrayPlaceholderTexture                   =  0xAD0; // Texture* (0x8)
    uintptr_t WeightMapPlaceholderTextureName                    =  0xAD8; // FSoftObjectPath (0x18)
    uintptr_t WeightMapArrayPlaceholderTextureName               =  0xAF0; // FSoftObjectPath (0x18)
    uintptr_t LightMapDensityTexture                             =  0xB08; // Texture2D* (0x8)
    uintptr_t LightMapDensityTextureName                         =  0xB10; // FSoftObjectPath (0x18)
    uintptr_t SMAAAreaTexture                                    =  0xB28; // Texture2D* (0x8)
    uintptr_t SMAAAreaTextureName                                =  0xB30; // FSoftObjectPath (0x18)
    uintptr_t SMAASearchTexture                                  =  0xB48; // Texture2D* (0x8)
    uintptr_t SMAASearchTextureName                              =  0xB50; // FSoftObjectPath (0x18)
    uintptr_t GameViewport                                       =  0xB70; // GameViewportClient* (0x8)
    uintptr_t DeferredCommands                                   =  0xB78; // FString (0x10)
    uintptr_t NearClipPlane                                      =  0xB88; // float (0x4)
    uintptr_t bSubtitlesEnabled                                  =  0xB8C; // std::uint8_t bitfield (0x1)
    uintptr_t bSubtitlesForcedOff                                =  0xB8C; // std::uint8_t bitfield (0x1)
    uintptr_t MaximumLoopIterationCount                          =  0xB90; // int32_t (0x4)
    uintptr_t bCanBlueprintsTickByDefault                        =  0xB94; // std::uint8_t bitfield (0x1)
    uintptr_t bOptimizeAnimBlueprintMemberVariableAccess         =  0xB94; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowMultiThreadedAnimationUpdate                 =  0xB94; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableEditorPSysRealtimeLOD                       =  0xB94; // std::uint8_t bitfield (0x1)
    uintptr_t bSmoothFrameRate                                   =  0xB94; // std::uint8_t bitfield (0x1)
    uintptr_t bUseFixedFrameRate                                 =  0xB94; // std::uint8_t bitfield (0x1)
    uintptr_t FixedFrameRate                                     =  0xB98; // float (0x4)
    uintptr_t SmoothedFrameRateRange                             =  0xB9C; // FFloatRange (0x10)
    uintptr_t CustomTimestep                                     =  0xBB0; // EngineCustomTimeStep* (0x8)
    uintptr_t CustomTimeStepClassName                            =  0xBD8; // FSoftClassPath (0x18)
    uintptr_t TimecodeProvider                                   =  0xBF0; // TimecodeProvider* (0x8)
    uintptr_t TimecodeProviderClassName                          =  0xC18; // FSoftClassPath (0x18)
    uintptr_t bGenerateDefaultTimecode                           =  0xC30; // bool (0x1)
    uintptr_t GenerateDefaultTimecodeFrameRate                   =  0xC34; // FFrameRate (0x8)
    uintptr_t GenerateDefaultTimecodeFrameDelay                  =  0xC3C; // float (0x4)
    uintptr_t bCheckForMultiplePawnsSpawnedInAFrame              =  0xC40; // std::uint8_t bitfield (0x1)
    uintptr_t NumPawnsAllowedToBeSpawnedInAFrame                 =  0xC44; // int32_t (0x4)
    uintptr_t bShouldGenerateLowQualityLightmaps                 =  0xC48; // std::uint8_t bitfield (0x1)
    uintptr_t C_WorldBox                                         =  0xC4C; // FColor (0x4)
    uintptr_t C_BrushWire                                        =  0xC50; // FColor (0x4)
    uintptr_t C_AddWire                                          =  0xC54; // FColor (0x4)
    uintptr_t C_SubtractWire                                     =  0xC58; // FColor (0x4)
    uintptr_t C_SemiSolidWire                                    =  0xC5C; // FColor (0x4)
    uintptr_t C_NonSolidWire                                     =  0xC60; // FColor (0x4)
    uintptr_t C_WireBackground                                   =  0xC64; // FColor (0x4)
    uintptr_t C_ScaleBoxHi                                       =  0xC68; // FColor (0x4)
    uintptr_t C_VolumeCollision                                  =  0xC6C; // FColor (0x4)
    uintptr_t C_BSPCollision                                     =  0xC70; // FColor (0x4)
    uintptr_t C_OrthoBackground                                  =  0xC74; // FColor (0x4)
    uintptr_t C_Volume                                           =  0xC78; // FColor (0x4)
    uintptr_t C_BrushShape                                       =  0xC7C; // FColor (0x4)
    uintptr_t GameScreenshotSaveDirectory                        =  0xC80; // FDirectoryPath (0x10)
    uintptr_t UseStaticMeshMinLODPerQualityLevels                =  0xC90; // bool (0x1)
    uintptr_t UseSkeletalMeshMinLODPerQualityLevels              =  0xC91; // bool (0x1)
    uintptr_t UseClothAssetMinLODPerQualityLevels                =  0xC92; // bool (0x1)
    uintptr_t UseGrassVarityPerQualityLevels                     =  0xC93; // bool (0x1)
    uintptr_t TransitionType                                     =  0xC94; // enum ETransitionType (0x1)
    uintptr_t TransitionDescription                              =  0xC98; // FString (0x10)
    uintptr_t TransitionGameMode                                 =  0xCA8; // FString (0x10)
    uintptr_t bAllowMatureLanguage                               =  0xCB8; // std::uint8_t bitfield (0x1)
    uintptr_t CameraRotationThreshold                            =  0xCBC; // float (0x4)
    uintptr_t CameraTranslationThreshold                         =  0xCC0; // float (0x4)
    uintptr_t PrimitiveProbablyVisibleTime                       =  0xCC4; // float (0x4)
    uintptr_t MaxOcclusionPixelsFraction                         =  0xCC8; // float (0x4)
    uintptr_t bPauseOnLossOfFocus                                =  0xCCC; // std::uint8_t bitfield (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; // float (0x4)
    uintptr_t DisplayGamma                                       =  0xCEC; // float (0x4)
    uintptr_t DefaultSelectedMaterialColor                       =  0xCF0; // FLinearColor (0x10)
    uintptr_t SelectedMaterialColor                              =  0xD00; // FLinearColor (0x10)
    uintptr_t SelectionOutlineColor                              =  0xD10; // FLinearColor (0x10)
    uintptr_t SubduedSelectionOutlineColor                       =  0xD20; // FLinearColor (0x10)
    uintptr_t SelectedMaterialColorOverride                      =  0xD30; // FLinearColor (0x10)
    uintptr_t bIsOverridingSelectedColor                         =  0xD40; // bool (0x1)
    uintptr_t bEnableOnScreenDebugMessages                       =  0xD44; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableOnScreenDebugMessagesDisplay                =  0xD44; // std::uint8_t bitfield (0x1)
    uintptr_t bSuppressMapWarnings                               =  0xD44; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableAILogging                                  =  0xD44; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableVisualLogRecordingOnStart                   =  0xD48; // uint32_t (0x4)
    uintptr_t ScreenSaverInhibitorSemaphore                      =  0xD4C; // int32_t (0x4)
    uintptr_t bLockReadOnlyLevels                                =  0xD50; // std::uint8_t bitfield (0x1)
    uintptr_t ParticleEventManagerClassPath                      =  0xD58; // FString (0x10)
    uintptr_t SelectionHighlightIntensity                        =  0xD68; // float (0x4)
    uintptr_t BSPSelectionHighlightIntensity                     =  0xD6C; // float (0x4)
    uintptr_t SelectionHighlightIntensityBillboards              =  0xD70; // float (0x4)
    uintptr_t GlobalNetTravelCount                               =  0xFC8; // uint32_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; // float (0x4)
    uintptr_t bStartedLoadMapMovie                               = 0x1014; // std::uint8_t bitfield (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 - 80 own fields (dump)
struct AActor {
    uintptr_t PrimaryActorTick                                =  0x28; // FActorTickFunction (0x30)
    uintptr_t bNetTemporary                                   =  0x58; // std::uint8_t bitfield (0x1)
    uintptr_t bOnlyRelevantToOwner                            =  0x58; // std::uint8_t bitfield (0x1)
    uintptr_t bAlwaysRelevant                                 =  0x58; // std::uint8_t bitfield (0x1)
    uintptr_t bReplicateMovement                              =  0x58; // std::uint8_t bitfield (0x1)
    uintptr_t bCallPreReplication                             =  0x58; // std::uint8_t bitfield (0x1)
    uintptr_t bCallPreReplicationForReplay                    =  0x58; // std::uint8_t bitfield (0x1)
    uintptr_t bHidden                                         =  0x58; // std::uint8_t bitfield (0x1)
    uintptr_t bTearOff                                        =  0x59; // std::uint8_t bitfield (0x1)
    uintptr_t bForceNetAddressable                            =  0x59; // std::uint8_t bitfield (0x1)
    uintptr_t bExchangedRoles                                 =  0x59; // std::uint8_t bitfield (0x1)
    uintptr_t bNetLoadOnClient                                =  0x59; // std::uint8_t bitfield (0x1)
    uintptr_t bNetUseOwnerRelevancy                           =  0x59; // std::uint8_t bitfield (0x1)
    uintptr_t bRelevantForNetworkReplays                      =  0x59; // std::uint8_t bitfield (0x1)
    uintptr_t bRelevantForLevelBounds                         =  0x59; // std::uint8_t bitfield (0x1)
    uintptr_t bReplayRewindable                               =  0x59; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowTickBeforeBeginPlay                       =  0x5A; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoDestroyWhenFinished                        =  0x5A; // std::uint8_t bitfield (0x1)
    uintptr_t bCanBeDamaged                                   =  0x5A; // std::uint8_t bitfield (0x1)
    uintptr_t bBlockInput                                     =  0x5A; // std::uint8_t bitfield (0x1)
    uintptr_t bCollideWhenPlacing                             =  0x5A; // std::uint8_t bitfield (0x1)
    uintptr_t bFindCameraComponentWhenViewTarget              =  0x5A; // std::uint8_t bitfield (0x1)
    uintptr_t bGenerateOverlapEventsDuringLevelStreaming      =  0x5A; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoresOriginShifting                          =  0x5A; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableAutoLODGeneration                        =  0x5B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsEditorOnlyActor                              =  0x5B; // std::uint8_t bitfield (0x1)
    uintptr_t bReplicates                                     =  0x5B; // std::uint8_t bitfield (0x1)
    uintptr_t bCanBeInCluster                                 =  0x5B; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowReceiveTickEventOnDedicatedServer         =  0x5B; // std::uint8_t bitfield (0x1)
    uintptr_t bReplicateUsingRegisteredSubObjectList          =  0x5B; // std::uint8_t bitfield (0x1)
    uintptr_t bActorEnableCollision                           =  0x5D; // std::uint8_t bitfield (0x1)
    uintptr_t bActorIsBeingDestroyed                          =  0x5D; // std::uint8_t bitfield (0x1)
    uintptr_t bAsyncPhysicsTickEnabled                        =  0x5D; // std::uint8_t bitfield (0x1)
    uintptr_t UpdateOverlapsMethodDuringLevelStreaming        =  0x5E; // enum EActorUpdateOverlapsMethod (0x1)
    uintptr_t DefaultUpdateOverlapsMethodDuringLevelStreaming =  0x5F; // enum EActorUpdateOverlapsMethod (0x1)
    uintptr_t RemoteRole                                      =  0x60; // enum ENetRole (0x1)
    uintptr_t InitialLifeSpan                                 =  0x64; // float (0x4)
    uintptr_t CustomTimeDilation                              =  0x68; // float (0x4)
    uintptr_t RayTracingGroupId                               =  0x6C; // int32_t (0x4)
    uintptr_t AttachmentReplication                           =  0x70; // FRepAttachment (0x60)
    uintptr_t ReplicatedMovement                              =  0xD0; // FRepMovement (0x88)
    uintptr_t Owner                                           = 0x158; // Actor* (0x8)
    uintptr_t NetDriverName                                   = 0x160; // FName (0x4)
    uintptr_t Role                                            = 0x164; // enum ENetRole (0x1)
    uintptr_t NetDormancy                                     = 0x165; // enum ENetDormancy (0x1)
    uintptr_t SpawnCollisionHandlingMethod                    = 0x166; // enum ESpawnActorCollisionHandlingMethod (0x1)
    uintptr_t AutoReceiveInput                                = 0x167; // enum EAutoReceiveInput (0x1)
    uintptr_t InputPriority                                   = 0x168; // int32_t (0x4)
    uintptr_t InputComponent                                  = 0x170; // InputComponent* (0x8)
    uintptr_t NetTag                                          = 0x178; // int32_t (0x4)
    uintptr_t NetCullDistanceSquared                          = 0x17C; // float (0x4)
    uintptr_t NetUpdateFrequency                              = 0x180; // float (0x4)
    uintptr_t MinNetUpdateFrequency                           = 0x184; // float (0x4)
    uintptr_t NetPriority                                     = 0x188; // float (0x4)
    uintptr_t PhysicsReplicationMode                          = 0x18C; // enum EPhysicsReplicationMode (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; // TWeakObjectPtr<UChildActorComponent> (0x8)
    uintptr_t Tags                                            = 0x1F0; // FString (0x10)
    uintptr_t OnTakeAnyDamage                                 = 0x200; // FMulticastScriptDelegate (0x1)
    uintptr_t OnTakePointDamage                               = 0x201; // FMulticastScriptDelegate (0x1)
    uintptr_t OnTakeRadialDamage                              = 0x202; // FMulticastScriptDelegate (0x1)
    uintptr_t OnActorBeginOverlap                             = 0x203; // FMulticastScriptDelegate (0x1)
    uintptr_t OnActorEndOverlap                               = 0x204; // FMulticastScriptDelegate (0x1)
    uintptr_t OnBeginCursorOver                               = 0x205; // FMulticastScriptDelegate (0x1)
    uintptr_t OnEndCursorOver                                 = 0x206; // FMulticastScriptDelegate (0x1)
    uintptr_t OnClicked                                       = 0x207; // FMulticastScriptDelegate (0x1)
    uintptr_t OnReleased                                      = 0x208; // FMulticastScriptDelegate (0x1)
    uintptr_t OnInputTouchBegin                               = 0x209; // FMulticastScriptDelegate (0x1)
    uintptr_t OnInputTouchEnd                                 = 0x20A; // FMulticastScriptDelegate (0x1)
    uintptr_t OnInputTouchEnter                               = 0x20B; // FMulticastScriptDelegate (0x1)
    uintptr_t OnInputTouchLeave                               = 0x20C; // FMulticastScriptDelegate (0x1)
    uintptr_t OnActorHit                                      = 0x20D; // FMulticastScriptDelegate (0x1)
    uintptr_t OnDestroyed                                     = 0x20E; // FMulticastScriptDelegate (0x1)
    uintptr_t OnEndPlay                                       = 0x20F; // FMulticastScriptDelegate (0x1)
    uintptr_t InstanceComponents                              = 0x250; // FString (0x10)
    uintptr_t BlueprintCreatedComponents                      = 0x260; // FString (0x10)
};

APawn

// APawn - 20 own fields (dump)
struct APawn {
    uintptr_t bUseControllerRotationPitch      = 0x278; // std::uint8_t bitfield (0x1)
    uintptr_t bUseControllerRotationYaw        = 0x278; // std::uint8_t bitfield (0x1)
    uintptr_t bUseControllerRotationRoll       = 0x278; // std::uint8_t bitfield (0x1)
    uintptr_t bCanAffectNavigationGeneration   = 0x278; // std::uint8_t bitfield (0x1)
    uintptr_t bIsLocalViewTarget               = 0x278; // std::uint8_t bitfield (0x1)
    uintptr_t BaseEyeHeight                    = 0x27C; // float (0x4)
    uintptr_t AutoPossessPlayer                = 0x280; // enum EAutoReceiveInput (0x1)
    uintptr_t AutoPossessAI                    = 0x281; // enum EAutoPossessAI (0x1)
    uintptr_t RemoteViewPitch16                = 0x282; // uint16_t (0x2)
    uintptr_t RemoteViewPitch                  = 0x284; // uint8_t (0x1)
    uintptr_t AIControllerClass                = 0x288; // TSubclassOf<UClass> (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; // FMulticastScriptDelegate (0x1)
    uintptr_t ReceiveRestartedDelegate         = 0x2B5; // FMulticastScriptDelegate (0x1)
    uintptr_t ControlInputVector               = 0x2B8; // FVector (0x18)
    uintptr_t LastControlInputVector           = 0x2D0; // FVector (0x18)
    uintptr_t OverrideInputComponentClass      = 0x2E8; // TSubclassOf<UClass> (0x8)
};

ACharacter

// ACharacter - 41 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; // FBasedMovementInfo (0x58)
    uintptr_t ReplicatedBasedMovement                      = 0x360; // FBasedMovementInfo (0x58)
    uintptr_t ReplicatedServerLastTransformUpdateTimeStamp = 0x3B8; // float (0x4)
    uintptr_t ReplayLastTransformUpdateTimeStamp           = 0x3BC; // float (0x4)
    uintptr_t BaseRotationOffset                           = 0x3C0; // FQuat (0x20)
    uintptr_t BaseTranslationOffset                        = 0x3E0; // FVector (0x18)
    uintptr_t ReplicatedGravityDirection                   = 0x3F8; // FVector_NetQuantizeNormal (0x18)
    uintptr_t AnimRootMotionTranslationScale               = 0x428; // float (0x4)
    uintptr_t CrouchedEyeHeight                            = 0x42C; // float (0x4)
    uintptr_t bInBaseReplication                           = 0x430; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCrouched                                  = 0x430; // std::uint8_t bitfield (0x1)
    uintptr_t bProxyIsJumpForceApplied                     = 0x430; // std::uint8_t bitfield (0x1)
    uintptr_t bPressedJump                                 = 0x430; // std::uint8_t bitfield (0x1)
    uintptr_t bClientUpdating                              = 0x430; // std::uint8_t bitfield (0x1)
    uintptr_t bClientWasFalling                            = 0x430; // std::uint8_t bitfield (0x1)
    uintptr_t bClientResimulateRootMotion                  = 0x430; // std::uint8_t bitfield (0x1)
    uintptr_t bClientResimulateRootMotionSources           = 0x430; // std::uint8_t bitfield (0x1)
    uintptr_t bSimGravityDisabled                          = 0x431; // std::uint8_t bitfield (0x1)
    uintptr_t bClientCheckEncroachmentOnNetUpdate          = 0x431; // std::uint8_t bitfield (0x1)
    uintptr_t bServerMoveIgnoreRootMotion                  = 0x431; // std::uint8_t bitfield (0x1)
    uintptr_t bWasJumping                                  = 0x431; // std::uint8_t bitfield (0x1)
    uintptr_t bProxyIsCharacterMovementActive              = 0x431; // std::uint8_t bitfield (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 OnReachedJumpApex                            = 0x458; // FMulticastScriptDelegate (0x10)
    uintptr_t LandedDelegate                               = 0x468; // FMulticastScriptDelegate (0x10)
    uintptr_t MovementModeChangedDelegate                  = 0x478; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCharacterMovementUpdated                   = 0x488; // FMulticastScriptDelegate (0x10)
    uintptr_t SavedRootMotion                              = 0x498; // FRootMotionSourceGroup (0x48)
    uintptr_t ClientRootMotionParams                       = 0x4E0; // FRootMotionMovementParams (0x70)
    uintptr_t RootMotionRepMoves                           = 0x550; // FString (0x10)
    uintptr_t RepRootMotion                                = 0x560; // FRepRootMotionMontage (0xD0)
};

AController

// AController - 9 own fields (dump)
struct AController {
    uintptr_t PlayerState            = 0x278; // PlayerState* (0x8)
    uintptr_t OnInstigatedAnyDamage  = 0x288; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPossessedPawnChanged = 0x298; // FMulticastScriptDelegate (0x10)
    uintptr_t StateName              = 0x2A8; // FName (0x4)
    uintptr_t Pawn                   = 0x2B0; // Pawn* (0x8)
    uintptr_t Character              = 0x2C0; // Character* (0x8)
    uintptr_t TransformComponent     = 0x2C8; // SceneComponent* (0x8)
    uintptr_t ControlRotation        = 0x2E8; // FRotator (0x18)
    uintptr_t bAttachToPawn          = 0x300; // std::uint8_t bitfield (0x1)
};

APlayerController

// APlayerController - 56 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<UClass> (0x8)
    uintptr_t bAutoManageActiveCameraTarget              = 0x338; // bool (0x1)
    uintptr_t TargetViewRotation                         = 0x340; // FRotator (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; // FVector (0x18)
    uintptr_t LastSpectatorSyncRotation                  = 0x3B8; // FRotator (0x18)
    uintptr_t ClientCap                                  = 0x3D0; // int32_t (0x4)
    uintptr_t CheatManager                               = 0x3D8; // CheatManager* (0x8)
    uintptr_t CheatClass                                 = 0x3E0; // TSubclassOf<UClass> (0x8)
    uintptr_t PlayerInput                                = 0x3E8; // PlayerInput* (0x8)
    uintptr_t ActiveForceFeedbackEffects                 = 0x3F0; // FString (0x10)
    uintptr_t bPlayerIsWaiting                           = 0x480; // std::uint8_t bitfield (0x1)
    uintptr_t NetPlayerIndex                             = 0x484; // uint8_t (0x1)
    uintptr_t PendingSwapConnection                      = 0x4A0; // NetConnection* (0x8)
    uintptr_t NetConnection                              = 0x4A8; // NetConnection* (0x8)
    uintptr_t InputYawScale                              = 0x4C8; // float (0x4)
    uintptr_t InputPitchScale                            = 0x4CC; // float (0x4)
    uintptr_t InputRollScale                             = 0x4D0; // float (0x4)
    uintptr_t bShowMouseCursor                           = 0x4D4; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableClickEvents                         = 0x4D4; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableTouchEvents                         = 0x4D4; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableMouseOverEvents                     = 0x4D4; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableTouchOverEvents                     = 0x4D4; // std::uint8_t bitfield (0x1)
    uintptr_t bForceFeedbackEnabled                      = 0x4D4; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableMotionControls                      = 0x4D4; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableStreamingSource                     = 0x4D4; // std::uint8_t bitfield (0x1)
    uintptr_t bStreamingSourceShouldActivate             = 0x4D5; // std::uint8_t bitfield (0x1)
    uintptr_t bStreamingSourceShouldBlockOnSlowStreaming = 0x4D5; // std::uint8_t bitfield (0x1)
    uintptr_t StreamingSourcePriority                    = 0x4D8; // enum EStreamingSourcePriority (0x1)
    uintptr_t StreamingSourceDebugColor                  = 0x4DC; // FColor (0x4)
    uintptr_t StreamingSourceShapes                      = 0x4E0; // FString (0x10)
    uintptr_t ForceFeedbackScale                         = 0x4F0; // float (0x4)
    uintptr_t ClickEventKeys                             = 0x4F8; // FString (0x10)
    uintptr_t DefaultMouseCursor                         = 0x508; // enum EMouseCursor (0x1)
    uintptr_t CurrentMouseCursor                         = 0x509; // enum EMouseCursor (0x1)
    uintptr_t DefaultClickTraceChannel                   = 0x50A; // enum ECollisionChannel (0x1)
    uintptr_t CurrentClickTraceChannel                   = 0x50B; // enum 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; // std::uint8_t bitfield (0x1)
    uintptr_t CurrentTouchInterface                      = 0x5B8; // TouchInterface* (0x8)
    uintptr_t OverridePlayerInputClass                   = 0x5C0; // TSubclassOf<UClass> (0x8)
    uintptr_t SpectatorPawn                              = 0x640; // SpectatorPawn* (0x8)
    uintptr_t bIsLocalPlayerController                   = 0x64C; // bool (0x1)
    uintptr_t SpawnLocation                              = 0x650; // FVector (0x18)
    uintptr_t CachedConnectionPlayerId                   = 0x698; // FUniqueNetIdRepl (0x30)
    uintptr_t ClientHandshakeId                          = 0x6C8; // uint32_t (0x4)
};

APlayerCameraManager

// APlayerCameraManager - 35 own fields (dump)
struct APlayerCameraManager {
    uintptr_t PCOwner                      =  0x270; // PlayerController* (0x8)
    uintptr_t TransformComponent           =  0x278; // SceneComponent* (0x8)
    uintptr_t DefaultFOV                   =  0x284; // float (0x4)
    uintptr_t DefaultOrthoWidth            =  0x28C; // float (0x4)
    uintptr_t DefaultAspectRatio           =  0x294; // float (0x4)
    uintptr_t ViewTarget                   =  0x300; // FTViewTarget (0x930)
    uintptr_t PendingViewTarget            =  0xC30; // FTViewTarget (0x930)
    uintptr_t CameraCachePrivate           = 0x1590; // FCameraCacheEntry (0x920)
    uintptr_t LastFrameCameraCachePrivate  = 0x1EB0; // FCameraCacheEntry (0x920)
    uintptr_t ModifierList                 = 0x27D0; // FString (0x10)
    uintptr_t DefaultModifiers             = 0x27E0; // FString (0x10)
    uintptr_t FreeCamDistance              = 0x27F0; // float (0x4)
    uintptr_t FreeCamOffset                = 0x27F8; // FVector (0x18)
    uintptr_t ViewTargetOffset             = 0x2810; // FVector (0x18)
    uintptr_t OnAudioFadeChangeEvent       = 0x2828; // FMulticastScriptDelegate (0x10)
    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; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoCalculateOrthoPlanes    = 0x28A0; // std::uint8_t bitfield (0x1)
    uintptr_t AutoPlaneShift               = 0x28A4; // float (0x4)
    uintptr_t bUpdateOrthoPlanes           = 0x28A8; // std::uint8_t bitfield (0x1)
    uintptr_t bUseCameraHeightAsViewTarget = 0x28A8; // std::uint8_t bitfield (0x1)
    uintptr_t bDefaultConstrainAspectRatio = 0x28A8; // std::uint8_t bitfield (0x1)
    uintptr_t bClientSimulatingViewTarget  = 0x28A8; // std::uint8_t bitfield (0x1)
    uintptr_t bUseClientSideCameraUpdates  = 0x28A9; // std::uint8_t bitfield (0x1)
    uintptr_t bGameCameraCutThisFrame      = 0x28A9; // std::uint8_t bitfield (0x1)
    uintptr_t ViewPitchMin                 = 0x28AC; // float (0x4)
    uintptr_t ViewPitchMax                 = 0x28B0; // float (0x4)
    uintptr_t ViewYawMin                   = 0x28B4; // float (0x4)
    uintptr_t ViewYawMax                   = 0x28B8; // float (0x4)
    uintptr_t ViewRollMin                  = 0x28BC; // float (0x4)
    uintptr_t ViewRollMax                  = 0x28C0; // float (0x4)
    uintptr_t ServerUpdateCameraTimeout    = 0x28C8; // float (0x4)
};

APlayerState

// APlayerState - 16 own fields (dump)
struct APlayerState {
    uintptr_t Score                       = 0x270; // float (0x4)
    uintptr_t PlayerID                    = 0x274; // int32_t (0x4)
    uintptr_t CompressedPing              = 0x278; // uint8_t (0x1)
    uintptr_t bShouldUpdateReplicatedPing = 0x27A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSpectator                = 0x27A; // std::uint8_t bitfield (0x1)
    uintptr_t bOnlySpectator              = 0x27A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsABot                     = 0x27A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsInactive                 = 0x27A; // std::uint8_t bitfield (0x1)
    uintptr_t bFromPreviousLevel          = 0x27A; // std::uint8_t bitfield (0x1)
    uintptr_t StartTime                   = 0x27C; // int32_t (0x4)
    uintptr_t UniqueID                    = 0x280; // FUniqueNetIdRepl (0x30)
    uintptr_t EngineMessageClass          = 0x2B0; // TSubclassOf<UClass> (0x8)
    uintptr_t SavedNetworkAddress         = 0x2C0; // FString (0x10)
    uintptr_t OnPawnSet                   = 0x2D8; // FMulticastScriptDelegate (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<UClass> (0x8)
    uintptr_t AuthorityGameMode                     = 0x278; // GameModeBase* (0x8)
    uintptr_t SpectatorClass                        = 0x280; // TSubclassOf<UClass> (0x8)
    uintptr_t PlayerArray                           = 0x288; // FString (0x10)
    uintptr_t bReplicatedHasBegunPlay               = 0x298; // bool (0x1)
    uintptr_t ReplicatedWorldTimeSecondsDouble      = 0x2A0; // double (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; // FName (0x4)
    uintptr_t PreviousMatchState = 0x2CC; // FName (0x4)
    uintptr_t ElapsedTime        = 0x2D0; // int32_t (0x4)
};

USceneComponent

// USceneComponent - 29 own fields (dump)
struct USceneComponent {
    uintptr_t PhysicsVolume                             =  0xC8; // TWeakObjectPtr<APhysicsVolume> (0x8)
    uintptr_t AttachParent                              =  0xD0; // SceneComponent* (0x8)
    uintptr_t AttachSocketName                          =  0xD8; // FName (0x4)
    uintptr_t AttachChildren                            =  0xE0; // FString (0x10)
    uintptr_t ClientAttachedChildren                    =  0xF0; // FString (0x10)
    uintptr_t RelativeLocation                          = 0x140; // FVector (0x18)
    uintptr_t RelativeRotation                          = 0x158; // FRotator (0x18)
    uintptr_t RelativeScale3D                           = 0x170; // FVector (0x18)
    uintptr_t ComponentVelocity                         = 0x188; // FVector (0x18)
    uintptr_t bComponentToWorldUpdated                  = 0x1A0; // std::uint8_t bitfield (0x1)
    uintptr_t bAbsoluteLocation                         = 0x1A0; // std::uint8_t bitfield (0x1)
    uintptr_t bAbsoluteRotation                         = 0x1A0; // std::uint8_t bitfield (0x1)
    uintptr_t bAbsoluteScale                            = 0x1A0; // std::uint8_t bitfield (0x1)
    uintptr_t bVisible                                  = 0x1A0; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldBeAttached                         = 0x1A0; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldSnapLocationWhenAttached           = 0x1A0; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldSnapRotationWhenAttached           = 0x1A1; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldSnapScaleWhenAttached              = 0x1A1; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldUpdatePhysicsVolume                = 0x1A1; // std::uint8_t bitfield (0x1)
    uintptr_t bHiddenInGame                             = 0x1A1; // std::uint8_t bitfield (0x1)
    uintptr_t bBoundsChangeTriggersStreamingDataRebuild = 0x1A1; // std::uint8_t bitfield (0x1)
    uintptr_t bUseAttachParentBound                     = 0x1A1; // std::uint8_t bitfield (0x1)
    uintptr_t bComputeFastLocalBounds                   = 0x1A1; // std::uint8_t bitfield (0x1)
    uintptr_t bComputeBoundsOnceForGame                 = 0x1A1; // std::uint8_t bitfield (0x1)
    uintptr_t bComputedBoundsOnceForGame                = 0x1A2; // std::uint8_t bitfield (0x1)
    uintptr_t bIsNotRenderAttachmentRoot                = 0x1A2; // std::uint8_t bitfield (0x1)
    uintptr_t Mobility                                  = 0x1A3; // enum EComponentMobility (0x1)
    uintptr_t DetailMode                                = 0x1A4; // enum EDetailMode (0x1)
    uintptr_t PhysicsVolumeChangedDelegate              = 0x1A5; // FMulticastScriptDelegate (0x1)
};

UPrimitiveComponent

// UPrimitiveComponent - 115 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; // enum ESceneDepthPriorityGroup (0x1)
    uintptr_t ViewOwnerDepthPriorityGroup             = 0x285; // enum ESceneDepthPriorityGroup (0x1)
    uintptr_t IndirectLightingCacheQuality            = 0x286; // enum EIndirectLightingCacheQuality (0x1)
    uintptr_t LightmapType                            = 0x287; // enum ELightmapType (0x1)
    uintptr_t HLODBatchingPolicy                      = 0x288; // enum EHLODBatchingPolicy (0x1)
    uintptr_t ShadowCacheInvalidationBehavior         = 0x289; // enum EShadowCacheInvalidationBehavior (0x1)
    uintptr_t bEnableAutoLODGeneration                = 0x28A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsActorTextureStreamingBuiltData       = 0x28A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsValidTextureStreamingBuiltData       = 0x28A; // std::uint8_t bitfield (0x1)
    uintptr_t bNeverDistanceCull                      = 0x28A; // std::uint8_t bitfield (0x1)
    uintptr_t bAlwaysCreatePhysicsState               = 0x28A; // std::uint8_t bitfield (0x1)
    uintptr_t bGenerateOverlapEvents                  = 0x28A; // std::uint8_t bitfield (0x1)
    uintptr_t bMultiBodyOverlap                       = 0x28A; // std::uint8_t bitfield (0x1)
    uintptr_t bTraceComplexOnMove                     = 0x28B; // std::uint8_t bitfield (0x1)
    uintptr_t bReturnMaterialOnMove                   = 0x28B; // std::uint8_t bitfield (0x1)
    uintptr_t bUseViewOwnerDepthPriorityGroup         = 0x28B; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowCullDistanceVolume                = 0x28B; // std::uint8_t bitfield (0x1)
    uintptr_t bVisibleInReflectionCaptures            = 0x28B; // std::uint8_t bitfield (0x1)
    uintptr_t bVisibleInRealTimeSkyCaptures           = 0x28B; // std::uint8_t bitfield (0x1)
    uintptr_t bVisibleInRayTracing                    = 0x28B; // std::uint8_t bitfield (0x1)
    uintptr_t bVisibleInReflections                   = 0x28B; // std::uint8_t bitfield (0x1)
    uintptr_t bRenderInMainPass                       = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bRenderInDepthPass                      = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bReceivesDecals                         = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bHoldout                                = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bOwnerNoSee                             = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bOnlyOwnerSee                           = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bTreatAsBackgroundForOcclusion          = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bUseAsOccluder                          = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bSelectable                             = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bWantsEditorEffects                     = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bForceMipStreaming                      = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bHasPerInstanceHitProxies               = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t CastShadow                              = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bEmissiveLightSource                    = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bAffectDynamicIndirectLighting          = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bAffectIndirectLightingWhileHidden      = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bAffectDistanceFieldLighting            = 0x28E; // std::uint8_t bitfield (0x1)
    uintptr_t bCastDynamicShadow                      = 0x28E; // std::uint8_t bitfield (0x1)
    uintptr_t bCastStaticShadow                       = 0x28E; // std::uint8_t bitfield (0x1)
    uintptr_t bCastVolumetricTranslucentShadow        = 0x28E; // std::uint8_t bitfield (0x1)
    uintptr_t bCastContactShadow                      = 0x28E; // std::uint8_t bitfield (0x1)
    uintptr_t bSelfShadowOnly                         = 0x28E; // std::uint8_t bitfield (0x1)
    uintptr_t bCastFarShadow                          = 0x28E; // std::uint8_t bitfield (0x1)
    uintptr_t bCastInsetShadow                        = 0x28E; // std::uint8_t bitfield (0x1)
    uintptr_t bCastCinematicShadow                    = 0x28F; // std::uint8_t bitfield (0x1)
    uintptr_t bCastHiddenShadow                       = 0x28F; // std::uint8_t bitfield (0x1)
    uintptr_t bCastShadowAsTwoSided                   = 0x28F; // std::uint8_t bitfield (0x1)
    uintptr_t bLightAsIfStatic                        = 0x28F; // std::uint8_t bitfield (0x1)
    uintptr_t bLightAttachmentsAsGroup                = 0x28F; // std::uint8_t bitfield (0x1)
    uintptr_t bExcludeFromLightAttachmentGroup        = 0x28F; // std::uint8_t bitfield (0x1)
    uintptr_t bReceiveMobileCSMShadows                = 0x28F; // std::uint8_t bitfield (0x1)
    uintptr_t bSingleSampleShadowFromStationaryLights = 0x28F; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreRadialImpulse                    = 0x290; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreRadialForce                      = 0x290; // std::uint8_t bitfield (0x1)
    uintptr_t bApplyImpulseOnDamage                   = 0x290; // std::uint8_t bitfield (0x1)
    uintptr_t bReplicatePhysicsToAutonomousProxy      = 0x290; // std::uint8_t bitfield (0x1)
    uintptr_t bFillCollisionUnderneathForNavmesh      = 0x290; // std::uint8_t bitfield (0x1)
    uintptr_t bRasterizeAsFilledConvexVolume          = 0x290; // std::uint8_t bitfield (0x1)
    uintptr_t AlwaysLoadOnClient                      = 0x290; // std::uint8_t bitfield (0x1)
    uintptr_t AlwaysLoadOnServer                      = 0x290; // std::uint8_t bitfield (0x1)
    uintptr_t bUseEditorCompositing                   = 0x291; // std::uint8_t bitfield (0x1)
    uintptr_t bIsBeingMovedByEditor                   = 0x291; // std::uint8_t bitfield (0x1)
    uintptr_t bRenderCustomDepth                      = 0x291; // std::uint8_t bitfield (0x1)
    uintptr_t bVisibleInSceneCaptureOnly              = 0x291; // std::uint8_t bitfield (0x1)
    uintptr_t bHiddenInSceneCapture                   = 0x291; // std::uint8_t bitfield (0x1)
    uintptr_t bRayTracingFarField                     = 0x291; // std::uint8_t bitfield (0x1)
    uintptr_t bLumenHeightfield                       = 0x291; // std::uint8_t bitfield (0x1)
    uintptr_t FirstPersonPrimitiveType                = 0x292; // enum EFirstPersonPrimitiveType (0x1)
    uintptr_t bHasNoStreamableTextures                = 0x293; // std::uint8_t bitfield (0x1)
    uintptr_t bStaticWhenNotMoveable                  = 0x293; // std::uint8_t bitfield (0x1)
    uintptr_t bHasCustomNavigableGeometry             = 0x294; // enum EHasCustomNavigableGeometry (0x1)
    uintptr_t CanCharacterStepUpOn                    = 0x296; // enum ECanBeCharacterBase (0x1)
    uintptr_t LightingChannels                        = 0x297; // FLightingChannels (0x1)
    uintptr_t RayTracingGroupCullingPriority          = 0x298; // enum ERayTracingGroupCullingPriority (0x1)
    uintptr_t CustomDepthStencilWriteMask             = 0x299; // enum ERendererStencilMask (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; // FCustomPrimitiveData (0x10)
    uintptr_t CustomPrimitiveDataInternal             = 0x2B8; // FCustomPrimitiveData (0x10)
    uintptr_t TranslucencySortPriority                = 0x308; // int32_t (0x4)
    uintptr_t TranslucencySortDistanceOffset          = 0x30C; // float (0x4)
    uintptr_t RuntimeVirtualTextures                  = 0x310; // FString (0x10)
    uintptr_t VirtualTextureLodBias                   = 0x320; // int8_t (0x1)
    uintptr_t VirtualTextureCullMips                  = 0x321; // int8_t (0x1)
    uintptr_t VirtualTextureMinCoverage               = 0x322; // int8_t (0x1)
    uintptr_t VirtualTextureRenderPassType            = 0x323; // enum ERuntimeVirtualTextureMainPassType (0x1)
    uintptr_t BoundsScale                             = 0x348; // float (0x4)
    uintptr_t MoveIgnoreActors                        = 0x350; // FString (0x10)
    uintptr_t MoveIgnoreComponents                    = 0x360; // FString (0x10)
    uintptr_t BodyInstance                            = 0x380; // FBodyInstance (0x1A8)
    uintptr_t OnComponentHit                          = 0x528; // FMulticastScriptDelegate (0x1)
    uintptr_t OnComponentBeginOverlap                 = 0x529; // FMulticastScriptDelegate (0x1)
    uintptr_t OnComponentEndOverlap                   = 0x52A; // FMulticastScriptDelegate (0x1)
    uintptr_t OnComponentWake                         = 0x52B; // FMulticastScriptDelegate (0x1)
    uintptr_t OnComponentSleep                        = 0x52C; // FMulticastScriptDelegate (0x1)
    uintptr_t OnComponentPhysicsStateChanged          = 0x52E; // FMulticastScriptDelegate (0x1)
    uintptr_t OnBeginCursorOver                       = 0x52F; // FMulticastScriptDelegate (0x1)
    uintptr_t OnEndCursorOver                         = 0x530; // FMulticastScriptDelegate (0x1)
    uintptr_t OnClicked                               = 0x531; // FMulticastScriptDelegate (0x1)
    uintptr_t OnReleased                              = 0x532; // FMulticastScriptDelegate (0x1)
    uintptr_t OnInputTouchBegin                       = 0x533; // FMulticastScriptDelegate (0x1)
    uintptr_t OnInputTouchEnd                         = 0x534; // FMulticastScriptDelegate (0x1)
    uintptr_t OnInputTouchEnter                       = 0x535; // FMulticastScriptDelegate (0x1)
    uintptr_t OnInputTouchLeave                       = 0x536; // FMulticastScriptDelegate (0x1)
    uintptr_t OnTouchBegan                            = 0x537; // FMulticastScriptDelegate (0x1)
    uintptr_t OnTouchEnded                            = 0x538; // FMulticastScriptDelegate (0x1)
    uintptr_t OnTouchEntered                          = 0x539; // FMulticastScriptDelegate (0x1)
    uintptr_t OnTouchExited                           = 0x53A; // FMulticastScriptDelegate (0x1)
    uintptr_t LODParentPrimitive                      = 0x550; // PrimitiveComponent* (0x8)
};

UMeshComponent

// UMeshComponent - 5 own fields (dump)
struct UMeshComponent {
    uintptr_t OverrideMaterials               = 0x570; // FString (0x10)
    uintptr_t OverlayMaterial                 = 0x580; // MaterialInterface* (0x8)
    uintptr_t OverlayMaterialMaxDrawDistance  = 0x588; // float (0x4)
    uintptr_t MaterialSlotsOverlayMaterial    = 0x590; // FString (0x10)
    uintptr_t bEnableMaterialParameterCaching = 0x5A0; // std::uint8_t bitfield (0x1)
};

USkinnedMeshComponent

// USkinnedMeshComponent - 50 own fields (dump)
struct USkinnedMeshComponent {
    uintptr_t SkeletalMesh                         = 0x5E8; // SkeletalMesh* (0x8)
    uintptr_t SkinnedAsset                         = 0x5F0; // SkinnedAsset* (0x8)
    uintptr_t LeaderPoseComponent                  = 0x5F8; // TWeakObjectPtr<USkinnedMeshComponent> (0x8)
    uintptr_t SkinCacheUsage                       = 0x600; // FString (0x10)
    uintptr_t bSetMeshDeformer                     = 0x610; // bool (0x1)
    uintptr_t MeshDeformer                         = 0x618; // MeshDeformer* (0x8)
    uintptr_t bAlwaysUseMeshDeformer               = 0x620; // bool (0x1)
    uintptr_t MeshDeformerInstanceSettings         = 0x628; // MeshDeformerInstanceSettings* (0x8)
    uintptr_t MeshDeformerInstances                = 0x630; // FMeshDeformerInstanceSet (0x20)
    uintptr_t PhysicsAssetOverride                 = 0x770; // PhysicsAsset* (0x8)
    uintptr_t ForcedLodModel                       = 0x778; // int32_t (0x4)
    uintptr_t MinLodModel                          = 0x780; // int32_t (0x4)
    uintptr_t StreamingDistanceMultiplier          = 0x78C; // float (0x4)
    uintptr_t NanitePixelProgrammableDistance      = 0x790; // float (0x4)
    uintptr_t WorldPositionOffsetDisableDistance   = 0x794; // int32_t (0x4)
    uintptr_t bEvaluateWorldPositionOffset         = 0x798; // std::uint8_t bitfield (0x1)
    uintptr_t bDisallowNanite                      = 0x798; // std::uint8_t bitfield (0x1)
    uintptr_t bForceDisableNanite                  = 0x798; // std::uint8_t bitfield (0x1)
    uintptr_t LODInfo                              = 0x7A8; // FString (0x10)
    uintptr_t VisibilityBasedAnimTickOption        = 0x7DC; // enum EVisibilityBasedAnimTickOption (0x1)
    uintptr_t bSkinWeightProfileOnRenderThread     = 0x7DF; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideMinLOD                      = 0x7DF; // std::uint8_t bitfield (0x1)
    uintptr_t bUseBoundsFromLeaderPoseComponent    = 0x7DF; // std::uint8_t bitfield (0x1)
    uintptr_t bIncludeComponentLocationIntoBounds  = 0x7E0; // std::uint8_t bitfield (0x1)
    uintptr_t bForceWireframe                      = 0x7E0; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableMorphTarget                  = 0x7E0; // std::uint8_t bitfield (0x1)
    uintptr_t bHideSkin                            = 0x7E0; // std::uint8_t bitfield (0x1)
    uintptr_t bPerBoneMotionBlur                   = 0x7E0; // std::uint8_t bitfield (0x1)
    uintptr_t bComponentUseFixedSkelBounds         = 0x7E0; // std::uint8_t bitfield (0x1)
    uintptr_t bConsiderAllBodiesForBounds          = 0x7E0; // std::uint8_t bitfield (0x1)
    uintptr_t bSyncAttachParentLOD                 = 0x7E0; // std::uint8_t bitfield (0x1)
    uintptr_t bCanHighlightSelectedSections        = 0x7E1; // std::uint8_t bitfield (0x1)
    uintptr_t bRecentlyRendered                    = 0x7E1; // std::uint8_t bitfield (0x1)
    uintptr_t bCastCapsuleDirectShadow             = 0x7E1; // std::uint8_t bitfield (0x1)
    uintptr_t bCastCapsuleIndirectShadow           = 0x7E1; // std::uint8_t bitfield (0x1)
    uintptr_t bCPUSkinning                         = 0x7E1; // std::uint8_t bitfield (0x1)
    uintptr_t bUseScreenRenderStateForUpdate       = 0x7E1; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableUpdateRateOptimizations       = 0x7E1; // std::uint8_t bitfield (0x1)
    uintptr_t bDisplayDebugUpdateRateOptimizations = 0x7E1; // std::uint8_t bitfield (0x1)
    uintptr_t bRenderStatic                        = 0x7E2; // std::uint8_t bitfield (0x1)
    uintptr_t bRenderShadowStatic                  = 0x7E2; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreLeaderPoseComponentLOD        = 0x7E2; // std::uint8_t bitfield (0x1)
    uintptr_t bSortTriangles                       = 0x7E2; // std::uint8_t bitfield (0x1)
    uintptr_t bCachedLocalBoundsUpToDate           = 0x7E2; // std::uint8_t bitfield (0x1)
    uintptr_t bCachedWorldSpaceBoundsUpToDate      = 0x7E2; // std::uint8_t bitfield (0x1)
    uintptr_t bForceMeshObjectUpdate               = 0x7E3; // std::uint8_t bitfield (0x1)
    uintptr_t bFollowerShouldTickPose              = 0x7E3; // std::uint8_t bitfield (0x1)
    uintptr_t CapsuleIndirectShadowMinVisibility   = 0x7E8; // float (0x4)
    uintptr_t CachedWorldOrLocalSpaceBounds        = 0x838; // FBoxSphereBounds (0x38)
    uintptr_t CachedWorldToLocalTransform          = 0x870; // FMatrix (0x80)
};

USkeletalMeshComponent

// USkeletalMeshComponent - 70 own fields (dump)
struct USkeletalMeshComponent {
    uintptr_t AnimClass                             = 0x918; // TSubclassOf<UClass> (0x8)
    uintptr_t AnimScriptInstance                    = 0x920; // AnimInstance* (0x8)
    uintptr_t OverridePostProcessAnimBP             = 0x928; // TSubclassOf<UClass> (0x8)
    uintptr_t PostProcessAnimInstance               = 0x930; // AnimInstance* (0x8)
    uintptr_t AnimationData                         = 0x938; // FSingleAnimationPlayData (0x18)
    uintptr_t RootBoneTranslation                   = 0x950; // FVector (0x18)
    uintptr_t LineCheckBoundsScale                  = 0x968; // FVector (0x18)
    uintptr_t LinkedInstances                       = 0x9E0; // FString (0x10)
    uintptr_t CachedBoneSpaceTransforms             = 0xA10; // FString (0x10)
    uintptr_t CachedComponentSpaceTransforms        = 0xA20; // FString (0x10)
    uintptr_t GlobalAnimRateScale                   = 0xAC0; // float (0x4)
    uintptr_t KinematicBonesUpdateType              = 0xAC4; // enum EKinematicBonesUpdateToPhysics (0x1)
    uintptr_t PhysicsTransformUpdateMode            = 0xAC5; // enum EPhysicsTransformUpdateMode (0x1)
    uintptr_t ClothTeleportMode                     = 0xAC6; // enum EClothingTeleportMode (0x1)
    uintptr_t AnimationMode                         = 0xAC7; // enum EAnimationMode (0x1)
    uintptr_t bDisablePostProcessBlueprint          = 0xAC9; // std::uint8_t bitfield (0x1)
    uintptr_t bUpdateOverlapsOnAnimationFinalize    = 0xAC9; // std::uint8_t bitfield (0x1)
    uintptr_t bHasValidBodies                       = 0xAC9; // std::uint8_t bitfield (0x1)
    uintptr_t bBlendPhysics                         = 0xAC9; // std::uint8_t bitfield (0x1)
    uintptr_t bEnablePhysicsOnDedicatedServer       = 0xAC9; // std::uint8_t bitfield (0x1)
    uintptr_t bUpdateMeshWhenKinematic              = 0xAC9; // std::uint8_t bitfield (0x1)
    uintptr_t bUpdateJointsFromAnimation            = 0xACA; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowClothActors                     = 0xACA; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableClothSimulation               = 0xACA; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableRigidBodyAnimNode             = 0xAD0; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableAnimDynamicsAnimNode          = 0xAD0; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowAnimCurveEvaluation             = 0xAD0; // std::uint8_t bitfield (0x1)
    uintptr_t bCollideWithEnvironment               = 0xAD0; // std::uint8_t bitfield (0x1)
    uintptr_t bCollideWithAttachedChildren          = 0xAD0; // std::uint8_t bitfield (0x1)
    uintptr_t bForceCollisionUpdate                 = 0xAD1; // std::uint8_t bitfield (0x1)
    uintptr_t ClothVelocityScale                    = 0xAD4; // float (0x4)
    uintptr_t bResetAfterTeleport                   = 0xAD8; // std::uint8_t bitfield (0x1)
    uintptr_t bDeferKinematicBoneUpdate             = 0xAD8; // std::uint8_t bitfield (0x1)
    uintptr_t bNoSkeletonUpdate                     = 0xAD8; // std::uint8_t bitfield (0x1)
    uintptr_t bPauseAnims                           = 0xAD8; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableAnimation                      = 0xAD8; // std::uint8_t bitfield (0x1)
    uintptr_t bUseRefPoseOnInitAnim                 = 0xAD8; // std::uint8_t bitfield (0x1)
    uintptr_t bEnablePerPolyCollision               = 0xAD8; // std::uint8_t bitfield (0x1)
    uintptr_t bForceRefpose                         = 0xAD9; // std::uint8_t bitfield (0x1)
    uintptr_t bOnlyAllowAutonomousTickPose          = 0xAD9; // std::uint8_t bitfield (0x1)
    uintptr_t bIsAutonomousTickPose                 = 0xAD9; // std::uint8_t bitfield (0x1)
    uintptr_t bOldForceRefPose                      = 0xAD9; // std::uint8_t bitfield (0x1)
    uintptr_t bShowPrePhysBones                     = 0xAD9; // std::uint8_t bitfield (0x1)
    uintptr_t bRequiredBonesUpToDate                = 0xAD9; // std::uint8_t bitfield (0x1)
    uintptr_t bAnimTreeInitialised                  = 0xAD9; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableLineCheckWithBounds            = 0xAD9; // std::uint8_t bitfield (0x1)
    uintptr_t bPropagateCurvesToFollowers           = 0xADA; // std::uint8_t bitfield (0x1)
    uintptr_t bSkipKinematicUpdateWhenInterpolating = 0xADA; // std::uint8_t bitfield (0x1)
    uintptr_t bSkipBoundsUpdateWhenInterpolating    = 0xADA; // std::uint8_t bitfield (0x1)
    uintptr_t bSuppressNotifyEventDispatch          = 0xADA; // std::uint8_t bitfield (0x1)
    uintptr_t bNeedsQueuedAnimEventsDispatched      = 0xADA; // std::uint8_t bitfield (0x1)
    uintptr_t CachedAnimCurveUidVersion             = 0xAF2; // uint16_t (0x2)
    uintptr_t ClothBlendWeight                      = 0xAF4; // float (0x4)
    uintptr_t bWaitForParallelClothTask             = 0xAF8; // bool (0x1)
    uintptr_t bFilteredAnimCurvesIsAllowList        = 0xAF9; // bool (0x1)
    uintptr_t CachedMeshCurveMetaDataVersion        = 0xAFA; // uint16_t (0x2)
    uintptr_t FilteredAnimCurves                    = 0xB00; // FString (0x10)
    uintptr_t BodySetup                             = 0xB10; // BodySetup* (0x8)
    uintptr_t ClothMaxDistanceScale                 = 0xB1C; // float (0x4)
    uintptr_t ClothGeometryScale                    = 0xB20; // float (0x4)
    uintptr_t PostProcessAnimBPLODThreshold         = 0xB24; // int32_t (0x4)
    uintptr_t OnConstraintBroken                    = 0xB28; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPlasticDeformation                  = 0xB38; // FMulticastScriptDelegate (0x10)
    uintptr_t ClothingSimulationFactory             = 0xB48; // TSubclassOf<UClass> (0x8)
    uintptr_t TeleportDistanceThreshold             = 0xC50; // float (0x4)
    uintptr_t TeleportRotationThreshold             = 0xC54; // float (0x4)
    uintptr_t ClothingSimulationInstances           = 0xC68; // FString (0x10)
    uintptr_t MorphTargetCurves                     = 0xCA0; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t OnAnimInitialized                     = 0xCB0; // FMulticastScriptDelegate (0x10)
    uintptr_t LastPoseTickFrame                     = 0xF60; // uint32_t (0x4)
};

UStaticMeshComponent

// UStaticMeshComponent - 48 own fields (dump)
struct UStaticMeshComponent {
    uintptr_t ForcedLodModel                            = 0x5D8; // int32_t (0x4)
    uintptr_t MinLOD                                    = 0x5DC; // int32_t (0x4)
    uintptr_t SubDivisionStepSize                       = 0x5E0; // int32_t (0x4)
    uintptr_t WireframeColorOverride                    = 0x5E4; // FColor (0x4)
    uintptr_t StaticMesh                                = 0x5E8; // StaticMesh* (0x8)
    uintptr_t WorldPositionOffsetDisableDistance        = 0x5F0; // int32_t (0x4)
    uintptr_t bForceNaniteForMasked                     = 0x5F4; // std::uint8_t bitfield (0x1)
    uintptr_t bDisallowNanite                           = 0x5F4; // std::uint8_t bitfield (0x1)
    uintptr_t bForceDisableNanite                       = 0x5F4; // std::uint8_t bitfield (0x1)
    uintptr_t bEvaluateWorldPositionOffset              = 0x5F4; // std::uint8_t bitfield (0x1)
    uintptr_t bWorldPositionOffsetWritesVelocity        = 0x5F4; // std::uint8_t bitfield (0x1)
    uintptr_t bEvaluateWorldPositionOffsetInRayTracing  = 0x5F4; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideWireframeColor                   = 0x5F5; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideMinLOD                           = 0x5F5; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideNavigationExport                 = 0x5F5; // std::uint8_t bitfield (0x1)
    uintptr_t bForceNavigationObstacle                  = 0x5F5; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideNavAreaClass                     = 0x5F5; // std::uint8_t bitfield (0x1)
    uintptr_t NavAreaClass                              = 0x5F8; // TSubclassOf<UClass> (0x8)
    uintptr_t bDisallowMeshPaintPerInstance             = 0x600; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreInstanceForTextureStreaming        = 0x600; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideLightMapRes                      = 0x600; // std::uint8_t bitfield (0x1)
    uintptr_t bCastDistanceFieldIndirectShadow          = 0x600; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideDistanceFieldSelfShadowBias      = 0x600; // std::uint8_t bitfield (0x1)
    uintptr_t bUseSubDivisions                          = 0x600; // std::uint8_t bitfield (0x1)
    uintptr_t bUseDefaultCollision                      = 0x600; // std::uint8_t bitfield (0x1)
    uintptr_t bSortTriangles                            = 0x600; // std::uint8_t bitfield (0x1)
    uintptr_t bReverseCulling                           = 0x601; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableVertexColorMeshPainting            = 0x601; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableTextureColorMeshPainting           = 0x601; // std::uint8_t bitfield (0x1)
    uintptr_t bWritesToMaterialCache                    = 0x601; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideMeshPaintTextureCoordinateIndex  = 0x601; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideMeshPaintTextureResolution       = 0x601; // std::uint8_t bitfield (0x1)
    uintptr_t OverriddenMeshPaintTextureCoordinateIndex = 0x604; // int32_t (0x4)
    uintptr_t OverriddenMeshPaintTextureResolution      = 0x608; // int32_t (0x4)
    uintptr_t OverriddenLightMapRes                     = 0x60C; // int32_t (0x4)
    uintptr_t MeshPaintTextureCooked                    = 0x610; // Texture* (0x8)
    uintptr_t MeshPaintTextureOverride                  = 0x618; // Texture* (0x8)
    uintptr_t MaterialCacheTileCount                    = 0x620; // FIntPoint (0x8)
    uintptr_t MaterialCacheUVRegion                     = 0x628; // FBox2f (0x14)
    uintptr_t MaterialCacheUVCoordinateIndex            = 0x63C; // int32_t (0x4)
    uintptr_t MaterialCacheTextures                     = 0x640; // FString (0x10)
    uintptr_t DistanceFieldIndirectShadowMinVisibility  = 0x650; // float (0x4)
    uintptr_t DistanceFieldSelfShadowBias               = 0x654; // float (0x4)
    uintptr_t StreamingDistanceMultiplier               = 0x658; // float (0x4)
    uintptr_t NanitePixelProgrammableDistance           = 0x65C; // float (0x4)
    uintptr_t LODData                                   = 0x660; // FString (0x10)
    uintptr_t StreamingTextureData                      = 0x670; // FString (0x10)
    uintptr_t LightmassSettings                         = 0x680; // FLightmassPrimitiveSettings (0x18)
};

UCapsuleComponent

// UCapsuleComponent - 2 own fields (dump)
struct UCapsuleComponent {
    uintptr_t CapsuleHalfHeight = 0x590; // float (0x4)
    uintptr_t CapsuleRadius     = 0x594; // float (0x4)
};

UCameraComponent

// UCameraComponent - 26 own fields (dump)
struct UCameraComponent {
    uintptr_t FieldOfView                        = 0x240; // float (0x4)
    uintptr_t FirstPersonFieldOfView             = 0x244; // float (0x4)
    uintptr_t FirstPersonScale                   = 0x248; // float (0x4)
    uintptr_t OrthoWidth                         = 0x24C; // float (0x4)
    uintptr_t bAutoCalculateOrthoPlanes          = 0x250; // bool (0x1)
    uintptr_t AutoPlaneShift                     = 0x254; // float (0x4)
    uintptr_t OrthoNearClipPlane                 = 0x258; // float (0x4)
    uintptr_t OrthoFarClipPlane                  = 0x25C; // float (0x4)
    uintptr_t bUpdateOrthoPlanes                 = 0x260; // bool (0x1)
    uintptr_t bUseCameraHeightAsViewTarget       = 0x261; // bool (0x1)
    uintptr_t AspectRatio                        = 0x264; // float (0x4)
    uintptr_t AspectRatioAxisConstraint          = 0x268; // enum EAspectRatioAxisConstraint (0x1)
    uintptr_t bConstrainAspectRatio              = 0x269; // std::uint8_t bitfield (0x1)
    uintptr_t bOverrideAspectRatioAxisConstraint = 0x269; // std::uint8_t bitfield (0x1)
    uintptr_t bUseFieldOfViewForLOD              = 0x269; // std::uint8_t bitfield (0x1)
    uintptr_t Overscan                           = 0x26C; // float (0x4)
    uintptr_t AsymmetricOverscan                 = 0x270; // FVector4f (0x10)
    uintptr_t bScaleResolutionWithOverscan       = 0x280; // bool (0x1)
    uintptr_t bCropOverscan                      = 0x281; // bool (0x1)
    uintptr_t bLockToHmd                         = 0x282; // std::uint8_t bitfield (0x1)
    uintptr_t bUsePawnControlRotation            = 0x282; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableFirstPersonFieldOfView      = 0x282; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableFirstPersonScale            = 0x282; // std::uint8_t bitfield (0x1)
    uintptr_t ProjectionMode                     = 0x283; // enum ECameraProjectionMode (0x1)
    uintptr_t PostProcessBlendWeight             = 0x2F0; // float (0x4)
    uintptr_t PostProcessSettings                = 0x320; // FPostProcessSettings (0x7B0)
};

UActorComponent

// UActorComponent - 15 own fields (dump)
struct UActorComponent {
    uintptr_t PrimaryComponentTick                   = 0x38; // FActorComponentTickFunction (0x30)
    uintptr_t ComponentTags                          = 0x68; // FString (0x10)
    uintptr_t AssetUserData                          = 0x78; // FString (0x10)
    uintptr_t UCSSerializationIndex                  = 0x90; // int32_t (0x4)
    uintptr_t bNetAddressable                        = 0x98; // std::uint8_t bitfield (0x1)
    uintptr_t bReplicateUsingRegisteredSubObjectList = 0x98; // std::uint8_t bitfield (0x1)
    uintptr_t bReplicates                            = 0x98; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoActivate                          = 0x9A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsActive                              = 0x9A; // std::uint8_t bitfield (0x1)
    uintptr_t bEditableWhenInherited                 = 0x9A; // std::uint8_t bitfield (0x1)
    uintptr_t bCanEverAffectNavigation               = 0x9A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsEditorOnly                          = 0x9B; // std::uint8_t bitfield (0x1)
    uintptr_t CreationMethod                         = 0xB9; // enum EComponentCreationMethod (0x1)
    uintptr_t OnComponentActivated                   = 0xBA; // FMulticastScriptDelegate (0x1)
    uintptr_t OnComponentDeactivated                 = 0xBB; // FMulticastScriptDelegate (0x1)
};

UMovementComponent

// UMovementComponent - 14 own fields (dump)
struct UMovementComponent {
    uintptr_t UpdatedComponent                    =  0xC0; // SceneComponent* (0x8)
    uintptr_t UpdatedPrimitive                    =  0xC8; // PrimitiveComponent* (0x8)
    uintptr_t Velocity                            =  0xD8; // FVector (0x18)
    uintptr_t PlaneConstraintNormal               =  0xF0; // FVector (0x18)
    uintptr_t PlaneConstraintOrigin               = 0x108; // FVector (0x18)
    uintptr_t bUpdateOnlyIfRendered               = 0x120; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoUpdateTickRegistration         = 0x120; // std::uint8_t bitfield (0x1)
    uintptr_t bTickBeforeOwner                    = 0x120; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoRegisterUpdatedComponent       = 0x120; // std::uint8_t bitfield (0x1)
    uintptr_t bConstrainToPlane                   = 0x120; // std::uint8_t bitfield (0x1)
    uintptr_t bSnapToPlaneAtStart                 = 0x120; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoRegisterPhysicsVolumeUpdates   = 0x120; // std::uint8_t bitfield (0x1)
    uintptr_t bComponentShouldUpdatePhysicsVolume = 0x120; // std::uint8_t bitfield (0x1)
    uintptr_t PlaneConstraintAxisSetting          = 0x123; // enum EPlaneConstraintAxisSetting (0x1)
};

UPawnMovementComponent

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

UCharacterMovementComponent

// UCharacterMovementComponent - 168 own fields (dump)
struct UCharacterMovementComponent {
    uintptr_t CharacterOwner                                        = 0x198; // Character* (0x8)
    uintptr_t GravityScale                                          = 0x1A0; // float (0x4)
    uintptr_t MaxStepHeight                                         = 0x1A4; // float (0x4)
    uintptr_t JumpZVelocity                                         = 0x1A8; // float (0x4)
    uintptr_t JumpOffJumpZFactor                                    = 0x1AC; // float (0x4)
    uintptr_t WalkableFloorAngle                                    = 0x1CC; // float (0x4)
    uintptr_t WalkableFloorZ                                        = 0x1D0; // float (0x4)
    uintptr_t GravityDirection                                      = 0x1D8; // FVector (0x18)
    uintptr_t WorldToGravityTransform                               = 0x1F0; // FQuat (0x20)
    uintptr_t GravityToWorldTransform                               = 0x210; // FQuat (0x20)
    uintptr_t MovementMode                                          = 0x231; // enum EMovementMode (0x1)
    uintptr_t CustomMovementMode                                    = 0x232; // uint8_t (0x1)
    uintptr_t NetworkSmoothingMode                                  = 0x233; // enum ENetworkSmoothingMode (0x1)
    uintptr_t GroundFriction                                        = 0x234; // float (0x4)
    uintptr_t OldBaseQuat                                           = 0x240; // FQuat (0x20)
    uintptr_t OldBaseLocation                                       = 0x260; // FVector (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; // float (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; // float (0x4)
    uintptr_t AirControlBoostMultiplier                             = 0x2B4; // float (0x4)
    uintptr_t AirControlBoostVelocityThreshold                      = 0x2B8; // float (0x4)
    uintptr_t FallingLateralFriction                                = 0x2BC; // float (0x4)
    uintptr_t CrouchedHalfHeight                                    = 0x2C0; // float (0x4)
    uintptr_t Buoyancy                                              = 0x2C4; // float (0x4)
    uintptr_t PerchRadiusThreshold                                  = 0x2C8; // float (0x4)
    uintptr_t PerchAdditionalHeight                                 = 0x2CC; // float (0x4)
    uintptr_t RotationRate                                          = 0x2D0; // FRotator (0x18)
    uintptr_t bUseSeparateBrakingFriction                           = 0x2E8; // std::uint8_t bitfield (0x1)
    uintptr_t bDontFallBelowJumpZVelocityDuringJump                 = 0x2E8; // std::uint8_t bitfield (0x1)
    uintptr_t bApplyGravityWhileJumping                             = 0x2E8; // std::uint8_t bitfield (0x1)
    uintptr_t bUseControllerDesiredRotation                         = 0x2E8; // std::uint8_t bitfield (0x1)
    uintptr_t bOrientRotationToMovement                             = 0x2E8; // std::uint8_t bitfield (0x1)
    uintptr_t bSweepWhileNavWalking                                 = 0x2E8; // std::uint8_t bitfield (0x1)
    uintptr_t bMovementInProgress                                   = 0x2E8; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableScopedMovementUpdates                          = 0x2E9; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableServerDualMoveScopedMovementUpdates            = 0x2E9; // std::uint8_t bitfield (0x1)
    uintptr_t bForceMaxAccel                                        = 0x2E9; // std::uint8_t bitfield (0x1)
    uintptr_t bRunPhysicsWithNoController                           = 0x2E9; // std::uint8_t bitfield (0x1)
    uintptr_t bForceNextFloorCheck                                  = 0x2E9; // std::uint8_t bitfield (0x1)
    uintptr_t bShrinkProxyCapsule                                   = 0x2E9; // std::uint8_t bitfield (0x1)
    uintptr_t bCanWalkOffLedges                                     = 0x2E9; // std::uint8_t bitfield (0x1)
    uintptr_t bCanWalkOffLedgesWhenCrouching                        = 0x2E9; // std::uint8_t bitfield (0x1)
    uintptr_t bNetworkSkipProxyPredictionOnNetUpdate                = 0x2EA; // std::uint8_t bitfield (0x1)
    uintptr_t bNetworkAlwaysReplicateTransformUpdateTimestamp       = 0x2EA; // std::uint8_t bitfield (0x1)
    uintptr_t bDeferUpdateMoveComponent                             = 0x2EA; // std::uint8_t bitfield (0x1)
    uintptr_t bEnablePhysicsInteraction                             = 0x2EA; // std::uint8_t bitfield (0x1)
    uintptr_t bTouchForceScaledToMass                               = 0x2EA; // std::uint8_t bitfield (0x1)
    uintptr_t bPushForceScaledToMass                                = 0x2EA; // std::uint8_t bitfield (0x1)
    uintptr_t bPushForceUsingZOffset                                = 0x2EB; // std::uint8_t bitfield (0x1)
    uintptr_t bScalePushForceToVelocity                             = 0x2EB; // std::uint8_t bitfield (0x1)
    uintptr_t DeferredUpdatedMoveComponent                          = 0x2F0; // SceneComponent* (0x8)
    uintptr_t MaxOutOfWaterStepHeight                               = 0x2F8; // float (0x4)
    uintptr_t OutofWaterZ                                           = 0x2FC; // float (0x4)
    uintptr_t Mass                                                  = 0x300; // float (0x4)
    uintptr_t StandingDownwardForceScale                            = 0x304; // float (0x4)
    uintptr_t InitialPushForceFactor                                = 0x308; // float (0x4)
    uintptr_t PushForceFactor                                       = 0x30C; // float (0x4)
    uintptr_t PushForcePointZOffsetFactor                           = 0x310; // float (0x4)
    uintptr_t TouchForceFactor                                      = 0x314; // float (0x4)
    uintptr_t MinTouchForce                                         = 0x318; // float (0x4)
    uintptr_t MaxTouchForce                                         = 0x31C; // float (0x4)
    uintptr_t RepulsionForce                                        = 0x320; // float (0x4)
    uintptr_t Acceleration                                          = 0x328; // FVector (0x18)
    uintptr_t LastUpdateRotation                                    = 0x340; // FQuat (0x20)
    uintptr_t LastUpdateLocation                                    = 0x360; // FVector (0x18)
    uintptr_t LastUpdateVelocity                                    = 0x378; // FVector (0x18)
    uintptr_t ServerLastTransformUpdateTimeStamp                    = 0x390; // float (0x4)
    uintptr_t ServerLastClientGoodMoveAckTime                       = 0x394; // float (0x4)
    uintptr_t ServerLastClientAdjustmentTime                        = 0x398; // float (0x4)
    uintptr_t PendingImpulseToApply                                 = 0x3A0; // FVector (0x18)
    uintptr_t PendingForceToApply                                   = 0x3B8; // FVector (0x18)
    uintptr_t AnalogInputModifier                                   = 0x3D0; // float (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; // float (0x4)
    uintptr_t MaxDepenetrationWithGeometryAsProxy                   = 0x3F0; // float (0x4)
    uintptr_t MaxDepenetrationWithPawn                              = 0x3F4; // float (0x4)
    uintptr_t MaxDepenetrationWithPawnAsProxy                       = 0x3F8; // float (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 NetworkMinTimeBetweenClientAdjustmentsLargeCorrection = 0x424; // float (0x4)
    uintptr_t NetworkLargeClientCorrectionDistance                  = 0x428; // float (0x4)
    uintptr_t LedgeCheckThreshold                                   = 0x42C; // float (0x4)
    uintptr_t JumpOutOfWaterPitch                                   = 0x430; // float (0x4)
    uintptr_t CurrentFloor                                          = 0x438; // FFindFloorResult (0x108)
    uintptr_t DefaultLandMovementMode                               = 0x540; // enum EMovementMode (0x1)
    uintptr_t DefaultWaterMovementMode                              = 0x541; // enum EMovementMode (0x1)
    uintptr_t GroundMovementMode                                    = 0x542; // enum EMovementMode (0x1)
    uintptr_t bMaintainHorizontalGroundVelocity                     = 0x568; // std::uint8_t bitfield (0x1)
    uintptr_t bImpartBaseVelocityX                                  = 0x568; // std::uint8_t bitfield (0x1)
    uintptr_t bImpartBaseVelocityY                                  = 0x568; // std::uint8_t bitfield (0x1)
    uintptr_t bImpartBaseVelocityZ                                  = 0x568; // std::uint8_t bitfield (0x1)
    uintptr_t bImpartBaseAngularVelocity                            = 0x568; // std::uint8_t bitfield (0x1)
    uintptr_t bJustTeleported                                       = 0x568; // std::uint8_t bitfield (0x1)
    uintptr_t bNetworkUpdateReceived                                = 0x568; // std::uint8_t bitfield (0x1)
    uintptr_t bNetworkMovementModeChanged                           = 0x568; // std::uint8_t bitfield (0x1)
    uintptr_t bNetworkGravityDirectionChanged                       = 0x569; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreClientMovementErrorChecksAndCorrection         = 0x569; // std::uint8_t bitfield (0x1)
    uintptr_t bClientIgnoreMovementCorrections                      = 0x569; // std::uint8_t bitfield (0x1)
    uintptr_t bServerAcceptClientAuthoritativePosition              = 0x569; // std::uint8_t bitfield (0x1)
    uintptr_t bNotifyApex                                           = 0x569; // std::uint8_t bitfield (0x1)
    uintptr_t bCheatFlying                                          = 0x569; // std::uint8_t bitfield (0x1)
    uintptr_t bWantsToCrouch                                        = 0x569; // std::uint8_t bitfield (0x1)
    uintptr_t bCrouchMaintainsBaseLocation                          = 0x569; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreBaseRotation                                   = 0x56A; // std::uint8_t bitfield (0x1)
    uintptr_t bFastAttachedMove                                     = 0x56A; // std::uint8_t bitfield (0x1)
    uintptr_t bAlwaysCheckFloor                                     = 0x56A; // std::uint8_t bitfield (0x1)
    uintptr_t bUseFlatBaseForFloorChecks                            = 0x56A; // std::uint8_t bitfield (0x1)
    uintptr_t bPerformingJumpOff                                    = 0x56A; // std::uint8_t bitfield (0x1)
    uintptr_t bWantsToLeaveNavWalking                               = 0x56A; // std::uint8_t bitfield (0x1)
    uintptr_t bUseRVOAvoidance                                      = 0x56A; // std::uint8_t bitfield (0x1)
    uintptr_t bRequestedMoveUseAcceleration                         = 0x56A; // std::uint8_t bitfield (0x1)
    uintptr_t bWasSimulatingRootMotion                              = 0x56B; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowPhysicsRotationDuringAnimRootMotion             = 0x56B; // std::uint8_t bitfield (0x1)
    uintptr_t FormerBaseVelocityDecayHalfLife                       = 0x56C; // float (0x4)
    uintptr_t bHasRequestedVelocity                                 = 0x570; // std::uint8_t bitfield (0x1)
    uintptr_t bRequestedMoveWithMaxSpeed                            = 0x570; // std::uint8_t bitfield (0x1)
    uintptr_t bWasAvoidanceUpdated                                  = 0x570; // std::uint8_t bitfield (0x1)
    uintptr_t bProjectNavMeshWalking                                = 0x570; // std::uint8_t bitfield (0x1)
    uintptr_t bSlideAlongNavMeshEdge                                = 0x570; // std::uint8_t bitfield (0x1)
    uintptr_t bProjectNavMeshOnBothWorldChannels                    = 0x570; // std::uint8_t bitfield (0x1)
    uintptr_t AvoidanceConsiderationRadius                          = 0x594; // float (0x4)
    uintptr_t RequestedVelocity                                     = 0x598; // FVector (0x18)
    uintptr_t LastUpdateRequestedVelocity                           = 0x5B0; // FVector (0x18)
    uintptr_t AvoidanceUID                                          = 0x5C8; // int32_t (0x4)
    uintptr_t AvoidanceGroup                                        = 0x5CC; // FNavAvoidanceMask (0x4)
    uintptr_t GroupsToAvoid                                         = 0x5D0; // FNavAvoidanceMask (0x4)
    uintptr_t GroupsToIgnore                                        = 0x5D4; // FNavAvoidanceMask (0x4)
    uintptr_t AvoidanceWeight                                       = 0x5D8; // float (0x4)
    uintptr_t PendingLaunchVelocity                                 = 0x5E0; // FVector (0x18)
    uintptr_t NavMeshProjectionInterval                             = 0x738; // float (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 bBasedMovementIgnoreAttachedActors                    = 0x751; // bool (0x1)
    uintptr_t bBaseOnAttachmentRoot                                 = 0x752; // bool (0x1)
    uintptr_t bStayBasedInAir                                       = 0x753; // bool (0x1)
    uintptr_t StayBasedInAirHeight                                  = 0x754; // float (0x4)
    uintptr_t PostPhysicsTickFunction                               = 0x788; // FCharacterMovementComponentPostPhysicsTickFunction (0x30)
    uintptr_t MinTimeBetweenTimeStampResets                         = 0x7D0; // float (0x4)
    uintptr_t CurrentRootMotion                                     = 0xD48; // FRootMotionSourceGroup (0x48)
    uintptr_t ServerCorrectionRootMotion                            = 0xD90; // FRootMotionSourceGroup (0x48)
    uintptr_t RootMotionParams                                      = 0xF40; // FRootMotionMovementParams (0x70)
    uintptr_t AnimRootMotionVelocity                                = 0xFB0; // FVector (0x18)
};

UPlayerInput

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

AFortGameState

// AFortGameState - 60 own fields (dump)
struct AFortGameState {
    uintptr_t CurrentWUID                                         = 0x350; // FString (0x10)
    uintptr_t CurrentZoneInstanceId                               = 0x360; // FString (0x10)
    uintptr_t ParTime                                             = 0x370; // int32_t (0x4)
    uintptr_t WorldLevel                                          = 0x374; // int32_t (0x4)
    uintptr_t CraftingBonus                                       = 0x378; // int32_t (0x4)
    uintptr_t CurrentReadyToContinueTimer                         = 0x37C; // float (0x4)
    uintptr_t TeamCount                                           = 0x380; // int32_t (0x4)
    uintptr_t MatchmakingLinkId                                   = 0x388; // FOnlineLinkId (0x18)
    uintptr_t MatchmakingLinkType                                 = 0x3A0; // FString (0x10)
    uintptr_t AnalyticsSessionInfo                                = 0x3B0; // FAnalyticsSessionInfo (0x38)
    uintptr_t POIManager                                          = 0x3E8; // FortPoiManager* (0x8)
    uintptr_t bDBNOEnabledForGameMode                             = 0x404; // std::uint8_t bitfield (0x1)
    uintptr_t bSkipWorldSave                                      = 0x404; // std::uint8_t bitfield (0x1)
    uintptr_t bShowLoadingScreenUntilAllLevelAreLoaded            = 0x404; // std::uint8_t bitfield (0x1)
    uintptr_t bFishingCollectionEnabled                           = 0x420; // bool (0x1)
    uintptr_t bCharacterCollectionEnabled                         = 0x421; // bool (0x1)
    uintptr_t bAccoladeCollectionEnabled                          = 0x422; // bool (0x1)
    uintptr_t MatchStartTime                                      = 0x424; // float (0x4)
    uintptr_t RealMatchStartTime                                  = 0x428; // double (0x8)
    uintptr_t bPlayerRespawningBlocked_Temporarily                = 0x430; // bool (0x1)
    uintptr_t ReplicatedWorldRealTimeSecondsDouble                = 0x438; // double (0x8)
    uintptr_t ServerWorldRealTimeSecondsDelta                     = 0x440; // double (0x8)
    uintptr_t AdditionalPlaylistLevelsStreamed                    = 0x478; // FString (0x10)
    uintptr_t WorldDaysElapsed                                    = 0x4D8; // int32_t (0x4)
    uintptr_t FeedbackManager                                     = 0x4F8; // FortFeedbackManager* (0x8)
    uintptr_t MissionManager                                      = 0x500; // FortMissionManager* (0x8)
    uintptr_t AnnouncementManager                                 = 0x508; // FortClientAnnouncementManager* (0x8)
    uintptr_t ScriptedActionManager                               = 0x510; // FortScriptedActionManager* (0x8)
    uintptr_t LobbyGameState                                      = 0x518; // FortLobbyBeaconState* (0x8)
    uintptr_t WorldManager                                        = 0x520; // FortWorldManager* (0x8)
    uintptr_t GameplayState                                       = 0x528; // enum EFortGameplayState (0x1)
    uintptr_t MusicManagerSubclass                                = 0x530; // TSubclassOf<UClass> (0x8)
    uintptr_t MusicManagerBank                                    = 0x538; // FortMusicManagerBank* (0x8)
    uintptr_t FortAmbientAudioControllerClass                     = 0x540; // TSubclassOf<UClass> (0x8)
    uintptr_t FortStreamingSourcesComponentClassOverride          = 0x548; // TSubclassOf<UClass> (0x8)
    uintptr_t GameSessionId                                       = 0x550; // FString (0x10)
    uintptr_t ManagedCharMovementComponents                       = 0x560; // FString (0x10)
    uintptr_t ManagedAnimPawns                                    = 0x570; // FString (0x10)
    uintptr_t PawnForReplayRelevancy                              = 0x580; // FortPawn* (0x8)
    uintptr_t RecorderPlayerState                                 = 0x588; // FortPlayerState* (0x8)
    uintptr_t ManagedCharMovementComponentsCopyPrimary            = 0x5C0; // FString (0x10)
    uintptr_t ManagedCharMovementComponentsCopyDelayed            = 0x5D0; // FString (0x10)
    uintptr_t TimeOfDayCallbacks                                  = 0x5E0; // FString (0x10)
    uintptr_t FXManager                                           = 0x5F0; // FortFXManager* (0x8)
    uintptr_t WindManager                                         = 0x5F8; // FortWindManager* (0x8)
    uintptr_t DestructionGraph                                    = 0x600; // FortDestructionGraph* (0x8)
    uintptr_t Teams                                               = 0x608; // FString (0x10)
    uintptr_t bSkipTeamReplication                                = 0x618; // bool (0x1)
    uintptr_t OnPoiManagerReplicatedEvent                         = 0x650; // FMulticastScriptDelegate (0x10)
    uintptr_t GlobalAbilityTargetingActor                         = 0x6A8; // FortGlobalAbilityTargetingActor* (0x8)
    uintptr_t AppliedHomebaseDataArray                            = 0x6D8; // FString (0x10)
    uintptr_t OnAllAdditionalPlaylistLevelsLoadedDynamicDelegate  = 0x748; // FMulticastScriptDelegate (0x10)
    uintptr_t OnAllAdditionalPlaylistLevelsVisibleDynamicDelegate = 0x770; // FMulticastScriptDelegate (0x10)
    uintptr_t LootInfo                                            = 0x780; // FGameStateLootInfo (0x20)
    uintptr_t TreasureChestInfos                                  = 0x7A0; // FString (0x10)
    uintptr_t AmmoBoxInfos                                        = 0x7B0; // FString (0x10)
    uintptr_t UnplayableHitchThresholdInMs                        = 0x7D8; // float (0x4)
    uintptr_t MaxUnplayableHitchesToTolerate                      = 0x7DC; // int32_t (0x4)
    uintptr_t CreativeQuestManager                                = 0x7F0; // CreativeQuestManager* (0x8)
    uintptr_t SkinWeightManager                                   = 0x7F8; // FortSkinWeightOverrideManager* (0x8)
};

AFortGameStateZone

// AFortGameStateZone - 81 own fields (dump)
struct AFortGameStateZone {
    uintptr_t PawnIDCount                                     = 0x800; // int32_t (0x4)
    uintptr_t WaitingToLeaveZoneTimeLeft                      = 0x804; // int32_t (0x4)
    uintptr_t HostilityMeterPercent                           = 0x808; // float (0x4)
    uintptr_t IntensityPercent                                = 0x80C; // float (0x4)
    uintptr_t SpawnPointsCap                                  = 0x810; // int32_t (0x4)
    uintptr_t SpawnPointsAllocated                            = 0x814; // int32_t (0x4)
    uintptr_t MaxTotalAI                                      = 0x818; // int32_t (0x4)
    uintptr_t MaxEncounterAI                                  = 0x81C; // int32_t (0x4)
    uintptr_t MaxEncounterSP                                  = 0x820; // int32_t (0x4)
    uintptr_t ReplicatedMontageMap                            = 0x828; // FReplicatedMontageMap (0x18)
    uintptr_t AllSpawnGroupUpgradeModifierDefs                = 0x840; // FString (0x10)
    uintptr_t CompletionResult                                = 0x850; // enum EFortCompletionResult (0x1)
    uintptr_t ClientNetworkAnalyticsTimerPeriod               = 0x898; // float (0x4)
    uintptr_t PlayerBuildingSkillLevel                        = 0x89C; // float (0x4)
    uintptr_t PlayerSharedMaxTrapAttributes                   = 0x8A0; // FString (0x10)
    uintptr_t GameplayMutatorObservers                        = 0x8B0; // FString (0x10)
    uintptr_t ExplicitGloballyBlockedAbilityTags              = 0x930; // FGameplayTagContainer (0x20)
    uintptr_t bInvitesRestricted                              = 0x970; // bool (0x1)
    uintptr_t bDBNODeathEnabled                               = 0x971; // bool (0x1)
    uintptr_t ServerGameplayTagIndexHash                      = 0x974; // uint32_t (0x4)
    uintptr_t bDisconnectOnServerGameplayTagIndexHashMismatch = 0x978; // bool (0x1)
    uintptr_t OnCompletionResultEvent                         = 0x9E0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnServerZoneCompleteDelegate                    = 0x9F0; // FMulticastScriptDelegate (0x10)
    uintptr_t TotalPlayerStructures                           = 0xA04; // int32_t (0x4)
    uintptr_t MaxPlayerStructures                             = 0xA08; // int32_t (0x4)
    uintptr_t bGlobalCeaseFire                                = 0xA0C; // bool (0x1)
    uintptr_t GlobalEnvironmentAbilityActor                   = 0xA28; // FortGlobalEnvironmentAbilityActor* (0x8)
    uintptr_t GlobalGameplayEventListeners                    = 0xA30; // FString (0x10)
    uintptr_t ActiveGameplayModifiers                         = 0xA40; // FActiveGameplayModifierArray (0x70)
    uintptr_t bSupportRuntimeShutdownOfGameplayModifiers      = 0xAB0; // bool (0x1)
    uintptr_t StructuralSupportSystem                         = 0xAB8; // BuildingStructuralSupportSystem* (0x8)
    uintptr_t ZoneDifficultyInfoRow                           = 0xAC0; // FDataTableRowHandle (0x10)
    uintptr_t ZoneTheme                                       = 0xAD0; // FortZoneTheme* (0x8)
    uintptr_t MissionGeneratorClass                           = 0xAD8; // TSoftClassPtr<UClass> (0x20)
    uintptr_t MissionRewards                                  = 0xAF8; // FString (0x10)
    uintptr_t DifficultyIncreaseRewards                       = 0xB08; // FString (0x10)
    uintptr_t MissionAlertData                                = 0xB18; // FFortZoneMissionAlertData (0x30)
    uintptr_t ManagedObjectData                               = 0xB48; // FManagedValidationArray (0x60)
    uintptr_t ClientPreloadMissionClasses                     = 0xC40; // FString (0x10)
    uintptr_t ThreatVisualsManager                            = 0xC50; // FortThreatVisualsManager* (0x8)
    uintptr_t ThreatParticleActor                             = 0xC58; // FortThreatParticleActor* (0x8)
    uintptr_t bDrawRunVariationDebug                          = 0xC60; // bool (0x1)
    uintptr_t PawnVariationList                               = 0xC68; // FString (0x10)
    uintptr_t VariationIndex                                  = 0xC78; // int32_t (0x4)
    uintptr_t GameDifficulty                                  = 0xC7C; // float (0x4)
    uintptr_t bIsGroupContent                                 = 0xC84; // bool (0x1)
    uintptr_t DifficultyIncreaseRewardTier                    = 0xC88; // int32_t (0x4)
    uintptr_t bAllowedToUpdateBackendDifficulty               = 0xC8C; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowedToOverrideBackendRewards                = 0xC8C; // std::uint8_t bitfield (0x1)
    uintptr_t AllPlayerBuildableClasses                       = 0xCA0; // FString (0x10)
    uintptr_t AllPlayerBuildableClassesIndexLookup            = 0xCB0; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t OnUIMapManagerCreated                           = 0xD20; // FMulticastScriptDelegate (0x10)
    uintptr_t UIMapManager                                    = 0xD48; // FortInGameMapManager* (0x8)
    uintptr_t OnScoreTotalsChanged                            = 0xD50; // FMulticastScriptDelegate (0x10)
    uintptr_t ScoringTableRowName                             = 0xD60; // FName (0x4)
    uintptr_t TotalCombatScore                                = 0xD64; // int32_t (0x4)
    uintptr_t TotalBuildingScore                              = 0xD68; // int32_t (0x4)
    uintptr_t TotalUtilityScore                               = 0xD6C; // int32_t (0x4)
    uintptr_t TheaterUniqueId                                 = 0xD70; // FString (0x10)
    uintptr_t MissionLogDebugString                           = 0xD80; // FString (0x10)
    uintptr_t bAllowBuildingCostMods                          = 0xDA8; // std::uint8_t bitfield (0x1)
    uintptr_t bFreeBuildingRepairs                            = 0xDA8; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowBuildingAtLayoutRequirements              = 0xDAC; // bool (0x1)
    uintptr_t bAllowBuildingWithoutLayoutRequirements         = 0xDAD; // bool (0x1)
    uintptr_t bAllowLayoutRequirementsFeature                 = 0xDAE; // bool (0x1)
    uintptr_t bAllowBuildingThroughBlockingObjects            = 0xDB0; // bool (0x1)
    uintptr_t bShouldPreCachePlayerBuildableClasses           = 0xDB1; // bool (0x1)
    uintptr_t NumSurvivorsSpawned                             = 0xDB4; // int32_t (0x4)
    uintptr_t NumSurvivorsDead                                = 0xDB8; // int32_t (0x4)
    uintptr_t NumSurvivorsRescued                             = 0xDBC; // int32_t (0x4)
    uintptr_t OnNumSurvivorsRescuedChangedDelegate            = 0xDC0; // FMulticastScriptDelegate (0x10)
    uintptr_t ServerStability                                 = 0xDD0; // enum EServerStability (0x1)
    uintptr_t GameplayVotesArray                              = 0xE50; // FString (0x10)
    uintptr_t CreativePortalManager                           = 0xE70; // FortCreativePortalManager* (0x8)
    uintptr_t CreativeRealEstatePlotManager                   = 0xE78; // FortCreativeRealEstatePlotManager* (0x8)
    uintptr_t bUseMaxBackpackSize                             = 0xE80; // bool (0x1)
    uintptr_t bForceClientRoutingForPurchaseCatalogEntry      = 0xE81; // bool (0x1)
    uintptr_t AffiliationManager                              = 0xE88; // FortGameStateComponent_AffiliationManager* (0x8)
    uintptr_t SurfaceOverrideComponent                        = 0xE90; // FortGameStateComponent_SurfaceOverride* (0x8)
    uintptr_t ReplicatedServerTickRate                        = 0xE98; // enum EFortServerTickRate (0x1)
    uintptr_t ReplicatedPhysicsTickRate                       = 0xE99; // enum EFortPhysicsTickRate (0x1)
};

AFortGameStateAthena

// AFortGameStateAthena - 223 own fields (dump)
struct AFortGameStateAthena {
    uintptr_t PostGameUIInfo                                           = 0x10B0; // FortPlaylistUIInfo* (0x8)
    uintptr_t bInSpawningStartup                                       = 0x10B8; // std::uint8_t bitfield (0x1)
    uintptr_t bCanBuildOnWaterGlobal                                   = 0x10E0; // bool (0x1)
    uintptr_t bBlockBuildOnWaterGlobal                                 = 0x10E1; // bool (0x1)
    uintptr_t OnNewContentUpdateMessageRecieved                        = 0x1118; // FMulticastScriptDelegate (0x10)
    uintptr_t OnNewScreenLogMessageReceived                            = 0x1128; // FMulticastScriptDelegate (0x10)
    uintptr_t bIsGrassFireBoundsUpdateEnabled                          = 0x1138; // bool (0x1)
    uintptr_t bCanSpawnLoot                                            = 0x1139; // bool (0x1)
    uintptr_t InfiniteBuildingResources                                = 0x1140; // FScalableFloat (0x28)
    uintptr_t InfiniteGold                                             = 0x1168; // FScalableFloat (0x28)
    uintptr_t InfiniteWorldResources                                   = 0x1190; // FScalableFloat (0x28)
    uintptr_t AthenaGameDataTable                                      = 0x11E0; // CurveTable* (0x8)
    uintptr_t AthenaGameDataResetRows                                  = 0x11E8; // FString (0x10)
    uintptr_t ResetAthenaGameDataTable                                 = 0x11F8; // CurveTable* (0x8)
    uintptr_t bIsUsingDownloadOnDemand                                 = 0x1200; // bool (0x1)
    uintptr_t bWantsHoldoverPluginOnClient                             = 0x1201; // bool (0x1)
    uintptr_t bDisconnectOnContentBeaconError                          = 0x1202; // bool (0x1)
    uintptr_t OnCurrentPlaylistLoaded                                  = 0x1240; // FMulticastScriptDelegate (0x10)
    uintptr_t bPlaylistDataIsLoaded                                    = 0x12B0; // bool (0x1)
    uintptr_t bPlaylistDataIsActivelyLoading                           = 0x12B2; // bool (0x1)
    uintptr_t FullScreenMapBlockers                                    = 0x12E8; // FString (0x10)
    uintptr_t AllWinnersAnnounced                                      = 0x12F8; // FMulticastScriptDelegate (0x10)
    uintptr_t WinnerInfoDisplayReadyCN                                 = 0x1308; // FMulticastScriptDelegate (0x10)
    uintptr_t CountdownTick                                            = 0x1318; // FMulticastScriptDelegate (0x10)
    uintptr_t CountdownStarted                                         = 0x1328; // FMulticastScriptDelegate (0x10)
    uintptr_t CountdownFinished                                        = 0x1338; // FMulticastScriptDelegate (0x10)
    uintptr_t CountdownStopped                                         = 0x1348; // FMulticastScriptDelegate (0x10)
    uintptr_t FinalCountdownTick                                       = 0x1358; // FMulticastScriptDelegate (0x10)
    uintptr_t FinalCountdownStarted                                    = 0x1368; // FMulticastScriptDelegate (0x10)
    uintptr_t FinalCountdownFinished                                   = 0x1378; // FMulticastScriptDelegate (0x10)
    uintptr_t CurrentHighScoreUpdated                                  = 0x1388; // FMulticastScriptDelegate (0x10)
    uintptr_t OnGoalScoreChanged                                       = 0x1398; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPickupSpawnedAndReady                                  = 0x13A8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPickupDestroy                                          = 0x13B8; // FMulticastScriptDelegate (0x10)
    uintptr_t GameModeMessageRequest                                   = 0x13C8; // FMulticastScriptDelegate (0x10)
    uintptr_t ContextTutorialGameModeMessageRequest                    = 0x13D8; // FMulticastScriptDelegate (0x10)
    uintptr_t HideGameModeMessageRequest                               = 0x13E8; // FMulticastScriptDelegate (0x10)
    uintptr_t GameModeMessageSuccess                                   = 0x13F8; // FMulticastScriptDelegate (0x10)
    uintptr_t ShowGameModeMessage                                      = 0x1408; // FMulticastScriptDelegate (0x10)
    uintptr_t HideGameModeMessage                                      = 0x1418; // FMulticastScriptDelegate (0x10)
    uintptr_t ShowMarkerGameMode                                       = 0x1428; // FMulticastScriptDelegate (0x10)
    uintptr_t HideMarkerGameMode                                       = 0x1438; // FMulticastScriptDelegate (0x10)
    uintptr_t RepositionGameModeMessage                                = 0x1448; // FMulticastScriptDelegate (0x10)
    uintptr_t SetDefaultPositionGameModeMessage                        = 0x1458; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPlayerLeftCreativeIsland                               = 0x1468; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPlayerJoinedCreativeIsland                             = 0x1478; // FMulticastScriptDelegate (0x10)
    uintptr_t MutatorGenericIntegerUpdated                             = 0x1488; // FMulticastScriptDelegate (0x10)
    uintptr_t MutatorGameplayEvent                                     = 0x1498; // FMulticastScriptDelegate (0x10)
    uintptr_t bForceTeamScorePlacementOnDeath                          = 0x1528; // bool (0x1)
    uintptr_t bSkyTubesShuttingDown                                    = 0x1529; // bool (0x1)
    uintptr_t bSkyTubesDisabled                                        = 0x152A; // bool (0x1)
    uintptr_t ServerChangelistNumber                                   = 0x1534; // int32_t (0x4)
    uintptr_t ServerType                                               = 0x1538; // FString (0x10)
    uintptr_t SpecialActorData                                         = 0x1548; // FortSpecialActorReplicationInfo* (0x8)
    uintptr_t ReplOverrideData                                         = 0x1550; // FortPropertyOverrideReplShared* (0x8)
    uintptr_t BuildingActorClasses                                     = 0x1560; // FString (0x10)
    uintptr_t WinnerAnnounced                                          = 0x1570; // FMulticastScriptDelegate (0x10)
    uintptr_t WinningTeamAnnounced                                     = 0x1580; // FMulticastScriptDelegate (0x10)
    uintptr_t WinningScoreDetermined                                   = 0x1590; // FMulticastScriptDelegate (0x10)
    uintptr_t ActiveTeamArrayBuiltEvent                                = 0x15A0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPlayersLeftChanged                                     = 0x15B0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnTeamsLeftChanged                                       = 0x15E0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWinConditionMetCN                                      = 0x15F0; // FMulticastScriptDelegate (0x10)
    uintptr_t UpdateNamedPoiColorDelegate                              = 0x1600; // FMulticastScriptDelegate (0x10)
    uintptr_t bSkipWinnerAnnounced                                     = 0x1610; // bool (0x1)
    uintptr_t bStopBuildingHealingOnDamage                             = 0x1611; // bool (0x1)
    uintptr_t EndGameStartTime                                         = 0x1614; // float (0x4)
    uintptr_t EndGameKickPlayerTime                                    = 0x1618; // float (0x4)
    uintptr_t TotalPlayers                                             = 0x161C; // int32_t (0x4)
    uintptr_t PlayersLeft                                              = 0x1620; // int32_t (0x4)
    uintptr_t PlayersLoaded                                            = 0x1624; // int32_t (0x4)
    uintptr_t ClientVehicleClassesToLoad                               = 0x1628; // FString (0x10)
    uintptr_t ClientItemDefsToLoad                                     = 0x1638; // FString (0x10)
    uintptr_t PredictedProjectiles                                     = 0x1648; // FString (0x10)
    uintptr_t RemainingFocalPointActorDuration                         = 0x1658; // float (0x4)
    uintptr_t FocalPointActor                                          = 0x1660; // Actor* (0x8)
    uintptr_t FocalPointRotationInterpSpeed                            = 0x1668; // float (0x4)
    uintptr_t FocalPointOffset                                         = 0x1670; // FVector_NetQuantize (0x18)
    uintptr_t FocalPointFOV                                            = 0x1688; // float (0x4)
    uintptr_t bCheatRespawnEnabled                                     = 0x16DC; // bool (0x1)
    uintptr_t TeamXPlayersLeft                                         = 0x16E0; // FString (0x10)
    uintptr_t WinningPlayerList                                        = 0x16F0; // FString (0x10)
    uintptr_t TeamsLeft                                                = 0x1700; // int32_t (0x4)
    uintptr_t ServerToClientPreloadList                                = 0x1708; // FString (0x10)
    uintptr_t DefaultBattleBus                                         = 0x1718; // AthenaBattleBusItemDefinition* (0x8)
    uintptr_t TeamFlightPaths                                          = 0x1720; // FString (0x10)
    uintptr_t FlightPathMidLine                                        = 0x1730; // FAircraftFlightInfo (0x48)
    uintptr_t DropZoneCenter                                           = 0x1778; // FVector2D (0x10)
    uintptr_t FlightPathSelectionCenter                                = 0x1788; // FVector2D (0x10)
    uintptr_t UtcTimeStartedMatch                                      = 0x1798; // FDateTime (0x8)
    uintptr_t bIsLargeTeamGame                                         = 0x17A0; // bool (0x1)
    uintptr_t WinningPlayerState                                       = 0x17A8; // PlayerState* (0x8)
    uintptr_t WinningTeam                                              = 0x17C0; // int32_t (0x4)
    uintptr_t WinningScore                                             = 0x17C4; // int32_t (0x4)
    uintptr_t CurrentHighScore                                         = 0x17C8; // int32_t (0x4)
    uintptr_t CurrentHighScoreTeam                                     = 0x17CC; // int32_t (0x4)
    uintptr_t SupplyDropWaveStartedSoundCue                            = 0x17D0; // SoundCue* (0x8)
    uintptr_t bApplyHomebaseEffectsOnPlayerSetup                       = 0x17F8; // bool (0x1)
    uintptr_t KillFeedEntry                                            = 0x1800; // FString (0x10)
    uintptr_t KillFeedUpdated                                          = 0x1820; // FMulticastScriptDelegate (0x10)
    uintptr_t SpectatorArray                                           = 0x1838; // FString (0x10)
    uintptr_t PartyMemberSpectatorArray                                = 0x1848; // FString (0x10)
    uintptr_t bStormReachedFinalPosition                               = 0x1859; // bool (0x1)
    uintptr_t FriendlyFireType                                         = 0x185A; // enum EFriendlyFireType (0x1)
    uintptr_t SpectateAPartyMemberAvailable                            = 0x1878; // bool (0x1)
    uintptr_t GameMemberInfoArray                                      = 0x1910; // FGameMemberInfoArray (0x60)
    uintptr_t ActiveTeamNums                                           = 0x1A00; // FString (0x10)
    uintptr_t CurrentPlaylistId                                        = 0x1A10; // int32_t (0x4)
    uintptr_t MinimapBackgroundMID                                     = 0x1A18; // MaterialInstanceDynamic* (0x8)
    uintptr_t MinimapCircleMID                                         = 0x1A20; // MaterialInstanceDynamic* (0x8)
    uintptr_t MinimapNextCircleMID                                     = 0x1A28; // MaterialInstanceDynamic* (0x8)
    uintptr_t FullMapCircleMID                                         = 0x1A30; // MaterialInstanceDynamic* (0x8)
    uintptr_t FullMapNextCircleMID                                     = 0x1A38; // MaterialInstanceDynamic* (0x8)
    uintptr_t MinimapSafeZoneBrush                                     = 0x1A40; // FSlateBrush (0xB0)
    uintptr_t MinimapCircleBrush                                       = 0x1AF0; // FSlateBrush (0xB0)
    uintptr_t MinimapNextCircleBrush                                   = 0x1BA0; // FSlateBrush (0xB0)
    uintptr_t FullMapCircleBrush                                       = 0x1C50; // FSlateBrush (0xB0)
    uintptr_t FullMapNextCircleBrush                                   = 0x1D00; // FSlateBrush (0xB0)
    uintptr_t MinimapSafeZoneFinalPosBrush                             = 0x1DB0; // FSlateBrush (0xB0)
    uintptr_t AircraftPathBrush                                        = 0x1E60; // FSlateBrush (0xB0)
    uintptr_t AircraftMidlinePathBrush                                 = 0x1F10; // FSlateBrush (0xB0)
    uintptr_t AircraftPathTeamIndicatorBrush                           = 0x1FC0; // FSlateBrush (0xB0)
    uintptr_t MiniMapBackgroundDrawingMaterialOverride                 = 0x2070; // MaterialInterface* (0x8)
    uintptr_t MiniMapRadiusTrackerCircleOffscreenDrawingIcon           = 0x2078; // Texture2D* (0x8)
    uintptr_t MiniMapRadiusTrackerCircleOffscreenBackgroundDrawingIcon = 0x2080; // Texture2D* (0x8)
    uintptr_t MiniMapBackgroundDrawingMaterial                         = 0x2088; // MaterialInterface* (0x8)
    uintptr_t MiniMapCircleDrawingMaterial                             = 0x2090; // MaterialInterface* (0x8)
    uintptr_t MiniMapNextCircleDrawingMaterial                         = 0x2098; // MaterialInterface* (0x8)
    uintptr_t MiniMapRadiusTrackerCircleDrawingMaterial                = 0x20A0; // MaterialInterface* (0x8)
    uintptr_t RadiusTrackerCircleCenterAndRadiusParameterName          = 0x20A8; // FName (0x4)
    uintptr_t RadiusTrackerCircleColorParameterName                    = 0x20AC; // FName (0x4)
    uintptr_t bDrawSafeZone                                            = 0x20B0; // bool (0x1)
    uintptr_t DynamicShadows                                           = 0x20B8; // FString (0x10)
    uintptr_t DynamicLands                                             = 0x20C8; // FString (0x10)
    uintptr_t MapInfo                                                  = 0x20D8; // FortAthenaMapInfo* (0x8)
    uintptr_t MinimapMPC                                               = 0x20E0; // MaterialParameterCollection* (0x8)
    uintptr_t BroadcastSpectatorInfo                                   = 0x20E8; // FortBroadcastSpectatorInfo* (0x8)
    uintptr_t SplatterGridSystem                                       = 0x20F0; // SplatterGridSystem* (0x8)
    uintptr_t CustomizationsPreloader                                  = 0x2148; // FortCustomizationsPreloader* (0x8)
    uintptr_t AICharacterPartsPreloadData                              = 0x2150; // FString (0x10)
    uintptr_t AIAnimationSpawnerDataProxyTables                        = 0x2160; // FString (0x10)
    uintptr_t AIPawnCustomizationPreloadData                           = 0x2170; // FString (0x10)
    uintptr_t ReasonWereInSetupPhase                                   = 0x21B0; // FString (0x10)
    uintptr_t CustomKeyMatchOwner                                      = 0x21C0; // FString (0x10)
    uintptr_t CustomMatchKey                                           = 0x21D0; // FString (0x10)
    uintptr_t EventTournamentRound                                     = 0x21E0; // enum EEventTournamentRound (0x1)
    uintptr_t bIsCustomMatch                                           = 0x21E1; // bool (0x1)
    uintptr_t bIsTournamentMatch                                       = 0x21E2; // bool (0x1)
    uintptr_t TournamentInputFilter                                    = 0x21E3; // enum EFortInputFilterLevel (0x1)
    uintptr_t CurrentPlaylistInfo                                      = 0x21E8; // FPlaylistPropertyArray (0xA8)
    uintptr_t LobbySoundMix                                            = 0x22B8; // SoundMix* (0x8)
    uintptr_t TotalPlayersBots                                         = 0x22C0; // int32_t (0x4)
    uintptr_t PlayerBotsLeft                                           = 0x22C4; // int32_t (0x4)
    uintptr_t LobbyAction                                              = 0x22D8; // int32_t (0x4)
    uintptr_t MutatorEventData                                         = 0x22DC; // FGameplayMutatorEventData (0x10)
    uintptr_t MutatorObjectDataArray                                   = 0x22F0; // FGameplayMutatorObjectDataArray (0x58)
    uintptr_t MutatorGenericInt                                        = 0x2348; // int32_t (0x4)
    uintptr_t MutatorGenericInt_1                                      = 0x234C; // int32_t (0x4)
    uintptr_t MutatorGenericInt_2                                      = 0x2350; // int32_t (0x4)
    uintptr_t GameplayMutator_AI                                       = 0x2358; // FortAthenaMutator_AI* (0x8)
    uintptr_t MutatorListComponent                                     = 0x2360; // FortMutatorListComponent* (0x8)
    uintptr_t DefaultGliderRedeployCanRedeploy                         = 0x2368; // float (0x4)
    uintptr_t DefaultRedeployGliderLateralVelocityMult                 = 0x236C; // float (0x4)
    uintptr_t DefaultRedeployGliderHeightLimit                         = 0x2370; // float (0x4)
    uintptr_t DefaultParachuteDeployTraceForGroundDistance             = 0x2374; // float (0x4)
    uintptr_t DefaultAllowNeutralWallEditing                           = 0x2378; // float (0x4)
    uintptr_t SignalInStormRegenSpeed                                  = 0x237C; // float (0x4)
    uintptr_t SignalInStormLostSpeed                                   = 0x2380; // float (0x4)
    uintptr_t StormCNDamageVulnerabilityLevel0                         = 0x2384; // float (0x4)
    uintptr_t StormCNDamageVulnerabilityLevel1                         = 0x2388; // float (0x4)
    uintptr_t StormCNDamageVulnerabilityLevel2                         = 0x238C; // float (0x4)
    uintptr_t StormCNDamageVulnerabilityLevel3                         = 0x2390; // float (0x4)
    uintptr_t MeshNetworkStatus                                        = 0x2394; // FMeshNetworkStatus (0x3)
    uintptr_t OnClientVolumeManagerReplicated                          = 0x2398; // FMulticastScriptDelegate (0x10)
    uintptr_t VolumeManagerToUse                                       = 0x23A8; // TSubclassOf<UClass> (0x8)
    uintptr_t PartyRiftPortalManagerToUse                              = 0x23B0; // TSubclassOf<UClass> (0x8)
    uintptr_t BattleRoyaleGamePhaseLogicClass                          = 0x23B8; // TSubclassOf<UClass> (0x8)
    uintptr_t bUseUEFNProjects                                         = 0x23C0; // bool (0x1)
    uintptr_t VolumeManager                                            = 0x23D8; // FortVolumeManager* (0x8)
    uintptr_t PartyRiftPortalManager                                   = 0x23E0; // FortPartyRiftPortalManager* (0x8)
    uintptr_t LocalizationService                                      = 0x23E8; // FortLocalizationService* (0x8)
    uintptr_t SanitizationService                                      = 0x23F0; // FortSanitizationService* (0x8)
    uintptr_t HermesLoadContext                                        = 0x23F8; // FortHermesLoadContext* (0x8)
    uintptr_t ResurrectionEnabledRow                                   = 0x2400; // FScalableFloat (0x28)
    uintptr_t SpawnMachineIconBrush                                    = 0x2430; // FSlateBrush (0xB0)
    uintptr_t SpawnCardIconBrush                                       = 0x24E0; // FSlateBrush (0xB0)
    uintptr_t SpawnMachineMapLegendTag                                 = 0x2590; // FGameplayTag (0x4)
    uintptr_t SpawnCardMapLegendTag                                    = 0x2594; // FGameplayTag (0x4)
    uintptr_t TeammateIconBrush                                        = 0x25A0; // FSlateBrush (0xB0)
    uintptr_t EliminationSelfIconBrush                                 = 0x2670; // FSlateBrush (0xB0)
    uintptr_t EliminationSelfClampedIconBrush                          = 0x2720; // FSlateBrush (0xB0)
    uintptr_t EliminationSquadmateIconBrush                            = 0x27D0; // FSlateBrush (0xB0)
    uintptr_t EliminationSquadmateClampedIconBrush                     = 0x2880; // FSlateBrush (0xB0)
    uintptr_t EliminationTeammateIconBrush                             = 0x2930; // FSlateBrush (0xB0)
    uintptr_t EliminationTeammateClampedIconBrush                      = 0x29E0; // FSlateBrush (0xB0)
    uintptr_t EliminationEnemyIconBrush                                = 0x2A90; // FSlateBrush (0xB0)
    uintptr_t EliminationEnemyClampedIconBrush                         = 0x2B40; // FSlateBrush (0xB0)
    uintptr_t EliminationFadeInCurve                                   = 0x2BF0; // TSoftObjectPtr<UCurveFloat> (0x20)
    uintptr_t EliminationFadeOutCurve                                  = 0x2C10; // TSoftObjectPtr<UCurveFloat> (0x20)
    uintptr_t EliminationScaleInCurve                                  = 0x2C30; // TSoftObjectPtr<UCurveVector> (0x20)
    uintptr_t EliminationScaleOutCurve                                 = 0x2C50; // TSoftObjectPtr<UCurveVector> (0x20)
    uintptr_t EliminationMarkerHUDMaxDistance                          = 0x2C70; // float (0x4)
    uintptr_t EliminationMarkerHUDZOffset                              = 0x2C74; // float (0x4)
    uintptr_t GoldenPoiLocationTags                                    = 0x2C98; // FGameplayTagContainer (0x20)
    uintptr_t UnicornDriver                                            = 0x2D18; // UnicornDriver* (0x8)
    uintptr_t ActiveEventNamesAtPlaylistLoad                           = 0x2D20; // FString (0x10)
    uintptr_t NewItemDuringWarmupWeightAddMod                          = 0x2D30; // FScalableFloat (0x28)
    uintptr_t SmoothedWorldTimeSeconds                                 = 0x2D58; // float (0x4)
    uintptr_t SmoothedWorldTimeSecondsDrift                            = 0x2D5C; // float (0x4)
    uintptr_t RolledLootGroupTags                                      = 0x2D60; // FGameplayTagContainer (0x20)
    uintptr_t bEnvironmentDamageBlocked                                = 0x2D80; // bool (0x1)
    uintptr_t ReticulatedSplineDefinitions                             = 0x2D88; // FString (0x10)
    uintptr_t ReticulatedSplineIds                                     = 0x2D98; // FString (0x10)
    uintptr_t StormShields                                             = 0x2DA8; // FString (0x10)
    uintptr_t bDamageComboHUDEnabled                                   = 0x2DC0; // bool (0x1)
    uintptr_t DamageComboHUDMinHits                                    = 0x2DC4; // int32_t (0x4)
    uintptr_t bEnableMatchesProxy                                      = 0x2DC8; // bool (0x1)
    uintptr_t MatchesProxyMatchId                                      = 0x2DD0; // FString (0x10)
    uintptr_t EndGameTimeDilationCompleteDelegate                      = 0x2DE0; // FMulticastScriptDelegate (0x10)
    uintptr_t DelayMovementInput                                       = 0x2DF0; // FScalableFloat (0x28)
    uintptr_t DelayMovementInputReplicated                             = 0x2E18; // float (0x4)
    uintptr_t bCraftingEnabled                                         = 0x2E1C; // bool (0x1)
    uintptr_t BusDriverMessages                                        = 0x2E38; // TMap<uint8_t, uint8_t> (0x10)
};

AFortPawn

// AFortPawn - 284 own fields (dump)
struct AFortPawn {
    uintptr_t bUseBaseChanged                                                 =  0x728; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreNextFallingDamage                                        =  0x728; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowDeathFromFallingDamage                                    =  0x728; // std::uint8_t bitfield (0x1)
    uintptr_t bIsDying                                                        =  0x728; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayedDying                                                    =  0x728; // std::uint8_t bitfield (0x1)
    uintptr_t bIsHiddenForDeath                                               =  0x728; // std::uint8_t bitfield (0x1)
    uintptr_t bIsKnockedback                                                  =  0x729; // std::uint8_t bitfield (0x1)
    uintptr_t bIsStaggered                                                    =  0x729; // std::uint8_t bitfield (0x1)
    uintptr_t bCanCapsuleBeUsedForTargeting                                   =  0x729; // std::uint8_t bitfield (0x1)
    uintptr_t bUseLineTestForDamageZoneBoneDetection                          =  0x729; // std::uint8_t bitfield (0x1)
    uintptr_t bMovingEmote                                                    =  0x729; // std::uint8_t bitfield (0x1)
    uintptr_t bMovingEmoteForwardOnly                                         =  0x729; // std::uint8_t bitfield (0x1)
    uintptr_t bMovingEmoteFollowingOnly                                       =  0x72A; // std::uint8_t bitfield (0x1)
    uintptr_t bMovingEmoteSkipLandingFX                                       =  0x72A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsInvulnerable                                                 =  0x72A; // std::uint8_t bitfield (0x1)
    uintptr_t bSpotted                                                        =  0x72A; // std::uint8_t bitfield (0x1)
    uintptr_t bRegisterWithAISight                                            =  0x72A; // std::uint8_t bitfield (0x1)
    uintptr_t bRegisterWithAimAssist                                          =  0x72A; // std::uint8_t bitfield (0x1)
    uintptr_t AimAssistShapeOverride                                          =  0x730; // FComponentReference (0x28)
    uintptr_t bPrimaryInputHeld                                               =  0x758; // std::uint8_t bitfield (0x1)
    uintptr_t bSecondaryInputHeld                                             =  0x758; // std::uint8_t bitfield (0x1)
    uintptr_t bPrimaryInputQueued                                             =  0x758; // std::uint8_t bitfield (0x1)
    uintptr_t bWeaponActivated                                                =  0x758; // std::uint8_t bitfield (0x1)
    uintptr_t bIsInGoop                                                       =  0x758; // std::uint8_t bitfield (0x1)
    uintptr_t bReplicatedIsInGoop                                             =  0x758; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSliding                                                      =  0x758; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSkating                                                      =  0x758; // std::uint8_t bitfield (0x1)
    uintptr_t AdditionalPickupTags                                            =  0x760; // FGameplayTagContainer (0x20)
    uintptr_t SpawnSourceOverride                                             =  0x780; // enum EFortPickupSpawnSource (0x1)
    uintptr_t bIsSwinging                                                     =  0x781; // std::uint8_t bitfield (0x1)
    uintptr_t bSwingingAttached                                               =  0x781; // std::uint8_t bitfield (0x1)
    uintptr_t SwingAttachLocation                                             =  0x788; // FVector (0x18)
    uintptr_t SwingAttachLocationUpdateDistanceThreshold                      =  0x7A0; // float (0x4)
    uintptr_t bSkipAnalogJump                                                 =  0x7A4; // std::uint8_t bitfield (0x1)
    uintptr_t FootstepTraceTypeQuery                                          =  0x7A5; // enum ETraceTypeQuery (0x1)
    uintptr_t FootstepSurfaceType                                             =  0x7A6; // enum EFortFootstepSurfaceType (0x1)
    uintptr_t OnMovementBaseChanged                                           =  0x7C0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnMovementBaseObjectChanged                                     =  0x7D0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnHeldObjectPickedUp                                            =  0x7F8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnHeldObjectDropped                                             =  0x808; // FMulticastScriptDelegate (0x10)
    uintptr_t OnAudioVisualizerUMGEnabled                                     =  0x818; // FMulticastScriptDelegate (0x10)
    uintptr_t OnAudioVisualizerPreferencesChanged                             =  0x828; // FMulticastScriptDelegate (0x10)
    uintptr_t SoundIndicatorComponent                                         =  0x850; // FortSoundIndicatorComponent* (0x8)
    uintptr_t UroShiftBucket                                                  =  0x868; // enum EUpdateRateShiftBucket (0x1)
    uintptr_t bUpdateMeshComponentUpdateFlagOnServer                          =  0x869; // std::uint8_t bitfield (0x1)
    uintptr_t bUROCanTieToLODs                                                =  0x869; // std::uint8_t bitfield (0x1)
    uintptr_t bPostProcessNavLocation                                         =  0x869; // std::uint8_t bitfield (0x1)
    uintptr_t bUseControllerRotationForTargetingTransform                     =  0x869; // std::uint8_t bitfield (0x1)
    uintptr_t bHealthSynced                                                   =  0x869; // std::uint8_t bitfield (0x1)
    uintptr_t bWeaponHolstered                                                =  0x869; // std::uint8_t bitfield (0x1)
    uintptr_t bAbilitiesBlockEquipmentChangeOnServer                          =  0x869; // std::uint8_t bitfield (0x1)
    uintptr_t bPostSequenceMovementReplicationState                           =  0x869; // std::uint8_t bitfield (0x1)
    uintptr_t bHasSequencerLocalAuthority                                     =  0x86A; // std::uint8_t bitfield (0x1)
    uintptr_t MutatorBoneScaleChangeRevision                                  =  0x86C; // uint32_t (0x4)
    uintptr_t bSkipReticleColorTrace                                          =  0x881; // std::uint8_t bitfield (0x1)
    uintptr_t bPrioritizePawnCollisionsOnAbilityTargetSelectionVisibilityTest =  0x881; // std::uint8_t bitfield (0x1)
    uintptr_t bTreatAsPawnForHitMarkers                                       =  0x881; // std::uint8_t bitfield (0x1)
    uintptr_t bDisplayPawnHitMarkersForChildActors                            =  0x881; // std::uint8_t bitfield (0x1)
    uintptr_t bUsesStats                                                      =  0x881; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowBuildingActorTeleport                                     =  0x881; // std::uint8_t bitfield (0x1)
    uintptr_t bIsDBNO                                                         =  0x881; // std::uint8_t bitfield (0x1)
    uintptr_t bWasDBNOOnDeath                                                 =  0x882; // std::uint8_t bitfield (0x1)
    uintptr_t bCachedIsInAthena                                               =  0x882; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldUseCharacterMovementIdleFastPath                         =  0x882; // std::uint8_t bitfield (0x1)
    uintptr_t CurrentMovementStyle                                            =  0x883; // enum EFortMovementStyle (0x1)
    uintptr_t ControlRecoveryBehavior                                         =  0x884; // enum EFortControlRecoveryBehavior (0x1)
    uintptr_t TeleportCounter                                                 =  0x885; // uint8_t (0x1)
    uintptr_t PawnStatHandle                                                  =  0x8A8; // FDataTableRowHandle (0x10)
    uintptr_t OverridePawnStatHandle                                          =  0x8B8; // FDataTableRowHandle (0x10)
    uintptr_t SlidingFriction                                                 =  0x8C8; // float (0x4)
    uintptr_t bIsSlopeSliding                                                 =  0x8CC; // std::uint8_t bitfield (0x1)
    uintptr_t PackedReplicatedSlopeAngles                                     =  0x8CE; // uint16_t (0x2)
    uintptr_t SlidingBrakingDeceleration                                      =  0x8D0; // float (0x4)
    uintptr_t StormShieldComponent                                            =  0x8D8; // FortStormShieldComponent* (0x8)
    uintptr_t OnStormShieldComponentCreated                                   =  0x8E0; // FMulticastScriptDelegate (0x10)
    uintptr_t PushSize                                                        =  0x8F0; // enum EFortPawnPushSize (0x1)
    uintptr_t LastRevivedFromDBNOTime                                         =  0x8FC; // float (0x4)
    uintptr_t LastSurfaceTraceTime                                            =  0x900; // float (0x4)
    uintptr_t LastSurfaceTraceLocation                                        =  0x908; // FVector (0x18)
    uintptr_t OnIsLocallyViewedChanged                                        =  0x920; // FMulticastScriptDelegate (0x10)
    uintptr_t CachedSkeletalMeshLocalBoudingBox                               =  0x958; // FBox (0x38)
    uintptr_t OnBaseChangedDelegate                                           =  0x990; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnJumped                                                    =  0x9A8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnCrouchChanged                                             =  0x9B8; // FMulticastScriptDelegate (0x10)
    uintptr_t bIsJumping                                                      =  0x9C8; // std::uint8_t bitfield (0x1)
    uintptr_t PawnUniqueID                                                    =  0x9CC; // int32_t (0x4)
    uintptr_t CurrentWeapon                                                   =  0x9D0; // FortWeapon* (0x8)
    uintptr_t DurabilityPercentToRestoreOnDeath                               =  0x9D8; // FScalableFloat (0x28)
    uintptr_t PreviousWeapon                                                  =  0xA00; // FortWeapon* (0x8)
    uintptr_t CurrentWeaponList                                               =  0xA08; // FString (0x10)
    uintptr_t PreviousAbilityWeaponNameForTelemetry                           =  0xA18; // FString (0x10)
    uintptr_t bShouldSeeThroughFactionMembers                                 =  0xA48; // bool (0x1)
    uintptr_t CachedAffiliationManager                                        =  0xA50; // FortGameStateComponent_AffiliationManager* (0x8)
    uintptr_t WeaponHandSocketName                                            =  0xA58; // FName (0x4)
    uintptr_t LeftHandWeaponHandSocketName                                    =  0xA5C; // FName (0x4)
    uintptr_t SpawnSpot                                                       =  0xA60; // Actor* (0x8)
    uintptr_t DeathTags                                                       =  0xA68; // FGameplayTagContainer (0x20)
    uintptr_t SpawnImmunityTime                                               =  0xA88; // float (0x4)
    uintptr_t CurrentWaterBody                                                =  0xA90; // FortWaterBodyActor* (0x8)
    uintptr_t bShouldSupportSurfaceSwimming                                   =  0xA98; // bool (0x1)
    uintptr_t ReplicatedWaterBody                                             =  0xAA0; // FortWaterBodyActor* (0x8)
    uintptr_t IncomingPickups                                                 =  0xAA8; // FString (0x10)
    uintptr_t PickupDirectionData                                             =  0xAB8; // FString (0x10)
    uintptr_t bIsStunned                                                      =  0xAC8; // bool (0x1)
    uintptr_t WindVolumes                                                     =  0xAD0; // FString (0x10)
    uintptr_t VortexParams                                                    =  0xAE0; // FVortexParams (0x90)
    uintptr_t bIsInVortex                                                     =  0xB70; // std::uint8_t bitfield (0x1)
    uintptr_t bReplicatedIsInVortex                                           =  0xB70; // std::uint8_t bitfield (0x1)
    uintptr_t CurrentSkyTube                                                  =  0xB78; // FortSkyTube* (0x8)
    uintptr_t ReplicatedSkyTube                                               =  0xB80; // FortSkyTube* (0x8)
    uintptr_t OverlappedSkyTubes                                              =  0xB88; // FString (0x10)
    uintptr_t bPrioritizeEarlierTubes                                         =  0xB98; // FScalableFloat (0x28)
    uintptr_t OnSkyTubeChanged                                                =  0xBC0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSearchedContainer                                             =  0xBD0; // FMulticastScriptDelegate (0x10)
    uintptr_t AdditiveCringeCount                                             =  0xBE0; // int32_t (0x4)
    uintptr_t AdditiveCringeDuration                                          =  0xBE4; // float (0x4)
    uintptr_t bSupportsDamageNumbersAtHitLocation                             =  0xBE8; // bool (0x1)
    uintptr_t PushMomentum                                                    =  0xBF0; // FVector_NetQuantize (0x18)
    uintptr_t LocalSpin                                                       =  0xC20; // float (0x4)
    uintptr_t bTurnTransitionActiveAndControllingRotation                     =  0xC25; // bool (0x1)
    uintptr_t HitReactionModule                                               =  0xC28; // FFortPawnHitReactionModule (0x138)
    uintptr_t DeathCueTag                                                     =  0xD94; // FGameplayCueTag (0x4)
    uintptr_t DeathStatTags                                                   =  0xD98; // FString (0x10)
    uintptr_t DeathHitSocket                                                  =  0xDA8; // SkeletalMeshSocket* (0x8)
    uintptr_t OnPlayerStartDBNO                                               =  0xDB8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDBNOStateChanged                                              =  0xDC8; // FMulticastScriptDelegate (0x10)
    uintptr_t DefaultLifespanAfterDeath                                       =  0xDD8; // float (0x4)
    uintptr_t TeamBeaconMaxDist                                               =  0xDDC; // float (0x4)
    uintptr_t TeamBeaconTextColor                                             =  0xDE0; // FColor (0x4)
    uintptr_t LastTakeHitTimeTimeout                                          =  0xDE4; // float (0x4)
    uintptr_t LastDamagedTime                                                 =  0xDE8; // float (0x4)
    uintptr_t CurrentlyAttachedWeapon                                         =  0xDF0; // FortWeapon* (0x8)
    uintptr_t CachedNavFloor                                                  =  0xDF8; // PrimitiveComponent* (0x8)
    uintptr_t MaxFootstepDistance                                             =  0xE04; // float (0x4)
    uintptr_t DBNOLandingSound                                                =  0xE08; // SoundBase* (0x8)
    uintptr_t DefaultFootstepSound                                            =  0xE10; // SoundBase* (0x8)
    uintptr_t DefaultFastFootstepSound                                        =  0xE18; // SoundBase* (0x8)
    uintptr_t DefaultLandingSound                                             =  0xE20; // SoundBase* (0x8)
    uintptr_t DefaultHardLandingSound                                         =  0xE28; // SoundBase* (0x8)
    uintptr_t DefaultJumpSound                                                =  0xE30; // SoundBase* (0x8)
    uintptr_t DefaultHitNotifyAudioBank                                       =  0xE38; // TSoftObjectPtr<UWeaponHitNotifyAudioBank> (0x20)
    uintptr_t LoadedDefaultHitNotifyAudioBank                                 =  0xE58; // WeaponHitNotifyAudioBank* (0x8)
    uintptr_t DefaultSwimmingAudioBank                                        =  0xE60; // FortSwimmingAudioBank* (0x8)
    uintptr_t SoundLibraryComponent                                           =  0xE68; // FortSoundLibraryComponent* (0x8)
    uintptr_t HitReactionZones                                                =  0xE70; // FString (0x10)
    uintptr_t LineTestForDamageZoneBoneDetectionRadius                        =  0xE80; // float (0x4)
    uintptr_t DamageZoneActiveBitMask                                         =  0xF00; // uint8_t (0x1)
    uintptr_t TargettingZOffset                                               =  0xF04; // float (0x4)
    uintptr_t OnPawnHiddenForDeath                                            =  0xF08; // FMulticastScriptDelegate (0x10)
    uintptr_t JumpFlashCountPacked                                            =  0xF18; // uint8_t (0x1)
    uintptr_t LandingFlashCountPacked                                         =  0xF19; // uint8_t (0x1)
    uintptr_t EmoteAudioComps                                                 =  0xF20; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t FrontEndEmoteAudioAttenuation                                   =  0xF30; // SoundAttenuation* (0x8)
    uintptr_t InGameEmoteAudioAttenuation                                     =  0xF38; // SoundAttenuation* (0x8)
    uintptr_t InGameEmoteSoundEffectSoundPresetChain                          =  0xF40; // SoundEffectSourcePresetChain* (0x8)
    uintptr_t EmoteMeshCompDatas                                              =  0xF48; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t EmotePropActors                                                 =  0xF58; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t EmoteParticleSystemComps                                        =  0xF68; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t EmoteCount                                                      =  0xF78; // int32_t (0x4)
    uintptr_t LastEmoteTime                                                   =  0xF7C; // float (0x4)
    uintptr_t LastEmoteEndTime                                                =  0xF80; // float (0x4)
    uintptr_t LastEmoteItemDef                                                =  0xF88; // FortItemDefinition* (0x8)
    uintptr_t CurrentSerializedEmoteItemDef                                   =  0xF90; // FortItemDefinition* (0x8)
    uintptr_t LastReplicatedEmoteExecuted                                     =  0xF98; // FortItemDefinition* (0x8)
    uintptr_t bFireBlockedByEmoteCooldown                                     =  0xFA0; // bool (0x1)
    uintptr_t EmoteToFireCooldownTime                                         =  0xFA4; // float (0x4)
    uintptr_t EmoteWalkSpeed                                                  =  0xFA8; // float (0x4)
    uintptr_t bFaceReplicatedRotationWhenEmoting                              =  0xFAC; // bool (0x1)
    uintptr_t DynamicComponents                                               =  0xFB8; // FString (0x10)
    uintptr_t AdditionalModifierDefinitions                                   =  0xFC8; // FString (0x10)
    uintptr_t OnPawnTeleported                                                =  0xFD8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnLanded                                                    =  0xFE8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnStartedEmote                                              =  0xFF8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnStoppedEmote                                              = 0x1008; // FMulticastScriptDelegate (0x10)
    uintptr_t OnHitPawn                                                       = 0x1018; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDied                                                          = 0x1028; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDeathEffects                                                  = 0x1038; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDamaged                                                       = 0x1078; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDidDamage                                                     = 0x1088; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDidDamageToBuildingActor                                      = 0x1098; // FMulticastScriptDelegate (0x10)
    uintptr_t EmoteComponent                                                  = 0x10B8; // FortEmoteComponent* (0x8)
    uintptr_t EmoteMusicClockComponent                                        = 0x10C0; // MusicClockComponent* (0x8)
    uintptr_t FootstepBank                                                    = 0x10C8; // FortFootstepAudioBank* (0x8)
    uintptr_t PawnMeshOverride                                                = 0x10D0; // TWeakObjectPtr<USkeletalMeshComponent> (0x8)
    uintptr_t PendingFallDamagePayloads                                       = 0x10D8; // FString (0x10)
    uintptr_t OnPreWeaponEquippedDelegate                                     = 0x10E8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeaponEquippedDelegate                                        = 0x10F8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeaponUnEquippedDelegate                                      = 0x1120; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeaponAttachmentChangedDelegate                               = 0x1160; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDroppedPickupPrimayEntryChanged                               = 0x1170; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPickupSpawnedDelegate                                         = 0x1180; // FMulticastScriptDelegate (0x10)
    uintptr_t HealthRegenDelayGameplayEffect                                  = 0x1190; // TSubclassOf<UClass> (0x8)
    uintptr_t HealthRegenGameplayEffect                                       = 0x1198; // TSubclassOf<UClass> (0x8)
    uintptr_t ShieldRegenDelayGameplayEffect                                  = 0x11A0; // TSubclassOf<UClass> (0x8)
    uintptr_t ShieldRegenGameplayEffect                                       = 0x11A8; // TSubclassOf<UClass> (0x8)
    uintptr_t CurrentWeaponAnimLayerOverlayClass                              = 0x11B8; // TSubclassOf<UClass> (0x8)
    uintptr_t WeaponToBeEquippedAfterStow                                     = 0x11C0; // FortWeapon* (0x8)
    uintptr_t StowComponentInterface                                          = 0x11C8; // TScriptInterface<UFortStowComponentInterface> (0x10)
    uintptr_t OnHolsteredEvent                                                = 0x11D8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnUnholsteredEvent                                              = 0x11E8; // FMulticastScriptDelegate (0x10)
    uintptr_t HolsterWeaponRequests                                           = 0x1228; // FString (0x10)
    uintptr_t HolsterActiveDuration                                           = 0x1240; // float (0x4)
    uintptr_t bIgnoreCancelSwimSprintHolster                                  = 0x1244; // bool (0x1)
    uintptr_t StaySpottedTime                                                 = 0x1258; // float (0x4)
    uintptr_t SpottedEvent                                                    = 0x125C; // FName (0x4)
    uintptr_t DefaultFeedback                                                 = 0x1260; // FortFeedbackBank* (0x8)
    uintptr_t ActiveSoundIndicators                                           = 0x1268; // FString (0x10)
    uintptr_t DefaultSoundTrackingVisual                                      = 0x1298; // TSubclassOf<UClass> (0x8)
    uintptr_t SoundTrackingVisibilityTags                                     = 0x12A0; // FGameplayTagContainer (0x20)
    uintptr_t PriorityModifiers                                               = 0x12C0; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t PrioritySoundIndicatorTypes                                     = 0x12D0; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t VocalChords                                                     = 0x1360; // FString (0x10)
    uintptr_t bIsDisconnectedPawn                                             = 0x1388; // bool (0x1)
    uintptr_t MaxHealthApplicationHandle                                      = 0x138C; // FActiveGameplayEffectHandle (0x14)
    uintptr_t MaxHealthApplicationGameplayEffect                              = 0x13A0; // TSubclassOf<UClass> (0x8)
    uintptr_t HealthSet                                                       = 0x13A8; // FortHealthSet* (0x8)
    uintptr_t ControlResistanceSet                                            = 0x13B0; // FortControlResistanceSet* (0x8)
    uintptr_t DamageSet                                                       = 0x13B8; // FortDamageSet* (0x8)
    uintptr_t MovementSet                                                     = 0x13C0; // FortMovementSet* (0x8)
    uintptr_t AdvancedMovementSet                                             = 0x13C8; // FortAdvancedMovementSet* (0x8)
    uintptr_t AIPerceptionAttributeSet                                        = 0x13D0; // FortAIPerceptionAttributeSet* (0x8)
    uintptr_t OnAbilityDecisionWindowStackUpdated                             = 0x13E0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnAbilityTargetingBlocked                                       = 0x1420; // FMulticastScriptDelegate (0x10)
    uintptr_t AbilitySystemComponent                                          = 0x1430; // FortAbilitySystemComponent* (0x8)
    uintptr_t DecisionWindowStack                                             = 0x1438; // FString (0x10)
    uintptr_t GameplayTags                                                    = 0x1448; // FGameplayTagContainer (0x20)
    uintptr_t DisplayName                                                     = 0x1468; // FText (0x10)
    uintptr_t Damagers                                                        = 0x1478; // FString (0x10)
    uintptr_t TotalDamageDoneTrackers                                         = 0x1488; // FString (0x10)
    uintptr_t TargetDamageDoneTrackers                                        = 0x1498; // FString (0x10)
    uintptr_t TotalDamageTakenTrackers                                        = 0x14A8; // FString (0x10)
    uintptr_t TargetDamageTakenTrackers                                       = 0x14B8; // FString (0x10)
    uintptr_t DamageDoneLastAtTime                                            = 0x14C8; // float (0x4)
    uintptr_t DamageTakenLastAtTime                                           = 0x14CC; // float (0x4)
    uintptr_t LastHitTime                                                     = 0x14D0; // float (0x4)
    uintptr_t TotalPlayerDamageDealt                                          = 0x14D4; // float (0x4)
    uintptr_t TotalPlayerDamageTaken                                          = 0x14D8; // float (0x4)
    uintptr_t HealthBarIndicator                                              = 0x14E0; // FortHealthBarIndicator* (0x8)
    uintptr_t CurrentCalloutTag                                               = 0x14E8; // FGameplayTag (0x4)
    uintptr_t CalloutEntries                                                  = 0x14F0; // FString (0x10)
    uintptr_t HealthBarWidth                                                  = 0x1500; // float (0x4)
    uintptr_t HealthBarHeightMultiplier                                       = 0x1504; // float (0x4)
    uintptr_t SpottedBrush                                                    = 0x1510; // FSlateBrush (0xB0)
    uintptr_t SpottedIconOffset                                               = 0x15C0; // FVector (0x18)
    uintptr_t ClientNonRenderedAnimUpdateRate                                 = 0x15D8; // int32_t (0x4)
    uintptr_t MaxEvalRateForInterpolation                                     = 0x15DC; // int32_t (0x4)
    uintptr_t AnimUpdateRateVisibleMaxDistanceFactor                          = 0x15E0; // FString (0x10)
    uintptr_t LODToFrameSkipMap                                               = 0x15F0; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t LODToFrameSkipMapPerPlatform                                    = 0x1600; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t OnNpcHired                                                      = 0x1620; // FMulticastScriptDelegate (0x10)
    uintptr_t CurrentSentence                                                 = 0x1630; // FFortConversationSentence (0x98)
    uintptr_t OnPawnHealthChanged                                             = 0x16E0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnMaxOvershieldChanged                                      = 0x16F0; // FMulticastScriptDelegate (0x10)
    uintptr_t AccumulatedBatchData_Shared                                     = 0x1700; // FAthenaBatchedDamageGameplayCues_Shared (0xA8)
    uintptr_t AccumulatedBatchData_NonShared                                  = 0x17A8; // FAthenaBatchedDamageGameplayCues_NonShared (0x20)
    uintptr_t BatchedGameplayCueParameters                                    = 0x17D0; // FGameplayCueParameters (0xD0)
    uintptr_t ReplayItemActions                                               = 0x18A0; // FGameplayTagContainer (0x20)
    uintptr_t HidingVisibilityTags                                            = 0x18E0; // FGameplayTagContainer (0x20)
    uintptr_t HidingTransitionVisibilityTags                                  = 0x1900; // FGameplayTagContainer (0x20)
    uintptr_t PegasusTimelineCollector                                        = 0x1920; // PegasusGameEventCollector* (0x8)
    uintptr_t AILODComponent                                                  = 0x1928; // FortAthenaAILODComponent* (0x8)
    uintptr_t ClientAILODSettings                                             = 0x1950; // FClientAILODSettings (0x2F0)
    uintptr_t FallbackTag                                                     = 0x1C40; // FGameplayTag (0x4)
    uintptr_t DebugType                                                       = 0x1C48; // FString (0x10)
    uintptr_t RecordedGunshots                                                = 0x1C58; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t OnPawnComponentAttachedEvent                                    = 0x1CA8; // FMulticastScriptDelegate (0x10)
    uintptr_t OverlappingBuildings                                            = 0x1CE8; // FString (0x10)
    uintptr_t ActiveMovementModeExtensionRuntimeData                          = 0x1CF8; // FortMovementMode_BaseExtRuntimeData* (0x8)
    uintptr_t ActiveLayeredMovementModeExtensionRuntimeData                   = 0x1D00; // FString (0x10)
    uintptr_t PushedMovementModeExtensionRuntimeData                          = 0x1D10; // FString (0x10)
    uintptr_t RepMovementModeExtension                                        = 0x1D20; // FRepMovementModeExtension (0x38)
    uintptr_t ReplicatedMovementPool                                          = 0x1D58; // FString (0x10)
    uintptr_t RegisteredMovementModeExtensionLogic                            = 0x1D68; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t CapsuleRadiusFortPawn                                           = 0x1DC0; // float (0x4)
    uintptr_t CapsuleHalfHeightFortPawn                                       = 0x1DC4; // float (0x4)
    uintptr_t MeshHeightAdjustFortPawn                                        = 0x1DD8; // double (0x8)
    uintptr_t CurrentEmoteGatingParams                                        = 0x1DE0; // FGatingParams (0x28)
    uintptr_t CachedEmoteGatingParams                                         = 0x1E08; // FGatingParams (0x28)
    uintptr_t LastFallDamageBlocked                                           = 0x1E40; // FFallDamageBlockedData (0x30)
    uintptr_t OverrideFallDamageSpecs                                         = 0x1E70; // FString (0x10)
    uintptr_t DamageMessages                                                  = 0x1EB0; // FString (0x10)
    uintptr_t HitMessages                                                     = 0x1EC0; // FString (0x10)
    uintptr_t PendingOverrideFallDamageClassesToRemove                        = 0x1ED0; // FString (0x10)
    uintptr_t OnItemDroppedLocally                                            = 0x1EE0; // FMulticastScriptDelegate (0x10)
};

AFortPlayerPawn

// AFortPlayerPawn - 434 own fields (dump)
struct AFortPlayerPawn {
    uintptr_t VehicleInputStateReliable                              = 0x2068; // FFortAthenaVehicleInputStateReliable (0x2)
    uintptr_t bIsNearSafeZoneEdge                                    = 0x206A; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayingSafeZoneEffects                                = 0x206A; // std::uint8_t bitfield (0x1)
    uintptr_t bDoSafeZoneCleanup                                     = 0x206A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSwimmingAnimLayerLinked                             = 0x206A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSwimmingAnimLayerPendingRemove                      = 0x206A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSprintJump                                          = 0x206A; // std::uint8_t bitfield (0x1)
    uintptr_t bHasDisableSprintTag                                   = 0x206A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTacticalSprinting                                   = 0x206A; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableSwimSprintCancel                               = 0x206B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsWaterJump                                           = 0x206B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsWaterSprintBoost                                    = 0x206B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsWaterSprintBoostPending                             = 0x206B; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayingPassengerToPassengerAnimation                  = 0x206B; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayingDriverToPassengerAnimation                     = 0x206C; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTargeting                                           = 0x206C; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTargetingConsumableThrow                            = 0x206C; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSwappingCharacterParts                              = 0x206C; // std::uint8_t bitfield (0x1)
    uintptr_t bBalloonMovementActivated                              = 0x206C; // std::uint8_t bitfield (0x1)
    uintptr_t bIsScriptedBot                                         = 0x206C; // std::uint8_t bitfield (0x1)
    uintptr_t bForceAllowClothingActor                               = 0x206C; // std::uint8_t bitfield (0x1)
    uintptr_t bBuildHotfix                                           = 0x206C; // std::uint8_t bitfield (0x1)
    uintptr_t FortPlayerPawnLightingChannels                         = 0x206E; // FLightingChannels (0x1)
    uintptr_t StasisModes                                            = 0x2070; // FString (0x10)
    uintptr_t OnBuildingStateChangedDelegate                         = 0x2080; // FMulticastScriptDelegate (0x10)
    uintptr_t BuildingState                                          = 0x2090; // enum EFortBuildingState (0x1)
    uintptr_t AccelerationZPack                                      = 0x2091; // int8_t (0x1)
    uintptr_t ParachuteDirectionalSpeedMultiplierCurve               = 0x20B0; // CurveFloat* (0x8)
    uintptr_t SkydivingDirectionalSpeedMultiplierCurve               = 0x20B8; // CurveFloat* (0x8)
    uintptr_t BallooningDirectionalSpeedMultiplierCurve              = 0x20C0; // CurveFloat* (0x8)
    uintptr_t DirectionalSpeedMultiplierCurve                        = 0x20C8; // CurveFloat* (0x8)
    uintptr_t ThirdPersonSpeedMultiplierCurve                        = 0x20D0; // CurveFloat* (0x8)
    uintptr_t SideScrollerSpeedMultiplierCurve                       = 0x20D8; // CurveFloat* (0x8)
    uintptr_t OverrideWalkDirectionalSpeedMultiplierCurve            = 0x20E0; // CurveFloat* (0x8)
    uintptr_t OverrideRunDirectionalSpeedMultiplierCurve             = 0x20E8; // CurveFloat* (0x8)
    uintptr_t OverrideCrouchDirectionalSpeedMultiplierCurve          = 0x20F0; // CurveFloat* (0x8)
    uintptr_t ADSWalkingDirectionalSpeedMultiplierCurve              = 0x20F8; // CurveFloat* (0x8)
    uintptr_t ADSCrouchDirectionalSpeedMultiplierCurve               = 0x2100; // CurveFloat* (0x8)
    uintptr_t WeaponADSStandingSpeedMultiplierTable                  = 0x2108; // CurveTable* (0x8)
    uintptr_t WeaponADSCrouchingSpeedMultiplierTable                 = 0x2110; // CurveTable* (0x8)
    uintptr_t WeaponNonADSStandingSpeedMultiplierTable               = 0x2118; // CurveTable* (0x8)
    uintptr_t WeaponNonADSCrouchingSpeedMultiplierTable              = 0x2120; // CurveTable* (0x8)
    uintptr_t bIsThirdPersonModeEnabled                              = 0x212C; // bool (0x1)
    uintptr_t bIsSideScrollerModeEnabled                             = 0x212D; // bool (0x1)
    uintptr_t LastCustomizationTimestamp                             = 0x2130; // float (0x4)
    uintptr_t MinimumTimeBetweenSteps                                = 0x2134; // float (0x4)
    uintptr_t LastStepTime                                           = 0x2138; // float (0x4)
    uintptr_t OnFootstepEvent                                        = 0x2140; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnEnterWater                                       = 0x2150; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnExitWater                                        = 0x2160; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnExitSwinging                                     = 0x21A0; // FMulticastScriptDelegate (0x10)
    uintptr_t CurrentPawnSquaredSpeedXY                              = 0x21E0; // float (0x4)
    uintptr_t CurrentPawnVelXYRot                                    = 0x21E8; // FRotator (0x18)
    uintptr_t CurrentPawnSquaredSpeed                                = 0x2200; // float (0x4)
    uintptr_t bIsInWaterVolume                                       = 0x2204; // bool (0x1)
    uintptr_t ShallowWaterVolumeSurfaceTraceStartOffsetZ             = 0x2208; // FScalableFloat (0x28)
    uintptr_t ShallowWaterVolumeSurfaceTraceEndOffsetZ               = 0x2230; // FScalableFloat (0x28)
    uintptr_t ShallowWaterVolumeData                                 = 0x2260; // FPlayerPawnShallowWaterVolumeData (0x8)
    uintptr_t bNotifyBlueprintWhenLandscapeTeleporting               = 0x2280; // bool (0x1)
    uintptr_t CachedTeamControllingRC                                = 0x228C; // uint8_t (0x1)
    uintptr_t BalloonActiveCount                                     = 0x228D; // uint8_t (0x1)
    uintptr_t bParachuteDeployFixedVerticalDistance                  = 0x228E; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSkydiving                                           = 0x228F; // bool (0x1)
    uintptr_t bIsParachuteOpen                                       = 0x2290; // bool (0x1)
    uintptr_t bLocalIsSkydiving                                      = 0x2291; // std::uint8_t bitfield (0x1)
    uintptr_t bLocalIsParachuteForcedOpen                            = 0x2291; // std::uint8_t bitfield (0x1)
    uintptr_t bIsParachuteForcedOpen                                 = 0x2291; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSkydivingFromBus                                    = 0x2291; // std::uint8_t bitfield (0x1)
    uintptr_t bIsSkydivingFromLaunchPad                              = 0x2291; // std::uint8_t bitfield (0x1)
    uintptr_t bPendingSkydiveLaunch                                  = 0x2291; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowPickupInteractionWhileSkydiving                  = 0x2291; // std::uint8_t bitfield (0x1)
    uintptr_t bIsBelowAutoDeployTestHeight                           = 0x2291; // std::uint8_t bitfield (0x1)
    uintptr_t bIsProxySimulationTimedOut                             = 0x2292; // std::uint8_t bitfield (0x1)
    uintptr_t bIsPedestalHero                                        = 0x2292; // std::uint8_t bitfield (0x1)
    uintptr_t bInGliderRedeploy                                      = 0x2292; // std::uint8_t bitfield (0x1)
    uintptr_t bLocalInGliderRedeploy                                 = 0x2292; // std::uint8_t bitfield (0x1)
    uintptr_t bDestructionGuard                                      = 0x2292; // std::uint8_t bitfield (0x1)
    uintptr_t bBeingRepossessed                                      = 0x2293; // std::uint8_t bitfield (0x1)
    uintptr_t bForceCleanUpOnUnPossessed                             = 0x2293; // std::uint8_t bitfield (0x1)
    uintptr_t bUnbindHealthSetEventsOnUnpossessed                    = 0x2293; // std::uint8_t bitfield (0x1)
    uintptr_t bInitAbilitySystemComponentFromPlayerState             = 0x2293; // std::uint8_t bitfield (0x1)
    uintptr_t bStartedInteractSearch                                 = 0x2293; // std::uint8_t bitfield (0x1)
    uintptr_t bSignificanceLODDirty                                  = 0x2293; // std::uint8_t bitfield (0x1)
    uintptr_t bIsUsingJetpack                                        = 0x2293; // std::uint8_t bitfield (0x1)
    uintptr_t bIsPlayingEmote                                        = 0x2293; // std::uint8_t bitfield (0x1)
    uintptr_t bShowingOverdriveEffect                                = 0x232D; // std::uint8_t bitfield (0x1)
    uintptr_t bIsRespawning                                          = 0x232D; // std::uint8_t bitfield (0x1)
    uintptr_t bIsRespawningInAir                                     = 0x232D; // std::uint8_t bitfield (0x1)
    uintptr_t bInitializedPostRepPlayerState                         = 0x232D; // std::uint8_t bitfield (0x1)
    uintptr_t bHasWaterParticleSystem                                = 0x232D; // std::uint8_t bitfield (0x1)
    uintptr_t bCanShowDefaultSkin                                    = 0x232D; // std::uint8_t bitfield (0x1)
    uintptr_t bDisabledTetheringSupport                              = 0x232D; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowDefaultCharacterParts                            = 0x232D; // std::uint8_t bitfield (0x1)
    uintptr_t bIsInFrontEndHologram                                  = 0x232E; // std::uint8_t bitfield (0x1)
    uintptr_t HeldObject                                             = 0x237C; // TWeakObjectPtr<AActor> (0x8)
    uintptr_t bForceMoveRelativeToCameraRotation                     = 0x2385; // std::uint8_t bitfield (0x1)
    uintptr_t bIsWaitingForEmoteInteraction                          = 0x2385; // std::uint8_t bitfield (0x1)
    uintptr_t bIsEmoteLeader                                         = 0x2385; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldSyncAnimationWithEmoteLeader                    = 0x2385; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldJitterAnimationSyncWithEmoteLeader              = 0x2385; // std::uint8_t bitfield (0x1)
    uintptr_t bDoubleFileEmoteSecondLine                             = 0x2385; // std::uint8_t bitfield (0x1)
    uintptr_t bEmoteUsesSecondaryFire                                = 0x2385; // std::uint8_t bitfield (0x1)
    uintptr_t bLockGroupEmoteLeaderRotation                          = 0x2385; // std::uint8_t bitfield (0x1)
    uintptr_t EmoteBandLeaderIndex                                   = 0x238C; // int32_t (0x4)
    uintptr_t GroupEmoteLookTarget                                   = 0x2390; // FortPlayerPawn* (0x8)
    uintptr_t GroupEmoteTailTarget                                   = 0x2398; // FortPlayerPawn* (0x8)
    uintptr_t GroupEmoteFollowers                                    = 0x23A0; // FString (0x10)
    uintptr_t GroupEmoteAnimOffset                                   = 0x2410; // float (0x4)
    uintptr_t GroupEmoteLeaderRotationYawOffset                      = 0x2414; // float (0x4)
    uintptr_t GroupEmoteLookTargetRotationLeader                     = 0x2420; // FRotator (0x18)
    uintptr_t GroupEmoteMaximumZDifference                           = 0x2450; // float (0x4)
    uintptr_t OnGroupEmoteSyncValueChanged                           = 0x2458; // FMulticastScriptDelegate (0x10)
    uintptr_t OnGroupEmoteFollowerJoined                             = 0x2468; // FMulticastScriptDelegate (0x10)
    uintptr_t OnGroupEmoteFollowerLeft                               = 0x2478; // FMulticastScriptDelegate (0x10)
    uintptr_t OnGroupEmotePartnerStopped                             = 0x2488; // FMulticastScriptDelegate (0x10)
    uintptr_t OnGroupEmoteSecondaryFirePressed                       = 0x2498; // FMulticastScriptDelegate (0x10)
    uintptr_t GroupEmoteSyncValue                                    = 0x24A8; // uint8_t (0x1)
    uintptr_t EmoteRandomSeed                                        = 0x24AC; // int32_t (0x4)
    uintptr_t GroupEmoteSoundValue                                   = 0x24B0; // uint8_t (0x1)
    uintptr_t GroupEmoteParticleValue                                = 0x24B1; // uint8_t (0x1)
    uintptr_t TransformationMontage                                  = 0x24B8; // AnimMontage* (0x8)
    uintptr_t TransformationMontageStartTime                         = 0x24C0; // float (0x4)
    uintptr_t CurrentMontagerLeader                                  = 0x2550; // AnimMontage* (0x8)
    uintptr_t CurrentSyncedMontage                                   = 0x2558; // AnimMontage* (0x8)
    uintptr_t bCharacterPartsCastIndirectShadows                     = 0x2560; // std::uint8_t bitfield (0x1)
    uintptr_t CharacterGender                                        = 0x2562; // enum EFortCustomGender (0x1)
    uintptr_t CharacterBodyType                                      = 0x2563; // enum EFortCustomBodyType (0x1)
    uintptr_t bAlwaysUseMoverComp                                    = 0x2564; // bool (0x1)
    uintptr_t JumpLastActivatedTime                                  = 0x2578; // float (0x4)
    uintptr_t PreviousPosition                                       = 0x2580; // FVector (0x18)
    uintptr_t PreviousVelocity                                       = 0x2598; // FVector (0x18)
    uintptr_t CrouchStartTime                                        = 0x25F8; // float (0x4)
    uintptr_t CrouchEndTime                                          = 0x25FC; // float (0x4)
    uintptr_t CrouchLerpTime                                         = 0x2600; // float (0x4)
    uintptr_t OnCrouchStartSound                                     = 0x2608; // SoundBase* (0x8)
    uintptr_t OnCrouchEndSound                                       = 0x2610; // SoundBase* (0x8)
    uintptr_t ReplicatedCustomMeshHeightAdjustTarget                 = 0x2620; // uint16_t (0x2)
    uintptr_t UnburrowLaunchXYSpeed                                  = 0x2624; // float (0x4)
    uintptr_t UnburrowLaunchZSpeed                                   = 0x2628; // float (0x4)
    uintptr_t bIsInAnyStorm                                          = 0x26B8; // std::uint8_t bitfield (0x1)
    uintptr_t bIsInsideSafeZone                                      = 0x26B8; // std::uint8_t bitfield (0x1)
    uintptr_t SafeZoneAppliedGE                                      = 0x26D8; // TSubclassOf<UClass> (0x8)
    uintptr_t SelfReviveGameplayEffect                               = 0x26F8; // TSubclassOf<UClass> (0x8)
    uintptr_t TeammateReviveGameplayEffect                           = 0x2700; // TSubclassOf<UClass> (0x8)
    uintptr_t SetByCallerReviveHealth                                = 0x2708; // FScalableFloat (0x28)
    uintptr_t DBNOInteractionCollisionProfile                        = 0x2730; // FName (0x4)
    uintptr_t DBNOInteractionBoxExtent                               = 0x2738; // FVector (0x18)
    uintptr_t DBNODeferTime                                          = 0x2770; // float (0x4)
    uintptr_t DBNOHoisterBaseBoneName                                = 0x2774; // FName (0x4)
    uintptr_t DBNOInteractCollisionComponent                         = 0x2778; // BoxComponent* (0x8)
    uintptr_t EventReviveTag                                         = 0x2780; // FGameplayTag (0x4)
    uintptr_t AggroRangeOverride                                     = 0x2784; // float (0x4)
    uintptr_t SetByCallerReviveSignalInStorm                         = 0x2788; // float (0x4)
    uintptr_t DBNOHorizontalTetherMultiplier                         = 0x2790; // FScalableFloat (0x28)
    uintptr_t DBNOVerticalTetherMultiplier                           = 0x27B8; // FScalableFloat (0x28)
    uintptr_t StasisAbilityHandles                                   = 0x27F0; // FString (0x10)
    uintptr_t ArmoredInterface                                       = 0x2800; // TScriptInterface<UFortArmoredInterface> (0x10)
    uintptr_t LastBuildingMetadata                                   = 0x2810; // BuildingEditModeMetadata* (0x8)
    uintptr_t SprintCancelTime                                       = 0x2830; // float (0x4)
    uintptr_t bIsTouchingTouchpadSimple                              = 0x2838; // bool (0x1)
    uintptr_t WaterSprintBoostAllowedTimer                           = 0x283C; // float (0x4)
    uintptr_t bHasStartedFloating                                    = 0x28D4; // bool (0x1)
    uintptr_t ZiplineState                                           = 0x28D8; // FZiplinePawnState (0x68)
    uintptr_t ZiplineJumpDampening                                   = 0x2940; // FCurveTableRowHandle (0x10)
    uintptr_t ZiplineJumpStrength                                    = 0x2950; // FCurveTableRowHandle (0x10)
    uintptr_t ZiplineJumpActivateDelay                               = 0x2960; // FScalableFloat (0x28)
    uintptr_t ZiplineRentryProtectionDelay                           = 0x2988; // FScalableFloat (0x28)
    uintptr_t ZiplineSocketZOffset                                   = 0x29B0; // float (0x4)
    uintptr_t ZiplineMotorOffset                                     = 0x29B8; // FVector (0x18)
    uintptr_t ZiplineStateChanged                                    = 0x29D0; // FMulticastScriptDelegate (0x10)
    uintptr_t ZiplinePostBegin                                       = 0x29E0; // FMulticastScriptDelegate (0x10)
    uintptr_t ZiplineSpeedFactorTarget                               = 0x29F0; // float (0x4)
    uintptr_t ZiplineSpeedFactor                                     = 0x29F4; // float (0x4)
    uintptr_t EnableSwimSprintDiveCooldown                           = 0x2A00; // FScalableFloat (0x28)
    uintptr_t SwimSprintDiveCooldown                                 = 0x2A28; // FScalableFloat (0x28)
    uintptr_t SwimDiveBoostTimeThreshold                             = 0x2A50; // FScalableFloat (0x28)
    uintptr_t ClientSwimDiveInputTime                                = 0x2A78; // float (0x4)
    uintptr_t bCanPredictJumpApex                                    = 0x2A7C; // bool (0x1)
    uintptr_t OnAbilityFailedDelegate                                = 0x2A98; // FMulticastScriptDelegate (0x10)
    uintptr_t UnableToPerformActionMontage                           = 0x2AD0; // AnimMontage* (0x8)
    uintptr_t UnableToPerformActionSound                             = 0x2AD8; // SoundBase* (0x8)
    uintptr_t MoveSoundStimulusBroadcastInterval                     = 0x2AE0; // float (0x4)
    uintptr_t EmoteStartTime                                         = 0x2BEC; // float (0x4)
    uintptr_t EmoteRandomNum                                         = 0x2BF0; // float (0x4)
    uintptr_t RandomEmoteIntFrontEnd                                 = 0x2BF4; // int32_t (0x4)
    uintptr_t bPlayingPassengerToDriverAnimation                     = 0x2C08; // bool (0x1)
    uintptr_t VehicleSpeedAtTimeOfJump                               = 0x2C28; // float (0x4)
    uintptr_t CurrentVehicle                                         = 0x2C30; // Actor* (0x8)
    uintptr_t CurrentSeatProvider                                    = 0x2C38; // Object* (0x8)
    uintptr_t InteractingPCRep                                       = 0x2C40; // FortPlayerControllerGameplay* (0x8)
    uintptr_t VehicleLastTick                                        = 0x2C48; // Actor* (0x8)
    uintptr_t OnVehicleStateChangedEvent                             = 0x2C68; // FMulticastScriptDelegate (0x10)
    uintptr_t OnUIGameplayCue                                        = 0x2C88; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPetAddedOrRemoved                                    = 0x2C98; // FMulticastScriptDelegate (0x10)
    uintptr_t TetherComponent                                        = 0x2CA8; // FortPawnComponent_Tether* (0x8)
    uintptr_t PendingTetherLaunch                                    = 0x2CB0; // float (0x4)
    uintptr_t TetherJumpLastTime                                     = 0x2D00; // float (0x4)
    uintptr_t bSupportsTetheredMovement                              = 0x2D04; // bool (0x1)
    uintptr_t BalloonRope                                            = 0x2D08; // BuildingGameplayActor* (0x8)
    uintptr_t OnPossessedProp                                        = 0x2D10; // FMulticastScriptDelegate (0x10)
    uintptr_t PossessedProp                                          = 0x2D20; // BuildingGameplayActorPlayerPropAttachment* (0x8)
    uintptr_t ChaosSwimmingUnderwaterJumpHoldTime                    = 0x2D28; // float (0x4)
    uintptr_t SlopeCameraOffsetFrameCounter                          = 0x2D98; // int64_t (0x8)
    uintptr_t SlopeCameraOffsetInterpolator                          = 0x2DA0; // FVectorRK4SpringInterpolator (0x8)
    uintptr_t LargeBodyTypeTargetingOffset                           = 0x2E08; // FVector (0x18)
    uintptr_t VehicleInputComponent                                  = 0x2EC8; // InputComponent* (0x8)
    uintptr_t BluePrintPlaceAnimation                                = 0x2ED8; // AnimMontage* (0x8)
    uintptr_t BluePrintEditAnimation                                 = 0x2EE0; // AnimMontage* (0x8)
    uintptr_t OnStartedInteractSearch                                = 0x2EF0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnEndedInteractSearch                                  = 0x2F00; // FMulticastScriptDelegate (0x10)
    uintptr_t OnAttemptedInstantInteractSearch                       = 0x2F10; // FMulticastScriptDelegate (0x10)
    uintptr_t EmoteInteractionCollisionProfile                       = 0x2F38; // FName (0x4)
    uintptr_t EmoteInteractionBoxExtent                              = 0x2F40; // FVector (0x18)
    uintptr_t EmoteInteractCollisionComponent                        = 0x2F58; // BoxComponent* (0x8)
    uintptr_t OnPartChanged                                          = 0x2F78; // FMulticastScriptDelegate (0x10)
    uintptr_t OnManagedPartVisibilityChanged                         = 0x2FA0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPostResIn                                            = 0x2FE0; // FMulticastScriptDelegate (0x10)
    uintptr_t BlueprintPaperMID                                      = 0x3008; // MaterialInstanceDynamic* (0x8)
    uintptr_t BlueprintPaperPulseTimeline                            = 0x3010; // FTimeline (0x90)
    uintptr_t Hero                                                   = 0x30A0; // FortHero* (0x8)
    uintptr_t DisplayContext                                         = 0x30A8; // enum EFortPawnDisplayContext (0x1)
    uintptr_t HACK_CustomPRIComponent                                = 0x30D0; // CustomPlayerComponent* (0x8)
    uintptr_t CosmeticDataComponent                                  = 0x30D8; // CosmeticDataComponent* (0x8)
    uintptr_t CosmeticLoadoutComponent                               = 0x30E0; // FortCosmeticLoadoutComponent* (0x8)
    uintptr_t BaseCosmeticLoadout                                    = 0x30E8; // FFortAthenaLoadout (0x100)
    uintptr_t AppliedAthenaLoadout                                   = 0x31E8; // FFortAthenaLoadout (0x100)
    uintptr_t AppliedCosmeticLoadout                                 = 0x32E8; // FCosmeticLoadout (0x28)
    uintptr_t AppliedSwaps                                           = 0x3310; // FString (0x10)
    uintptr_t AppliedSwapsSoft                                       = 0x3330; // FFortSwapItemAndVariantDataSoftArray (0x20)
    uintptr_t BaseCosmeticLoadoutReplicator                          = 0x3358; // FFortAthenaLoadoutReplicator (0x150)
    uintptr_t CosmeticLoadout                                        = 0x34A8; // FFortAthenaLoadout (0x100)
    uintptr_t ServerLoadoutChangeSync                                = 0x35A8; // uint32_t (0x4)
    uintptr_t bAllowClientLoadoutChangeSync                          = 0x35B0; // bool (0x1)
    uintptr_t OnMaterialOverrideApplied                              = 0x35D0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnMaterialOverrideCleared                              = 0x35E0; // FMulticastScriptDelegate (0x10)
    uintptr_t MaterialOverrides                                      = 0x3608; // FString (0x10)
    uintptr_t LocalMaterialOverrides                                 = 0x3618; // FString (0x10)
    uintptr_t MaterialOverrideStateMap                               = 0x3638; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t RepCharPartAnimMontageInfo                             = 0x3648; // FFortCharacterPartsRepMontageInfo (0x20)
    uintptr_t ClientObservedStats                                    = 0x3668; // FFortClientObservedStatArray (0x78)
    uintptr_t SkeletalMeshContext                                    = 0x36E0; // FortPawnSkeletalMeshContext* (0x8)
    uintptr_t NPCCustomizationInfo                                   = 0x36E8; // FortAIPawnCustomizationDefinition* (0x8)
    uintptr_t AnimBPOverride                                         = 0x3710; // TSubclassOf<UClass> (0x8)
    uintptr_t OriginalAnimBP                                         = 0x3718; // TSubclassOf<UClass> (0x8)
    uintptr_t FootstepBankOverride                                   = 0x3720; // FortFootstepAudioBank* (0x8)
    uintptr_t OriginalFootstepBank                                   = 0x3728; // FortFootstepAudioBank* (0x8)
    uintptr_t CachedFootStepIndex                                    = 0x3730; // int32_t (0x4)
    uintptr_t WeaponAnimSetOverride                                  = 0x3738; // FortWeaponAnimSet* (0x8)
    uintptr_t AnimLayersOverride                                     = 0x3740; // FString (0x10)
    uintptr_t PreviousAnimLayersOverride                             = 0x3750; // FString (0x10)
    uintptr_t QueuedAutoPickups                                      = 0x3760; // FString (0x10)
    uintptr_t IgnoreActors                                           = 0x3770; // FString (0x10)
    uintptr_t AutoPickupDropRepickupDelay                            = 0x3788; // FScalableFloat (0x28)
    uintptr_t AutoPickupRadius                                       = 0x37C0; // FScalableFloat (0x28)
    uintptr_t CarriedObjectAttachmentSocket                          = 0x3818; // FName (0x4)
    uintptr_t PickupSpeedMultiplier                                  = 0x381C; // float (0x4)
    uintptr_t PositionCaptureIntervalForDistanceTraveledAccumulation = 0x3820; // float (0x4)
    uintptr_t MiniMapIconBrush                                       = 0x3830; // FSlateBrush (0xB0)
    uintptr_t AboveBelowMiniMapIconBrush                             = 0x38E0; // FSlateBrush (0xB0)
    uintptr_t FarOffMiniMapIconBrush                                 = 0x3990; // FSlateBrush (0xB0)
    uintptr_t DBNOMiniMapIconBrush                                   = 0x3A40; // FSlateBrush (0xB0)
    uintptr_t MinimapIconColorSelf                                   = 0x3AF0; // FLinearColor (0x10)
    uintptr_t MinimapIconColorTeammate                               = 0x3B00; // FLinearColor (0x10)
    uintptr_t MinimapIconColorEnemy                                  = 0x3B10; // FLinearColor (0x10)
    uintptr_t MaxIndicatorVisibilityDistForEnemies                   = 0x3B20; // float (0x4)
    uintptr_t MaxIndicatorVisibilityDistForAllies                    = 0x3B24; // float (0x4)
    uintptr_t OnPreventDeathOnOutOfHealth                            = 0x3B28; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBackblingBoneSetsHidden                              = 0x3B60; // FMulticastScriptDelegate (0x10)
    uintptr_t bLeftArmHidden                                         = 0x3B70; // std::uint8_t bitfield (0x1)
    uintptr_t bRightArmHidden                                        = 0x3B70; // std::uint8_t bitfield (0x1)
    uintptr_t bLeftLegHidden                                         = 0x3B70; // std::uint8_t bitfield (0x1)
    uintptr_t bRightLegHidden                                        = 0x3B70; // std::uint8_t bitfield (0x1)
    uintptr_t bHeadHidden                                            = 0x3B70; // std::uint8_t bitfield (0x1)
    uintptr_t OnItemDroppedDelegate                                  = 0x3B78; // FMulticastScriptDelegate (0x10)
    uintptr_t DBNOHoisterData                                        = 0x3BA0; // FFortDBNOCarryHoisterData (0x10)
    uintptr_t DBNOHoistee                                            = 0x3BB0; // FortPlayerPawn* (0x8)
    uintptr_t DBNOHoisterAnimSet                                     = 0x3BB8; // FortWeaponAnimSet* (0x8)
    uintptr_t ThrowCarriedPlayerStrengthXY                           = 0x3BC0; // float (0x4)
    uintptr_t ThrowCarriedPlayerStrengthZ                            = 0x3BC4; // float (0x4)
    uintptr_t DropCarriedPlayerForwardOffset                         = 0x3BC8; // float (0x4)
    uintptr_t DropCarriedPlayerHeightOffset                          = 0x3BCC; // float (0x4)
    uintptr_t DropCarriedPlayerTraceHeight                           = 0x3BD0; // float (0x4)
    uintptr_t bShouldTouchShowSecondaryInteract                      = 0x3BD4; // bool (0x1)
    uintptr_t bAllowDBNOCarry                                        = 0x3BD5; // bool (0x1)
    uintptr_t bAllowDBNOCarryEnemies                                 = 0x3BD6; // bool (0x1)
    uintptr_t bIsBeingDBNOCarried                                    = 0x3BD7; // bool (0x1)
    uintptr_t bIsDBNOCarrying                                        = 0x3BD8; // bool (0x1)
    uintptr_t bDBNOCarryHidHoisterBackpack                           = 0x3BD9; // bool (0x1)
    uintptr_t bActorHiddenHidCharacterParts                          = 0x3BDA; // bool (0x1)
    uintptr_t bRequestedThrowCarriedPlayer                           = 0x3BDB; // bool (0x1)
    uintptr_t OnDBNOHoisterChangedDelegate                           = 0x3BE8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRevivedFromDBNODelegate                              = 0x3BF8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRevivePlayerFromDBNODelegate                         = 0x3C08; // FMulticastScriptDelegate (0x10)
    uintptr_t OnNewPlayerState                                       = 0x3C18; // FMulticastScriptDelegate (0x10)
    uintptr_t OnAbilitySystemComponentInitialized                    = 0x3C40; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPreInvalidateAbilitySystemComponent                  = 0x3C50; // FMulticastScriptDelegate (0x10)
    uintptr_t OnFinishedCharacterCustomization                       = 0x3CA8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCrouchInputJustPressed                               = 0x3CB8; // FMulticastScriptDelegate (0x10)
    uintptr_t CustomizationAssetLoader                               = 0x3D10; // FortCustomizationAssetLoader* (0x8)
    uintptr_t SpawnParticles                                         = 0x3D90; // ParticleSystem* (0x8)
    uintptr_t SpawnSound                                             = 0x3D98; // SoundBase* (0x8)
    uintptr_t bIsLocalPlayer                                         = 0x3DA4; // std::uint8_t bitfield (0x1)
    uintptr_t bDamagedEnemy                                          = 0x3DA4; // std::uint8_t bitfield (0x1)
    uintptr_t OnDamageComboIncrement                                 = 0x3DC0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDamageComboReset                                     = 0x3DD0; // FMulticastScriptDelegate (0x10)
    uintptr_t PlayerStatus                                           = 0x3DE8; // uint32_t (0x4)
    uintptr_t AccelerationPack                                       = 0x3DEC; // uint16_t (0x2)
    uintptr_t RepAnimMontageInfo                                     = 0x3DF0; // FGameplayAbilityRepAnimMontage (0x38)
    uintptr_t ReplicatedEmoteInfo                                    = 0x3E28; // FFortEmoteRepInfo (0x28)
    uintptr_t RepAnimMontageStartSection                             = 0x3E50; // int32_t (0x4)
    uintptr_t bNetMovementPrioritized                                = 0x3E54; // std::uint8_t bitfield (0x1)
    uintptr_t LandingMontagePair                                     = 0x3E58; // FReplicatedMontagePair (0x20)
    uintptr_t PriorVariantData                                       = 0x3E78; // FPreviouslyAppliedVariantData (0x48)
    uintptr_t TempWeaponsStack                                       = 0x3EC0; // FString (0x10)
    uintptr_t RootMotionInterruptNotifyStack                         = 0x3ED0; // FString (0x10)
    uintptr_t RootMotionInterruptMontageStack                        = 0x3EE0; // FString (0x10)
    uintptr_t VisibilityComponent                                    = 0x3FB0; // FortVisibilityComponent* (0x8)
    uintptr_t BlendablesPostProcessComp                              = 0x3FB8; // PostProcessComponent* (0x8)
    uintptr_t bUseControllerRotationYawToRestore                     = 0x3FC4; // std::uint8_t bitfield (0x1)
    uintptr_t OnBeginSkydivingEvent                                  = 0x3FC8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnEndSkydivingEvent                                    = 0x3FD8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBeginParachuteMovementEvent                          = 0x3FE8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnParachuteSpawned                                     = 0x3FF8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnEndParachuteMovementEvent                            = 0x4008; // FMulticastScriptDelegate (0x10)
    uintptr_t OnParachuteForceOpenStart                              = 0x4018; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBallooningGravityCeilingChanged                      = 0x4028; // FMulticastScriptDelegate (0x10)
    uintptr_t OnEnteredAircraft                                      = 0x4038; // FMulticastScriptDelegate (0x10)
    uintptr_t OnStopSliding                                          = 0x4048; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnPossessed                                        = 0x4058; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnUnpossessed                                      = 0x4068; // FMulticastScriptDelegate (0x10)
    uintptr_t OnEmoteInteracted                                      = 0x4078; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSafeZoneOccupancyChangedEvent                        = 0x4088; // FMulticastScriptDelegate (0x10)
    uintptr_t CustomMovementIndicators                               = 0x4098; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t CurrentGliderOpenSound                                 = 0x40B8; // SoundBase* (0x8)
    uintptr_t CurrentGliderOpenAudioComponent                        = 0x40C0; // TWeakObjectPtr<UAudioComponent> (0x8)
    uintptr_t CurrentGliderCloseSound                                = 0x40C8; // SoundBase* (0x8)
    uintptr_t CurrentGliderCloseAudioComponent                       = 0x40D0; // TWeakObjectPtr<UAudioComponent> (0x8)
    uintptr_t bParachuteLockedOpen                                   = 0x40E4; // bool (0x1)
    uintptr_t bLocalParachuteLockedOpen                              = 0x40E5; // bool (0x1)
    uintptr_t AttachmentMesh                                         = 0x40E8; // FRepFortMeshAttachment (0x10)
    uintptr_t AttachmentMeshComponent                                = 0x40F8; // SkeletalMeshComponentBudgeted* (0x8)
    uintptr_t PersonalVehicleWrapModifier                            = 0x4100; // CustomItemWrapModifier* (0x8)
    uintptr_t BotScriptedBehavior                                    = 0x4108; // FortPawnScriptedBehavior* (0x8)
    uintptr_t IgnoredWaterBodies                                     = 0x4128; // FString (0x10)
    uintptr_t UnderwaterDamageComponent                              = 0x4138; // FortUnderwaterDamageComponent* (0x8)
    uintptr_t SlipperySlopeParams                                    = 0x4150; // FSlipperySlopeParams (0x280)
    uintptr_t PetState                                               = 0x43E0; // FortPlayerPetRepState* (0x8)
    uintptr_t CosmeticPetInstance                                    = 0x43E8; // FortPlayerPet* (0x8)
    uintptr_t GliderSpawnComponent                                   = 0x4400; // FortGliderSpawnComponent* (0x8)
    uintptr_t ParachuteAttachment                                    = 0x4408; // FortPlayerParachute* (0x8)
    uintptr_t GliderOverrideStack                                    = 0x4418; // FString (0x10)
    uintptr_t bResetGliderOverrideOnLanding                          = 0x4428; // bool (0x1)
    uintptr_t ParachuteClearanceCollisionProfile                     = 0x442C; // FName (0x4)
    uintptr_t ParachuteDeployTraceForGroundDistance                  = 0x4430; // FScalableFloat (0x28)
    uintptr_t LaunchPadParachuteDeployTraceForGroundDistance         = 0x4458; // FScalableFloat (0x28)
    uintptr_t LaunchPadParachuteDeployTraceForDownwardSpeed          = 0x4480; // FScalableFloat (0x28)
    uintptr_t ParachuteDeployVelocityBlend                           = 0x44A8; // FScalableFloat (0x28)
    uintptr_t ParachuteCooldownToOpen                                = 0x44D0; // float (0x4)
    uintptr_t ParachuteCooldownToClose                               = 0x44D4; // float (0x4)
    uintptr_t GliderRedeployAllowedRow                               = 0x44D8; // FScalableFloat (0x28)
    uintptr_t GliderRedeployLateralVelocityMultiplierRow             = 0x4500; // FScalableFloat (0x28)
    uintptr_t GliderRedeployHeighLimitRow                            = 0x4528; // FScalableFloat (0x28)
    uintptr_t AllowGliderRedeployHeighLimitRow                       = 0x4550; // FScalableFloat (0x28)
    uintptr_t FallOnCloseParachuteRow                                = 0x4578; // FScalableFloat (0x28)
    uintptr_t AllowCloseAfterForceDeploy                             = 0x45A0; // FScalableFloat (0x28)
    uintptr_t BalloonFallDamageThresholdVelocityZ                    = 0x45D0; // FScalableFloat (0x28)
    uintptr_t PreDrivingAnimBP                                       = 0x45F8; // TSubclassOf<UClass> (0x8)
    uintptr_t CurrentVehicleAnimLayerOverlayClass                    = 0x4600; // TSubclassOf<UClass> (0x8)
    uintptr_t CurrentSwimmingAnimLayerOverlayClass                   = 0x4608; // TSubclassOf<UClass> (0x8)
    uintptr_t DefaultSwimmingAnimLayerOverlayClass                   = 0x4610; // TSubclassOf<UClass> (0x8)
    uintptr_t TimeBeforeSwimmingLayerDeactivated                     = 0x4620; // float (0x4)
    uintptr_t LinkedAnimGraphComponent                               = 0x4628; // FortLinkedAnimGraphComponent* (0x8)
    uintptr_t AnimationComponent                                     = 0x4630; // FortPlayerAnimationComponent* (0x8)
    uintptr_t ParachuteAudioLoop                                     = 0x4638; // AudioComponent* (0x8)
    uintptr_t ParachuteAndSkydiveAudioFadeInTime                     = 0x4640; // float (0x4)
    uintptr_t ParachuteAndSkydiveAudioFadeOutTime                    = 0x4644; // float (0x4)
    uintptr_t SkydiveAudioLoop                                       = 0x4648; // AudioComponent* (0x8)
    uintptr_t SoundOnParachuteForcedOpen                             = 0x4650; // SoundBase* (0x8)
    uintptr_t SkydivingLoop1P                                        = 0x4658; // SoundBase* (0x8)
    uintptr_t SkydivingLoop3P                                        = 0x4660; // SoundBase* (0x8)
    uintptr_t ParachuteOpenLoop1P                                    = 0x4668; // SoundBase* (0x8)
    uintptr_t ParachuteOpenLoop3P                                    = 0x4670; // SoundBase* (0x8)
    uintptr_t SwimmingAudioLoop                                      = 0x4678; // AudioComponent* (0x8)
    uintptr_t SwimmingAudioFadeOutTime                               = 0x4680; // float (0x4)
    uintptr_t SwimmingAudioInterpSpeed                               = 0x4684; // float (0x4)
    uintptr_t SoundOnSwimmingLoop                                    = 0x4688; // SoundBase* (0x8)
    uintptr_t RemoteViewData32                                       = 0x46D8; // uint32_t (0x4)
    uintptr_t LastQuickBarSwitchRequestTime                          = 0x46F8; // float (0x4)
    uintptr_t MeleeAbilityCooldown                                   = 0x46FC; // float (0x4)
    uintptr_t bHideBodyOnDeathRequested                              = 0x4700; // std::uint8_t bitfield (0x1)
    uintptr_t ControlledRCPawn                                       = 0x4704; // TWeakObjectPtr<AFortRemoteControlledPawnAthena> (0x8)
    uintptr_t StoredControlRotation                                  = 0x4710; // FRotator (0x18)
    uintptr_t UICameraFramingFaceSocketName                          = 0x472C; // FName (0x4)
    uintptr_t FacialTypeOverride                                     = 0x4730; // enum EFortFacialAnimTypes (0x1)
    uintptr_t GhostModeExitStartTime                                 = 0x4734; // float (0x4)
    uintptr_t GhostModeExitDuration                                  = 0x4738; // float (0x4)
    uintptr_t CachedReferencesByName                                 = 0x4850; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t bFXPlayDustOnMovement                                  = 0x4860; // bool (0x1)
    uintptr_t PSC_PlayerInWater                                      = 0x4868; // ParticleSystemComponent* (0x8)
    uintptr_t PSC_PlayerInWaterSurfaceSwimming                       = 0x4870; // ParticleSystemComponent* (0x8)
    uintptr_t NiagaraPlayerInWaterBasicAsset                         = 0x4878; // NiagaraSystem* (0x8)
    uintptr_t NiagaraPlayerInWaterSwimmingAsset                      = 0x4880; // NiagaraSystem* (0x8)
    uintptr_t NiagaraPlayerWaterHandSplashAsset                      = 0x4888; // NiagaraSystem* (0x8)
    uintptr_t NiagaraPlayerWaterFootSplashAsset                      = 0x4890; // NiagaraSystem* (0x8)
    uintptr_t NiagaraPlayerWaterLargePlayerSplashAsset               = 0x4898; // NiagaraSystem* (0x8)
    uintptr_t NiagaraPlayerWaterBoostAsset                           = 0x48A0; // NiagaraSystem* (0x8)
    uintptr_t FootSplashLeftSocketName                               = 0x48A8; // FName (0x4)
    uintptr_t FootSplashRightSocketName                              = 0x48AC; // FName (0x4)
    uintptr_t NiagaraPlayerStandingInWater                           = 0x48B0; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerSwimmingInWater                           = 0x48B8; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerHandSplashInWater                         = 0x48C0; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerFootSplashInWaterLeft                     = 0x48C8; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerFootSplashInWaterRight                    = 0x48D0; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerJumpSplashInWater                         = 0x48D8; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerWaterBoost                                = 0x48E0; // FXSystemComponent* (0x8)
    uintptr_t bWaterFootSplashActive                                 = 0x48E8; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableWaterInteractionEffects                         = 0x48E8; // std::uint8_t bitfield (0x1)
    uintptr_t SlidingAudioComp                                       = 0x48F0; // AudioComponent* (0x8)
    uintptr_t SlidingIntensitySound3P                                = 0x48F8; // SoundBase* (0x8)
    uintptr_t SlidingIntensitySound1P                                = 0x4900; // SoundBase* (0x8)
    uintptr_t SlideAudioIntensity                                    = 0x4908; // float (0x4)
    uintptr_t PSC_PlayerSlideLand                                    = 0x4910; // ParticleSystemComponent* (0x8)
    uintptr_t OnActivateAbility                                      = 0x4918; // FMulticastScriptDelegate (0x10)
    uintptr_t OnFiringRangedWeapon                                   = 0x4928; // FMulticastScriptDelegate (0x10)
    uintptr_t ConsecutiveWeakSpotResourceBonus                       = 0x4938; // FScalableFloat (0x28)
    uintptr_t LastHitWeakSpotResourceBonus                           = 0x4960; // FScalableFloat (0x28)
    uintptr_t CustomInteractionWidget                                = 0x4990; // Widget* (0x8)
    uintptr_t ConvertComponent                                       = 0x49B8; // FortPawnComponent_Convert* (0x8)
    uintptr_t AffiliationComponent                                   = 0x49C0; // FortActorComponent_Affiliation* (0x8)
    uintptr_t ReplacedByPawn                                         = 0x49C8; // TWeakObjectPtr<AFortStandInPlayerPawn> (0x8)
    uintptr_t bUseViewRotationForCameraOrigin                        = 0x49D1; // std::uint8_t bitfield (0x1)
    uintptr_t CosmeticPortInformationComponent                       = 0x4A28; // CosmeticPortInformationComponent* (0x8)
    uintptr_t CosmeticApplicatorComponent                            = 0x4A30; // CosmeticApplicatorComponent* (0x8)
    uintptr_t CurrentQuickChatIcon                                   = 0x4A38; // Texture2D* (0x8)
};

AFortPlayerPawnAthena

// AFortPlayerPawnAthena - 178 own fields (dump)
struct AFortPlayerPawnAthena {
    uintptr_t OnInteractionFailedCallback                          = 0x4A70; // FMulticastScriptDelegate (0x10)
    uintptr_t ItemInteractionActor                                 = 0x4A80; // Actor* (0x8)
    uintptr_t PreviousVelocityXY                                   = 0x4AA8; // FVector (0x18)
    uintptr_t OnReviveSound                                        = 0x4AC0; // SoundBase* (0x8)
    uintptr_t ReviveFromDBNOTime                                   = 0x4AC8; // float (0x4)
    uintptr_t CanBeDamagedInDBNO                                   = 0x4ACC; // bool (0x1)
    uintptr_t DBNOStartTime                                        = 0x4AD0; // float (0x4)
    uintptr_t DBNOStartLocation                                    = 0x4AD8; // FVector (0x18)
    uintptr_t DeathTime                                            = 0x4AF0; // float (0x4)
    uintptr_t DBNOInvulnerableTime                                 = 0x4AF4; // float (0x4)
    uintptr_t CachedDBNOInvulnerableTime                           = 0x4AF8; // float (0x4)
    uintptr_t ConvertFromDBNOTime                                  = 0x4AFC; // float (0x4)
    uintptr_t ServerWorldTimeRevivalTime                           = 0x4B00; // float (0x4)
    uintptr_t bWasCrouchedBeforeDBNO                               = 0x4B10; // std::uint8_t bitfield (0x1)
    uintptr_t LastCrouchUpdateTime                                 = 0x4B18; // int64_t (0x8)
    uintptr_t ItemSpecialActorID                                   = 0x4B20; // FName (0x4)
    uintptr_t ItemSpecialActorCategoryTag                          = 0x4B24; // FGameplayTag (0x4)
    uintptr_t BecameSpecialActorTime                               = 0x4B2C; // float (0x4)
    uintptr_t bPlaytestWithNoMouse                                 = 0x4B30; // bool (0x1)
    uintptr_t LandEmitterTemplate                                  = 0x4B40; // ParticleSystem* (0x8)
    uintptr_t CustomDepthComponent                                 = 0x4B48; // FortPawnComponent_CustomDepth* (0x8)
    uintptr_t IgnoreLandGhostModeTags                              = 0x4B50; // FGameplayTagContainer (0x20)
    uintptr_t LandWindEmitterTemplate                              = 0x4B70; // ParticleSystem* (0x8)
    uintptr_t LandFXLocationOffset                                 = 0x4B78; // FVector (0x18)
    uintptr_t LandFXRotateYawMaxDegrees                            = 0x4B90; // float (0x4)
    uintptr_t LandFXMaxDrawDistance                                = 0x4B94; // float (0x4)
    uintptr_t LandForceIntensityVelocityZFactor                    = 0x4B98; // float (0x4)
    uintptr_t MinLandForceIntensity                                = 0x4B9C; // float (0x4)
    uintptr_t MaxLandForceIntensity                                = 0x4BA0; // float (0x4)
    uintptr_t MinLandForceDuration                                 = 0x4BA4; // float (0x4)
    uintptr_t MaxLandForceDuration                                 = 0x4BA8; // float (0x4)
    uintptr_t LandFXCoolDownTime                                   = 0x4BAC; // float (0x4)
    uintptr_t LandFXPawnRecentRenderTolerance                      = 0x4BB0; // float (0x4)
    uintptr_t bShouldPawnInstantDie                                = 0x4BC8; // bool (0x1)
    uintptr_t bShouldPawnDBNODisplayOnKillFeed                     = 0x4BC9; // bool (0x1)
    uintptr_t bShouldPawnDeathDisplayOnKillFeed                    = 0x4BCA; // bool (0x1)
    uintptr_t bShouldPawnLeaveEliminationIndicator                 = 0x4BCB; // bool (0x1)
    uintptr_t bShouldPawnAwardPoints                               = 0x4BCC; // bool (0x1)
    uintptr_t bShouldTriggerDeathAnalytics                         = 0x4BCD; // bool (0x1)
    uintptr_t bShouldDropItemsOnDeath                              = 0x4BCE; // bool (0x1)
    uintptr_t bShouldSkipMovementFullSimulation                    = 0x4BCF; // bool (0x1)
    uintptr_t bShouldForceMovementFullSimulationWhenFallingAndDead = 0x4BD0; // bool (0x1)
    uintptr_t bEnableGroundInteractionEffects                      = 0x4BD1; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableUpdateHealthPostProcess                       = 0x4BD1; // std::uint8_t bitfield (0x1)
    uintptr_t bCanPawnUseAimAssist                                 = 0x4BD1; // std::uint8_t bitfield (0x1)
    uintptr_t AbilityRangeCheckOverride                            = 0x4BD4; // float (0x4)
    uintptr_t QuickChatRequestBankOverride                         = 0x4BD8; // AthenaQuickChatBank* (0x8)
    uintptr_t ResurrectionPlayerStartActorComponent                = 0x4BE0; // ChildActorComponent* (0x8)
    uintptr_t ResurrectionPlayerStart                              = 0x4BE8; // FortPlayerStart* (0x8)
    uintptr_t CachedCustomMinimapTeamIndicator                     = 0x4BF0; // TWeakObjectPtr<UFortCustomMinimapTeamIndicator> (0x8)
    uintptr_t AttributeReplicationProxy                            = 0x4BF8; // FFortPlayerAthenaAttributeReplicationProxy (0x2C)
    uintptr_t GravityAttributeReplicationProxy                     = 0x4C24; // FFortPlayerAthenaGravityAttributeReplicationProxy (0x10)
    uintptr_t ReplayRepAnimMontageInfo                             = 0x4C38; // FGameplayAbilityRepAnimMontage (0x38)
    uintptr_t SimulatedProxyActiveGameplayCues                     = 0x4C70; // FMinimalGameplayCueReplicationProxy (0x2C0)
    uintptr_t SimulatedProxyMinimalReplicationGameplayCues         = 0x4F30; // FMinimalGameplayCueReplicationProxy (0x2C0)
    uintptr_t FastReplicationMinimalReplicationTags                = 0x51F0; // FMinimalReplicationTagCountMap (0x28)
    uintptr_t FastReplicationReplicatedLooseTags                   = 0x54A8; // FMinimalReplicationTagCountMap (0x28)
    uintptr_t bEnableMinimalReplicationTagsAndCues                 = 0x54D0; // bool (0x1)
    uintptr_t bADSWhileNotOnGround                                 = 0x54D1; // bool (0x1)
    uintptr_t DefaultCrouchedFootstepSound                         = 0x54D8; // SoundBase* (0x8)
    uintptr_t DefaultCrouchSprintFootstepSound                     = 0x54E0; // SoundBase* (0x8)
    uintptr_t OnFortPlayerDied                                     = 0x54E8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnFortDeathCause                                     = 0x54F8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnFortPlayerHitByVehicle                             = 0x5508; // FMulticastScriptDelegate (0x10)
    uintptr_t KillerForSpectatorRotation                           = 0x5518; // Pawn* (0x8)
    uintptr_t bCheckVisibilityViaSmartObjectPhysicsRoot            = 0x5521; // bool (0x1)
    uintptr_t bDelaySimProxyCollisionInAircraftPhase               = 0x5522; // bool (0x1)
    uintptr_t TimeToDelaySkydiveCollision                          = 0x5524; // float (0x4)
    uintptr_t SkydiveAudioMovementVolumeInterpSpeed                = 0x5538; // float (0x4)
    uintptr_t SkydiveAudioForwardDotInterpSpeed                    = 0x5548; // float (0x4)
    uintptr_t SkydiveAudioRightDotInterpSpeed                      = 0x554C; // float (0x4)
    uintptr_t DamageFXSignificance                                 = 0x5554; // FFortEffectDistanceQuality (0x18)
    uintptr_t ScreenEffectHealthDamage                             = 0x5578; // TSubclassOf<UClass> (0x8)
    uintptr_t ScreenEffectShieldDamage                             = 0x5580; // TSubclassOf<UClass> (0x8)
    uintptr_t AdditiveHitReactsMontage                             = 0x5588; // AnimMontage* (0x8)
    uintptr_t DamageTagsToNotDisplayDirectionDamage                = 0x5590; // FGameplayTagContainer (0x20)
    uintptr_t DamageTagsToNotAddCameraShake                        = 0x55B0; // FGameplayTagContainer (0x20)
    uintptr_t TagsToNotPlayCircleAndStreakFX                       = 0x55D0; // FGameplayTagContainer (0x20)
    uintptr_t OnPlayerLootedContainer                              = 0x55F0; // FMulticastScriptDelegate (0x10)
    uintptr_t DisplayHitNotify                                     = 0x5600; // FMulticastScriptDelegate (0x10)
    uintptr_t OnShieldBreak                                        = 0x5610; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCurrentMovementStyleChanged                        = 0x5620; // FMulticastScriptDelegate (0x10)
    uintptr_t bIsPlayerPawnReady                                   = 0x5658; // bool (0x1)
    uintptr_t LastFiredLocation                                    = 0x5660; // FVector (0x18)
    uintptr_t LastFiredDirection                                   = 0x5678; // FVector (0x18)
    uintptr_t LastFiredTime                                        = 0x5690; // float (0x4)
    uintptr_t PrototypeShootingModel                               = 0x56A8; // DataTable* (0x8)
    uintptr_t FallInstigator                                       = 0x56B0; // Controller* (0x8)
    uintptr_t FallDamageTags                                       = 0x56B8; // FGameplayTagContainer (0x20)
    uintptr_t LastFloorBeforeFalling                               = 0x56D8; // BuildingSMActor* (0x8)
    uintptr_t LastFallDistance                                     = 0x56E0; // float (0x4)
    uintptr_t SkydiveDebugTimer                                    = 0x56E4; // float (0x4)
    uintptr_t MeleeCombatSlowSpeedMultiplier                       = 0x56E8; // float (0x4)
    uintptr_t MeleeCombatSlowDuration                              = 0x56F4; // float (0x4)
    uintptr_t EncryptedPawnReplayData                              = 0x56F8; // FAthenaPawnReplayData (0x30)
    uintptr_t InAirAudioComp                                       = 0x5728; // AudioComponent* (0x8)
    uintptr_t PSC_PlayerWalkLand                                   = 0x5730; // ParticleSystemComponent* (0x8)
    uintptr_t PSC_PlayerRunLand                                    = 0x5738; // ParticleSystemComponent* (0x8)
    uintptr_t PSC_HitDamage                                        = 0x5740; // ParticleSystemComponent* (0x8)
    uintptr_t UseNiagaraPlayerHitDamageTags                        = 0x5748; // FGameplayTagContainer (0x20)
    uintptr_t NiagaraPlayerRunDustKickupComp                       = 0x5770; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerWalkDustKickupComp                      = 0x5778; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerHitDamageComp                           = 0x5780; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerLandDustPuffComp                        = 0x5788; // FXSystemComponent* (0x8)
    uintptr_t NiagaraPlayerRunDustKickup                           = 0x5790; // NiagaraSystem* (0x8)
    uintptr_t NiagaraPlayerWalkDustKickup                          = 0x5798; // NiagaraSystem* (0x8)
    uintptr_t NiagaraPlayerHitDamage                               = 0x57A0; // NiagaraSystem* (0x8)
    uintptr_t NiagaraPlayerLandDustPuff                            = 0x57A8; // NiagaraSystem* (0x8)
    uintptr_t PlayerKickupFXSocketName                             = 0x57B0; // FName (0x4)
    uintptr_t PlayerKickupSurfaceParameterName                     = 0x57B4; // FName (0x4)
    uintptr_t PlayerKickupSurfaceParamList                         = 0x57B8; // FString (0x10)
    uintptr_t PlayerFootstepKickupSurfaceParamList                 = 0x57C8; // FString (0x10)
    uintptr_t ContrailsComponent                                   = 0x57D8; // FortContrailsComponent* (0x8)
    uintptr_t MobileInteractionComponents                          = 0x57E0; // FString (0x10)
    uintptr_t MinimapIconColorFiftyFiftyPlayer                     = 0x57F0; // FLinearColor (0x10)
    uintptr_t MaxIndicatorVisibilityDistForReplays                 = 0x5800; // float (0x4)
    uintptr_t ConsumableUseAudio                                   = 0x5808; // AudioComponent* (0x8)
    uintptr_t InAirAudioParameterValue                             = 0x5810; // float (0x4)
    uintptr_t InAirAudioFallDistanceThreshold                      = 0x5814; // float (0x4)
    uintptr_t WalkDustActivateSpeed                                = 0x581C; // float (0x4)
    uintptr_t WalkDustResetSpeed                                   = 0x5824; // float (0x4)
    uintptr_t RunParticleActivateSpeed                             = 0x582C; // float (0x4)
    uintptr_t ImmersionDepthToSplashScaleInput_Min                 = 0x5844; // float (0x4)
    uintptr_t ImmersionDepthToSplashScaleInput_Max                 = 0x5848; // float (0x4)
    uintptr_t ImmersionDepthToSplashScaleOutput_Min                = 0x584C; // float (0x4)
    uintptr_t ImmersionDepthToSplashScaleOutput_Max                = 0x5850; // float (0x4)
    uintptr_t SoundFX_WaterExit_3P                                 = 0x5858; // SoundBase* (0x8)
    uintptr_t SoundFX_WaterExit_1P                                 = 0x5860; // SoundBase* (0x8)
    uintptr_t SoundFX_WaterEntry_3P                                = 0x5868; // SoundBase* (0x8)
    uintptr_t SoundFX_WaterEntry_1P                                = 0x5870; // SoundBase* (0x8)
    uintptr_t WaterAudioLocationOffset                             = 0x5878; // FVector (0x18)
    uintptr_t WaterAudioVolumeMultiplier_Local                     = 0x5890; // float (0x4)
    uintptr_t WaterAudioVolumeMultiplier_Remote                    = 0x5894; // float (0x4)
    uintptr_t VelocityToWaterEntrySpeedParamInput_Min              = 0x5898; // float (0x4)
    uintptr_t VelocityToWaterEntrySpeedParamInput_Max              = 0x589C; // float (0x4)
    uintptr_t VelocityToWaterEntrySpeedParamOutput_Min             = 0x58A0; // float (0x4)
    uintptr_t VelocityToWaterEntrySpeedParamOutput_Max             = 0x58A4; // float (0x4)
    uintptr_t EntrySpeedParameterName                              = 0x58A8; // FName (0x4)
    uintptr_t LastHealthPostProcessWeight                          = 0x58AC; // float (0x4)
    uintptr_t HealthPostProcessStartTime                           = 0x58B0; // float (0x4)
    uintptr_t HealthPostProcessMuteTime                            = 0x58B4; // float (0x4)
    uintptr_t bIsCreativeGhostModeActivated                        = 0x58F0; // bool (0x1)
    uintptr_t bIsCreativeModeratorModeActivated                    = 0x58F1; // bool (0x1)
    uintptr_t OnCreativeModeratorModeActivatedChanged              = 0x58F8; // FMulticastScriptDelegate (0x10)
    uintptr_t SkinWeightManager                                    = 0x5948; // FortSkinWeightOverrideManager* (0x8)
    uintptr_t InvulnerabilityTags                                  = 0x59C0; // FGameplayTagContainer (0x20)
    uintptr_t UnicornPawnSampler                                   = 0x5AB8; // UnicornAthenaPawnSampler* (0x8)
    uintptr_t bShowMarkerIcon                                      = 0x5AC0; // std::uint8_t bitfield (0x1)
    uintptr_t MarkerDisplay                                        = 0x5AC8; // FMarkedActorDisplayInfo (0xB0)
    uintptr_t MarkerPositionOffset                                 = 0x5B78; // FVector (0x18)
    uintptr_t bCanBeMarkedAsTeammate                               = 0x5B90; // bool (0x1)
    uintptr_t DamageForceFeedback                                  = 0x5BA8; // ForceFeedbackEffect* (0x8)
    uintptr_t DamageCameraShakeClass                               = 0x5BB0; // TSubclassOf<UClass> (0x8)
    uintptr_t DamageTagsExcludedFromCameraShake                    = 0x5BB8; // FGameplayTagContainer (0x20)
    uintptr_t UpdateSharedReplicationWhileAttachedCount            = 0x5BF0; // int32_t (0x4)
    uintptr_t BP_RotationSpeedWhenTurnedOffByAnim                  = 0x5BF4; // float (0x4)
    uintptr_t BP_RotationSpeedOnDetach                             = 0x5BF8; // float (0x4)
    uintptr_t BP_MaxRotationSpeedWhenAttached                      = 0x5BFC; // float (0x4)
    uintptr_t BP_TimeToReachMaxRotationSpeed                       = 0x5C00; // float (0x4)
    uintptr_t BP_AddedRotationInfluenceFromForwardVectorOnAttach   = 0x5C04; // float (0x4)
    uintptr_t YawNegative90                                        = 0x5C08; // FRotator (0x18)
    uintptr_t CallerID_update_mesh_rotation                        = 0x5C20; // FString (0x10)
    uintptr_t AttachPointNormalizeTolerance                        = 0x5C30; // float (0x4)
    uintptr_t ForwardProjectedNormalizeTolerance                   = 0x5C34; // float (0x4)
    uintptr_t Swinging_AttachBGA                                   = 0x5C38; // BuildingGameplayActor* (0x8)
    uintptr_t Swinging_RightVec                                    = 0x5C40; // FVector (0x18)
    uintptr_t Swinging_LastAttachTime                              = 0x5C58; // float (0x4)
    uintptr_t bSwingingShouldRotateMesh                            = 0x5C5C; // bool (0x1)
    uintptr_t bSwinging_UseProgrammaticRotation                    = 0x5C5D; // bool (0x1)
    uintptr_t bImprovedDBNOEnabled                                 = 0x5C5E; // bool (0x1)
    uintptr_t DBNORevivingActorsCount                              = 0x5C5F; // uint8_t (0x1)
    uintptr_t RimLightComponent                                    = 0x5C68; // FortPlayerPawnAthenaRimLight* (0x8)
    uintptr_t TornOffLifespan                                      = 0x5C70; // float (0x4)
    uintptr_t VoiceChatComp                                        = 0x5C78; // AudioComponent* (0x8)
    uintptr_t OnVoiceChatComponetCreated                           = 0x5C88; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVoiceChatComponentCreated                          = 0x5C98; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVoiceChatComponentStopped                          = 0x5CA8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVoiceChatSoundAttenuationSettingsChanged           = 0x5CB8; // FMulticastScriptDelegate (0x10)
};

AFortPlayerController

// AFortPlayerController - 363 own fields (dump)
struct AFortPlayerController {
    uintptr_t bUnlockAllZones                                                       =  0x740; // bool (0x1)
    uintptr_t OnPlayerPawnPossessed                                                 =  0x770; // FMulticastScriptDelegate (0x10)
    uintptr_t OnEnteredEditMode                                                     =  0x780; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPickupCreated                                                       =  0x790; // FMulticastScriptDelegate (0x10)
    uintptr_t OnLoadoutChanged                                                      =  0x7A0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCosmeticLoadoutChanged                                              =  0x7B0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnViewTargetChanged                                                   =  0x7F0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPlayerStateReady                                                    =  0x830; // FMulticastScriptDelegate (0x10)
    uintptr_t OnInputFiltered                                                       =  0x840; // FMulticastScriptDelegate (0x10)
    uintptr_t OnTouchDirectionTriggered                                             =  0x850; // FMulticastScriptDelegate (0x10)
    uintptr_t bTrapsInNoBuild                                                       =  0x878; // std::uint8_t bitfield (0x1)
    uintptr_t OnFortPawnChangedEvent                                                =  0x880; // FMulticastScriptDelegate (0x10)
    uintptr_t OnControllerComponentAttachedEvent                                    =  0x8A8; // FMulticastScriptDelegate (0x10)
    uintptr_t bInPossession                                                         =  0x9B1; // bool (0x1)
    uintptr_t HybridControlsComponentComponent                                      =  0x9F8; // FortControllerComponent_HybridMouseControls* (0x8)
    uintptr_t AircraftInputComponent                                                =  0xA20; // InputComponent* (0x8)
    uintptr_t SprintOverrideComponent                                               =  0xA28; // ActorComponent* (0x8)
    uintptr_t SkydiveMusicAudioComp                                                 =  0xA30; // AudioComponent* (0x8)
    uintptr_t bIsDisconnecting                                                      =  0xA38; // std::uint8_t bitfield (0x1)
    uintptr_t bIsBeingKicked                                                        =  0xA38; // std::uint8_t bitfield (0x1)
    uintptr_t bHasInitiallySpawned                                                  =  0xA38; // std::uint8_t bitfield (0x1)
    uintptr_t bAssignedStartSpawn                                                   =  0xA38; // std::uint8_t bitfield (0x1)
    uintptr_t bReadyToStartMatch                                                    =  0xA38; // std::uint8_t bitfield (0x1)
    uintptr_t bClientPawnIsLoaded                                                   =  0xA38; // std::uint8_t bitfield (0x1)
    uintptr_t bWantsWeaponAutoPickup                                                =  0xA38; // std::uint8_t bitfield (0x1)
    uintptr_t SpawnLoc                                                              =  0xA40; // FVector (0x18)
    uintptr_t NumPreviousSpawns                                                     =  0xA58; // int32_t (0x4)
    uintptr_t bCanSpectateBot                                                       =  0xA5C; // bool (0x1)
    uintptr_t OnBlueprintReadyCheckCompleted                                        =  0xA60; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDelayForPreServerTransitionAnimationEvent                           =  0xA70; // FMulticastScriptDelegate (0x10)
    uintptr_t SimpleLoadingScreenSoundMix                                           =  0xAB0; // SoundMix* (0x8)
    uintptr_t SprintOverrideAbilityGameplayTag                                      =  0xAC4; // FGameplayTag (0x4)
    uintptr_t HandledReturnToMainMenuReasons                                        =  0xAC8; // FString (0x10)
    uintptr_t ManagedAIs                                                            =  0xAE8; // FString (0x10)
    uintptr_t MyFortPawn                                                            =  0xAF8; // FortPlayerPawn* (0x8)
    uintptr_t CachedFortPawn                                                        =  0xB00; // FortPawn* (0x8)
    uintptr_t MyFortPawnBeforeTakeoverOfScriptedPawn                                =  0xB08; // FortPlayerPawn* (0x8)
    uintptr_t ScriptedPawnControllerBeforeTakeover                                  =  0xB10; // Controller* (0x8)
    uintptr_t bHasClientFinishedLoading                                             =  0xB18; // bool (0x1)
    uintptr_t bHasServerFinishedLoading                                             =  0xB19; // bool (0x1)
    uintptr_t TimeStartedWaiting                                                    =  0xB1C; // float (0x4)
    uintptr_t TimeFinishedNavigationBuild                                           =  0xB20; // float (0x4)
    uintptr_t MaterialParameterCollection                                           =  0xB28; // MaterialParameterCollection* (0x8)
    uintptr_t bLoadingScreenDropped                                                 =  0xB39; // bool (0x1)
    uintptr_t PendingSpectatorLocation                                              =  0xB40; // FVector (0x18)
    uintptr_t ActorUnderReticle                                                     =  0xB58; // TWeakObjectPtr<AActor> (0x8)
    uintptr_t WeakspotUnderReticle                                                  =  0xB60; // TWeakObjectPtr<ABuildingWeakSpot> (0x8)
    uintptr_t ActiveWeakSpots                                                       =  0xB68; // FString (0x10)
    uintptr_t IdleKickLastTimeActive                                                =  0xB78; // float (0x4)
    uintptr_t LastTimeActive                                                        =  0xB7C; // float (0x4)
    uintptr_t CachedCoreInputComponent                                              =  0xB98; // TWeakObjectPtr<UFortControllerComponent_CoreInput> (0x8)
    uintptr_t bRevertPlayerListenerChange                                           =  0xBB8; // bool (0x1)
    uintptr_t VehicleInputComponent                                                 =  0xBE8; // InputComponent* (0x8)
    uintptr_t VehicleInputContexts                                                  =  0xBF0; // FString (0x10)
    uintptr_t bHoldingPrimaryFireFromTouch                                          =  0xC08; // bool (0x1)
    uintptr_t bHoldingSecondaryFire                                                 =  0xC09; // bool (0x1)
    uintptr_t bSupportNextPieceAssist                                               =  0xC0A; // bool (0x1)
    uintptr_t bAutoBuildForTrapPlacement                                            =  0xC0B; // bool (0x1)
    uintptr_t bAutoBuildForFloorTrapPlacement                                       =  0xC0C; // bool (0x1)
    uintptr_t bAutoBuildForWallTrapPlacement                                        =  0xC0D; // bool (0x1)
    uintptr_t bAutoBuildForCeilingTrapPlacement                                     =  0xC0E; // bool (0x1)
    uintptr_t bNoControllerLighting                                                 =  0xC0F; // bool (0x1)
    uintptr_t ReturnToMainMenuTimeoutDelay                                          =  0xC10; // float (0x4)
    uintptr_t OnQuestObjectiveStateChanged                                          =  0xC18; // FMulticastScriptDelegate (0x10)
    uintptr_t LastDamager                                                           =  0xC40; // FortPlayerController* (0x8)
    uintptr_t LastFallInstigator                                                    =  0xC50; // FortPlayerController* (0x8)
    uintptr_t LastDamagerCreditThresholdDropElim                                    =  0xC5C; // float (0x4)
    uintptr_t LastDamagerCreditThresholdSelfElim                                    =  0xC60; // float (0x4)
    uintptr_t LastDamagerCreditThresholdStormElim                                   =  0xC64; // float (0x4)
    uintptr_t bGiveLastDamagerElimCreditOnDrop                                      =  0xC68; // bool (0x1)
    uintptr_t bGiveLastDamagerElimCreditOnSelfDamage                                =  0xC69; // bool (0x1)
    uintptr_t bGiveLastDamagerElimCreditOnStormDamage                               =  0xC6A; // bool (0x1)
    uintptr_t OnMcpProfilesInitializedEvent                                         =  0xCB8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnEnterVehicleDriver                                                  =  0xE18; // FMulticastScriptDelegate (0x10)
    uintptr_t OnEnterVehiclePassenger                                               =  0xE28; // FMulticastScriptDelegate (0x10)
    uintptr_t OnExitVehicle                                                         =  0xE38; // FMulticastScriptDelegate (0x10)
    uintptr_t OnFullyExitVehicle                                                    =  0xE48; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVehicleSeatChanged                                                  =  0xE58; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVehicleSeatChangedComplete                                          =  0xE68; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVehicleAbilitiesRemoved                                             =  0xE78; // FMulticastScriptDelegate (0x10)
    uintptr_t OnTetherChanged                                                       =  0xE88; // FMulticastScriptDelegate (0x10)
    uintptr_t OnClientRefreshHUDForRespawn                                          =  0xE98; // FMulticastScriptDelegate (0x10)
    uintptr_t bHoldingObject                                                        =  0xED4; // std::uint8_t bitfield (0x1)
    uintptr_t SecondaryInteractInputComponent                                       =  0xED8; // InputComponent* (0x8)
    uintptr_t DBNOCarryInputComponent                                               =  0xEE0; // InputComponent* (0x8)
    uintptr_t HeldObjectsInputComponent                                             =  0xEE8; // InputComponent* (0x8)
    uintptr_t OnInventoryActiveChangedEvent                                         =  0xEF0; // FMulticastScriptDelegate (0x10)
    uintptr_t bEnableProcessGamepadInput                                            =  0xF30; // std::uint8_t bitfield (0x1)
    uintptr_t bWantsToSprint                                                        =  0xF40; // std::uint8_t bitfield (0x1)
    uintptr_t bHoldingSprint                                                        =  0xF40; // std::uint8_t bitfield (0x1)
    uintptr_t bSprintToggleable                                                     =  0xF40; // std::uint8_t bitfield (0x1)
    uintptr_t bForcingWalkFromToggleInput                                           =  0xF40; // std::uint8_t bitfield (0x1)
    uintptr_t bForceWalkHeldInput                                                   =  0xF40; // std::uint8_t bitfield (0x1)
    uintptr_t bForceWalkFromSavedMove                                               =  0xF40; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreForceWalk                                                      =  0xF40; // std::uint8_t bitfield (0x1)
    uintptr_t bForceBinaryForward                                                   =  0xF40; // std::uint8_t bitfield (0x1)
    uintptr_t bSprintBehaviorIsOverridden                                           =  0xF41; // std::uint8_t bitfield (0x1)
    uintptr_t bSprintByDefaultWhenSprintIsOverridden                                =  0xF41; // std::uint8_t bitfield (0x1)
    uintptr_t bSprintByDefault                                                      =  0xF41; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoRunOn                                                            =  0xF41; // std::uint8_t bitfield (0x1)
    uintptr_t bUseHoldToSwapPickup                                                  =  0xF41; // std::uint8_t bitfield (0x1)
    uintptr_t bTargetingToggleable                                                  =  0xF41; // std::uint8_t bitfield (0x1)
    uintptr_t bTargetingToggleableWithTouch                                         =  0xF41; // std::uint8_t bitfield (0x1)
    uintptr_t bMovementDisabledDueToCancellableAction                               =  0xF41; // std::uint8_t bitfield (0x1)
    uintptr_t bIsPlayerActivelyMoving                                               =  0xF42; // std::uint8_t bitfield (0x1)
    uintptr_t bPlaceHeldObjectPressed                                               =  0xF42; // std::uint8_t bitfield (0x1)
    uintptr_t bJumpInputPressed                                                     =  0xF42; // std::uint8_t bitfield (0x1)
    uintptr_t bIsRunningAllowedByMoveKeys                                           =  0xF42; // std::uint8_t bitfield (0x1)
    uintptr_t bShowDamageNumbersOfConvertedNPC                                      =  0xF42; // std::uint8_t bitfield (0x1)
    uintptr_t InMovementCancellableAction                                           =  0xF44; // int32_t (0x4)
    uintptr_t bAllowHoldForAmmoCrafting                                             =  0xF4C; // bool (0x1)
    uintptr_t bIsClientTimingOut                                                    =  0xF4D; // bool (0x1)
    uintptr_t ClientTimeoutBlockInputTime                                           =  0xF50; // float (0x4)
    uintptr_t LastMoveInputFrame                                                    =  0xF60; // uint64_t (0x8)
    uintptr_t LastPressGamepadSprintTime                                            =  0xF68; // float (0x4)
    uintptr_t LastToggleAutoRunTime                                                 =  0xF6C; // float (0x4)
    uintptr_t bAutoRunWasHoldingForward                                             =  0xF70; // bool (0x1)
    uintptr_t bAtNameBaseScreen                                                     =  0xF71; // bool (0x1)
    uintptr_t GameplaySettingsTags                                                  =  0xF78; // FGameplayTagContainer (0x20)
    uintptr_t OnSetFirstPersonCamera                                                =  0xFA0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCameraShoulderSwapChanged                                           =  0xFD0; // FMulticastScriptDelegate (0x10)
    uintptr_t CinematicCameraClassOverride                                          =  0xFF8; // TSubclassOf<UClass> (0x8)
    uintptr_t bOnPressExecuteJetpack                                                = 0x1000; // bool (0x1)
    uintptr_t bShowHitMarkersForFriendlyFire                                        = 0x1040; // bool (0x1)
    uintptr_t bServerSideHitMarkers                                                 = 0x1041; // bool (0x1)
    uintptr_t OnTextChatRequestedDelegate                                           = 0x1070; // FMulticastScriptDelegate (0x10)
    uintptr_t OnToggleMainMenuDelegate                                              = 0x1080; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBuildingActorsIndestructibleChangedEvent                            = 0x1090; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRegainedFocus                                                       = 0x10A0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnReloadCancelingSprint                                               = 0x10B0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnOpenVoteDialog                                                      = 0x10D8; // FMulticastScriptDelegate (0x10)
    uintptr_t bToggleMainMenuEnabled                                                = 0x1228; // bool (0x1)
    uintptr_t FlooredDamageZeroValue                                                = 0x122C; // int32_t (0x4)
    uintptr_t bGamepadAbilityPending                                                = 0x1230; // bool (0x1)
    uintptr_t bForceAllowCursorMode                                                 = 0x1231; // bool (0x1)
    uintptr_t bForceAllowCameraMode                                                 = 0x1232; // bool (0x1)
    uintptr_t bSuppressEventNotifications                                           = 0x1234; // bool (0x1)
    uintptr_t CachedUIFeedbackBank                                                  = 0x1238; // FortUIFeedbackBank* (0x8)
    uintptr_t LastSpotTime                                                          = 0x1258; // float (0x4)
    uintptr_t LastPlayerLocalMoveInput                                              = 0x1260; // FVector2D (0x10)
    uintptr_t CurrentMarks                                                          = 0x1270; // FString (0x10)
    uintptr_t LoopingUIFeedbackComponents                                           = 0x1280; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t PreviewAbility                                                        = 0x1290; // FortGameplayAbility* (0x8)
    uintptr_t bDisableNativeHitMarker                                               = 0x1298; // bool (0x1)
    uintptr_t bDisableNativeDamageNumbers                                           = 0x1299; // bool (0x1)
    uintptr_t DummyCamera                                                           = 0x12A0; // Actor* (0x8)
    uintptr_t IntensityGraphInfo                                                    = 0x12C0; // FAIDirectorDebugInfo (0x28)
    uintptr_t PIDValuesGraphInfo                                                    = 0x12E8; // FAIDirectorDebugInfo (0x28)
    uintptr_t PIDContributionsGraphInfo                                             = 0x1310; // FAIDirectorDebugInfo (0x28)
    uintptr_t AIDirectorDataManager                                                 = 0x1338; // FortAIDirectorDataManager* (0x8)
    uintptr_t MusicManager                                                          = 0x1340; // FortMusicManager* (0x8)
    uintptr_t OnBuildPreviewMarkerVisibilityChanged                                 = 0x1348; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeakSpotReset                                                       = 0x1358; // FMulticastScriptDelegate (0x10)
    uintptr_t bUsePredictedBuildingActors                                           = 0x1378; // bool (0x1)
    uintptr_t bRegisterPredictedBuildingActorsWithGrid                              = 0x1379; // bool (0x1)
    uintptr_t bPredictedBuildingWallsHaveNoCollision                                = 0x137A; // bool (0x1)
    uintptr_t PredictedActorLifespan                                                = 0x137C; // float (0x4)
    uintptr_t PredictedBuildingSMActors                                             = 0x1380; // FString (0x10)
    uintptr_t BuildPreviewModeInputComponent                                        = 0x1580; // InputComponent* (0x8)
    uintptr_t SimpleBuildInputComponent                                             = 0x1588; // InputComponent* (0x8)
    uintptr_t BaseBuildInputComponent                                               = 0x1590; // InputComponent* (0x8)
    uintptr_t UnblockedInputComponent                                               = 0x1598; // FortEnhancedInputComponent* (0x8)
    uintptr_t BuildPreviewMarker                                                    = 0x15A0; // BuildingPlayerPrimitivePreview* (0x8)
    uintptr_t BuildPreviewMarkerExtraPiece                                          = 0x15A8; // BuildingPlayerPrimitivePreview* (0x8)
    uintptr_t bAllowBuildingPreviewAutoRotation                                     = 0x1610; // bool (0x1)
    uintptr_t bRequireTraceToExistingBuildingToSetContext                           = 0x1611; // bool (0x1)
    uintptr_t bAllowTraceToExistingBuildingToSetContextToRedirectToBlockingBuilding = 0x1612; // bool (0x1)
    uintptr_t bRequireTraceToExistingBuildingToSetContextExcludeCurrentContext      = 0x1613; // bool (0x1)
    uintptr_t TargetedBuilding                                                      = 0x16B0; // BuildingActor* (0x8)
    uintptr_t TargetedVehicle                                                       = 0x16B8; // Actor* (0x8)
    uintptr_t TargetedFortPawn                                                      = 0x16C0; // FortPawn* (0x8)
    uintptr_t StartUpgradeSound                                                     = 0x16C8; // TSoftObjectPtr<USoundBase> (0x20)
    uintptr_t HighlightedPrimaryBuildings                                           = 0x16E8; // FString (0x10)
    uintptr_t HighlightedInteractionBuildings                                       = 0x16F8; // FString (0x10)
    uintptr_t BuildPreviewMarkerMIDs                                                = 0x1708; // FString (0x10)
    uintptr_t BuildPreviewRotationIterations                                        = 0x1718; // uint8_t (0x1)
    uintptr_t bBuildPreviewMirrored                                                 = 0x171C; // std::uint8_t bitfield (0x1)
    uintptr_t BuildPreviewMarkerOptionalAdjustment                                  = 0x1720; // enum EFortBuildPreviewMarkerOptionalAdjustment (0x1)
    uintptr_t bBuildFree                                                            = 0x1724; // std::uint8_t bitfield (0x1)
    uintptr_t IMC_PushToTalk                                                        = 0x1770; // FFortEnhancedInputScalableData (0x48)
    uintptr_t IA_PushToTalk                                                         = 0x17B8; // FFortEnhancedInputActionScalableData (0x28)
    uintptr_t bCraftFree                                                            = 0x17F8; // std::uint8_t bitfield (0x1)
    uintptr_t CurrentBuildableClass                                                 = 0x1800; // TSubclassOf<UClass> (0x8)
    uintptr_t CurrentResourceLevel                                                  = 0x1808; // enum EFortResourceLevel (0x1)
    uintptr_t CurrentResourceType                                                   = 0x1809; // enum EFortResourceType (0x1)
    uintptr_t QueuedDamageNumbers                                                   = 0x1900; // FString (0x10)
    uintptr_t DamageNumbersInterface                                                = 0x1910; // TScriptInterface<UFortDamageNumbersInterface> (0x10)
    uintptr_t EditModeInputComponent                                                = 0x1920; // InputComponent* (0x8)
    uintptr_t EditBuildingActor                                                     = 0x1928; // BuildingSMActor* (0x8)
    uintptr_t EditModeDistance                                                      = 0x1930; // float (0x4)
    uintptr_t LastBuildPreviewGridSnapLoc                                           = 0x1938; // FVector (0x18)
    uintptr_t LastBuildPreviewGridSnapRot                                           = 0x1950; // FRotator (0x18)
    uintptr_t LastBuildPreviewGridSnapCentroid                                      = 0x1968; // FVector (0x18)
    uintptr_t PickerInputComponent                                                  = 0x1980; // InputComponent* (0x8)
    uintptr_t TrapPickerDecoHelper                                                  = 0x1988; // FortDecoHelper* (0x8)
    uintptr_t TouchEditResults                                                      = 0x1990; // FString (0x10)
    uintptr_t bBuildingPlacementTraceSkipInitialPenetrationOfBuildingSMActor        = 0x19A1; // bool (0x1)
    uintptr_t bBuildingPlacementTraceSkipInitialPenetrationOfStaticMesh             = 0x19A2; // bool (0x1)
    uintptr_t ClientQuickBars                                                       = 0x19E8; // FortQuickBars* (0x8)
    uintptr_t RecentlyRemovedQuickbarInfo                                           = 0x19F8; // FString (0x10)
    uintptr_t DelayedQuickBarActions                                                = 0x1A58; // FDelayedQuickBarActionContainer (0x60)
    uintptr_t ClientProcessedQuickBarActions                                        = 0x1AB8; // FString (0x10)
    uintptr_t bShouldForceDeleteDroppedItems                                        = 0x1AC8; // bool (0x1)
    uintptr_t bUsePickUpFlagToCheckPreviouslyGathered                               = 0x1B01; // bool (0x1)
    uintptr_t QueuedItemsToDrop                                                     = 0x1B08; // FQueuedItemsToDropViaPickup (0x20)
    uintptr_t bAutoEquipBetterItems                                                 = 0x1BC8; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldConstructReplicatedInventories                                 = 0x1BCC; // bool (0x1)
    uintptr_t WorldInventoryClass                                                   = 0x1BD0; // TSubclassOf<UClass> (0x8)
    uintptr_t WorldInventory                                                        = 0x1BD8; // TScriptInterface<UFortInventoryInterface> (0x10)
    uintptr_t OutpostInventory                                                      = 0x1BE8; // FortInventory* (0x8)
    uintptr_t ViewTargetInventory                                                   = 0x1BF0; // TScriptInterface<UFortInventoryInterface> (0x10)
    uintptr_t bHasInitializedWorldInventory                                         = 0x1C4C; // std::uint8_t bitfield (0x1)
    uintptr_t bHasInitializedHeroInventory                                          = 0x1C4C; // std::uint8_t bitfield (0x1)
    uintptr_t bAccountInventoryWasUpdated                                           = 0x1C4C; // std::uint8_t bitfield (0x1)
    uintptr_t bForceWorldInventoryUpdate                                            = 0x1C4C; // std::uint8_t bitfield (0x1)
    uintptr_t CosmeticLoadoutPC                                                     = 0x1D78; // FFortAthenaLoadout (0x100)
    uintptr_t LocalPawnCustomizationAssetLoader                                     = 0x1E78; // FortCustomizationAssetLoader* (0x8)
    uintptr_t bDropWeaponsDuringAllMissionStates                                    = 0x1E80; // bool (0x1)
    uintptr_t LatestRewardReport                                                    = 0x1EA0; // FFortRewardReport (0x58)
    uintptr_t MyPlayerInfo                                                          = 0x1EF8; // FortRegisteredPlayerInfo* (0x8)
    uintptr_t UpdatedObjectiveStats                                                 = 0x1F00; // FString (0x10)
    uintptr_t bHasUnsavedPrimaryMissionProgress                                     = 0x1F10; // bool (0x1)
    uintptr_t StatManager                                                           = 0x1F30; // StatManager* (0x8)
    uintptr_t HeartbeatManager                                                      = 0x1F38; // HeartbeatManager* (0x8)
    uintptr_t StatEventManager                                                      = 0x1F40; // FortStatEventManager* (0x8)
    uintptr_t CachedPersistentGameplayStats                                         = 0x1F48; // FFortPersistentGameplayStatContainer (0x10)
    uintptr_t LastEmotePlayed                                                       = 0x1F68; // FortMontageItemDefinitionBase* (0x8)
    uintptr_t EmoteUsageCounts                                                      = 0x1F70; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t AnalyticsBuildingWallTooLowLocations                                  = 0x1F80; // FString (0x10)
    uintptr_t NearbyEmotingPawns                                                    = 0x1F90; // FString (0x10)
    uintptr_t NearbyEmotingPawnCount                                                = 0x1FA0; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t McpProfileGroup                                                       = 0x1FB0; // McpProfileGroup* (0x8)
    uintptr_t CommonPublicMcpProfile                                                = 0x1FB8; // FortMcpProfileCommonPublic* (0x8)
    uintptr_t CommonCoreMcpProfile                                                  = 0x1FC0; // FortMcpProfileCommonCore* (0x8)
    uintptr_t MainMcpProfile                                                        = 0x1FC8; // FortMcpProfileCampaign* (0x8)
    uintptr_t AthenaProfile                                                         = 0x1FD0; // FortMcpProfileAthena* (0x8)
    uintptr_t MetadataProfile                                                       = 0x1FD8; // FortMcpProfileMetadata* (0x8)
    uintptr_t CreativeModeMCPProfile                                                = 0x1FE0; // FortMcpProfileCreative* (0x8)
    uintptr_t FortProfileFNE                                                        = 0x1FE8; // FortProfileFNE* (0x8)
    uintptr_t TutorialCompletedState                                                = 0x1FF0; // enum EFortPCTutorialCompletedState (0x1)
    uintptr_t bShouldReceiveCriticalMatchBonus                                      = 0x2010; // bool (0x1)
    uintptr_t bIgnoreExperienceOwnership                                            = 0x2011; // bool (0x1)
    uintptr_t OnPlayerChangedBuildMode                                              = 0x2018; // FMulticastScriptDelegate (0x10)
    uintptr_t OnAutoRunEnabled                                                      = 0x2028; // FMulticastScriptDelegate (0x10)
    uintptr_t CustomVoicePriorityListPlayers                                        = 0x2098; // FString (0x10)
    uintptr_t VoiceInputSourceEffectPresetChain                                     = 0x2100; // SoundEffectSourcePresetChain* (0x8)
    uintptr_t ProximityVoiceChatAttenuation                                         = 0x2108; // SoundAttenuation* (0x8)
    uintptr_t ProximityChatSettingsProviderClass                                    = 0x2110; // TSubclassOf<UClass> (0x8)
    uintptr_t ProximityChatSettingsProvider                                         = 0x2118; // FortProximityChatSettingsProviderBase* (0x8)
    uintptr_t bLocalEnableCustomProximityChatPriorityList                           = 0x2120; // bool (0x1)
    uintptr_t bHasAttemptedGameServerVoiceChatConnectOrDisconnect                   = 0x2121; // bool (0x1)
    uintptr_t ProximityChatPriorityListProviderClass                                = 0x2128; // TSubclassOf<UClass> (0x8)
    uintptr_t LocalProximityChatPriorityListProviderClass                           = 0x2130; // TSubclassOf<UClass> (0x8)
    uintptr_t ProximityChatPriorityListProvider                                     = 0x2138; // FortProximityChatPriorityListProviderBase* (0x8)
    uintptr_t VoiceChatRenderMode                                                   = 0x2140; // enum EFortVoiceChatRenderMode (0x4)
    uintptr_t LocationUnderReticle                                                  = 0x2188; // FVector (0x18)
    uintptr_t VoiceChatMethod                                                       = 0x21A0; // enum EFortVoiceChatMethod (0x1)
    uintptr_t bVoiceChatOpenMicSelfMuted                                            = 0x21A4; // std::uint8_t bitfield (0x1)
    uintptr_t bVoiceChatPTTTransmit                                                 = 0x21A4; // std::uint8_t bitfield (0x1)
    uintptr_t bInfiniteAmmo                                                         = 0x21A4; // std::uint8_t bitfield (0x1)
    uintptr_t bInfiniteConsumables                                                  = 0x21A4; // std::uint8_t bitfield (0x1)
    uintptr_t bInfiniteMagazine                                                     = 0x21A4; // std::uint8_t bitfield (0x1)
    uintptr_t bInfiniteCharges                                                      = 0x21A4; // std::uint8_t bitfield (0x1)
    uintptr_t bInfiniteLoadedEnergy                                                 = 0x21A4; // std::uint8_t bitfield (0x1)
    uintptr_t bInfiniteReserveEnergy                                                = 0x21A4; // std::uint8_t bitfield (0x1)
    uintptr_t bNoCoolDown                                                           = 0x21A5; // std::uint8_t bitfield (0x1)
    uintptr_t bInfiniteDurability                                                   = 0x21A5; // std::uint8_t bitfield (0x1)
    uintptr_t bUsePickers                                                           = 0x21A5; // std::uint8_t bitfield (0x1)
    uintptr_t bPickerOpen                                                           = 0x21A5; // std::uint8_t bitfield (0x1)
    uintptr_t bPickerEnabled                                                        = 0x21A5; // std::uint8_t bitfield (0x1)
    uintptr_t bCheatGhost                                                           = 0x21A5; // std::uint8_t bitfield (0x1)
    uintptr_t bCheatFly                                                             = 0x21A5; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableShotLogging                                                    = 0x21A6; // std::uint8_t bitfield (0x1)
    uintptr_t bIsNearActiveEncounters                                               = 0x21A6; // std::uint8_t bitfield (0x1)
    uintptr_t OverriddenBackpackSize                                                = 0x21A8; // int32_t (0x4)
    uintptr_t CurrentReplaySpotLight                                                = 0x21B0; // FortReplayMovableSpotLight* (0x8)
    uintptr_t AimHelpMode                                                           = 0x21B8; // uint32_t (0x4)
    uintptr_t JumpStaminaCost                                                       = 0x21BC; // enum EFortJumpStaminaCost (0x1)
    uintptr_t CameraPrototypeName                                                   = 0x21C0; // FName (0x4)
    uintptr_t OnActorUnderReticleSetBP                                              = 0x21E8; // FMulticastScriptDelegate (0x10)
    uintptr_t bAllowPawnHealthPostProcess                                           = 0x21F8; // bool (0x1)
    uintptr_t bHideHudEnglishText                                                   = 0x2230; // bool (0x1)
    uintptr_t bAutoChangeMaterial                                                   = 0x2231; // bool (0x1)
    uintptr_t bServerAutoChangeMaterial                                             = 0x2232; // bool (0x1)
    uintptr_t bPeripheralLightingEnabled                                            = 0x2233; // bool (0x1)
    uintptr_t bRudderControlEnabled                                                 = 0x2234; // bool (0x1)
    uintptr_t RudderDeadZone                                                        = 0x2238; // float (0x4)
    uintptr_t RudderMaxThrottle                                                     = 0x223C; // float (0x4)
    uintptr_t FOVMinimum                                                            = 0x2240; // float (0x4)
    uintptr_t FOVMaximum                                                            = 0x2244; // float (0x4)
    uintptr_t FrontendScriptedBehavior                                              = 0x2248; // FortFrontendScriptedBehavior* (0x8)
    uintptr_t ActiveSprayInstances                                                  = 0x2250; // FString (0x10)
    uintptr_t ActiveToyInstances                                                    = 0x2260; // FString (0x10)
    uintptr_t ToySummonCounts                                                       = 0x2270; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t bSyncPeripheralLightingWithEmoteMusic                                 = 0x22A8; // bool (0x1)
    uintptr_t bPushEmoteAudioDataToCosmeticMaterials                                = 0x22A9; // bool (0x1)
    uintptr_t LastEmoteMusicFFT100hz                                                = 0x22AC; // float (0x4)
    uintptr_t LastEmoteMusicFFT2000hz                                               = 0x22B0; // float (0x4)
    uintptr_t EmoteMusicBeatThreshold                                               = 0x22B4; // float (0x4)
    uintptr_t EmoteMusicEnvelopeBeatCount                                           = 0x22B8; // float (0x4)
    uintptr_t AimAssistOffset                                                       = 0x22C0; // FQuat (0x20)
    uintptr_t AdditionalAimOffset                                                   = 0x22E0; // FRotator (0x18)
    uintptr_t LastAdditionalAimOffset                                               = 0x22F8; // FRotator (0x18)
    uintptr_t PlayerAimOffset                                                       = 0x2310; // FRotator (0x18)
    uintptr_t WeaponRecoilOffset                                                    = 0x2328; // FRotator (0x18)
    uintptr_t WeaponOffsetCorrection                                                = 0x2340; // FRotator (0x18)
    uintptr_t bZeroingCameraRoll                                                    = 0x2510; // bool (0x1)
    uintptr_t bTryPickupSwap                                                        = 0x2511; // bool (0x1)
    uintptr_t bClientSideEditPrediction                                             = 0x2512; // bool (0x1)
    uintptr_t ClientSideEditPredictionTimeout                                       = 0x2514; // float (0x4)
    uintptr_t PendingEnterEditModeActor                                             = 0x2520; // TWeakObjectPtr<ABuildingSMActor> (0x8)
    uintptr_t AntiAddictionPlayTimeMultiplier                                       = 0x2528; // float (0x4)
    uintptr_t bUsesWidgetForFPSDisplay                                              = 0x252C; // bool (0x1)
    uintptr_t bShowFPS                                                              = 0x252D; // bool (0x1)
    uintptr_t OnShowFPSChange                                                       = 0x2530; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPlayerPawnForcedRestartDelegate                                     = 0x2540; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCheatListReceived                                                   = 0x2550; // FMulticastScriptDelegate (0x10)
    uintptr_t bShowTemperature                                                      = 0x2560; // bool (0x1)
    uintptr_t OnShowTemperatureChange                                               = 0x2568; // FMulticastScriptDelegate (0x10)
    uintptr_t LockOnInfo                                                            = 0x2608; // FLockOnInfo (0x50)
    uintptr_t bLockPrimaryInputMethodToMouse                                        = 0x26AC; // bool (0x1)
    uintptr_t bUseActionRouterIgnoreLookInput                                       = 0x26AD; // bool (0x1)
    uintptr_t IndicatorManager                                                      = 0x26C0; // FortIndicatorManager* (0x8)
    uintptr_t bFinalXPUpdateFailed                                                  = 0x26D8; // bool (0x1)
    uintptr_t BattleMapSpectatorClass                                               = 0x26E0; // TSubclassOf<UClass> (0x8)
    uintptr_t bReleaseBuildingContextOnPlace                                        = 0x2750; // bool (0x1)
    uintptr_t TurboPlaceFirstInterval                                               = 0x2754; // float (0x4)
    uintptr_t TurboPlaceInterval                                                    = 0x2758; // float (0x4)
    uintptr_t bCreativeTurboDelete                                                  = 0x275C; // bool (0x1)
    uintptr_t TurboDeleteFirstInterval                                              = 0x2760; // float (0x4)
    uintptr_t TurboDeleteInterval                                                   = 0x2764; // float (0x4)
    uintptr_t bTurboBuild                                                           = 0x2769; // bool (0x1)
    uintptr_t TurboBuildFirstInterval                                               = 0x276C; // float (0x4)
    uintptr_t TurboBuildRequestFailedInterval                                       = 0x2770; // float (0x4)
    uintptr_t TurboBuildInterval                                                    = 0x2774; // float (0x4)
    uintptr_t FortControllerComponent_Telemetry                                     = 0x2780; // FortControllerComponent_Telemetry* (0x8)
    uintptr_t InventoryNetworkManagementComponent                                   = 0x2788; // FortControllerComponent_InventoryNetworkManagement* (0x8)
    uintptr_t InteractionComponent                                                  = 0x2790; // FortControllerComponent_Interaction* (0x8)
    uintptr_t QuestsComponent                                                       = 0x2798; // FortControllerComponent_Quests* (0x8)
    uintptr_t SharedQuestsComponent                                                 = 0x27A0; // FortControllerComponent_SharedQuests* (0x8)
    uintptr_t MiniMapComponent                                                      = 0x27A8; // FortControllerComponent_Minimap* (0x8)
    uintptr_t AutofireComponent                                                     = 0x27B0; // FortControllerComponent_Autofire* (0x8)
    uintptr_t StreamingSourcesComponentClass                                        = 0x27B8; // TSubclassOf<UClass> (0x8)
    uintptr_t StreamingSourcesComponent                                             = 0x27C0; // FortControllerComponent_StreamingSources* (0x8)
    uintptr_t CollectionsComponent                                                  = 0x27C8; // FortControllerComponent_Collections* (0x8)
    uintptr_t CosmeticLoadoutComponent                                              = 0x27D0; // FortControllerComponent_CosmeticLoadout* (0x8)
    uintptr_t InventorySwitcherComponent                                            = 0x27D8; // FortControllerComponent_InventorySwitcher* (0x8)
    uintptr_t EnhancedInputControllerComp                                           = 0x27E0; // FortControllerComponent_Input* (0x8)
    uintptr_t ControllerComponentsRegisteredForPlayerTick                           = 0x27E8; // FString (0x10)
    uintptr_t PendingExecuteInventoryItemHandle                                     = 0x27F8; // FItemVariantHandle (0x20)
    uintptr_t QuickHealItemPickerClass                                              = 0x2830; // TSubclassOf<UClass> (0x8)
    uintptr_t OnPlayerSpawnedBuildingActor                                          = 0x2838; // FMulticastScriptDelegate (0x10)
    uintptr_t MeshParentIds                                                         = 0x2848; // FString (0x10)
    uintptr_t OnBoundActionFreed                                                    = 0x2880; // FMulticastScriptDelegate (0x10)
    uintptr_t OnFortControllerTick                                                  = 0x28D0; // FMulticastScriptDelegate (0x10)
    uintptr_t ForcedInputRotationSpeed                                              = 0x28E0; // float (0x4)
    uintptr_t PendingClientRestartPawn                                              = 0x28E8; // Pawn* (0x8)
    uintptr_t CachedPlayerSpawningComponent                                         = 0x2918; // TWeakObjectPtr<UPlayspaceControllerComponent_PlayerSpawning> (0x8)
    uintptr_t CachedViewTarget                                                      = 0x2920; // TWeakObjectPtr<AActor> (0x8)
    uintptr_t IgnoreSignifanceBasedCustomDepthRendering                             = 0x2940; // FCompositeBool (0x18)
    uintptr_t PickupInteractOverrides                                               = 0x2958; // FString (0x10)
    uintptr_t PlayerAbilitySetBR                                                    = 0x29D8; // TSoftObjectPtr<UFortAbilitySet> (0x20)
    uintptr_t DamageNumbersActorClass                                               = 0x29F8; // TSubclassOf<UClass> (0x8)
};

AFortPlayerControllerGameplay

// AFortPlayerControllerGameplay - 86 own fields (dump)
struct AFortPlayerControllerGameplay {
    uintptr_t CreativeModeratorPhotoModeComponentClass         = 0x2A00; // TSubclassOf<UClass> (0x8)
    uintptr_t CreativeModeratorPhotoDynamicScene               = 0x2A08; // DataAsset* (0x8)
    uintptr_t CreativeModeratorToolDynamicScene                = 0x2A10; // DataAsset* (0x8)
    uintptr_t FortAmbientAudioController                       = 0x2A18; // FortAmbientAudioController* (0x8)
    uintptr_t PoiTagContainerTableID                           = 0x2A20; // int16_t (0x2)
    uintptr_t OnAddFuel                                        = 0x2A40; // FMulticastScriptDelegate (0x10)
    uintptr_t VerifyAllowedToFlyTimerHandle                    = 0x2A50; // FTimerHandle (0x8)
    uintptr_t OnCreativeGhostEnabledDelegate                   = 0x2A60; // FMulticastScriptDelegate (0x10)
    uintptr_t VerifyAllowModeratorModeTimerHandle              = 0x2A70; // FTimerHandle (0x8)
    uintptr_t VerifyAllowedToBeInvulnerableTimerHandle         = 0x2A78; // FTimerHandle (0x8)
    uintptr_t OnCreativeInvulnerableEnabledDelegate            = 0x2A80; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeHeatmapToggledDelegate                 = 0x2A90; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeSwapPhoneAndHarvestHoldChangedDelegate = 0x2AA0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeFlyingSpeedChanged                     = 0x2AB0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeUIMetricsDisplayChanged                = 0x2AC0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnShowCreativeGlobalOptions                      = 0x2AD0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeQuickbarEnabledChangedDelegate         = 0x2AE0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeQuickbarComponentLoaded                = 0x2AF0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeQuickmenuEnabledChangedDelegate        = 0x2B00; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeModeEnabledChangedDelegate             = 0x2B10; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativePreviewScreenshotActiveChanged         = 0x2B20; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativePreviewScreenshotReset                 = 0x2B30; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativePreviewScreenshotAccepted              = 0x2B40; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativePreviewScreenshotCancelled             = 0x2B50; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBalloonMovementChanged                         = 0x2C08; // FMulticastScriptDelegate (0x10)
    uintptr_t OnUsingMovementToJump                            = 0x2C18; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativePhotoModeActivated                     = 0x2C40; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativePhotoModeDeactivated                   = 0x2C50; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeModeratorToolModeActivated             = 0x2C60; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeModeratorToolModeDeactivated           = 0x2C70; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeFlyChangedDelegate                     = 0x2C80; // FMulticastScriptDelegate (0x10)
    uintptr_t CreativeMoveToolRegistryId                       = 0x2C90; // FDataRegistryId (0x8)
    uintptr_t CreativeMoveToolPrimaryAsset                     = 0x2C98; // FPrimaryAssetId (0x8)
    uintptr_t CreativeQuickbarClass                            = 0x2CA0; // TSoftClassPtr<UClass> (0x20)
    uintptr_t CreativeCameraPreviewScreenshotClass             = 0x2CD0; // TSubclassOf<UClass> (0x8)
    uintptr_t CreativeQuickbarComponent                        = 0x2CD8; // CreativeQuickbarComponent* (0x8)
    uintptr_t VehicleTrickInfo                                 = 0x2CE0; // FVehicleTrickInfo (0x198)
    uintptr_t GhostModeRepData                                 = 0x2E78; // FGhostModeRepData (0x18)
    uintptr_t OnGhostModeChanged                               = 0x2E90; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDBNOCarryPlayerChanged                         = 0x2EA0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWorldInventoryChangedDelegate                  = 0x2EB0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnHUDElementVisibilityRefreshedDelegate          = 0x2EC0; // FMulticastScriptDelegate (0x10)
    uintptr_t ServerNumNPCs                                    = 0x2EDC; // uint16_t (0x2)
    uintptr_t ServerMaxNumNPCs                                 = 0x2EDE; // uint16_t (0x2)
    uintptr_t AmbientControllerInitializeTimer                 = 0x2EE0; // FTimerHandle (0x8)
    uintptr_t bDisplayNPCNumbers                               = 0x2EE8; // bool (0x1)
    uintptr_t bHasSetInitialPoiTags                            = 0x2F18; // bool (0x1)
    uintptr_t CreativeModeFlyingInputComponent                 = 0x2F20; // InputComponent* (0x8)
    uintptr_t CreativeModeInputComponent                       = 0x2F28; // InputComponent* (0x8)
    uintptr_t CreativeGlobalOptionsInputComponent              = 0x2F30; // InputComponent* (0x8)
    uintptr_t CreativeModePreviewScreenshotInputComponent      = 0x2F38; // InputComponent* (0x8)
    uintptr_t CreativeModeInGameReadyCheckInputComponent       = 0x2F40; // InputComponent* (0x8)
    uintptr_t CreativeModeratorModeInputComponent              = 0x2F48; // InputComponent* (0x8)
    uintptr_t FlyingModifiers                                  = 0x2F50; // FString (0x10)
    uintptr_t AdditionalModeratorFlyingModifiers               = 0x2F60; // FString (0x10)
    uintptr_t FlyingModifierIndex                              = 0x2F70; // int32_t (0x4)
    uintptr_t FlightSprintMultiplier                           = 0x2F78; // FScalableFloat (0x28)
    uintptr_t UIMetricsDisplayIndex                            = 0x2FA0; // int32_t (0x4)
    uintptr_t FlightSpeedWhenEnteredSprint                     = 0x2FA4; // int32_t (0x4)
    uintptr_t bIsFlightSprinting                               = 0x2FA8; // bool (0x1)
    uintptr_t bIsCreativeModeEnabled                           = 0x2FA9; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCreativeQuickbarEnabled                       = 0x2FA9; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCreativeQuickmenuEnabled                      = 0x2FA9; // std::uint8_t bitfield (0x1)
    uintptr_t bCreativeMCPProfileIsMatchamkingEnabled          = 0x2FA9; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCreativeThermometer2Enabled                   = 0x2FAA; // std::uint8_t bitfield (0x1)
    uintptr_t bBindQuickMenuInputsWhenFlying                   = 0x2FAA; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCreativeThermometerNewUIEnabled               = 0x2FAA; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCreativeIslandExporterEnabled                 = 0x2FAA; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCreativeModeratorModeEnabled                  = 0x2FAA; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCreativeModeratorModeActive                   = 0x2FAA; // std::uint8_t bitfield (0x1)
    uintptr_t DefaultCameraModifierClasses                     = 0x2FC8; // FString (0x10)
    uintptr_t CreativeOptions                                  = 0x2FF0; // TSoftObjectPtr<UFortCreativeOptionsBundle> (0x20)
    uintptr_t CreativeOptionsInternal                          = 0x3010; // FortCreativeOptionsBundle* (0x8)
    uintptr_t WantsToGhostMode                                 = 0x3018; // FCreativeOptionVariableBase (0x8)
    uintptr_t SocialNotificationInputComponent                 = 0x3020; // InputComponent* (0x8)
    uintptr_t WantsToBeInvulnerable                            = 0x3028; // FCreativeOptionVariableBase (0x8)
    uintptr_t WantedFlightSpeed                                = 0x3030; // FCreativeOptionVariableBase (0x8)
    uintptr_t WantsToSwapPhoneAndHarvestHold                   = 0x3038; // FCreativeOptionVariableBase (0x8)
    uintptr_t WantedUIMetricsDisplay                           = 0x3040; // FCreativeOptionVariableBase (0x8)
    uintptr_t PreferredCreativeMenuTab                         = 0x3048; // FCreativeOptionVariableBase (0x8)
    uintptr_t AppliedInGameModifierAbilitySetHandles           = 0x3050; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t AbilityActivatedByInputInputComponentMap         = 0x3068; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t AbilityActivatedByInputSpecHandleMap             = 0x3088; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t SpawnedVehicleComponent                          = 0x3098; // FortControllerComponent_SpawnedVehicle* (0x8)
    uintptr_t SwingingComponent                                = 0x30A0; // FortControllerComponent_Swinging* (0x8)
    uintptr_t bBindCreativeFlyUp                               = 0x30A8; // bool (0x1)
};

AFortPlayerControllerAthena

// AFortPlayerControllerAthena - 183 own fields (dump)
struct AFortPlayerControllerAthena {
    uintptr_t FireAbilityToWeaponSwitchTime                       = 0x3770; // float (0x4)
    uintptr_t OnAircraftStateChange                               = 0x37A0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnItemDropSpawnedDelegate                           = 0x37E8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnItemDroppedDueToOverflow                          = 0x37F8; // FMulticastScriptDelegate (0x10)
    uintptr_t SwappingItemDefinition                              = 0x3808; // FortWorldItemDefinition* (0x8)
    uintptr_t WinScreenDelayTime                                  = 0x3810; // float (0x4)
    uintptr_t bSkipPlayWinEffects                                 = 0x3814; // bool (0x1)
    uintptr_t bAllowPlayersCreditOnLeave                          = 0x3815; // bool (0x1)
    uintptr_t bLockingOnFocalPoint                                = 0x3816; // bool (0x1)
    uintptr_t FocalPoint                                          = 0x3818; // Actor* (0x8)
    uintptr_t FocalPointOffset                                    = 0x3820; // FVector_NetQuantize (0x18)
    uintptr_t FocalPointFOV                                       = 0x3838; // float (0x4)
    uintptr_t FocalPointDuration                                  = 0x383C; // float (0x4)
    uintptr_t OnUsingFocalPointChanged                            = 0x3848; // FMulticastScriptDelegate (0x10)
    uintptr_t OnFocalPointActorChanged                            = 0x3858; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCinematicCameraSkipped                            = 0x3868; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSkydiveLeaderChanged                              = 0x3878; // FMulticastScriptDelegate (0x10)
    uintptr_t OnClientDonationSuccessDelegate                     = 0x3888; // FMulticastScriptDelegate (0x10)
    uintptr_t SkydiveLeaderManualCameraTime                       = 0x38D0; // float (0x4)
    uintptr_t InterpolatedSkydiveFollowerViewRotation             = 0x38D8; // FRotator (0x18)
    uintptr_t SkydiveLeader                                       = 0x3908; // FortPlayerState* (0x8)
    uintptr_t bSkydiveLeaderIsDropMaster                          = 0x3910; // bool (0x1)
    uintptr_t OnPickupProjectileCreatedDelegate                   = 0x3918; // FMulticastScriptDelegate (0x10)
    uintptr_t LastDownedVictim                                    = 0x3928; // FortPlayerStateAthena* (0x8)
    uintptr_t LastElimVictim                                      = 0x3930; // FortPlayerStateAthena* (0x8)
    uintptr_t OnCameraInStormWallChangeDelegate                   = 0x3940; // FMulticastScriptDelegate (0x10)
    uintptr_t bLeaveDisconnectedPawnsInGame                       = 0x3968; // bool (0x1)
    uintptr_t DisconnectedPawn                                    = 0x3970; // FortPlayerPawn* (0x8)
    uintptr_t PreviousPawn                                        = 0x3978; // FortPlayerPawn* (0x8)
    uintptr_t bReplicateViewTargetInventory                       = 0x3980; // bool (0x1)
    uintptr_t bHasHadValidPawn                                    = 0x3981; // std::uint8_t bitfield (0x1)
    uintptr_t bClientNotifiedOfWin                                = 0x3981; // std::uint8_t bitfield (0x1)
    uintptr_t bClientNotifiedOfTeamWin                            = 0x3981; // std::uint8_t bitfield (0x1)
    uintptr_t bClientNotifiedOfLoss                               = 0x3981; // std::uint8_t bitfield (0x1)
    uintptr_t bHideWarmUpLoadingScreen                            = 0x3981; // std::uint8_t bitfield (0x1)
    uintptr_t bAlterHostileWallsEnabled                           = 0x3981; // std::uint8_t bitfield (0x1)
    uintptr_t PlayersTalking                                      = 0x39C8; // FString (0x10)
    uintptr_t TalkingPlayersChanged                               = 0x39D8; // FMulticastScriptDelegate (0x10)
    uintptr_t bHighlightRecordingEnabled                          = 0x39E8; // bool (0x1)
    uintptr_t bDeferringStartRecordingHighlights                  = 0x39E9; // bool (0x1)
    uintptr_t HighlightGroupId                                    = 0x39F0; // FString (0x10)
    uintptr_t CachedHighlightCount                                = 0x3A00; // int32_t (0x4)
    uintptr_t HighlightFirstKillTime                              = 0x3A04; // float (0x4)
    uintptr_t HighlightKillMultiple                               = 0x3A08; // int32_t (0x4)
    uintptr_t HighlightDownMultiple                               = 0x3A0C; // int32_t (0x4)
    uintptr_t HighlightKillCooldown                               = 0x3A10; // float (0x4)
    uintptr_t HighlightKillRewindTime                             = 0x3A14; // float (0x4)
    uintptr_t CabinModeCheckTimeInterval                          = 0x3A18; // float (0x4)
    uintptr_t CabinModeRestartTimeInterval                        = 0x3A1C; // float (0x4)
    uintptr_t RespawnCamera_Time                                  = 0x3A20; // float (0x4)
    uintptr_t RespawnCamera_HoldPositionTime                      = 0x3A24; // float (0x4)
    uintptr_t RespawnCamera_InitialLocOffset_InAir                = 0x3A28; // FVector (0x18)
    uintptr_t RespawnCamera_InitialLocOffset_OnGround             = 0x3A40; // FVector (0x18)
    uintptr_t RespawnCamera_InitialRotOffset_InAir                = 0x3A58; // FRotator (0x18)
    uintptr_t RespawnCamera_InitialRotOffset_OnGround             = 0x3A70; // FRotator (0x18)
    uintptr_t RespawnCamera_OffsetFromHit                         = 0x3A88; // float (0x4)
    uintptr_t RespawnCameraBehavior                               = 0x3A8C; // FName (0x4)
    uintptr_t StreamingSourceLocationRotationOverride             = 0x3AA0; // FStreamingSourceLocationRotationOverride (0x40)
    uintptr_t MaximumNumberOfPawnsToSearchForEmoteMusic           = 0x3B28; // int32_t (0x4)
    uintptr_t PickupSwapHoldTime                                  = 0x3B38; // float (0x4)
    uintptr_t bUseNewPickupSwapLogic                              = 0x3B3C; // bool (0x1)
    uintptr_t SpectatorLevelStreamDistance                        = 0x3B40; // float (0x4)
    uintptr_t RespawnLevelStreamDistance                          = 0x3B44; // float (0x4)
    uintptr_t SpectatorStreamingChanged                           = 0x3B48; // FMulticastScriptDelegate (0x10)
    uintptr_t InGameLoadScreenChanged                             = 0x3B58; // FMulticastScriptDelegate (0x10)
    uintptr_t OnLocalPlayerChangedTeams                           = 0x3B68; // FMulticastScriptDelegate (0x10)
    uintptr_t LevelStreamRequestHandshakeState                    = 0x3B98; // FLevelStreamRequestHandshakeState (0x1)
    uintptr_t OnCreativePlotLinkedVolumeChanged                   = 0x3BD8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativePlotLinkedSpatialGameplayInterfaceChanged = 0x3BE8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativePermissionsChanged                        = 0x3BF8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCreativeContentFilterChanged                      = 0x3C08; // FMulticastScriptDelegate (0x10)
    uintptr_t OnClientLeaveIsland                                 = 0x3C18; // FMulticastScriptDelegate (0x10)
    uintptr_t OnClientForcedOffIsland                             = 0x3C28; // FMulticastScriptDelegate (0x10)
    uintptr_t OnMakeNewCreativePlotFinished                       = 0x3C88; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDestroyCreativePlotFinished                       = 0x3C98; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRestoreCreativePlotFinished                       = 0x3CA8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDuplicateCreativePlotFinished                     = 0x3CB8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnIslandEntriesChanged                              = 0x3CC8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnUpdateCreativePlotName                            = 0x3CE8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnUpdateCreativeDescriptionTags                     = 0x3CF8; // FMulticastScriptDelegate (0x10)
    uintptr_t RespawnCameraActor                                  = 0x3D08; // CameraActor* (0x8)
    uintptr_t bDelayedTeleporting                                 = 0x3D10; // bool (0x1)
    uintptr_t bBlockTeleporting                                   = 0x3D11; // bool (0x1)
    uintptr_t bKeepLoadingScreen                                  = 0x3D12; // bool (0x1)
    uintptr_t KeepLoadingScreenUntilMinigameState                 = 0x3D13; // enum EFortMinigameState (0x1)
    uintptr_t MaxPlotCount                                        = 0x3D18; // int32_t (0x4)
    uintptr_t InGameMatchmakingReadyCheckStarted                  = 0x3D90; // FMulticastScriptDelegate (0x10)
    uintptr_t InGameMatchmakingReadyCheckComplete                 = 0x3DA0; // FMulticastScriptDelegate (0x10)
    uintptr_t InGameMatchmakingReadyCheckCanceled                 = 0x3DB0; // FMulticastScriptDelegate (0x10)
    uintptr_t InGameMatchmakingStarted                            = 0x3DC0; // FMulticastScriptDelegate (0x10)
    uintptr_t InGameMatchmakingComplete                           = 0x3DD0; // FMulticastScriptDelegate (0x10)
    uintptr_t InGameMatchmakingStateChanged                       = 0x3DE0; // FMulticastScriptDelegate (0x10)
    uintptr_t InGameMatchmakingQueuedStatusUpdated                = 0x3DF0; // FMulticastScriptDelegate (0x10)
    uintptr_t InGameMatchmakingError                              = 0x3E00; // FMulticastScriptDelegate (0x10)
    uintptr_t OnInGameMatchmakingCanceled                         = 0x3E10; // FMulticastScriptDelegate (0x10)
    uintptr_t OnInGameMatchmakingUpdateCheckFailed                = 0x3E20; // FMulticastScriptDelegate (0x10)
    uintptr_t OnInGameContentDownloadStarted                      = 0x3E30; // FMulticastScriptDelegate (0x10)
    uintptr_t OnInGameMatchmakingUtilityStateChanged              = 0x3E40; // FMulticastScriptDelegate (0x10)
    uintptr_t bNoInGameMatchmaking                                = 0x3E50; // bool (0x1)
    uintptr_t AudioOnExitAircraft                                 = 0x3E88; // SoundBase* (0x8)
    uintptr_t AudioOnExitAircraftHornDoppler                      = 0x3E90; // SoundBase* (0x8)
    uintptr_t bMarkedAlive                                        = 0x3E98; // bool (0x1)
    uintptr_t CreativeIslands                                     = 0x3EA0; // FString (0x10)
    uintptr_t bIsAllowedToPublish                                 = 0x3EB0; // bool (0x1)
    uintptr_t GamepadSettingsAssetPtr                             = 0x3EC8; // TSoftObjectPtr<UFortGamepadSettings> (0x20)
    uintptr_t TouchInputSettingsAssetPtr                          = 0x3EE8; // TSoftObjectPtr<UFortTouchInputSettings> (0x20)
    uintptr_t TeamMemberIndicatorColor                            = 0x3F08; // FLinearColor (0x10)
    uintptr_t bMatchStatsForPlayerSent                            = 0x3F40; // bool (0x1)
    uintptr_t bAddedBookProgressStatsToGamemode                   = 0x3F41; // bool (0x1)
    uintptr_t bHasSentFinalProgressionExport                      = 0x3F42; // bool (0x1)
    uintptr_t OnStateChanged                                      = 0x3F88; // FMulticastScriptDelegate (0x10)
    uintptr_t bEnableBroadcastRemoteClientInfo                    = 0x3F98; // bool (0x1)
    uintptr_t BroadcastRemoteClientInfo                           = 0x3FA0; // FortBroadcastRemoteClientInfo* (0x8)
    uintptr_t StrongMyHero                                        = 0x3FB0; // FortHero* (0x8)
    uintptr_t ClientGameWorldHolds                                = 0x3FB8; // FString (0x10)
    uintptr_t EndMatchHeartbeatTimerDelay                         = 0x3FE0; // float (0x4)
    uintptr_t EndMatchHeartbeatTimestamp                          = 0x3FE8; // double (0x8)
    uintptr_t WarmupPlayerStart                                   = 0x3FF0; // FortPlayerStartWarmup* (0x8)
    uintptr_t FullScreenScoreboardInputComponent                  = 0x3FF8; // InputComponent* (0x8)
    uintptr_t CurrentFullscreenInputComponent                     = 0x4000; // InputComponent* (0x8)
    uintptr_t GameChannelRecommendationInputComponent             = 0x4008; // InputComponent* (0x8)
    uintptr_t bUseTrapPicker                                      = 0x41C5; // bool (0x1)
    uintptr_t bDefaultDisableHarvestSlot                          = 0x41C6; // bool (0x1)
    uintptr_t MatchReport                                         = 0x41F0; // AthenaPlayerMatchReport* (0x8)
    uintptr_t bAllowMoveInputInMenusEvenIfBlocked                 = 0x4268; // bool (0x1)
    uintptr_t bBlockMoveInputInMenus                              = 0x4269; // bool (0x1)
    uintptr_t MinimapIndicatorClass                               = 0x4270; // TSubclassOf<UClass> (0x8)
    uintptr_t bEnableInGameChallengeLocationIndicators            = 0x4278; // bool (0x1)
    uintptr_t SquadMarkerActorClass                               = 0x4280; // TSubclassOf<UClass> (0x8)
    uintptr_t UnprocessedXp                                       = 0x4294; // int32_t (0x4)
    uintptr_t XpReceivedLastAtTime                                = 0x4298; // float (0x4)
    uintptr_t BuildingsCreated                                    = 0x429C; // int32_t (0x4)
    uintptr_t BuildingsEdited                                     = 0x42A0; // int32_t (0x4)
    uintptr_t BuildingsRepaired                                   = 0x42A4; // int32_t (0x4)
    uintptr_t BuildingsUpgraded                                   = 0x42A8; // int32_t (0x4)
    uintptr_t BuildingActionDoneLastAtTime                        = 0x42AC; // float (0x4)
    uintptr_t BuildingMatchStats                                  = 0x42B0; // FBuildingStats (0x24)
    uintptr_t BuildingAnalyticsArray                              = 0x42D8; // FString (0x10)
    uintptr_t TimeStartedTrackingBuildingAnalytics                = 0x42E8; // float (0x4)
    uintptr_t CreativePlotLinkedVolume                            = 0x4330; // FortVolume* (0x8)
    uintptr_t CreativePlotSessionData                             = 0x4338; // FCreativePlotSessionData (0x14)
    uintptr_t OwnedPortal                                         = 0x4350; // FortAthenaCreativePortal* (0x8)
    uintptr_t OwnedPartyRiftPortal                                = 0x4358; // FortAthenaPartyRiftPortal* (0x8)
    uintptr_t MinigameReadyState                                  = 0x4360; // FMinigameReadyState (0x2)
    uintptr_t OnHUDMessageToggled                                 = 0x43B0; // FMulticastScriptDelegate (0x10)
    uintptr_t CachedPurchasedItems                                = 0x43C0; // FString (0x10)
    uintptr_t PendingMinigameSpawnData                            = 0x43D0; // FMinigameSpawnData (0x3)
    uintptr_t CurrentPlayset                                      = 0x4400; // FortPlaysetItemDefinition* (0x8)
    uintptr_t DestructedBuildingInGridTimeoutOverride             = 0x4408; // float (0x4)
    uintptr_t ClientRespawnText                                   = 0x4410; // FText (0x10)
    uintptr_t ClientRebootingText                                 = 0x4420; // FText (0x10)
    uintptr_t ClientIslandTravelText                              = 0x4430; // FText (0x10)
    uintptr_t ClientTravelToCreativeHubText                       = 0x4440; // FText (0x10)
    uintptr_t VolumesLoading                                      = 0x4450; // FString (0x10)
    uintptr_t VolumesUnloading                                    = 0x4460; // FString (0x10)
    uintptr_t ResurrectionComponent                               = 0x4470; // AthenaResurrectionComponent* (0x8)
    uintptr_t RebootTimerHandle                                   = 0x4478; // FTimerHandle (0x8)
    uintptr_t XPComponent                                         = 0x44A0; // FortPlayerControllerAthenaXPComponent* (0x8)
    uintptr_t DiscoverabilityComponent                            = 0x44A8; // FortControllerComponent_MapDiscoverability* (0x8)
    uintptr_t TransientQuestsComponent                            = 0x44B0; // FortControllerComponent_TransientQuests* (0x8)
    uintptr_t SkydiveFeedback                                     = 0x44B8; // FortControllerComponent_SkydiveFeedback* (0x8)
    uintptr_t HabaneroComponent                                   = 0x44C0; // FortControllerComponent_Habanero* (0x8)
    uintptr_t IndicatedActorManagementComponent                   = 0x44C8; // FortControllerComponent_IndicatedActorManagement* (0x8)
    uintptr_t LocalizationServiceComponent                        = 0x44D0; // FortControllerComponent_LocalizationService* (0x8)
    uintptr_t ToxicityServiceComponent                            = 0x44D8; // FortControllerComponent_ToxicityService* (0x8)
    uintptr_t RechargingWeaponsComponent                          = 0x44E0; // FortControllerComponent_RechargeWeapons* (0x8)
    uintptr_t RadiusTrackerComponent                              = 0x44E8; // FortControllerComponent_RadiusTracker* (0x8)
    uintptr_t MinigameActivityComponent                           = 0x44F0; // FortControllerComponent_MinigameActivity* (0x8)
    uintptr_t CreativeAnalyticsComponent                          = 0x44F8; // CreativeAnalyticsComponent* (0x8)
    uintptr_t QuestPinnerComponent                                = 0x4508; // FortControllerComponent_AthenaQuestsPinner* (0x8)
    uintptr_t SpatialMetricsComponent                             = 0x4510; // FortControllerComponent_SpatialMetrics* (0x8)
    uintptr_t VirtualPointerComponent                             = 0x4518; // FortControllerComponent_VirtualPointer* (0x8)
    uintptr_t SightWeatherCapRadius                               = 0x4520; // FScalableFloat (0x28)
    uintptr_t TimeSinceLastCreativeSpawn                          = 0x4570; // double (0x8)
    uintptr_t CreativeUserContentManager                          = 0x45E0; // CreativeUserContentManager* (0x8)
    uintptr_t CreativeUserContentManagerClassSoftClassPtr         = 0x45E8; // TSoftClassPtr<UClass> (0x20)
    uintptr_t CreativeObjectTrackingComponent                     = 0x4618; // FortCreativeObjectTrackingComponent* (0x8)
    uintptr_t CreativeEntitlementComponent                        = 0x4620; // FortCreativeEntitlementComponent* (0x8)
    uintptr_t OnPreviewScreenshotCameraActivated                  = 0x4628; // FMulticastScriptDelegate (0x10)
    uintptr_t PrimaryQuickBarSlotItemGuids                        = 0x47F0; // FQuickBarEquippedItemGuids (0xA4)
    uintptr_t bIgnoreSpectatorViewRotation                        = 0x48A0; // bool (0x1)
    uintptr_t bIgnorePlayerInfoAbandonStateForSpecialEventRtmm    = 0x48A1; // bool (0x1)
    uintptr_t UntrustedCosmeticLoadout                            = 0x48A8; // FCosmeticLoadout (0x28)
};

AFortPlayerState

// AFortPlayerState - 48 own fields (dump)
struct AFortPlayerState {
    uintptr_t bIsWorldDataOwner                                        = 0x388; // std::uint8_t bitfield (0x1)
    uintptr_t bIsGameSessionOwner                                      = 0x388; // std::uint8_t bitfield (0x1)
    uintptr_t bIsGameSessionAdmin                                      = 0x388; // std::uint8_t bitfield (0x1)
    uintptr_t bIsReadyToContinue                                       = 0x388; // std::uint8_t bitfield (0x1)
    uintptr_t bHasFinishedLoading                                      = 0x388; // std::uint8_t bitfield (0x1)
    uintptr_t bHasStartedPlaying                                       = 0x388; // std::uint8_t bitfield (0x1)
    uintptr_t bRepFlag1                                                = 0x388; // std::uint8_t bitfield (0x1)
    uintptr_t PlayerRole                                               = 0x38C; // enum EFortPlayerRole (0x1)
    uintptr_t WorldPlayerId                                            = 0x38E; // int16_t (0x2)
    uintptr_t PartyOwnerUniqueId                                       = 0x390; // FUniqueNetIdRepl (0x30)
    uintptr_t HeroId                                                   = 0x3C0; // FString (0x10)
    uintptr_t HeroType                                                 = 0x3D0; // FortHeroType* (0x8)
    uintptr_t CurrentCharXP                                            = 0x3D8; // int32_t (0x4)
    uintptr_t MyBackpackPickup                                         = 0x3DC; // TWeakObjectPtr<AFortPickup> (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; // FPlayerBannerInfo (0x28)
    uintptr_t CachedLoadoutCharacterInfo                               = 0x438; // FCachedLoadoutCharacterInfo (0x10)
    uintptr_t CachedLoadoutCharacterGated                              = 0x448; // AthenaCharacterItemDefinition* (0x8)
    uintptr_t bIsSimulatingDamage                                      = 0x450; // bool (0x1)
    uintptr_t OnTeamIndexChangedDelegate                               = 0x590; // FMulticastScriptDelegate (0x10)
    uintptr_t CharacterData                                            = 0x5A0; // FCustomCharacterData (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; // TWeakObjectPtr<AFortTeamInfo> (0x8)
    uintptr_t PlayerTeamPrivate                                        = 0x650; // TWeakObjectPtr<AFortTeamPrivateInfo> (0x8)
    uintptr_t bSkipReplicatedStats                                     = 0x670; // bool (0x1)
    uintptr_t bAreZoneStatsFinalized                                   = 0x8A8; // bool (0x1)
    uintptr_t ReadyCheckState                                          = 0x8A9; // enum EReadyCheckState (0x1)
    uintptr_t HomeActor                                                = 0x8B0; // Actor* (0x8)
    uintptr_t AttributeSets                                            = 0x8B8; // FFortPlayerAttributeSets (0x58)
    uintptr_t AbilitySystemComponent                                   = 0x910; // FortAbilitySystemComponent* (0x8)
    uintptr_t HabaneroComponent                                        = 0x918; // FortPlayerStateComponent_Habanero* (0x8)
    uintptr_t PlayerOSSName                                            = 0x920; // FName (0x4)
    uintptr_t TrustedPlatformType                                      = 0x924; // enum ETrustedPlatformType (0x1)
    uintptr_t AnalyticsPlatform                                        = 0x928; // FString (0x10)
    uintptr_t PlatformUniqueNetId                                      = 0x938; // FUniqueNetIdRepl (0x30)
    uintptr_t bInitializedPlayerCustomizationOptionsFromClientSettings = 0x978; // bool (0x1)
    uintptr_t PawnDeathLocation                                        = 0x9C8; // FVector (0x18)
    uintptr_t CachedPreviousWorldPlayerId                              = 0x9E0; // int32_t (0x4)
    uintptr_t bInGhostMode                                             = 0x9F0; // bool (0x1)
    uintptr_t OnPawnDiedDelegate                                       = 0xA10; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnDamaged                                            = 0xA20; // FMulticastScriptDelegate (0x10)
    uintptr_t OnMutatorListUpdatedDelegate                             = 0xA30; // FMulticastScriptDelegate (0x10)
};

AFortPlayerStateZone

// AFortPlayerStateZone - 38 own fields (dump)
struct AFortPlayerStateZone {
    uintptr_t OnCurrentPawnChanged                 = 0xA90; // FMulticastScriptDelegate (0x10)
    uintptr_t SpectatingTarget                     = 0xAB8; // TWeakObjectPtr<AFortPlayerStateZone> (0x8)
    uintptr_t Spectators                           = 0xAC0; // FFortSpectatorZoneArray (0x60)
    uintptr_t OnSpectatorsAddedEvent               = 0xB20; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSpectatingPlayerAddedEvent         = 0xB30; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSpectatingPlayerRemovedEvent       = 0xB40; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSpectatorsRemovedEvent             = 0xB50; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSpectatorCountChangedEvent         = 0xB60; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSpectatingTargetChangedEvent       = 0xB70; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBeginSpectatingEvent               = 0xB80; // FMulticastScriptDelegate (0x10)
    uintptr_t KickedFromSessionReason              = 0xBA8; // enum EFortKickReason (0x1)
    uintptr_t OtherPlayersSpectatingCurrentTarget  = 0xCC8; // FString (0x10)
    uintptr_t CarriedObject                        = 0xCD8; // FortCarriedObject* (0x8)
    uintptr_t NumRejoins                           = 0xCE0; // int32_t (0x4)
    uintptr_t OldTotalScoreStat                    = 0xCE4; // int32_t (0x4)
    uintptr_t bInvincibleDueToUI                   = 0xD00; // bool (0x1)
    uintptr_t CurrentHealth                        = 0xD04; // float (0x4)
    uintptr_t MaxHealth                            = 0xD08; // float (0x4)
    uintptr_t CurrentShield                        = 0xD0C; // float (0x4)
    uintptr_t MaxShield                            = 0xD10; // float (0x4)
    uintptr_t CurrentOvershield                    = 0xD14; // float (0x4)
    uintptr_t MaxOvershield                        = 0xD18; // float (0x4)
    uintptr_t CurrentSignalInStorm                 = 0xD1C; // float (0x4)
    uintptr_t MaxSignalInStorm                     = 0xD20; // float (0x4)
    uintptr_t bOvershieldBarVisible                = 0xD24; // bool (0x1)
    uintptr_t OnOvershieldVisibilityChanged        = 0xD28; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSkydivedFromBusAndLanded           = 0xD38; // FMulticastScriptDelegate (0x10)
    uintptr_t AccumulatedItems                     = 0xD50; // FString (0x10)
    uintptr_t OnAccumulatedItemsChanged            = 0xD60; // FMulticastScriptDelegate (0x10)
    uintptr_t SimulatedAttributes                  = 0xD70; // FSimulatedAttributeArray (0x68)
    uintptr_t PendingDestroyedGadgetItemDefinition = 0xE00; // FortGadgetItemDefinition* (0x8)
    uintptr_t bInAircraft                          = 0xE08; // std::uint8_t bitfield (0x1)
    uintptr_t bHasEverSkydivedFromBus              = 0xE08; // std::uint8_t bitfield (0x1)
    uintptr_t bHasEverSkydivedFromBusAndLanded     = 0xE08; // std::uint8_t bitfield (0x1)
    uintptr_t QuickbarEquippedItems                = 0xE10; // FString (0x10)
    uintptr_t TeamMemberState                      = 0xE38; // enum ETeamMemberState (0x1)
    uintptr_t TeamMemberStateRepTime               = 0xE3C; // float (0x4)
    uintptr_t ReplicatedTeamMemberState            = 0xE48; // enum ETeamMemberState (0x1)
};

AFortPlayerStateAthena

// AFortPlayerStateAthena - 83 own fields (dump)
struct AFortPlayerStateAthena {
    uintptr_t PersonalLobbyAction                  =  0xE84; // int32_t (0x4)
    uintptr_t RespawnData                          =  0xE88; // FFortRespawnData (0x40)
    uintptr_t OnSquadIdChangedDelegate             =  0xEF8; // FMulticastScriptDelegate (0x10)
    uintptr_t bHasWonAGame                         =  0xF38; // bool (0x1)
    uintptr_t TeamKillScore                        =  0xF3C; // int32_t (0x4)
    uintptr_t KillsWhileAthenaGadgetEquippedMap    =  0xF40; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t DamageDealtToBigHealthProps          =  0xF50; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t AlwaysIncludeTeamAsAllies            =  0xF60; // bool (0x1)
    uintptr_t TeamIndex                            =  0xF61; // uint8_t (0x1)
    uintptr_t TeamScorePlacement                   =  0xF64; // int32_t (0x4)
    uintptr_t TeamScore                            =  0xF68; // int32_t (0x4)
    uintptr_t bTeamPlacementLocked                 =  0xF6C; // bool (0x1)
    uintptr_t Place                                =  0xF70; // int32_t (0x4)
    uintptr_t DownScore                            =  0xF74; // int32_t (0x4)
    uintptr_t KillScore                            =  0xF78; // int32_t (0x4)
    uintptr_t SeasonLevelUIDisplay                 =  0xF7C; // int32_t (0x4)
    uintptr_t HumanKillScore                       =  0xF84; // int32_t (0x4)
    uintptr_t AIKillCount                          =  0xFC4; // int32_t (0x4)
    uintptr_t NumChestsOpened                      =  0xFCC; // int32_t (0x4)
    uintptr_t NumAmmoCansOpened                    =  0xFD4; // int32_t (0x4)
    uintptr_t NumSupplyDropsOpened                 =  0xFDC; // int32_t (0x4)
    uintptr_t NumLlamasOpened                      =  0xFE4; // int32_t (0x4)
    uintptr_t NumForagedItemsConsumed              =  0xFEC; // int32_t (0x4)
    uintptr_t NumMinutesAlive                      =  0xFF4; // int32_t (0x4)
    uintptr_t NumBronzeCoinsCollected              =  0xFFC; // int32_t (0x4)
    uintptr_t NumSilverCoinsCollected              = 0x1004; // int32_t (0x4)
    uintptr_t NumGoldCoinsCollected                = 0x100C; // int32_t (0x4)
    uintptr_t TotalPlayerScore                     = 0x1014; // int32_t (0x4)
    uintptr_t PointsAddedToScore                   = 0x1018; // FMulticastScriptDelegate (0x10)
    uintptr_t TeamScoreChanged                     = 0x1028; // FMulticastScriptDelegate (0x10)
    uintptr_t TeamPlacementChanged                 = 0x1038; // FMulticastScriptDelegate (0x10)
    uintptr_t TeamPlacementLockChanged             = 0x1048; // FMulticastScriptDelegate (0x10)
    uintptr_t PlaceChanged                         = 0x1058; // FMulticastScriptDelegate (0x10)
    uintptr_t TeamAverageDamageChanged             = 0x1068; // FMulticastScriptDelegate (0x10)
    uintptr_t MatchAbandonStateChanged             = 0x1078; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRespawnTimeReplicated              = 0x1088; // FMulticastScriptDelegate (0x10)
    uintptr_t ActiveBeingRebootedChanged           = 0x1098; // FMulticastScriptDelegate (0x10)
    uintptr_t StormSurgeEffectCount                = 0x10B8; // uint8_t (0x1)
    uintptr_t TeamAverageDamage                    = 0x10BA; // int16_t (0x2)
    uintptr_t SquadId                              = 0x10BC; // uint8_t (0x1)
    uintptr_t bThankedBusDriver                    = 0x10BD; // std::uint8_t bitfield (0x1)
    uintptr_t bDidNotThankBusDriver                = 0x10BD; // std::uint8_t bitfield (0x1)
    uintptr_t bUsingAnonymousMode                  = 0x10BD; // std::uint8_t bitfield (0x1)
    uintptr_t bUsingAnonymousCharacterMode         = 0x10BD; // std::uint8_t bitfield (0x1)
    uintptr_t bShowingSeasonLevel                  = 0x10BD; // std::uint8_t bitfield (0x1)
    uintptr_t PlayerNameCustomOverride             = 0x10C0; // FText (0x10)
    uintptr_t bHidingOtherPlayersNames             = 0x10D0; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTalking                           = 0x1150; // bool (0x1)
    uintptr_t bIsMuted                             = 0x1151; // bool (0x1)
    uintptr_t OnPersistenceErrorTypeChanged        = 0x1350; // FMulticastScriptDelegate (0x10)
    uintptr_t OnOvershieldStateChanged             = 0x1360; // FMulticastScriptDelegate (0x10)
    uintptr_t MetricInformation                    = 0x1398; // FDetailedMetricInformation (0x10)
    uintptr_t SimpleMetricInformation              = 0x13A8; // FSimpleMetricInformation (0x78)
    uintptr_t SecondsAlive                         = 0x1420; // int32_t (0x4)
    uintptr_t TimeOfPawnCreation                   = 0x1424; // int32_t (0x4)
    uintptr_t bActiveBeingRebooted                 = 0x1428; // bool (0x1)
    uintptr_t bIsDisconnected                      = 0x142A; // bool (0x1)
    uintptr_t GameModeIcon                         = 0x1460; // Texture2D* (0x8)
    uintptr_t DeathInfo                            = 0x1480; // FDeathInfo (0xC0)
    uintptr_t ChangeTeamInfo                       = 0x1540; // FChangeTeamInfo (0x28)
    uintptr_t ServerTimeForRespawn                 = 0x1568; // float (0x4)
    uintptr_t ResurrectionChipAvailable            = 0x15D0; // FFortResurrectionData (0x28)
    uintptr_t bResurrectingNow                     = 0x15F8; // bool (0x1)
    uintptr_t bRespawningFromRespawnData           = 0x15F9; // bool (0x1)
    uintptr_t RebootCounter                        = 0x15FC; // int32_t (0x4)
    uintptr_t InteractingRebootVan                 = 0x1600; // TScriptInterface<USpawnMachineInterface> (0x10)
    uintptr_t InteractingRebootVanCheck            = 0x1610; // FTimerHandle (0x8)
    uintptr_t InteractingRebootVanTimeout          = 0x1618; // FTimerHandle (0x8)
    uintptr_t MatchAbandonState                    = 0x1624; // enum EMatchAbandonState (0x1)
    uintptr_t bIsAModerationBot                    = 0x1626; // bool (0x1)
    uintptr_t bIsAnAthenaGameParticipant           = 0x1627; // std::uint8_t bitfield (0x1)
    uintptr_t bIsContributingToOverbudgetHeatmap   = 0x1627; // std::uint8_t bitfield (0x1)
    uintptr_t EOSProductUserId                     = 0x1628; // FString (0x10)
    uintptr_t BotUniqueId                          = 0x1638; // FUniqueNetIdRepl (0x30)
    uintptr_t bPreserveSquad                       = 0x1678; // bool (0x1)
    uintptr_t KeepPlayingTogetherVotingStatus      = 0x1698; // enum EKeepPlayingTogetherVotingStatus (0x1)
    uintptr_t KeepPlayingTogetherMatchmakingRegion = 0x16B8; // FString (0x10)
    uintptr_t KeepPlayingTogetherMatchmakingId     = 0x16E0; // FString (0x10)
    uintptr_t InitialSquadSize                     = 0x1708; // uint8_t (0x1)
    uintptr_t SquadSizeIncrements                  = 0x1709; // uint8_t (0x1)
    uintptr_t SquadSizeDecrements                  = 0x170A; // uint8_t (0x1)
    uintptr_t PersistenceErrorType                 = 0x1750; // enum ECreativePersistenceErrorTypes (0x1)
    uintptr_t LocalSpecialActorData                = 0x1758; // FortSpecialActorReplicationInfo* (0x8)
};

AFortWeapon

// AFortWeapon - 279 own fields (dump)
struct AFortWeapon {
    uintptr_t OnWeaponRateOfFireChanged                      =  0x2B8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeaponRateOfFireScaleChanged                 =  0x2C8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPressTrigger                                 =  0x2E8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnReleaseTrigger                               =  0x2F8; // FMulticastScriptDelegate (0x10)
    uintptr_t TimeToEquip                                    =  0x348; // float (0x4)
    uintptr_t bNeverUpdateLastFireTimeOnImpactForLocalClient =  0x34C; // bool (0x1)
    uintptr_t bIsEquippingWeapon                             =  0x358; // bool (0x1)
    uintptr_t IsEquippingWeaponChanged                       =  0x360; // FMulticastScriptDelegate (0x10)
    uintptr_t bIsChargingWeapon                              =  0x370; // bool (0x1)
    uintptr_t bIsReloadingWeapon                             =  0x371; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableEquipAnimation                         =  0x371; // std::uint8_t bitfield (0x1)
    uintptr_t bCheckCollisionsWithoutAbility                 =  0x371; // std::uint8_t bitfield (0x1)
    uintptr_t bIsAimingConsumable                            =  0x398; // std::uint8_t bitfield (0x1)
    uintptr_t OnLocalAmmoChanged                             =  0x3F8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnLocalReloadStarted                           =  0x408; // FMulticastScriptDelegate (0x10)
    uintptr_t OnReloadStarted                                =  0x418; // FMulticastScriptDelegate (0x10)
    uintptr_t OnLocalReloadCancelled                         =  0x440; // FMulticastScriptDelegate (0x10)
    uintptr_t OnLocalTargetingChanged                        =  0x468; // FMulticastScriptDelegate (0x10)
    uintptr_t OnTargetingChanged                             =  0x478; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSecondaryAbilityToggled                      =  0x488; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVisibilityChanged                            =  0x498; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeaponSetActorHiddenInGame                   =  0x4C0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeaponFireAudio                              =  0x4D0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeaponFireAudioVisuals                       =  0x4E0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnModAddedToWeapon                             =  0x4F0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnModRemovedFromWeapon                         =  0x500; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeaponModSlotsEquipped                       =  0x510; // FMulticastScriptDelegate (0x10)
    uintptr_t OnWeaponModSlotsUnequipped                     =  0x520; // FMulticastScriptDelegate (0x10)
    uintptr_t OnConsumeAmmo                                  =  0x560; // FMulticastScriptDelegate (0x10)
    uintptr_t OnTryReload                                    =  0x570; // FMulticastScriptDelegate (0x10)
    uintptr_t OnReticleColorChanged                          =  0x590; // FMulticastScriptDelegate (0x10)
    uintptr_t bUseAttributeCaching                           =  0x6A8; // std::uint8_t bitfield (0x1)
    uintptr_t bPreventRuntimeChangeToReticleDisplays         =  0x6A8; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldDrawReticleForFirstPersonCamera         =  0x6A8; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldDrawAmmoCountForFirstPersonCamera       =  0x6A8; // std::uint8_t bitfield (0x1)
    uintptr_t WeaponData                                     =  0x6B0; // FortWeaponItemDefinition* (0x8)
    uintptr_t CosmeticOverrideWeaponData                     =  0x6B8; // FortWeaponItemDefinition* (0x8)
    uintptr_t bImpactFXAttachedToHitActor                    =  0x6C0; // std::uint8_t bitfield (0x1)
    uintptr_t GameplayAbilityBehaviorDistanceData            =  0x6D8; // FString (0x10)
    uintptr_t HitNotifyAudioBank                             =  0x6E8; // WeaponHitNotifyAudioBank* (0x8)
    uintptr_t SoundLibraryComponent                          =  0x6F0; // FortSoundLibraryComponent* (0x8)
    uintptr_t bRemoveAbilitiesWhenRemovedFromInventory       =  0x704; // bool (0x1)
    uintptr_t BP_OnWeaponCosmeticsReady                      =  0x728; // FMulticastScriptDelegate (0x10)
    uintptr_t EquippedWeaponDestroyWrapperRepCounter         =  0x774; // uint8_t (0x1)
    uintptr_t EquippedWeaponDestroyedGameplayCue             =  0x778; // FGameplayTag (0x4)
    uintptr_t FireModeOverride                               =  0x77C; // enum EFortWeaponRuntimeFireMode (0x1)
    uintptr_t OnFireModeChanged                              =  0x780; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPlayImpactFXDelegate                         =  0x7C8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBeamFiredDelegate                            =  0x7D8; // FScriptDelegate (0xC)
    uintptr_t CachedImpactDetails                            =  0x830; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t MuzzleFlashDelayForAnimationTime               =  0x890; // float (0x4)
    uintptr_t PersistentFXStartTime                          =  0x894; // float (0x4)
    uintptr_t PersistentSFXStartTime                         =  0x898; // float (0x4)
    uintptr_t MinimumTimeForPersistentFX                     =  0x89C; // float (0x4)
    uintptr_t OverrideItemWrapSoftPtr                        =  0x8A0; // TSoftObjectPtr<UAthenaItemWrapDefinition> (0x20)
    uintptr_t DevicePropertyHandles                          =  0x8C0; // FString (0x10)
    uintptr_t ApplicableDeviceProperties                     =  0x8D0; // FString (0x10)
    uintptr_t WeaponReduceMeshWorkSetting                    =  0x928; // enum EFortWeaponReduceMeshWorkSetting (0x1)
    uintptr_t bWeaponSupportsQuartzGunfire                   =  0x940; // bool (0x1)
    uintptr_t QuartzGunfireComp                              =  0x948; // FortQuartzGunfireComponent* (0x8)
    uintptr_t bShouldDrawNativeReticle                       =  0x950; // bool (0x1)
    uintptr_t bShouldAlwaysDrawNativeMuzzleBlockedIndicator  =  0x951; // bool (0x1)
    uintptr_t bShouldForceCheckCollisions                    =  0x952; // bool (0x1)
    uintptr_t ReticleImage                                   =  0x958; // Texture2D* (0x8)
    uintptr_t AutoFireReticleImage                           =  0x960; // Texture2D* (0x8)
    uintptr_t ReticleDefaultColor                            =  0x968; // FColor (0x4)
    uintptr_t ReticleEnemyColor                              =  0x96C; // FColor (0x4)
    uintptr_t ReticleEnemyDefaultColor                       =  0x970; // FColor (0x4)
    uintptr_t ReticleBuildingColor                           =  0x974; // FColor (0x4)
    uintptr_t ReticleNoTargetColor                           =  0x978; // FColor (0x4)
    uintptr_t HitNotifyReticleImage                          =  0x980; // Texture2D* (0x8)
    uintptr_t HitNotifyLocationReticleImage                  =  0x988; // Texture2D* (0x8)
    uintptr_t CriticalHitNotifyLocationReticleImage          =  0x990; // Texture2D* (0x8)
    uintptr_t ReticleCenterImage                             =  0x998; // Texture2D* (0x8)
    uintptr_t ReticleCenterPerfectAimImage                   =  0x9A0; // Texture2D* (0x8)
    uintptr_t ReticleInvalidTargetImage                      =  0x9A8; // Texture2D* (0x8)
    uintptr_t MuzzleBlockedReticleImage                      =  0x9B0; // Texture2D* (0x8)
    uintptr_t ReticleAltCenterImage                          =  0x9B8; // Texture2D* (0x8)
    uintptr_t ReticleOuterImage                              =  0x9C0; // Texture2D* (0x8)
    uintptr_t ReticleAltOuterImage                           =  0x9C8; // Texture2D* (0x8)
    uintptr_t ReticleDefaultPrimaryStrikeAngle               =  0x9D0; // float (0x4)
    uintptr_t ReticleDefaultSecondaryStrikeAngle             =  0x9D4; // float (0x4)
    uintptr_t bSupportsAutofireAtReticleTarget               =  0x9D8; // bool (0x1)
    uintptr_t bEnableAutofireForAnyWeaponItemDefinition      =  0x9D9; // bool (0x1)
    uintptr_t bSupportsTapToFireMode                         =  0x9DA; // bool (0x1)
    uintptr_t CameraBase3PClass                              =  0x9E0; // TSubclassOf<UClass> (0x8)
    uintptr_t CameraTargeting3PClass                         =  0x9E8; // TSubclassOf<UClass> (0x8)
    uintptr_t CameraTargeting3PReloadClass                   =  0x9F0; // TSubclassOf<UClass> (0x8)
    uintptr_t CameraBase1PClass                              =  0x9F8; // TSubclassOf<UClass> (0x8)
    uintptr_t CameraTargeting1PClass                         =  0xA00; // TSubclassOf<UClass> (0x8)
    uintptr_t DestroyedSound                                 =  0xA08; // SoundBase* (0x8)
    uintptr_t OutOfAmmoSound                                 =  0xA10; // SoundBase* (0x8)
    uintptr_t PrimaryFireSound1P                             =  0xA30; // SoundBase* (0x8)
    uintptr_t PrimaryFireStopSound1P                         =  0xA50; // SoundBase* (0x8)
    uintptr_t TargetingStartSound                            =  0xAD0; // SoundBase* (0x8)
    uintptr_t TargetingEndSound                              =  0xAD8; // SoundBase* (0x8)
    uintptr_t PrimaryFireSoundFadeOutTime                    =  0xAE0; // float (0x4)
    uintptr_t IndestructibleHitSound                         =  0xAE8; // SoundBase* (0x8)
    uintptr_t ImpactNiagaraPhysicalSurfaceEffectAssets       =  0xD28; // FString (0x10)
    uintptr_t NDCImpactFX                                    =  0xD38; // FFortNDCImpactInfo (0x1D8)
    uintptr_t ImpactArraySupportData                         =  0xF18; // FString (0x10)
    uintptr_t ImpactCameraShake                              =  0xF28; // TSubclassOf<UClass> (0x8)
    uintptr_t PrimaryForceFeedbackEffect                     =  0xF30; // ForceFeedbackEffect* (0x8)
    uintptr_t SecondaryForceFeedbackEffect                   =  0xF38; // ForceFeedbackEffect* (0x8)
    uintptr_t PrimaryImpactForceFeedbackEffect               =  0xF40; // ForceFeedbackEffect* (0x8)
    uintptr_t SecondaryImpactForceFeedbackEffect             =  0xF48; // ForceFeedbackEffect* (0x8)
    uintptr_t ImpactNiagaraPhysicalSurfaceEffectInstances    =  0xF50; // FString (0x10)
    uintptr_t DataStoreManager                               =  0xF60; // FortGenericDataStoreManagerComponent* (0x8)
    uintptr_t SoundIndicatorComponent                        =  0xFB0; // FortSoundIndicatorComponent* (0x8)
    uintptr_t CurrentGunFireIndex                            =  0xFB8; // int32_t (0x4)
    uintptr_t WeaponMesh                                     =  0xFC0; // SkeletalMeshComponentBudgeted* (0x8)
    uintptr_t AllWeaponMeshes                                =  0xFC8; // FString (0x10)
    uintptr_t DefaultWeaponMaterials                         =  0xFD8; // FString (0x10)
    uintptr_t OriginalMaterialMap                            =  0xFE8; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t ProtoWeaponParentMaterial                      = 0x1008; // TSoftObjectPtr<UMaterialInterface> (0x20)
    uintptr_t WrapSectionMask                                = 0x1028; // int32_t (0x4)
    uintptr_t bUsingSecondaryFireAudio                       = 0x102C; // bool (0x1)
    uintptr_t bHasCachedAdditionalMeshes                     = 0x102D; // bool (0x1)
    uintptr_t CurrentReticleColor                            = 0x1030; // FColor (0x4)
    uintptr_t OpticRuntimeData                               = 0x1034; // FFortWeaponOpticRuntimeData (0x8)
    uintptr_t CurrentDamageStartLocation                     = 0x1040; // FVector (0x18)
    uintptr_t CurrentAdjustedAimDirection                    = 0x1058; // FVector (0x18)
    uintptr_t CurrentProjectedImpactDistance                 = 0x1070; // float (0x4)
    uintptr_t FireFXSignificance                             = 0x1074; // FFortEffectDistanceQuality (0x18)
    uintptr_t LastFireTime                                   = 0x108C; // float (0x4)
    uintptr_t LastSecondaryFireTime                          = 0x1090; // float (0x4)
    uintptr_t LastFireTimeVerified                           = 0x1094; // float (0x4)
    uintptr_t bIsPlayingFireFX                               = 0x1099; // std::uint8_t bitfield (0x1)
    uintptr_t bFireFXTriggered                               = 0x1099; // std::uint8_t bitfield (0x1)
    uintptr_t bWeaponFireCustomAudioTriggered                = 0x1099; // std::uint8_t bitfield (0x1)
    uintptr_t bUsesMetaSoundForMuzzleFireFx                  = 0x1099; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowTargeting                                = 0x1099; // std::uint8_t bitfield (0x1)
    uintptr_t bExitTargetingWhenPrimaryIsFired               = 0x1099; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTargeting                                   = 0x1099; // std::uint8_t bitfield (0x1)
    uintptr_t bForceCameraTargetSource                       = 0x1099; // std::uint8_t bitfield (0x1)
    uintptr_t bTraceThroughPawns                             = 0x109A; // std::uint8_t bitfield (0x1)
    uintptr_t bTraceThroughWorld                             = 0x109A; // std::uint8_t bitfield (0x1)
    uintptr_t bUseProjectileTrace                            = 0x109A; // std::uint8_t bitfield (0x1)
    uintptr_t bUseVariableFocalDistanceTargeting             = 0x109A; // std::uint8_t bitfield (0x1)
    uintptr_t bUseWeaponTraceForReticle                      = 0x109A; // std::uint8_t bitfield (0x1)
    uintptr_t bWeaponTraceCanBeBlockedByPassthroughTag       = 0x109A; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowReloadWhenFull                           = 0x109A; // std::uint8_t bitfield (0x1)
    uintptr_t bClientWaitForServerMagazineAmmo               = 0x109A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTryingAutoReload                            = 0x109B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTryingCheckAmmoOnTryToFireReload            = 0x109B; // std::uint8_t bitfield (0x1)
    uintptr_t BlendingOutPawnMontage                         = 0x10A0; // AnimMontage* (0x8)
    uintptr_t bIsInReleaseSecondaryFireScope                 = 0x10A8; // bool (0x1)
    uintptr_t TimerIntervalAdjustment                        = 0x10AC; // float (0x4)
    uintptr_t InputQueueTimePercent                          = 0x10B0; // float (0x4)
    uintptr_t LastTargetingTransitionTime                    = 0x10B4; // float (0x4)
    uintptr_t TargetSourceOffset                             = 0x10B8; // FVector (0x18)
    uintptr_t TargetSourceOffsetWhileCrouched                = 0x10D0; // FVector (0x18)
    uintptr_t TargetSourceOffsetWhileTargeting               = 0x10E8; // FVector (0x18)
    uintptr_t TraceThroughPawnsLimit                         = 0x1100; // int32_t (0x4)
    uintptr_t TraceThroughBuildingsLimit                     = 0x1104; // int32_t (0x4)
    uintptr_t TraceThroughLandscapeLimit                     = 0x1108; // int32_t (0x4)
    uintptr_t ProjectilePitchOffset                          = 0x110C; // float (0x4)
    uintptr_t LastReloadTime                                 = 0x1110; // float (0x4)
    uintptr_t LastSuccessfulReloadTime                       = 0x1114; // float (0x4)
    uintptr_t CurrentReloadDuration                          = 0x1118; // float (0x4)
    uintptr_t ItemEntryGuid                                  = 0x1120; // FGuid (0x10)
    uintptr_t TrackerGuid                                    = 0x1130; // FGuid (0x10)
    uintptr_t WeaponLevel                                    = 0x1140; // int32_t (0x4)
    uintptr_t CachedForcedLeanComponent                      = 0x1148; // FortWeaponComponent_VehicleLeanWithPrimaryFire* (0x8)
    uintptr_t AmmoCount                                      = 0x1180; // int32_t (0x4)
    uintptr_t PhantomReserveAmmo                             = 0x1184; // int32_t (0x4)
    uintptr_t BurstFireCounter                               = 0x1190; // int32_t (0x4)
    uintptr_t ChargeTime                                     = 0x1194; // float (0x4)
    uintptr_t AccumulatedChargeTime                          = 0x1198; // float (0x4)
    uintptr_t LastChargeTime                                 = 0x119C; // float (0x4)
    uintptr_t StartChargeGameplayCue                         = 0x11A0; // FGameplayTag (0x4)
    uintptr_t MaxChargeGameplayCue                           = 0x11A4; // FGameplayTag (0x4)
    uintptr_t OutOfAmmoTextOverrideFailTag                   = 0x11A8; // FGameplayTag (0x4)
    uintptr_t NoSpareAmmoToReloadTextOverrideFailTag         = 0x11AC; // FGameplayTag (0x4)
    uintptr_t FireCanInterruptEquipQuery                     = 0x11B0; // FGameplayTagQuery (0x48)
    uintptr_t CurrentShotLogIndex                            = 0x11F8; // int32_t (0x4)
    uintptr_t ShotLogFlags                                   = 0x1200; // FString (0x10)
    uintptr_t bInitializedWeaponItem                         = 0x1210; // std::uint8_t bitfield (0x1)
    uintptr_t bPendingDestroyDueToDurabilityOrStackCount     = 0x1210; // std::uint8_t bitfield (0x1)
    uintptr_t bNeedsReapplyMaterialOverrides                 = 0x1211; // std::uint8_t bitfield (0x1)
    uintptr_t bCosmeticOverlayApplied                        = 0x1211; // std::uint8_t bitfield (0x1)
    uintptr_t bCompletedAppliedAlterationsLoad               = 0x1211; // std::uint8_t bitfield (0x1)
    uintptr_t bCompletedWeaponLoad                           = 0x1211; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCosmeticLimited                             = 0x1211; // std::uint8_t bitfield (0x1)
    uintptr_t bIsCosmeticGatedLocally                        = 0x1211; // std::uint8_t bitfield (0x1)
    uintptr_t bReplicatedAppliedAlterationsWithNoInstigator  = 0x1212; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldFullyApplyVariantsOnEquip               = 0x1212; // std::uint8_t bitfield (0x1)
    uintptr_t bSecondaryFireAlwaysCancelSwimSprint           = 0x1212; // std::uint8_t bitfield (0x1)
    uintptr_t bCanDeferSecondaryFireInput                    = 0x1212; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableNativeChargeUp                          = 0x1212; // std::uint8_t bitfield (0x1)
    uintptr_t bHideWeaponOnDestruction                       = 0x1213; // std::uint8_t bitfield (0x1)
    uintptr_t bAttachToRootOnDestruction                     = 0x1213; // std::uint8_t bitfield (0x1)
    uintptr_t bUseOriginForDestructionInterpolation          = 0x1213; // std::uint8_t bitfield (0x1)
    uintptr_t AttachToRootOnDestructionOffset                = 0x1218; // FVector (0x18)
    uintptr_t AttachToRootOnDestructionInterpSpeed           = 0x1230; // float (0x4)
    uintptr_t bShowWhenHolstered                             = 0x1234; // std::uint8_t bitfield (0x1)
    uintptr_t CustomPartsToShowWhenHolstered                 = 0x1238; // FString (0x10)
    uintptr_t ChargeStatusPack                               = 0x1248; // int16_t (0x2)
    uintptr_t AttachedTrajectoryIndicator                    = 0x1258; // TWeakObjectPtr<AFortProjectileTrajectory> (0x8)
    uintptr_t ActiveAbility                                  = 0x1260; // FortGameplayAbility* (0x8)
    uintptr_t PrimaryAbilitySpecHandle                       = 0x1268; // FGameplayAbilitySpecHandle (0x18)
    uintptr_t SecondaryAbilitySpecHandle                     = 0x1280; // FGameplayAbilitySpecHandle (0x18)
    uintptr_t ReloadAbilitySpecHandle                        = 0x1298; // FGameplayAbilitySpecHandle (0x18)
    uintptr_t ImpactAbilitySpecHandle                        = 0x12B0; // FGameplayAbilitySpecHandle (0x18)
    uintptr_t ReticleTraceOverrideSpecHandle                 = 0x12C8; // FGameplayAbilitySpecHandle (0x18)
    uintptr_t EquippedAbilityHandles                         = 0x12E0; // FString (0x10)
    uintptr_t EquippedAbilitySetHandles                      = 0x12F0; // FString (0x10)
    uintptr_t AppliedAlterations                             = 0x1300; // FString (0x10)
    uintptr_t WeaponModSlots                                 = 0x1310; // FString (0x10)
    uintptr_t ItemOverrideData                               = 0x1320; // FFortItemDataOverrideRuntimeData (0x50)
    uintptr_t EquippedWeaponModSlots                         = 0x1370; // FString (0x10)
    uintptr_t ModRuntimeDataCache                            = 0x1380; // FortWeaponModRuntimeData* (0x8)
    uintptr_t ModDebugComp                                   = 0x1388; // FortWeaponModDebugComponent* (0x8)
    uintptr_t OpticDefinition                                = 0x1390; // FortWeaponOpticDefinition* (0x8)
    uintptr_t OpticConfig                                    = 0x1398; // FFortOpticConfig (0x40)
    uintptr_t PreviousWeaponVariants                         = 0x13D8; // FCosmeticVariantCache (0x18)
    uintptr_t AppliedItemWrap                                = 0x1410; // AthenaItemWrapDefinition* (0x8)
    uintptr_t CachedFXManager                                = 0x1418; // FortFXManager* (0x8)
    uintptr_t CachedSignificanceManager                      = 0x1420; // FortSignificanceManager* (0x8)
    uintptr_t MuzzleSocketName                               = 0x1448; // FName (0x4)
    uintptr_t MuzzleFalloffSocketName                        = 0x144C; // FName (0x4)
    uintptr_t WeaponHandSocketNameOverride                   = 0x1450; // FName (0x4)
    uintptr_t LeftHandWeaponHandSocketNameOverride           = 0x1454; // FName (0x4)
    uintptr_t WeaponHandSocketPartOverrides                  = 0x1458; // FString (0x10)
    uintptr_t bForceOverrideGenerateOverlapEvents            = 0x146C; // std::uint8_t bitfield (0x1)
    uintptr_t MaxWeaponSwitchNetworkWaitTime                 = 0x1544; // float (0x4)
    uintptr_t MaxWeaponSwitchNetworkWaitTimeHotfix           = 0x1548; // FScalableFloat (0x28)
    uintptr_t MaxWeaponAttackNetworkWaitTime                 = 0x1570; // float (0x4)
    uintptr_t LastFireAbilityTime                            = 0x1574; // float (0x4)
    uintptr_t OnGetAimRotOverride                            = 0x15B0; // FScriptDelegate (0xC)
    uintptr_t OnAlterationAdded                              = 0x15C0; // FMulticastScriptDelegate (0x10)
    uintptr_t ModLeftHandPoseOffsets                         = 0x15D0; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t ModReloadAnimData                              = 0x15E0; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t EquipAnimation                                 = 0x15F0; // AnimMontage* (0x8)
    uintptr_t FirstTimeEquipAnimation                        = 0x15F8; // AnimMontage* (0x8)
    uintptr_t WeaponFirstTimeEquipAnimation                  = 0x1600; // AnimMontage* (0x8)
    uintptr_t FirstTimeEquipTag                              = 0x1608; // FGameplayTag (0x4)
    uintptr_t bResetOnItemRemoval                            = 0x160C; // bool (0x1)
    uintptr_t ReloadAnimation                                = 0x1610; // AnimMontage* (0x8)
    uintptr_t CustomReloadAnimationPerAmmoToFill             = 0x1650; // FString (0x10)
    uintptr_t PrimaryAbilityAnimation                        = 0x1660; // AnimMontage* (0x8)
    uintptr_t SecondaryAbilityAnimation                      = 0x1668; // AnimMontage* (0x8)
    uintptr_t WeaponEquipMontage                             = 0x1670; // AnimMontage* (0x8)
    uintptr_t WeaponReloadMontage                            = 0x1678; // AnimMontage* (0x8)
    uintptr_t CustomWeaponReloadMontagePerAmmoToFill         = 0x1680; // FString (0x10)
    uintptr_t WeaponPrimaryAbilityMontage                    = 0x1690; // AnimMontage* (0x8)
    uintptr_t WeaponSecondaryAbilityMontage                  = 0x1698; // AnimMontage* (0x8)
    uintptr_t FirstPersonData                                = 0x16A0; // FortWeaponFirstPersonData* (0x8)
    uintptr_t PoseOffsetAnimSequence                         = 0x16C8; // AnimSequence* (0x8)
    uintptr_t PoseOffsetAnimSequenceFemaleOverride           = 0x16D0; // AnimSequence* (0x8)
    uintptr_t WeaponCoreAnimation                            = 0x16D8; // enum EFortWeaponCoreAnimation (0x1)
    uintptr_t WeaponCoreAnimationOverride                    = 0x16D9; // enum EFortWeaponCoreAnimation (0x1)
    uintptr_t HandGripType                                   = 0x16DA; // enum EFortWeaponHandGripType (0x1)
    uintptr_t WeaponPawnAnimSet                              = 0x16E0; // FortWeaponAnimSet* (0x8)
    uintptr_t PlayerAnimAssets                               = 0x16E8; // FFortPlayerAnimAssets (0x10)
    uintptr_t ProceduralLayeringData                         = 0x16F8; // FFortProceduralLayeringWeaponData (0x28)
    uintptr_t PlayerAnimAssetsOverride                       = 0x1720; // FFortPlayerAnimAssets (0x10)
    uintptr_t bResetAnimAssetsOverrideOnUnEquip              = 0x1730; // bool (0x1)
    uintptr_t WeaponPawnAnimLayerOverlayClass                = 0x1738; // TSubclassOf<UClass> (0x8)
    uintptr_t WeaponAdditiveAnimSet                          = 0x1740; // FortWeaponAdditiveAnimSet* (0x8)
    uintptr_t PlayerAnimProxyTable                           = 0x1748; // ProxyTable* (0x8)
    uintptr_t HitReactionProxyTable                          = 0x1750; // ProxyTable* (0x8)
    uintptr_t bEnableTickAnimMontagesOnlyWhenOffscreen       = 0x1758; // bool (0x1)
    uintptr_t MaxRangeToEnableTickAnimMontagesWhenOffscreen  = 0x175C; // float (0x4)
    uintptr_t WeaponPawnAnimsetOverride                      = 0x1760; // FortWeaponAnimSet* (0x8)
    uintptr_t WeaponAdditiveAnimsetOverride                  = 0x1768; // FortWeaponAdditiveAnimSet* (0x8)
    uintptr_t UnableToPerformActionMontageOverride           = 0x17B0; // AnimMontage* (0x8)
    uintptr_t ActiveFireMode                                 = 0x17B8; // TSoftObjectPtr<UFortWeaponFireModeData> (0x20)
    uintptr_t FireModeData_HipFire                           = 0x17D8; // TSoftObjectPtr<UFortWeaponFireModeData> (0x20)
    uintptr_t FireModeData_AimDownSight                      = 0x17F8; // TSoftObjectPtr<UFortWeaponFireModeData> (0x20)
    uintptr_t FireModeData_Override                          = 0x1818; // TSoftObjectPtr<UFortWeaponFireModeData> (0x20)
    uintptr_t ItemWrapModifier                               = 0x1850; // CustomItemWrapModifier* (0x8)
    uintptr_t LockOnTargetCandidate                          = 0x1898; // Actor* (0x8)
    uintptr_t bIgnoreTryToFireSlotCooldownRestriction        = 0x18A1; // bool (0x1)
    uintptr_t bFireConsumableAnalyticEvent                   = 0x18A3; // bool (0x1)
    uintptr_t OnWeaponHudKeyActionUpdated                    = 0x18A8; // FMulticastScriptDelegate (0x10)
    uintptr_t FeedbackLineActionIdsToDim                     = 0x18B8; // FString (0x10)
    uintptr_t HudKeyActionData                               = 0x18C8; // FString (0x10)
    uintptr_t CachedReloadComponent                          = 0x19C8; // FortWeaponComponent* (0x8)
};

AFortWeaponRanged

// AFortWeaponRanged - 140 own fields (dump)
struct AFortWeaponRanged {
    uintptr_t OnProjectileSpawned                                = 0x19D0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRecoilAdded                                      = 0x19E0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBulletTracerNiagaraDataSent                      = 0x19F0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBulletTracerBeamFXActivated                      = 0x1A00; // FMulticastScriptDelegate (0x10)
    uintptr_t ReplayActivationCue                                = 0x1A28; // FWeaponCueReplicationStruct (0xD8)
    uintptr_t ReplayImpactCue                                    = 0x1B00; // FWeaponCueReplicationStruct (0xD8)
    uintptr_t PlayDelayedRecoilTimerHandle                       = 0x1BE0; // FTimerHandle (0x8)
    uintptr_t PlayDelayedFiringAnimationTimerHandle              = 0x1BE8; // FTimerHandle (0x8)
    uintptr_t PlayDelayedSpreadTimerHandle                       = 0x1BF0; // FTimerHandle (0x8)
    uintptr_t bLWPNudgeHitOrigin                                 = 0x1BF8; // bool (0x1)
    uintptr_t LWPNudgeHitDistance                                = 0x1C00; // FFortCachedScalableFloat (0x30)
    uintptr_t TracerFXDataChannel                                = 0x1C30; // NiagaraDataChannelAsset* (0x8)
    uintptr_t NDCTracerFx                                        = 0x1C38; // FFortNDCTracerInfo (0x138)
    uintptr_t MuzzleFXData                                       = 0x1D70; // FFortWeaponMuzzleFXData (0xB0)
    uintptr_t HitscanTracerFakeVelocity                          = 0x1E20; // float (0x4)
    uintptr_t TracerTemplate                                     = 0x1E28; // TSubclassOf<UClass> (0x8)
    uintptr_t bAllowAutomaticWeaponCatchup                       = 0x1E30; // std::uint8_t bitfield (0x1)
    uintptr_t LocalFireRateModification                          = 0x1E68; // float (0x4)
    uintptr_t CurrentNumBullets                                  = 0x1E6C; // int32_t (0x4)
    uintptr_t ScopeTargetingMuzzleOffset                         = 0x1E70; // FVector (0x18)
    uintptr_t CurrentMuzzleBlockedLocation                       = 0x1E88; // FVector (0x18)
    uintptr_t CurrentDamageStart                                 = 0x1EA0; // enum EFortAbilityTargetingSource (0x1)
    uintptr_t MaxTargetingAimAdjustment                          = 0x1EA8; // FRotator (0x18)
    uintptr_t bAnchorReticleCenter                               = 0x1EC0; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldDisplayAmmoCounter                          = 0x1EC0; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldDisplayReticleAmmoCounter                   = 0x1EC0; // std::uint8_t bitfield (0x1)
    uintptr_t bHideAmmoCounterDuringTargeting                    = 0x1EC0; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldDisplayAmmoCounterDuringSecondaryFire       = 0x1EC0; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldHideReserveAmmo                             = 0x1EC0; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldHideMagazineAmmo                            = 0x1EC0; // std::uint8_t bitfield (0x1)
    uintptr_t bAimFromMuzzleAtCloseRange                         = 0x1EC0; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldAimFromMuzzleAtCloseRange                   = 0x1EC1; // std::uint8_t bitfield (0x1)
    uintptr_t bAlwaysAimFromMuzzle                               = 0x1EC1; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoReloadBlocksManualReload                      = 0x1EC1; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowTrySecondaryFireDuringReload                 = 0x1EC2; // bool (0x1)
    uintptr_t bMaintainAimLocationDuringTargeting                = 0x1EC3; // std::uint8_t bitfield (0x1)
    uintptr_t bUseScopeTargeting                                 = 0x1EC3; // std::uint8_t bitfield (0x1)
    uintptr_t bUseFirstPersonTargeting                           = 0x1EC3; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableTargetingForHipFireFirstPerson             = 0x1EC3; // std::uint8_t bitfield (0x1)
    uintptr_t HipFireFirstPersonMeshFOV                          = 0x1EC4; // float (0x4)
    uintptr_t bUseScopedThirdPersonTargeting                     = 0x1ED4; // std::uint8_t bitfield (0x1)
    uintptr_t ADSFireHeadToHandDistance                          = 0x1EF0; // float (0x4)
    uintptr_t bPersistentFireFX                                  = 0x1EF4; // std::uint8_t bitfield (0x1)
    uintptr_t bSendSingleFireEventForLoopingMetaSoundWeapons     = 0x1EF4; // std::uint8_t bitfield (0x1)
    uintptr_t bUseBeamParticles                                  = 0x1EF4; // std::uint8_t bitfield (0x1)
    uintptr_t bActivateRangeAbilityPerBurstShot                  = 0x1EF4; // std::uint8_t bitfield (0x1)
    uintptr_t bUseImpactFXForProjectiles                         = 0x1EF4; // std::uint8_t bitfield (0x1)
    uintptr_t bUseImpactFXForProjectileOverlaps                  = 0x1EF4; // std::uint8_t bitfield (0x1)
    uintptr_t bUseImpactDecals                                   = 0x1EF4; // std::uint8_t bitfield (0x1)
    uintptr_t bUsePersistentBeam                                 = 0x1EF4; // std::uint8_t bitfield (0x1)
    uintptr_t bUseShellsParticles                                = 0x1EF5; // std::uint8_t bitfield (0x1)
    uintptr_t bUseTracers                                        = 0x1EF5; // std::uint8_t bitfield (0x1)
    uintptr_t bUseOverrideBaseSpread                             = 0x1EF5; // std::uint8_t bitfield (0x1)
    uintptr_t bUseOverrideSpreadDownsightsMultiplier             = 0x1EF5; // std::uint8_t bitfield (0x1)
    uintptr_t bIsMuzzleTraceNearWall                             = 0x1EF6; // std::uint8_t bitfield (0x1)
    uintptr_t MaxMuzzleAimCameraAimHeadingAngleDifferenceDegrees = 0x1EF8; // float (0x4)
    uintptr_t AimPitchMin                                        = 0x1EFC; // float (0x4)
    uintptr_t AimPitchMax                                        = 0x1F00; // float (0x4)
    uintptr_t MuzzleTraceNearWallThreshold                       = 0x1F04; // float (0x4)
    uintptr_t BeamSignificance                                   = 0x1F20; // FFortEffectDistanceQuality (0x18)
    uintptr_t ImpactSignificance                                 = 0x1F38; // FFortEffectDistanceQuality (0x18)
    uintptr_t DecalSignificance                                  = 0x1F50; // FFortEffectDistanceQuality (0x18)
    uintptr_t ScopeImpactEffectDistanceOffset                    = 0x1F68; // float (0x4)
    uintptr_t MuzzlePSC                                          = 0x1F70; // FXSystemComponent* (0x8)
    uintptr_t ShellPSCMap                                        = 0x1F78; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t BeamParticleSystem                                 = 0x1F88; // ParticleSystem* (0x8)
    uintptr_t BeamNiagaraSystemAsset                             = 0x1F90; // TSoftObjectPtr<UNiagaraSystem> (0x20)
    uintptr_t BeamSourceSocketName                               = 0x1FB0; // FName (0x4)
    uintptr_t FortSpawnPropOverride                              = 0x1FB8; // SkeletalMesh* (0x8)
    uintptr_t FortSpawnPropAnimOverride                          = 0x1FC0; // AnimationAsset* (0x8)
    uintptr_t DecalSizeMin                                       = 0x1FC8; // FVector (0x18)
    uintptr_t DecalSizeMax                                       = 0x1FE0; // FVector (0x18)
    uintptr_t DecalLifespanMin                                   = 0x1FF8; // float (0x4)
    uintptr_t DecalLifespanMax                                   = 0x1FFC; // float (0x4)
    uintptr_t DecalColorStart                                    = 0x2000; // FLinearColor (0x10)
    uintptr_t DecalColorEnd                                      = 0x2010; // FLinearColor (0x10)
    uintptr_t DecalMaterial                                      = 0x2020; // MaterialInterface* (0x8)
    uintptr_t DecalTexture                                       = 0x2028; // Texture2D* (0x8)
    uintptr_t SurfaceAcceptingDecals                             = 0x2030; // FString (0x10)
    uintptr_t ShellReloadCounter                                 = 0x2058; // int32_t (0x4)
    uintptr_t MaxTargetingAimAdjustPerSecond                     = 0x2098; // FRotator (0x18)
    uintptr_t ScopePostProcessEnabled                            = 0x2210; // std::uint8_t bitfield (0x1)
    uintptr_t ScopePostProcessBlendWeight                        = 0x2214; // float (0x4)
    uintptr_t ScopePostProcessMaterial                           = 0x2218; // FString (0x10)
    uintptr_t ScopePostProcessMaterialFromOptic                  = 0x2228; // FString (0x10)
    uintptr_t LWPSpawnDirectionAdjustmentStrengthOverride        = 0x2258; // float (0x4)
    uintptr_t LWPDirectionAdjustmentMaxAngleOverride             = 0x225C; // float (0x4)
    uintptr_t BulletPattern                                      = 0x2260; // FString (0x10)
    uintptr_t RampingFireRateData                                = 0x2270; // FFortWeaponRampingData (0xB8)
    uintptr_t EnemyWarningWeaponImpactSFX                        = 0x2420; // SoundBase* (0x8)
    uintptr_t LastFiredInterval                                  = 0x24B0; // float (0x4)
    uintptr_t BeamNiagaraSystem                                  = 0x24B8; // NiagaraSystem* (0x8)
    uintptr_t bUseAthenaRecoil                                   = 0x2538; // std::uint8_t bitfield (0x1)
    uintptr_t bUseAthenaPerfectADSAim                            = 0x2539; // std::uint8_t bitfield (0x1)
    uintptr_t bFirstShotAccuracyCheckVehicleMovement             = 0x2539; // std::uint8_t bitfield (0x1)
    uintptr_t FirstShotAccuracyMinWaitTime                       = 0x253C; // float (0x4)
    uintptr_t BulletCountForPerBulletRecoil                      = 0x2540; // float (0x4)
    uintptr_t RecoilProcessingShotCounter                        = 0x2544; // float (0x4)
    uintptr_t RecoilTimingCounter                                = 0x2548; // float (0x4)
    uintptr_t BulletCountForPerBulletSpread                      = 0x254C; // float (0x4)
    uintptr_t TimeRemainingForBulletSpread                       = 0x2550; // float (0x4)
    uintptr_t FireAnimation                                      = 0x25C8; // AnimMontage* (0x8)
    uintptr_t FireDownsightsAnimation                            = 0x25D0; // AnimMontage* (0x8)
    uintptr_t FireFromCrouchWalkAnimation                        = 0x25D8; // AnimMontage* (0x8)
    uintptr_t CockingAnimation                                   = 0x25E0; // AnimMontage* (0x8)
    uintptr_t WeaponFireMontage                                  = 0x25E8; // AnimMontage* (0x8)
    uintptr_t WeaponFireDownsightsMontage                        = 0x25F0; // AnimMontage* (0x8)
    uintptr_t WeaponFireFromCrouchWalkMontage                    = 0x25F8; // AnimMontage* (0x8)
    uintptr_t WeaponCockingMontage                               = 0x2600; // AnimMontage* (0x8)
    uintptr_t BeamPSC                                            = 0x2608; // FXSystemComponent* (0x8)
    uintptr_t bTracerFXSupportsMultipleSimultaneousTracers       = 0x2610; // std::uint8_t bitfield (0x1)
    uintptr_t bTracerFXSupportsMultipleSequentialTracers         = 0x2610; // std::uint8_t bitfield (0x1)
    uintptr_t TracerBeamFX                                       = 0x2620; // NiagaraComponent* (0x8)
    uintptr_t CrouchWalkSpeedThreshold                           = 0x2628; // float (0x4)
    uintptr_t bEnableRecoilDelay                                 = 0x262C; // bool (0x1)
    uintptr_t ReticleSpreadZeroingDistanceFromMuzzle             = 0x2630; // float (0x4)
    uintptr_t OnScopedThirdPersonTargetingChanged                = 0x2648; // FMulticastScriptDelegate (0x10)
    uintptr_t OnOverheatValueChanged                             = 0x2698; // FMulticastScriptDelegate (0x10)
    uintptr_t OverheatState                                      = 0x26A8; // enum EFortWeaponOverheatState (0x1)
    uintptr_t OverheatSyncData                                   = 0x26AC; // FOverheatSync (0xC)
    uintptr_t OverheatedAnimation                                = 0x26B8; // AnimMontage* (0x8)
    uintptr_t WeaponOverheatedAnimation                          = 0x26C0; // AnimMontage* (0x8)
    uintptr_t bCooldownWhileOverheated                           = 0x26C8; // bool (0x1)
    uintptr_t bShouldDisplayReticleOverheatIndicator             = 0x26C9; // bool (0x1)
    uintptr_t OverheatValue                                      = 0x26CC; // float (0x4)
    uintptr_t TimeHeatWasLastAdded                               = 0x26D8; // float (0x4)
    uintptr_t TimeOverheatedBegan                                = 0x26DC; // float (0x4)
    uintptr_t OverheatValueWhenVentingBegan                      = 0x26E0; // float (0x4)
    uintptr_t bIsManuallyVentingWeapon                           = 0x26E4; // std::uint8_t bitfield (0x1)
    uintptr_t LWProjectile_DamageStart                           = 0x26F8; // FVector (0x18)
    uintptr_t LWProjectile_DamageDirection                       = 0x2710; // FVector (0x18)
    uintptr_t LWProjectile_ActivateRemovedTimestamp              = 0x2728; // float (0x4)
    uintptr_t bCacheAimPointOnFire                               = 0x276D; // bool (0x1)
    uintptr_t CachedAimPoint                                     = 0x2770; // FVector (0x18)
    uintptr_t CustomFiringSequenceLength                         = 0x2788; // int32_t (0x4)
    uintptr_t CustomFiringSequenceMinTimeBetween                 = 0x278C; // float (0x4)
    uintptr_t CachedLODSettingsManager                           = 0x2798; // TScriptInterface<UFortAthenaAILODSettings> (0x10)
    uintptr_t bUseTargetingBasedLOD                              = 0x2828; // bool (0x1)
    uintptr_t ScopeRailMaterialIndex                             = 0x282C; // int32_t (0x4)
    uintptr_t HideScopeRailMaterialParameterName                 = 0x2830; // FName (0x4)
};

AFortPickup

// AFortPickup - 61 own fields (dump)
struct AFortPickup {
    uintptr_t PickupSourceTypeFlags                           = 0x288; // enum EFortPickupSourceTypeFlag (0x1)
    uintptr_t PickupSpawnSource                               = 0x289; // enum EFortPickupSpawnSource (0x1)
    uintptr_t ServerImpactSoundFlash                          = 0x28A; // uint8_t (0x1)
    uintptr_t bBlockedFromAutoPickup                          = 0x28B; // std::uint8_t bitfield (0x1)
    uintptr_t bCanBeMarked                                    = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bPickedUp                                       = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bSplitOnPickup                                  = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bTossedFromContainer                            = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bForceHideMinimapIndicator                      = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bCombinePickupsWhenTossCompletes                = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bRandomRotation                                 = 0x28C; // std::uint8_t bitfield (0x1)
    uintptr_t bServerStoppedSimulation                        = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bClientUseInterpolationOnly                     = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bForceDefaultFlyTime                            = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bUsePickupWidget                                = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bSuppressInteractionWidget                      = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bWeaponsCanBeAutoPickups                        = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoUpgradeWeapons                             = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t bDoServerHandlePickupTrace                      = 0x28D; // std::uint8_t bitfield (0x1)
    uintptr_t SimulatingTooLongLength                         = 0x290; // float (0x4)
    uintptr_t SimulatingTooLongLengthInWaterMoving            = 0x294; // float (0x4)
    uintptr_t SimulatingTooLongLengthInWaterBobbing           = 0x298; // float (0x4)
    uintptr_t SimulatingTooLongLengthInWaterVelocityThreshold = 0x29C; // float (0x4)
    uintptr_t OnPickup                                        = 0x2A0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPickupAttempted                               = 0x2C8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPickupDespawned                               = 0x2F0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPickupDestroyed                               = 0x300; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPickupCombined                                = 0x310; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPickupCombinedOverflow                        = 0x320; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSetPawnWhoDroppedPickup                       = 0x330; // FMulticastScriptDelegate (0x10)
    uintptr_t BP_OnPickupBlueprintEffectPopulated             = 0x340; // FMulticastScriptDelegate (0x10)
    uintptr_t PrimaryPickupItemEntry                          = 0x368; // FFortItemEntry (0x98)
    uintptr_t MultiItemPickupEntries                          = 0x400; // FString (0x10)
    uintptr_t PickupLocationData                              = 0x410; // FFortPickupLocationData (0xD8)
    uintptr_t OwnerInstigator                                 = 0x4E8; // TWeakObjectPtr<AActor> (0x8)
    uintptr_t OptionalOwnerID                                 = 0x4F0; // int16_t (0x2)
    uintptr_t DropperID                                       = 0x4F2; // int16_t (0x2)
    uintptr_t OptionalMissionGuid                             = 0x4F4; // FGuid (0x10)
    uintptr_t PrimaryPickupDummyItem                          = 0x508; // FortItem* (0x8)
    uintptr_t PickupEffectBlueprint                           = 0x510; // TWeakObjectPtr<AFortPickupEffect> (0x8)
    uintptr_t PickupEffectComponent                           = 0x518; // TWeakObjectPtr<UFortPickupEffectComponent> (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; // TWeakObjectPtr<AActor> (0x8)
    uintptr_t LastLandedSoundPlayTime                         = 0x548; // float (0x4)
    uintptr_t OverrideInteractAimRadius                       = 0x54C; // float (0x4)
    uintptr_t LandSoundZForceThreshold                        = 0x550; // float (0x4)
    uintptr_t DefaultFlyTime                                  = 0x554; // float (0x4)
    uintptr_t DroppedLoopingSoundComps                        = 0x558; // FString (0x10)
    uintptr_t LandedSoundOverride                             = 0x568; // SoundBase* (0x8)
    uintptr_t PawnWhoDroppedPickup                            = 0x570; // TWeakObjectPtr<AFortPawn> (0x8)
    uintptr_t CachedSpecialActorIdx                           = 0x578; // int32_t (0x4)
    uintptr_t SpecialActorId                                  = 0x57C; // FName (0x4)
    uintptr_t MiniMapIndicator                                = 0x580; // FortSimpleMiniMapIndicator* (0x8)
    uintptr_t HUDLabel                                        = 0x588; // FortSlateHUDIndicator* (0x8)
    uintptr_t StartSimulatingTime                             = 0x674; // float (0x4)
    uintptr_t VolumeAtSpawn                                   = 0x678; // TScriptInterface<UFortSpatialGameplayInterface> (0x10)
    uintptr_t DespawnTime                                     = 0x6B0; // float (0x4)
    uintptr_t StormDespawnTime                                = 0x6B4; // float (0x4)
};

AFortProjectileBase

// AFortProjectileBase - 57 own fields (dump)
struct AFortProjectileBase {
    uintptr_t VerticleFireOffset                           = 0x698; // FCurveTableRowHandle (0x10)
    uintptr_t InitialSpeed                                 = 0x6A8; // FCurveTableRowHandle (0x10)
    uintptr_t ChargeUpInitialSpeed                         = 0x6B8; // FCurveTableRowHandle (0x10)
    uintptr_t MaxSpeed                                     = 0x6C8; // FCurveTableRowHandle (0x10)
    uintptr_t InitialGravityScaleOverride                  = 0x6D8; // FCurveTableRowHandle (0x10)
    uintptr_t ReplicatedMaxSpeed                           = 0x6E8; // float (0x4)
    uintptr_t GravityScale                                 = 0x6EC; // float (0x4)
    uintptr_t OriginalTarget                               = 0x6F0; // TWeakObjectPtr<AActor> (0x8)
    uintptr_t ChargePercent                                = 0x6F8; // float (0x4)
    uintptr_t MomentumTransfer                             = 0x6FC; // float (0x4)
    uintptr_t bAddOwnerVelocity                            = 0x700; // bool (0x1)
    uintptr_t MaxInitialSpeedForOwnerVelocity              = 0x708; // FScalableFloat (0x28)
    uintptr_t MaxDeltaVelocityAngleToOwnerVelocity         = 0x730; // FScalableFloat (0x28)
    uintptr_t bSpawnPointCanBeUsedByOtherPlayers           = 0x758; // bool (0x1)
    uintptr_t PlayerSpawnOffset                            = 0x75C; // float (0x4)
    uintptr_t bRegisterInPerceptionSystem                  = 0x760; // bool (0x1)
    uintptr_t StaticMeshPropToRemoveOnPawn                 = 0x768; // StaticMesh* (0x8)
    uintptr_t bCanBePickedUpWhenStopped                    = 0x770; // bool (0x1)
    uintptr_t CapsuleComponent                             = 0x778; // CapsuleComponent* (0x8)
    uintptr_t ProjectileMovementComponent                  = 0x780; // FortProjectileMovementComponent* (0x8)
    uintptr_t WaterInteractionComponent                    = 0x788; // FortWaterInteractionComponent* (0x8)
    uintptr_t BulletWhipTrackerComponent                   = 0x790; // BulletWhipTrackerComponentBase* (0x8)
    uintptr_t bDummyProjectile                             = 0x798; // bool (0x1)
    uintptr_t bStopSimulatingOnHit                         = 0x799; // bool (0x1)
    uintptr_t TouchWaterBehavior                           = 0x79A; // enum EProjectileWaterHitBehavior (0x1)
    uintptr_t bPassThroughFriendlyPawns                    = 0x79B; // bool (0x1)
    uintptr_t bDisableCollisionOnStop                      = 0x79C; // bool (0x1)
    uintptr_t bStoppedSimulatingDueToHit                   = 0x79D; // bool (0x1)
    uintptr_t bReplicateStopSimulationLocation             = 0x79E; // bool (0x1)
    uintptr_t bReplicateStopSimulationLocationOptimized    = 0x79F; // bool (0x1)
    uintptr_t bClientInterpMovement                        = 0x7A0; // bool (0x1)
    uintptr_t bClientInterpRotation                        = 0x7A1; // bool (0x1)
    uintptr_t bUseClientsidePrediction                     = 0x7A2; // bool (0x1)
    uintptr_t bIsPredictedProjectile                       = 0x7A3; // bool (0x1)
    uintptr_t bHasLocalPredictedCounterpart                = 0x7A4; // bool (0x1)
    uintptr_t PredictionKey                                = 0x7A8; // FFortProjectilePredictionKey (0x8)
    uintptr_t bAutoSelectAttachedForInterp                 = 0x7B0; // bool (0x1)
    uintptr_t bFiredWhileTargeting                         = 0x7B8; // bool (0x1)
    uintptr_t ResumeSimulationCount                        = 0x7BC; // int32_t (0x4)
    uintptr_t SyncID                                       = 0x7C4; // uint16_t (0x2)
    uintptr_t SimulationStoppingHit                        = 0x7C8; // FHitResult (0xF8)
    uintptr_t WeaponResponseType                           = 0x8D0; // enum EFortBaseWeaponDamage (0x1)
    uintptr_t DefaultTags                                  = 0x908; // FGameplayTagContainer (0x20)
    uintptr_t ProjectileGameplayCues                       = 0x928; // FFortProjectileCues (0x2C)
    uintptr_t CachedPassByPawn                             = 0x968; // SceneComponent* (0x8)
    uintptr_t SkyTubeForceMultiplier                       = 0x988; // float (0x4)
    uintptr_t CurrentSkyTube                               = 0x990; // FortSkyTube* (0x8)
    uintptr_t CachedImpactResult                           = 0x998; // FHitResult (0xF8)
    uintptr_t BulletWhipTrackerComponentClass              = 0xA90; // TSubclassOf<UClass> (0x8)
    uintptr_t bResetOverlapRestrictionsOnBounce            = 0xA99; // bool (0x1)
    uintptr_t MaxLifespanOnStop                            = 0xA9C; // float (0x4)
    uintptr_t LifespanOnHitDoNotExplode                    = 0xAA0; // float (0x4)
    uintptr_t bStopSimulationAtDistanceFromInitialLocation = 0xAA4; // std::uint8_t bitfield (0x1)
    uintptr_t bClampLocationAtMaxSimulationDistance        = 0xAA4; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoKillWhenExceedingMaxSimulationDistance  = 0xAA4; // std::uint8_t bitfield (0x1)
    uintptr_t MaxSimulationDistanceSquaredOverride         = 0xAA8; // float (0x4)
    uintptr_t ProjectileThrownStatCategoryNames            = 0xAC8; // FString (0x10)
};

AFortAthenaVehicle

// AFortAthenaVehicle - 336 own fields (dump)
struct AFortAthenaVehicle {
    uintptr_t VehicleContextTag                                   =  0x590; // FGameplayTag (0x4)
    uintptr_t VehicleEventRouter                                  =  0x598; // GameplayEventRouterComponent* (0x8)
    uintptr_t OnActorRecentlyHit                                  =  0x5A0; // FMulticastScriptDelegate (0x10)
    uintptr_t VehicleImpactDamageTag                              =  0x5B0; // FGameplayTag (0x4)
    uintptr_t NetPredictionProxy_AP                               =  0x5B8; // FPredictionReplicationProxy_AP (0x18)
    uintptr_t NetPredictionProxy_SP                               =  0x5D0; // FPredictionReplicationProxy_SP (0x18)
    uintptr_t OnScrapingSidesOrTopChangedDelegate                 =  0x5E8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnCurrentGearChangedDelegate                        =  0x5F8; // FMulticastScriptDelegate (0x10)
    uintptr_t CustomOwnerName                                     =  0x608; // FString (0x10)
    uintptr_t DefaultOwnerName                                    =  0x618; // FText (0x10)
    uintptr_t CustomOwnerAccountId                                =  0x628; // FUniqueNetIdRepl (0x30)
    uintptr_t CustomName                                          =  0x658; // FText (0x10)
    uintptr_t SoftOverrideItemWrap                                =  0x668; // TSoftObjectPtr<UAthenaItemWrapDefinition> (0x20)
    uintptr_t OverrideItemWrap                                    =  0x688; // AthenaItemWrapDefinition* (0x8)
    uintptr_t OnSpringCompressionDelegate                         =  0x690; // FMulticastScriptDelegate (0x10)
    uintptr_t PlayersBasedOnVehicle                               =  0x6A0; // FString (0x10)
    uintptr_t OnSleepStateChangedDelegate                         =  0x6C8; // FMulticastScriptDelegate (0x10)
    uintptr_t bUseDeprecatedSleepOnSpawn                          =  0x6D8; // bool (0x1)
    uintptr_t WaterSurfaceDataCache                               =  0x6E0; // FWaterSurfaceInfo (0x68)
    uintptr_t LastDamageInstigator                                =  0x758; // TWeakObjectPtr<AController> (0x8)
    uintptr_t LastOutOfHealthInstigator                           =  0x760; // TWeakObjectPtr<AController> (0x8)
    uintptr_t LastOutOfHealthDamageCauser                         =  0x768; // TWeakObjectPtr<AActor> (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; // enum EVehicleInitialOverlapBehavior (0x1)
    uintptr_t bDisableUpdateForcedDebugInput                      =  0x858; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableUpdateAutoRun                               =  0x858; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableUpdateHonk                                  =  0x858; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableUpdateIgnoredBuildingActors                 =  0x858; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableUpdateIngoredPawnsForDamage                 =  0x858; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableUpdateSafeTeleport                          =  0x858; // std::uint8_t bitfield (0x1)
    uintptr_t bUseForceHeading                                    =  0x858; // std::uint8_t bitfield (0x1)
    uintptr_t bDestroyOnLastExit                                  =  0x859; // std::uint8_t bitfield (0x1)
    uintptr_t bShowDamageNumbers                                  =  0x859; // std::uint8_t bitfield (0x1)
    uintptr_t bShowDamageNumbersToTeam                            =  0x859; // std::uint8_t bitfield (0x1)
    uintptr_t bShowDamageNumbersAtImpactLocation                  =  0x859; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayDamageAudio                                    =  0x859; // std::uint8_t bitfield (0x1)
    uintptr_t bShowVehicleHealthBarOnPlayerHUD                    =  0x859; // std::uint8_t bitfield (0x1)
    uintptr_t bDestroyBuildingSMActorOnForceExit                  =  0x859; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreAllFallingDamage                             =  0x859; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreNextFallingDamage                            =  0x85A; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldClearFallDamageImmunityForPawnsOnExit        =  0x85A; // std::uint8_t bitfield (0x1)
    uintptr_t bIsBraking                                          =  0x85A; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayedDying                                        =  0x85A; // std::uint8_t bitfield (0x1)
    uintptr_t bForceDeath                                         =  0x85A; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayInstantDeathEffects                            =  0x85A; // std::uint8_t bitfield (0x1)
    uintptr_t bHasDriver                                          =  0x85A; // std::uint8_t bitfield (0x1)
    uintptr_t bHasPassengers                                      =  0x85A; // std::uint8_t bitfield (0x1)
    uintptr_t bCanSleepWhileNotTouchingAnything                   =  0x85B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTouchingAnything                                 =  0x85B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsInWater                                          =  0x85B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsInWaterBody                                      =  0x85B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsOverlappingWaterBody                             =  0x85B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsFullyInWaterBody                                 =  0x85B; // std::uint8_t bitfield (0x1)
    uintptr_t bCanDriveOnIncline                                  =  0x85B; // std::uint8_t bitfield (0x1)
    uintptr_t bCanCoastOnIncline                                  =  0x85B; // std::uint8_t bitfield (0x1)
    uintptr_t bWheelsOnGround                                     =  0x85C; // std::uint8_t bitfield (0x1)
    uintptr_t bAnyWheelsOnGround                                  =  0x85C; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTouchingDrivableGround                           =  0x85C; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTouchingGroundWithoutWheels                      =  0x85C; // std::uint8_t bitfield (0x1)
    uintptr_t bPossiblyTouchingTop                                =  0x85C; // std::uint8_t bitfield (0x1)
    uintptr_t bDisableCollisionAllowed                            =  0x85C; // std::uint8_t bitfield (0x1)
    uintptr_t bUseGravity                                         =  0x85F; // std::uint8_t bitfield (0x1)
    uintptr_t bCosmeticsFinished                                  =  0x860; // std::uint8_t bitfield (0x1)
    uintptr_t bCosmeticPhysicsInitializing                        =  0x860; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowInteractBetweenFortVolumes                    =  0x860; // std::uint8_t bitfield (0x1)
    uintptr_t bCanPassengerPawnsTakeDamage                        =  0x860; // std::uint8_t bitfield (0x1)
    uintptr_t bServerIsInUndergroundVolume                        =  0x860; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableCurieMaterial                                =  0x860; // std::uint8_t bitfield (0x1)
    uintptr_t bEnforceTeamRestrictionForMiniGame                  =  0x861; // std::uint8_t bitfield (0x1)
    uintptr_t bEnforceMinigameClassRestriction                    =  0x861; // std::uint8_t bitfield (0x1)
    uintptr_t bUseCustomDepthStencilValue                         =  0x861; // std::uint8_t bitfield (0x1)
    uintptr_t bStencilEnabled                                     =  0x861; // std::uint8_t bitfield (0x1)
    uintptr_t bCachedSquadRestrictionEnabled                      =  0x862; // std::uint8_t bitfield (0x1)
    uintptr_t bEnforceTeamRestriction                             =  0x862; // std::uint8_t bitfield (0x1)
    uintptr_t bMoveStickAcceleratesVehicles                       =  0x862; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowPassengerInteractions                         =  0x862; // std::uint8_t bitfield (0x1)
    uintptr_t MinigameClassID                                     =  0x880; // int32_t (0x4)
    uintptr_t OnPawnEnteredVehicleAtSeat                          =  0x888; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnEnteredVehicleSeat                            =  0x898; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnExitedVehicleSeat                             =  0x8A8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnExitedVehicleFromSeat                         =  0x8B8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnPawnFinishEnteringVehicle                         =  0x8C8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVehicleHornEvent                                  =  0x8D8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVehicleOwnerChanged                               =  0x8E8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVehicleSignificanceRecentlyRenderedChanged        =  0x8F8; // FMulticastScriptDelegate (0x10)
    uintptr_t bWaitingForSleep                                    =  0x920; // std::uint8_t bitfield (0x1)
    uintptr_t bAttemptAsyncOrientationCorrection                  =  0x920; // std::uint8_t bitfield (0x1)
    uintptr_t bIsAsyncCorrectingOrientation                       =  0x920; // std::uint8_t bitfield (0x1)
    uintptr_t bAlwaysCreateNavComponent                           =  0x921; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowInteractBetweenFortVolumes_Runtime            =  0x921; // std::uint8_t bitfield (0x1)
    uintptr_t bTricksEnabled                                      =  0x921; // std::uint8_t bitfield (0x1)
    uintptr_t FireDamageTickTimer                                 =  0x928; // float (0x4)
    uintptr_t CurrentFOV                                          =  0x92C; // float (0x4)
    uintptr_t FireEnvDamageTags                                   =  0x930; // FGameplayTagContainer (0x20)
    uintptr_t PawnIgnoreBumpTags                                  =  0x950; // FGameplayTagContainer (0x20)
    uintptr_t DriverReticleBrush                                  =  0x970; // SlateBrushAsset* (0x8)
    uintptr_t AppliedVehicleModTags                               =  0x978; // FGameplayTagContainer (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; // FGameplayTagContainer (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 BuildingPropClassesVehicleCannotDestroyWhenBoosting =  0xA60; // FString (0x10)
    uintptr_t SeatInputProviders                                  =  0xA70; // FString (0x10)
    uintptr_t EmptyDriverInputState                               =  0xA80; // FFortAthenaVehicleInputState (0x40)
    uintptr_t AverageSpringNormal                                 =  0xAC0; // FVector (0x18)
    uintptr_t TopSpeedCurrentMultiplier                           =  0xAD8; // float (0x4)
    uintptr_t PushForceCurrentMultiplier                          =  0xADC; // float (0x4)
    uintptr_t LastStickInput                                      =  0xAE0; // FVector2D (0x10)
    uintptr_t SteeringAngle                                       =  0xB00; // float (0x4)
    uintptr_t CurrentGearIdx                                      =  0xB20; // int32_t (0x4)
    uintptr_t FrontLateralFrictionRuntimeMultiplier               =  0xB28; // float (0x4)
    uintptr_t RearLateralFrictionRuntimeMultiplier                =  0xB2C; // float (0x4)
    uintptr_t LocalRearFrictionPt                                 =  0xB30; // FVector (0x18)
    uintptr_t LocalFrontFrictionPt                                =  0xB48; // FVector (0x18)
    uintptr_t FrontMassRatio                                      =  0xB60; // float (0x4)
    uintptr_t RearMassRatio                                       =  0xB64; // float (0x4)
    uintptr_t TimeBetweenLandscapeDamageEvents                    =  0xB68; // float (0x4)
    uintptr_t TotalBrakingDelta                                   =  0xB90; // float (0x4)
    uintptr_t PrimarySurfaceType                                  =  0xBFD; // enum EPhysicalSurface (0x1)
    uintptr_t WeaponResponseType                                  =  0xBFE; // enum EFortBaseWeaponDamage (0x1)
    uintptr_t VTDMode                                             =  0xBFF; // uint8_t (0x1)
    uintptr_t SurfaceTypeVehicleOn                                =  0xC03; // enum EPhysicalSurface (0x1)
    uintptr_t ForcedMaterialVariantIndex                          =  0xC18; // int32_t (0x4)
    uintptr_t FuelCharge                                          =  0xC20; // FFortRechargingActionTimer (0xD8)
    uintptr_t OnRechargeableFuelAboveThreshold                    =  0xCF8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRechargeableFuelBelowThreshold                    =  0xD08; // FMulticastScriptDelegate (0x10)
    uintptr_t OnOutOfRechargeableFuel                             =  0xD18; // FMulticastScriptDelegate (0x10)
    uintptr_t OnNotOutOfRechargeableFuel                          =  0xD28; // FMulticastScriptDelegate (0x10)
    uintptr_t OnMountedWeaponFiredEvent                           =  0xD38; // FMulticastScriptDelegate (0x10)
    uintptr_t SeatSwitchCooldown                                  =  0xD4C; // float (0x4)
    uintptr_t VehicleTags                                         =  0xD50; // FGameplayTagContainer (0x20)
    uintptr_t Springs                                             =  0xD70; // FString (0x10)
    uintptr_t GroundTriangle                                      =  0xD80; // FSpringGroundTriangle (0xC)
    uintptr_t Gears                                               =  0xD90; // FString (0x10)
    uintptr_t SprintGears                                         =  0xDA0; // FString (0x10)
    uintptr_t ReverseGears                                        =  0xDB0; // FString (0x10)
    uintptr_t ForwardDrivingAntiGravityScaler                     =  0xDC0; // float (0x4)
    uintptr_t CameraSpaceForwardDistanceOffset                    =  0xDC4; // float (0x4)
    uintptr_t CameraAssistStrength                                =  0xDCC; // float (0x4)
    uintptr_t CameraAssistRampUp                                  =  0xDD0; // float (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; // float (0x4)
    uintptr_t CameraAssistSteerScaler                             =  0xDE8; // float (0x4)
    uintptr_t CameraAssistForwardScale                            =  0xDEC; // float (0x4)
    uintptr_t AngleDegreesThresholdFromCurrentCameraToTarget      =  0xDF0; // float (0x4)
    uintptr_t CameraFOVOffset                                     =  0xDF4; // float (0x4)
    uintptr_t TetheredCamera                                      =  0xDF8; // TSubclassOf<UClass> (0x8)
    uintptr_t PlayerCollisionGameplayEffect                       =  0xE30; // TSubclassOf<UClass> (0x8)
    uintptr_t OverlapComponent                                    =  0xE38; // PrimitiveComponent* (0x8)
    uintptr_t WaterOverlapComponent                               =  0xE40; // PrimitiveComponent* (0x8)
    uintptr_t CachedOverlapVolumeShape                            =  0xE48; // OptionalProperty (0x38)
    uintptr_t WaterLevel                                          =  0xE84; // float (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; // float (0x4)
    uintptr_t PrimaryCameraPitchConstraint                        =  0xEB0; // float (0x4)
    uintptr_t PrimaryCameraYawConstraint                          =  0xEB4; // float (0x4)
    uintptr_t CachedSpeed                                         =  0xEB8; // float (0x4)
    uintptr_t CachedLocalSpeed                                    =  0xEBC; // float (0x4)
    uintptr_t CachedLocalVelocity                                 =  0xEC0; // FVector (0x18)
    uintptr_t MainBodyCollision                                   =  0xED8; // FName (0x4)
    uintptr_t TestInitialLinearVelocity                           =  0xEE0; // FVector (0x18)
    uintptr_t TestInitialAngularVelocity                          =  0xEF8; // FVector (0x18)
    uintptr_t LookAheadHit                                        =  0xF10; // FHitResult (0xF8)
    uintptr_t TrickSet                                            = 0x1008; // FortVehicleTrickSet* (0x8)
    uintptr_t PushForceSocket                                     = 0x1010; // FName (0x4)
    uintptr_t FrontWheelsSocket                                   = 0x1014; // FName (0x4)
    uintptr_t RearWheelSockets                                    = 0x1018; // FName (0x4)
    uintptr_t DefaultHitNotifyAudioBank                           = 0x1020; // WeaponHitNotifyAudioBank* (0x8)
    uintptr_t SoundLibraryComponent                               = 0x1028; // FortSoundLibraryComponent* (0x8)
    uintptr_t OnHandleOutOfHealthDelegate                         = 0x1030; // FMulticastScriptDelegate (0x10)
    uintptr_t OnHealthChanged                                     = 0x1040; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDamageablePartHealthChanged                       = 0x1068; // FMulticastScriptDelegate (0x10)
    uintptr_t BulletCollisionComponentTag                         = 0x1078; // FName (0x4)
    uintptr_t GEDamagePassengersOnDeath                           = 0x1080; // TSubclassOf<UClass> (0x8)
    uintptr_t OnVehicleSquadChanged                               = 0x1088; // FMulticastScriptDelegate (0x10)
    uintptr_t OnSurfaceTypeVehicleIsOnChangedDelegate             = 0x1098; // FMulticastScriptDelegate (0x10)
    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 OnVehicleEnteredWaterBody                           = 0x10F8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVehicleExitedWaterBody                            = 0x1108; // FMulticastScriptDelegate (0x10)
    uintptr_t RuntimeModifiedProperties                           = 0x1118; // FVehicleRuntimeModifiers (0x18)
    uintptr_t LocallyIgnoredBuildingActors                        = 0x1130; // FString (0x10)
    uintptr_t PreviousBuildingQueryPosition                       = 0x1140; // FVector (0x18)
    uintptr_t ImpulseResponseMultiplier                           = 0x1158; // float (0x4)
    uintptr_t ImpulseResponseZBias                                = 0x115C; // float (0x4)
    uintptr_t WaterSubmergedTimerHandle                           = 0x1188; // FTimerHandle (0x8)
    uintptr_t EmoteAudioSourcePresetChain                         = 0x11B0; // SoundEffectSourcePresetChain* (0x8)
    uintptr_t EmoteAudioAttenuation                               = 0x11B8; // SoundAttenuation* (0x8)
    uintptr_t MarkerDisplay                                       = 0x11C0; // FMarkedActorDisplayInfo (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; // FReplicatedAthenaVehicleAttributes (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; // uint64_t (0x8)
    uintptr_t RecentlyHitBuildingActorsData                       = 0x1340; // FString (0x10)
    uintptr_t DamageableParts                                     = 0x1350; // FString (0x10)
    uintptr_t ToggledParts                                        = 0x1360; // FString (0x10)
    uintptr_t CorrectTargetOrientation                            = 0x15D8; // FVehicleTargetOrientation (0x48)
    uintptr_t CameraModeClass                                     = 0x1620; // TSubclassOf<UClass> (0x8)
    uintptr_t DrivingAnimClass                                    = 0x1628; // TSubclassOf<UClass> (0x8)
    uintptr_t DriverAnimLayerOverlayClass                         = 0x1630; // TSubclassOf<UClass> (0x8)
    uintptr_t PassengerAnimLayerOverlayClass                      = 0x1638; // TSubclassOf<UClass> (0x8)
    uintptr_t AnimSet                                             = 0x1640; // FortVehicleAnimSet* (0x8)
    uintptr_t AttributeInitKey                                    = 0x1740; // FFortAttributeInitializationKey (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; // FVehicleCosmeticInfo (0x30)
    uintptr_t NavModifierComponent                                = 0x17B8; // FortVehicleNavModifierComponent* (0x8)
    uintptr_t bShouldSleepAtSpawn                                 = 0x17C0; // bool (0x1)
    uintptr_t bSpawnedSleepLockActive                             = 0x17C1; // bool (0x1)
    uintptr_t ForceKinematicOnClientCount                         = 0x17C4; // uint32_t (0x4)
    uintptr_t ImpactInstigator                                    = 0x17C8; // Actor* (0x8)
    uintptr_t NormalizedRPM                                       = 0x1830; // float (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 InputActionGamepadTriggerReverse                    = 0x1898; // InputAction* (0x8)
    uintptr_t MobileMoveForwardCurve                              = 0x18A0; // CurveFloat* (0x8)
    uintptr_t MobileMoveRightCurve                                = 0x18A8; // CurveFloat* (0x8)
    uintptr_t MobileReversingAngle                                = 0x18B0; // float (0x4)
    uintptr_t bShouldConsumeTouchStickVector                      = 0x18B4; // bool (0x1)
    uintptr_t ActiveCustomUI                                      = 0x18B8; // FString (0x10)
    uintptr_t MobileCustomUI                                      = 0x18C8; // FString (0x10)
    uintptr_t AlwaysDamageVehiclesWithTag                         = 0x18DC; // FGameplayTag (0x4)
    uintptr_t OnModAppliedOnClientDelegate                        = 0x18E0; // FMulticastScriptDelegate (0x10)
    uintptr_t BaseTireInfo                                        = 0x18F0; // FTireInfo (0x1F0)
    uintptr_t CurrentOverlapComponent                             = 0x1AE0; // PrimitiveComponent* (0x8)
    uintptr_t VehicleConfigsClass                                 = 0x1AE8; // TSubclassOf<UClass> (0x8)
    uintptr_t VehicleConfigsClass_BR                              = 0x1AF0; // TSubclassOf<UClass> (0x8)
    uintptr_t FortPhysicsVehicleConfigs                           = 0x1AF8; // FortPhysicsVehicleConfigs* (0x8)
    uintptr_t bBoosting                                           = 0x1B00; // bool (0x1)
    uintptr_t bHasBoostingEventStarted                            = 0x1B01; // bool (0x1)
    uintptr_t BoostEndTime                                        = 0x1B04; // float (0x4)
    uintptr_t OnBoostStartedDelegate                              = 0x1B08; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBoostRequestFailedDelegate                        = 0x1B18; // FMulticastScriptDelegate (0x10)
    uintptr_t OnBoostFinishedDelegate                             = 0x1B28; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRechargeableBoostPercentChangedDelegate           = 0x1B38; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRechargeableBoostFullDelegate                     = 0x1B48; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDriftStartedDelegate                              = 0x1B58; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDriftFinishedDelegate                             = 0x1B68; // FMulticastScriptDelegate (0x10)
    uintptr_t SoundIndicatorComponent                             = 0x1B78; // FortSoundIndicatorComponent* (0x8)
    uintptr_t bShouldDealDamage                                   = 0x1B80; // bool (0x1)
    uintptr_t NativeComp_LowFuelSputter                           = 0x1B88; // NiagaraComponent* (0x8)
    uintptr_t NativeSys_LowFuelSputter                            = 0x1B90; // NiagaraSystem* (0x8)
    uintptr_t OnRefuelStartDelegate                               = 0x1B98; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRefuelStopDelegate                                = 0x1BA8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRefueledFromEmptyDelegate                         = 0x1BB8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnOutOfFuelDelegate                                 = 0x1BC8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnFuelChangedDelegate                               = 0x1BD8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnLowFuelDelegate                                   = 0x1BE8; // FMulticastScriptDelegate (0x10)
    uintptr_t DebugDestroyLogCount                                = 0x1BF8; // int32_t (0x4)
    uintptr_t ServerCriticalHealth                                = 0x1BFC; // float (0x4)
    uintptr_t HealthZeroTime                                      = 0x1C00; // float (0x4)
    uintptr_t bExploded                                           = 0x1C04; // std::uint8_t bitfield (0x1)
    uintptr_t bPendingDeath                                       = 0x1C04; // std::uint8_t bitfield (0x1)
    uintptr_t bOnFire                                             = 0x1C04; // std::uint8_t bitfield (0x1)
    uintptr_t OnStartCriticalHealth                               = 0x1C08; // FMulticastScriptDelegate (0x10)
    uintptr_t OnVehicleExplodeDelegate                            = 0x1C18; // FMulticastScriptDelegate (0x10)
    uintptr_t bOnRoad                                             = 0x1C40; // bool (0x1)
    uintptr_t bOnLandscape                                        = 0x1C41; // bool (0x1)
    uintptr_t bOnDirt                                             = 0x1C42; // bool (0x1)
    uintptr_t bOnGrass                                            = 0x1C43; // bool (0x1)
    uintptr_t bOnIce                                              = 0x1C44; // bool (0x1)
    uintptr_t bOnSnow                                             = 0x1C45; // bool (0x1)
    uintptr_t bOnMud                                              = 0x1C46; // bool (0x1)
    uintptr_t bStartedWithFullBoost                               = 0x1C47; // bool (0x1)
    uintptr_t bOnVehicle                                          = 0x1C48; // bool (0x1)
    uintptr_t TireSurfaces                                        = 0x1C50; // FString (0x10)
    uintptr_t OnTirePoppedDelegate                                = 0x1C60; // FMulticastScriptDelegate (0x10)
    uintptr_t OnTireRepairedDelegate                              = 0x1C70; // FMulticastScriptDelegate (0x10)
    uintptr_t LastPopTireTime                                     = 0x1C80; // float (0x4)
    uintptr_t TireStates                                          = 0x1C88; // FString (0x10)
    uintptr_t OnDisabledChangedDelegate                           = 0x1C98; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRimScrapingChangedDelegate                        = 0x1CC8; // FMulticastScriptDelegate (0x10)
    uintptr_t PlatformVelocityDirection                           = 0x1CD8; // FVector (0x18)
    uintptr_t RimScrapeDamageTimer                                = 0x1D14; // float (0x4)
    uintptr_t ExceptionsForClearFallDamageImmunityOnExitTagQuery  = 0x1D38; // FGameplayTagQuery (0x48)
    uintptr_t ActiveGameplayEffectGrantedTagsToForceRemove        = 0x1D80; // FGameplayTagContainer (0x20)
    uintptr_t OnVehicleCosmeticsPartUpdatedDelegate               = 0x1DF8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRefuelingCosmeticsStarted                         = 0x1E08; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRefuelingCosmeticsFinished                        = 0x1E18; // FMulticastScriptDelegate (0x10)
    uintptr_t VehicleCosmeticsForceApplyDelegate                  = 0x1E28; // FMulticastScriptDelegate (0x10)
    uintptr_t CachedWheelFXInfos                                  = 0x1E38; // TMap<uint8_t, uint8_t> (0x10)
    uintptr_t bIsRefuelingCosmeticsActive                         = 0x1E59; // std::uint8_t bitfield (0x1)
    uintptr_t OwningSpawnerResolverScopes                         = 0x1F18; // FString (0x10)
    uintptr_t CachedVehicleSimStepsManager                        = 0x1F58; // TWeakObjectPtr<UFortVehicleSimulationStepsManager> (0x8)
    uintptr_t VehicleHudData                                      = 0x1F68; // FString (0x10)
    uintptr_t bSkydivePlayerOnVehicleExit                         = 0x1F78; // bool (0x1)
    uintptr_t HeightToBeginSkydive                                = 0x1F7C; // float (0x4)
};

UFortInventory

// UFortInventory - 11 own fields (dump) (dump class AFortInventory)
struct UFortInventory {
    uintptr_t RecentlyAdded        = 0x278; // FString (0x10)
    uintptr_t RecentlyRemoved      = 0x288; // FString (0x10)
    uintptr_t RecentlyChanged      = 0x298; // FString (0x10)
    uintptr_t InventoryType        = 0x2B9; // enum EFortInventoryType (0x1)
    uintptr_t Inventory            = 0x2C0; // FFortItemList (0x88)
    uintptr_t PendingExistingItems = 0x348; // FString (0x10)
    uintptr_t ReplayPawn           = 0x364; // TWeakObjectPtr<AFortPawn> (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 - 166 own fields (dump)
struct ABuildingActor {
    uintptr_t MyGuid                                               = 0x368; // FGuid (0x10)
    uintptr_t SavedHealthPct                                       = 0x378; // float (0x4)
    uintptr_t OwnerPersistentID                                    = 0x37C; // int16_t (0x2)
    uintptr_t AreaClass                                            = 0x380; // TSoftClassPtr<UClass> (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<UClass> (0x8)
    uintptr_t BuildingAttributeSet                                 = 0x3D0; // FortBuildingActorSet* (0x8)
    uintptr_t DamageAttributeSet                                   = 0x3D8; // FortDamageSet* (0x8)
    uintptr_t ReplicatedBuildingAttributeSet                       = 0x3E0; // FortBuildingActorSet* (0x8)
    uintptr_t OnAbilitySystemComponentInitialized                  = 0x3F8; // FMulticastScriptDelegate (0x10)
    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; // enum EDynamicBuildingPlacementType (0x1)
    uintptr_t NavigationObstacleOverride                           = 0x433; // enum ENavigationObstacleOverride (0x1)
    uintptr_t BuildingNavigationDataResolutionOverrideMode         = 0x434; // enum EBuildingNavigationDataResolutionOverrideMode (0x1)
    uintptr_t AbilitySystemComponentCreationPolicy                 = 0x435; // enum EBuildingActorComponentCreationPolicy (0x1)
    uintptr_t PrimarySurfaceType                                   = 0x436; // enum EPhysicalSurface (0x1)
    uintptr_t WeaponResponseType                                   = 0x437; // enum EFortBaseWeaponDamage (0x1)
    uintptr_t CullDistance                                         = 0x438; // float (0x4)
    uintptr_t bIsInvulnerable                                      = 0x43C; // std::uint8_t bitfield (0x1)
    uintptr_t bPreviewBuildingActor                                = 0x43C; // std::uint8_t bitfield (0x1)
    uintptr_t bLockedFromGameEditing                               = 0x43C; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayedDying                                         = 0x43C; // std::uint8_t bitfield (0x1)
    uintptr_t bHasRegisteredActorStateAtLeastOnce                  = 0x43C; // std::uint8_t bitfield (0x1)
    uintptr_t bDirtyForLevelRecordSave                             = 0x43C; // std::uint8_t bitfield (0x1)
    uintptr_t bSavedMetaPropertiesProcessed                        = 0x43C; // std::uint8_t bitfield (0x1)
    uintptr_t bUpgradeUsesSameClass                                = 0x43D; // std::uint8_t bitfield (0x1)
    uintptr_t bDisplayLevelInInfoWidget                            = 0x43D; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowUpgradeRegardlessOfPlayerBuildLevel            = 0x43D; // std::uint8_t bitfield (0x1)
    uintptr_t bAlwaysExportNavRelevantComponent                    = 0x43D; // std::uint8_t bitfield (0x1)
    uintptr_t bDisplayDamageNumbersInAthena                        = 0x43D; // std::uint8_t bitfield (0x1)
    uintptr_t bUseFortHealthBarIndicator                           = 0x43D; // std::uint8_t bitfield (0x1)
    uintptr_t bSurpressHealthBar                                   = 0x43D; // std::uint8_t bitfield (0x1)
    uintptr_t bCreateVerboseHealthLogs                             = 0x43D; // std::uint8_t bitfield (0x1)
    uintptr_t bIsIndestructibleForTargetSelection                  = 0x43E; // std::uint8_t bitfield (0x1)
    uintptr_t bPropagateDrawDistanceOnAdditionalComponent          = 0x43E; // std::uint8_t bitfield (0x1)
    uintptr_t bCreatePhysicsObjectComponent                        = 0x43E; // std::uint8_t bitfield (0x1)
    uintptr_t bCreateNavigationPhysicsObjectComponent              = 0x43E; // std::uint8_t bitfield (0x1)
    uintptr_t bIsGameFrameworkComponentReceiver                    = 0x43E; // std::uint8_t bitfield (0x1)
    uintptr_t bDestroyed                                           = 0x43E; // std::uint8_t bitfield (0x1)
    uintptr_t bPersistToWorld                                      = 0x43E; // std::uint8_t bitfield (0x1)
    uintptr_t bRefreshFullSaveDataBeforeZoneSave                   = 0x43F; // std::uint8_t bitfield (0x1)
    uintptr_t bBeingDragged                                        = 0x43F; // std::uint8_t bitfield (0x1)
    uintptr_t bRotateInPlaceGame                                   = 0x43F; // std::uint8_t bitfield (0x1)
    uintptr_t bBeingOneHitDisassembled                             = 0x43F; // std::uint8_t bitfield (0x1)
    uintptr_t bBoundsAreInvalidForMelee                            = 0x43F; // std::uint8_t bitfield (0x1)
    uintptr_t bIsNavigationModifier                                = 0x43F; // std::uint8_t bitfield (0x1)
    uintptr_t bBlockNavigationLinks                                = 0x43F; // std::uint8_t bitfield (0x1)
    uintptr_t bCanExportNavigationCollisions                       = 0x440; // std::uint8_t bitfield (0x1)
    uintptr_t bCanExportNavigationObstacle                         = 0x440; // std::uint8_t bitfield (0x1)
    uintptr_t bCreateObstacleNavModifierForEachComponent           = 0x440; // std::uint8_t bitfield (0x1)
    uintptr_t bMirrorNavLinksX                                     = 0x440; // std::uint8_t bitfield (0x1)
    uintptr_t bMirrorNavLinksY                                     = 0x440; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreMoveGoalCollisionRadius                       = 0x440; // std::uint8_t bitfield (0x1)
    uintptr_t bForceDisableRootNavigationRelevance                 = 0x440; // std::uint8_t bitfield (0x1)
    uintptr_t bForceAutomationPass                                 = 0x440; // std::uint8_t bitfield (0x1)
    uintptr_t bForceAutomationPass_NavmeshOnTop                    = 0x441; // std::uint8_t bitfield (0x1)
    uintptr_t bForceAutomationPass_SmashableFlat                   = 0x441; // std::uint8_t bitfield (0x1)
    uintptr_t bCanBeSavedInCreativeVolume                          = 0x441; // std::uint8_t bitfield (0x1)
    uintptr_t bIsNavigationRelevant                                = 0x441; // std::uint8_t bitfield (0x1)
    uintptr_t bIsNavigationIndestructible                          = 0x441; // std::uint8_t bitfield (0x1)
    uintptr_t bBlockNavLinksInCell                                 = 0x441; // std::uint8_t bitfield (0x1)
    uintptr_t bUseHotSpotAsMoveGoalReplacement                     = 0x441; // std::uint8_t bitfield (0x1)
    uintptr_t bHasCustomAttackLocation                             = 0x441; // std::uint8_t bitfield (0x1)
    uintptr_t bWorldReadyCalled                                    = 0x442; // std::uint8_t bitfield (0x1)
    uintptr_t bBeingTranslated                                     = 0x442; // std::uint8_t bitfield (0x1)
    uintptr_t bBeingRotated                                        = 0x442; // std::uint8_t bitfield (0x1)
    uintptr_t bBeingScaled                                         = 0x442; // std::uint8_t bitfield (0x1)
    uintptr_t bRotateInPlaceEditor                                 = 0x442; // std::uint8_t bitfield (0x1)
    uintptr_t bEditorPlaced                                        = 0x442; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayerPlaced                                        = 0x442; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayerPlacedForDestruction                          = 0x442; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldTick                                          = 0x443; // std::uint8_t bitfield (0x1)
    uintptr_t bUsesDayPhaseChange                                  = 0x443; // std::uint8_t bitfield (0x1)
    uintptr_t bIsDynamic                                           = 0x443; // std::uint8_t bitfield (0x1)
    uintptr_t bIsDynamicOnDedicatedServer                          = 0x443; // std::uint8_t bitfield (0x1)
    uintptr_t bIsDedicatedServer                                   = 0x443; // std::uint8_t bitfield (0x1)
    uintptr_t bIsTemporarilyTicking                                = 0x443; // std::uint8_t bitfield (0x1)
    uintptr_t bUseTickManager                                      = 0x443; // std::uint8_t bitfield (0x1)
    uintptr_t bIsMovable                                           = 0x443; // std::uint8_t bitfield (0x1)
    uintptr_t bRegisteredForDayPhaseChange                         = 0x444; // std::uint8_t bitfield (0x1)
    uintptr_t bForceDamagePing                                     = 0x444; // std::uint8_t bitfield (0x1)
    uintptr_t bDestroyFoliageWhenPlaced                            = 0x444; // std::uint8_t bitfield (0x1)
    uintptr_t bObstructTrapTargeting                               = 0x444; // std::uint8_t bitfield (0x1)
    uintptr_t bInstantDeath                                        = 0x444; // std::uint8_t bitfield (0x1)
    uintptr_t bDoNotBlockBuildings                                 = 0x444; // std::uint8_t bitfield (0x1)
    uintptr_t bForceBlockBuildings                                 = 0x444; // std::uint8_t bitfield (0x1)
    uintptr_t bDestroyOnPlayerBuildingPlacement                    = 0x445; // std::uint8_t bitfield (0x1)
    uintptr_t bUseCentroidForBlockBuildingsCheck                   = 0x445; // std::uint8_t bitfield (0x1)
    uintptr_t bPredictedBuildingActor                              = 0x445; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreCollisionWithCriticalActors                   = 0x445; // std::uint8_t bitfield (0x1)
    uintptr_t bIsPlayerBuildable                                   = 0x445; // std::uint8_t bitfield (0x1)
    uintptr_t bFireBuiltAndDestroyedEvents                         = 0x445; // std::uint8_t bitfield (0x1)
    uintptr_t bStructurallySupportOverlappingActors                = 0x445; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowInteract                                       = 0x445; // std::uint8_t bitfield (0x1)
    uintptr_t bShowFirstInteractPrompt                             = 0x446; // std::uint8_t bitfield (0x1)
    uintptr_t bShowSecondInteractPrompt                            = 0x446; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowHostileBlueprintInteraction                    = 0x446; // std::uint8_t bitfield (0x1)
    uintptr_t bEndAbilitiesOnDeath                                 = 0x446; // std::uint8_t bitfield (0x1)
    uintptr_t bSkipNavigationDirtinessOnNextEvaluation             = 0x446; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowHighlight                                      = 0x446; // std::uint8_t bitfield (0x1)
    uintptr_t bAlwaysUseNetCullDistanceSquaredForRelevancy         = 0x446; // std::uint8_t bitfield (0x1)
    uintptr_t bHighlightDirty                                      = 0x446; // std::uint8_t bitfield (0x1)
    uintptr_t bCollisionBlockedByPawns                             = 0x447; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowTeamDamage                                     = 0x447; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldClearMarkerOnInteract                         = 0x447; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreAffiliationInteractHighlight                  = 0x447; // std::uint8_t bitfield (0x1)
    uintptr_t bSuppressInteractionWidget                           = 0x447; // std::uint8_t bitfield (0x1)
    uintptr_t bAutoReleaseCurieContainerOnDestroyed                = 0x447; // std::uint8_t bitfield (0x1)
    uintptr_t bSpawnIntoGridSublevel                               = 0x447; // std::uint8_t bitfield (0x1)
    uintptr_t bUseMinLifeSpan                                      = 0x448; // std::uint8_t bitfield (0x1)
    uintptr_t bIgnoreDeterminePhysicsObjectImpactDataAutomatically = 0x448; // std::uint8_t bitfield (0x1)
    uintptr_t bContainsMaxHealthOverrideComponent                  = 0x448; // std::uint8_t bitfield (0x1)
    uintptr_t BuildingType                                         = 0x449; // enum EFortBuildingType (0x1)
    uintptr_t Team                                                 = 0x44A; // enum EFortTeam (0x1)
    uintptr_t TeamIndex                                            = 0x44B; // uint8_t (0x1)
    uintptr_t ActorTemplateID                                      = 0x44C; // FName (0x4)
    uintptr_t ConstTags                                            = 0x450; // FGameplayTagContainer (0x20)
    uintptr_t StaticGameplayTags                                   = 0x470; // FGameplayTagContainer (0x20)
    uintptr_t DeviceTrackingGUID                                   = 0x490; // int32_t (0x4)
    uintptr_t DeviceNameIndex                                      = 0x494; // int32_t (0x4)
    uintptr_t OnDied                                               = 0x498; // FMulticastScriptDelegate (0x10)
    uintptr_t OnOutOfHealthNotDestroyed                            = 0x4A8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDamaged                                            = 0x4B8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnDeathPlayEffectsDelegate                           = 0x4C8; // FMulticastScriptDelegate (0x10)
    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 OnInteract                                           = 0x4F8; // FMulticastScriptDelegate (0x10)
    uintptr_t InteractionSpeed                                     = 0x508; // FCurveTableRowHandle (0x10)
    uintptr_t DataVersion                                          = 0x578; // int32_t (0x4)
    uintptr_t PlaysetPackagePathName                               = 0x57C; // FName (0x4)
    uintptr_t PlayHitSound                                         = 0x580; // SoundBase* (0x8)
    uintptr_t SnapGridSize                                         = 0x588; // float (0x4)
    uintptr_t VertSnapGridSize                                     = 0x58C; // float (0x4)
    uintptr_t SnapOffset                                           = 0x590; // FVector3f (0xC)
    uintptr_t CentroidOffset                                       = 0x59C; // FVector3f (0xC)
    uintptr_t BaseLocToPivotOffset                                 = 0x5A8; // FVector3f (0xC)
    uintptr_t BaselineScale                                        = 0x5B4; // float (0x4)
    uintptr_t CustomState                                          = 0x5B8; // FString (0x10)
    uintptr_t ComponentTypesWhitelistedForReplication              = 0x5C8; // FString (0x10)
    uintptr_t RuntimeAddedComponentTypesWhitelistedForReplication  = 0x5D8; // FString (0x10)
    uintptr_t OverridePrimitivesToExcludeFoliage                   = 0x5E8; // FString (0x10)
    uintptr_t HotSpotConfig                                        = 0x5F8; // BuildingActorHotSpotConfig* (0x8)
    uintptr_t OnBuildingHealthChanged                              = 0x600; // FMulticastScriptDelegate (0x10)
    uintptr_t OnActorHealthChanged                                 = 0x610; // FMulticastScriptDelegate (0x10)
    uintptr_t SavedActorGuid                                       = 0x620; // FGuid (0x10)
    uintptr_t TransientOverrides                                   = 0x648; // FString (0x10)
    uintptr_t GeneratedTransientOverrides                          = 0x658; // FString (0x10)
    uintptr_t ProjectileMovementComponent                          = 0x668; // ProjectileMovementComponent* (0x8)
    uintptr_t OnTeamIndexChangedDelegate                           = 0x670; // FMulticastScriptDelegate (0x10)
    uintptr_t PhysicsObjectPresetTag                               = 0x680; // FGameplayTag (0x4)
    uintptr_t PhysicsObjectPhysicalDataTag                         = 0x684; // FGameplayTag (0x4)
    uintptr_t PhysicsObjectBuoyancyDataTag                         = 0x688; // FGameplayTag (0x4)
    uintptr_t PhysicsObjectImpactDamageDataTag                     = 0x68C; // FGameplayTag (0x4)
    uintptr_t PhysicsObjectComponent                               = 0x690; // FortPhysicsObjectComponent* (0x8)
    uintptr_t LabelOverride                                        = 0x698; // FString (0x10)
};

ABuildingSMActor

// ABuildingSMActor - 111 own fields (dump)
struct ABuildingSMActor {
    uintptr_t StaticMesh                                   = 0x6F8; // StaticMesh* (0x8)
    uintptr_t bForceReplicateSubObjects                    = 0x700; // std::uint8_t bitfield (0x1)
    uintptr_t bNoPhysicsCollision                          = 0x700; // std::uint8_t bitfield (0x1)
    uintptr_t bNoCameraCollision                           = 0x700; // std::uint8_t bitfield (0x1)
    uintptr_t bNoPawnCollision                             = 0x700; // std::uint8_t bitfield (0x1)
    uintptr_t bUseSingleMeshCullDistance                   = 0x700; // std::uint8_t bitfield (0x1)
    uintptr_t ResourceType                                 = 0x701; // enum 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; // std::uint8_t bitfield (0x1)
    uintptr_t bMirrored                                    = 0x708; // std::uint8_t bitfield (0x1)
    uintptr_t bNoCollision                                 = 0x708; // std::uint8_t bitfield (0x1)
    uintptr_t bNoVisibilityCollision                       = 0x708; // std::uint8_t bitfield (0x1)
    uintptr_t bSupportsRepairing                           = 0x708; // std::uint8_t bitfield (0x1)
    uintptr_t bHiddenDueToTrapPlacement                    = 0x708; // std::uint8_t bitfield (0x1)
    uintptr_t bAttachmentPlacementBlockedFront             = 0x708; // std::uint8_t bitfield (0x1)
    uintptr_t bAttachmentPlacementBlockedBack              = 0x708; // std::uint8_t bitfield (0x1)
    uintptr_t bUnderConstruction                           = 0x709; // std::uint8_t bitfield (0x1)
    uintptr_t bUnderRepair                                 = 0x709; // std::uint8_t bitfield (0x1)
    uintptr_t bIsInitiallyBuilding                         = 0x709; // std::uint8_t bitfield (0x1)
    uintptr_t bCameraOnlyCollision                         = 0x709; // std::uint8_t bitfield (0x1)
    uintptr_t bNoWeaponCollision                           = 0x709; // std::uint8_t bitfield (0x1)
    uintptr_t bNoRangedWeaponCollision                     = 0x709; // std::uint8_t bitfield (0x1)
    uintptr_t bNoProjectileCollision                       = 0x709; // std::uint8_t bitfield (0x1)
    uintptr_t bDoNotBlockInteract                          = 0x709; // std::uint8_t bitfield (0x1)
    uintptr_t bNeedsMIDsForCreative                        = 0x70A; // std::uint8_t bitfield (0x1)
    uintptr_t bIncludeChildMeshComponentsInCollision       = 0x70A; // std::uint8_t bitfield (0x1)
    uintptr_t bSupportedDirectly                           = 0x70A; // std::uint8_t bitfield (0x1)
    uintptr_t bForciblyStructurallySupported               = 0x70A; // std::uint8_t bitfield (0x1)
    uintptr_t bRegisterWithStructuralGrid                  = 0x70A; // std::uint8_t bitfield (0x1)
    uintptr_t bPersistOnDetatchment                        = 0x70A; // std::uint8_t bitfield (0x1)
    uintptr_t bCurrentlyBeingEdited                        = 0x70B; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowWeakSpots                              = 0x70B; // std::uint8_t bitfield (0x1)
    uintptr_t bUseComplexForWeakSpots                      = 0x70B; // std::uint8_t bitfield (0x1)
    uintptr_t bNeedsWindMaterialParameters                 = 0x70B; // std::uint8_t bitfield (0x1)
    uintptr_t bShowDamageCracks                            = 0x70B; // std::uint8_t bitfield (0x1)
    uintptr_t bPlayBounce                                  = 0x70B; // std::uint8_t bitfield (0x1)
    uintptr_t bPropagateBounce                             = 0x70C; // std::uint8_t bitfield (0x1)
    uintptr_t bPropagatesBounceEffects                     = 0x70C; // std::uint8_t bitfield (0x1)
    uintptr_t bConsiderOverrideMaterialsOnAnimationCleanup = 0x70C; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowCustomMaterial                         = 0x70C; // std::uint8_t bitfield (0x1)
    uintptr_t bIncludeChildActorsForCullDistance           = 0x70C; // std::uint8_t bitfield (0x1)
    uintptr_t SavedDirectlySupportedStatus                 = 0x70D; // enum ESavedSupportStatus (0x1)
    uintptr_t BuildingAnimation                            = 0x70E; // enum EBuildingAnim (0x1)
    uintptr_t bSelectedForQuota                            = 0x70F; // uint8_t (0x1)
    uintptr_t CachedBounceAdapter                          = 0x710; // FInstancedStruct (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; // FVector3f (0xC)
    uintptr_t DeathParticleSocketName                      = 0x764; // FName (0x4)
    uintptr_t EditorOnlyInstanceMaterialParameters         = 0x768; // FEditorOnlyBuildingInstanceMaterialParameters (0x40)
    uintptr_t StaticMeshComponent                          = 0x7A8; // BaseBuildingStaticMeshComponent* (0x8)
    uintptr_t WeakPointComponent                           = 0x7B0; // FortWeakPointComponent* (0x8)
    uintptr_t OnConstructionComplete                       = 0x7B8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnMeshSetChanged                             = 0x7C8; // FMulticastScriptDelegate (0x10)
    uintptr_t MinimalReplicationProxy                      = 0x7D8; // FBuildingActorMinimalReplicationProxy (0x4)
    uintptr_t DestructionLootTierChosenQuotaInfo           = 0x7DC; // FChosenQuotaInfo (0x8)
    uintptr_t DestructionLootTierKey                       = 0x7E4; // FName (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; // float (0x4)
    uintptr_t LastDamageHitImpulseDir                      = 0x844; // FVector3f (0xC)
    uintptr_t DamageHistory                                = 0x858; // FString (0x10)
    uintptr_t CachedAnimatingStaticMeshes                  = 0x868; // FString (0x10)
    uintptr_t OnRepairBuildingStarted                      = 0x8D8; // FMulticastScriptDelegate (0x10)
    uintptr_t OnRepairBuildingFinished                     = 0x8E8; // FMulticastScriptDelegate (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<UClass> (0x8)
    uintptr_t EditModeSupport                              = 0x928; // BuildingEditModeSupport* (0x8)
    uintptr_t HealthToAutoBuild                            = 0x930; // float (0x4)
    uintptr_t AccumulatedAutoBuildTime                     = 0x934; // float (0x4)
    uintptr_t BuildingReplacementType                      = 0x938; // enum EBuildingReplacementType (0x1)
    uintptr_t ReplacementDestructionReason                 = 0x939; // enum EBuildingReplacementType (0x1)
    uintptr_t CurBuildingAnimType                          = 0x93A; // enum EBuildingAnim (0x1)
    uintptr_t DamageVisualsState                           = 0x93B; // enum EFortDamageVisualsState (0x1)
    uintptr_t CurBuildProgress                             = 0x93C; // float (0x4)
    uintptr_t CurBuildingAnimStartTime                     = 0x940; // float (0x4)
    uintptr_t BuildingAttachmentSlot                       = 0x944; // enum EBuildingAttachmentSlot (0x1)
    uintptr_t BuildingAttachmentType                       = 0x945; // enum EBuildingAttachmentType (0x1)
    uintptr_t BuildingPlacementType                        = 0x946; // enum EPlacementType (0x1)
    uintptr_t LastStructuralCheck                          = 0x947; // enum EStructuralSupportCheck (0x1)
    uintptr_t BlueprintMIDs                                = 0x948; // FString (0x10)
    uintptr_t BlueprintMeshComp                            = 0x958; // StaticMeshComponent* (0x8)
    uintptr_t EditingPlayer                                = 0x960; // FortPlayerStateZone* (0x8)
    uintptr_t BuildingAttachmentPointOffset                = 0x988; // FVector3f (0xC)
    uintptr_t BuildingAttachmentRadius                     = 0x994; // float (0x4)
    uintptr_t ParentActorToAttachTo                        = 0x998; // BuildingSMActor* (0x8)
    uintptr_t BuildingAttachmentInfo                       = 0x9A0; // FBuildingAttachmentInfo (0x20)
    uintptr_t OnTrapPlacementChanged                       = 0x9C0; // FMulticastScriptDelegate (0x10)
    uintptr_t OnReplacementDestruction                     = 0x9D0; // FMulticastScriptDelegate (0x10)
    uintptr_t Foundation                                   = 0xA38; // TWeakObjectPtr<ABuildingFoundation> (0x8)
    uintptr_t DamagerOwner                                 = 0xA58; // BuildingSMActor* (0x8)
    uintptr_t RelevantBASE                                 = 0xA60; // TWeakObjectPtr<AFortConstructorBASE> (0x8)
    uintptr_t HLODDestructionTag                           = 0xA70; // FWorldPartitionHLODDestructionTag (0x10)
    uintptr_t LastRelevantBASE                             = 0xA80; // TWeakObjectPtr<AFortConstructorBASE> (0x8)
    uintptr_t ProxyGameplayCueDamage                       = 0xAA0; // FProxyGameplayCueDamage (0x20)
    uintptr_t ActorIndexInFoundation                       = 0xAD0; // uint16_t (0x2)
};

UFortItemDefinition

// UFortItemDefinition - 3 own fields (dump)
struct UFortItemDefinition {
    uintptr_t ItemType                       = 0x98; // enum EFortItemType (0x1)
    uintptr_t PrimaryAssetIdItemTypeOverride = 0x99; // enum EFortItemType (0x1)
    uintptr_t bShouldDisplayQuantity         = 0x9A; // std::uint8_t bitfield (0x1)
};

UFortWeaponItemDefinition

// UFortWeaponItemDefinition - 67 own fields (dump)
struct UFortWeaponItemDefinition {
    uintptr_t WeaponActorClass                                     =  0xC0; // TSoftClassPtr<UClass> (0x20)
    uintptr_t WeaponMeshOverride                                   =  0xE0; // TSoftObjectPtr<USkeletalMesh> (0x20)
    uintptr_t bHideWeaponDefaultActorMeshUntilCosmeticsInitialized = 0x100; // bool (0x1)
    uintptr_t IntrinsicOverrideWrap                                = 0x108; // TSoftObjectPtr<UAthenaItemWrapDefinition> (0x20)
    uintptr_t WeaponStatHandle                                     = 0x128; // FDataTableRowHandle (0x10)
    uintptr_t AbilitySet                                           = 0x148; // TSoftObjectPtr<UFortAbilitySet> (0x20)
    uintptr_t AlterationSlotsLoadoutRow                            = 0x168; // FName (0x4)
    uintptr_t BaselineAlterationSlotsLoadoutRow                    = 0x16C; // FName (0x4)
    uintptr_t BaseAlteration                                       = 0x170; // TSoftObjectPtr<UFortAlterationItemDefinition> (0x20)
    uintptr_t BaseCosmeticAlteration                               = 0x190; // TSoftObjectPtr<UFortAlterationItemDefinition> (0x20)
    uintptr_t PrimaryFireAbility                                   = 0x1B0; // TSoftClassPtr<UClass> (0x20)
    uintptr_t SecondaryFireAbility                                 = 0x1F0; // TSoftClassPtr<UClass> (0x20)
    uintptr_t EquippedAbilities                                    = 0x230; // FString (0x10)
    uintptr_t EquippedAbilitySet                                   = 0x240; // TSoftObjectPtr<UFortAbilitySet> (0x20)
    uintptr_t AmmoData                                             = 0x260; // TSoftObjectPtr<UFortWorldItemDefinition> (0x20)
    uintptr_t AdditionalDataFields                                 = 0x280; // FString (0x10)
    uintptr_t LowAmmoPercentage                                    = 0x290; // float (0x4)
    uintptr_t TriggerType                                          = 0x294; // enum EFortWeaponTriggerType (0x1)
    uintptr_t SecondaryTriggerType                                 = 0x295; // enum EFortWeaponTriggerType (0x1)
    uintptr_t DisplayTier                                          = 0x296; // enum EFortDisplayTier (0x1)
    uintptr_t bRechargeAmmoToClip                                  = 0x297; // std::uint8_t bitfield (0x1)
    uintptr_t bOnlyConsumeSpareAmmoWhenRechargingToTheClip         = 0x297; // std::uint8_t bitfield (0x1)
    uintptr_t bUsesPhantomReserveAmmo                              = 0x297; // std::uint8_t bitfield (0x1)
    uintptr_t bUsesCustomAmmoType                                  = 0x297; // std::uint8_t bitfield (0x1)
    uintptr_t bShowAmmoAsPercent                                   = 0x297; // std::uint8_t bitfield (0x1)
    uintptr_t bShowRemainingAmmoOnly                               = 0x297; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldMagazineSizeDisplayInfinity                   = 0x297; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowSecondaryFireToInterruptPrimary                = 0x297; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowTargetingDuringReload                          = 0x298; // std::uint8_t bitfield (0x1)
    uintptr_t bTargetingPreventsReload                             = 0x298; // std::uint8_t bitfield (0x1)
    uintptr_t bAllowAutoReload                                     = 0x298; // std::uint8_t bitfield (0x1)
    uintptr_t bCanFireWhileInstigatorTethered                      = 0x298; // std::uint8_t bitfield (0x1)
    uintptr_t bCanFireWhileNotTargetedInVehicle                    = 0x298; // std::uint8_t bitfield (0x1)
    uintptr_t bPrimaryFireForcesTargetingInVehicle                 = 0x298; // std::uint8_t bitfield (0x1)
    uintptr_t bAlwaysChargeUpToMin                                 = 0x298; // std::uint8_t bitfield (0x1)
    uintptr_t bNoFireOnReleaseBeforeMinChargeTime                  = 0x298; // std::uint8_t bitfield (0x1)
    uintptr_t bEndAbilityOnChargeEnd                               = 0x299; // std::uint8_t bitfield (0x1)
    uintptr_t bUpdateLastFireTimeOnDischarge                       = 0x299; // std::uint8_t bitfield (0x1)
    uintptr_t bReticleCornerOutsideSpreadRadius                    = 0x299; // std::uint8_t bitfield (0x1)
    uintptr_t bCanAutofireWithMinimalCharge                        = 0x299; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldAutofireChargedShotWhenTargetAcquired         = 0x299; // std::uint8_t bitfield (0x1)
    uintptr_t bCanAutofireWhileFalling                             = 0x299; // std::uint8_t bitfield (0x1)
    uintptr_t bShouldAutofireSecondaryAbility                      = 0x299; // std::uint8_t bitfield (0x1)
    uintptr_t AssistTargetType                                     = 0x29A; // enum EFortWeaponAssistTargetType (0x1)
    uintptr_t bValidForLastEquipped                                = 0x29B; // std::uint8_t bitfield (0x1)
    uintptr_t bRequestClientPreload                                = 0x29B; // std::uint8_t bitfield (0x1)
    uintptr_t bEnableWeaponMeshOverrideUpdates                     = 0x29B; // std::uint8_t bitfield (0x1)
    uintptr_t bIsModifiableWeapon                                  = 0x29B; // std::uint8_t bitfield (0x1)
    uintptr_t bModsHidden                                          = 0x29B; // std::uint8_t bitfield (0x1)
    uintptr_t bEquippedCharacterPartsMatchWeaponVisibility         = 0x29B; // std::uint8_t bitfield (0x1)
    uintptr_t bForceReticleTrace                                   = 0x29B; // std::uint8_t bitfield (0x1)
    uintptr_t HitNotifyDuration                                    = 0x29C; // float (0x4)
    uintptr_t ReticleImage                                         = 0x2A0; // TSoftObjectPtr<UTexture2D> (0x20)
    uintptr_t ReticleCornerAngles                                  = 0x2C0; // FString (0x10)
    uintptr_t ReticleCenterImage                                   = 0x2D0; // TSoftObjectPtr<UTexture2D> (0x20)
    uintptr_t ReticleCenterPerfectAimImage                         = 0x2F0; // TSoftObjectPtr<UTexture2D> (0x20)
    uintptr_t ReticleCenterImageOffset                             = 0x310; // FVector2D (0x10)
    uintptr_t ReticleInvalidTargetImage                            = 0x320; // TSoftObjectPtr<UTexture2D> (0x20)
    uintptr_t AnalyticTags                                         = 0x340; // FGameplayTagContainer (0x20)
    uintptr_t PlayerGrantedGameplayTags                            = 0x360; // FGameplayTagContainer (0x20)
    uintptr_t CosmeticGatingTags                                   = 0x380; // FGameplayTagContainer (0x20)
    uintptr_t ActualAnalyticFNames                                 = 0x3A0; // FString (0x10)
    uintptr_t RequiredWeaponParent                                 = 0x3B0; // TSoftObjectPtr<UAthenaCosmeticItemDefinition> (0x20)
    uintptr_t BoneSetsToHide                                       = 0x3D0; // FGameplayTagContainer (0x20)
    uintptr_t WeaponMovementSpeedStats                             = 0x3F0; // FWeaponMovementSpeedStats (0xC0)
    uintptr_t AimAssistConfiguration                               = 0x4B0; // FortAimAssistConfiguration* (0x8)
    uintptr_t CreativeTagsHelper                                   = 0x4B8; // FFortCreativeTagsHelper (0x10)
};

UAbilitySystemComponent

// UAbilitySystemComponent - 29 own fields (dump)
struct UAbilitySystemComponent {
    uintptr_t DefaultStartingData                   = 0x158; // FString (0x10)
    uintptr_t AffectedAnimInstanceTag               = 0x168; // FName (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        = 0x380; // bool (0x1)
    uintptr_t ReplicationProxyEnabled               = 0x381; // bool (0x1)
    uintptr_t bSuppressGrantAbility                 = 0x382; // bool (0x1)
    uintptr_t bSuppressGameplayCues                 = 0x383; // bool (0x1)
    uintptr_t SpawnedTargetActors                   = 0x388; // FString (0x10)
    uintptr_t OwnerActor                            = 0x3C0; // Actor* (0x8)
    uintptr_t AvatarActor                           = 0x3C8; // Actor* (0x8)
    uintptr_t ActivatableAbilities                  = 0x3E0; // FGameplayAbilitySpecContainer (0x60)
    uintptr_t AllReplicatedInstancedAbilities       = 0x470; // FString (0x10)
    uintptr_t RepAnimMontageInfo                    = 0x6B8; // FGameplayAbilityRepAnimMontage (0x38)
    uintptr_t bCachedIsNetSimulated                 = 0x6F0; // bool (0x1)
    uintptr_t bPendingMontageRep                    = 0x6F1; // bool (0x1)
    uintptr_t LocalAnimMontageInfo                  = 0x6F8; // FGameplayAbilityLocalAnimMontage (0x28)
    uintptr_t ActiveGameplayEffects                 = 0x740; // FActiveGameplayEffectsContainer (0x100)
    uintptr_t ActiveGameplayCues                    = 0x840; // FActiveGameplayCueContainer (0x68)
    uintptr_t MinimalReplicationGameplayCues        = 0x8A8; // FActiveGameplayCueContainer (0x68)
    uintptr_t GameplayTagCountContainer             = 0x980; // FGameplayTagCountContainer (0x70)
    uintptr_t BlockedAbilityBindings                = 0xA08; // FString (0x10)
    uintptr_t MinimalReplicationTags                = 0xA18; // FMinimalReplicationTagCountMap (0x28)
    uintptr_t SpawnedAttributes                     = 0xA40; // FString (0x10)
    uintptr_t ReplicatedLooseTags                   = 0xA60; // FMinimalReplicationTagCountMap (0x28)
    uintptr_t ReplicatedPredictionKeyMap            = 0xA90; // FReplicatedPredictionKeyMap (0x58)
    uintptr_t NextActiveGameplayEffectHandleCounter = 0xAF8; // uint32_t (0x4)
};

FMinimalViewInfo

// FMinimalViewInfo - 25 own fields (dump)
struct FMinimalViewInfo {
    uintptr_t Location                     =   0x0; // FVector (0x18)
    uintptr_t Rotation                     =  0x18; // FRotator (0x18)
    uintptr_t FOV                          =  0x30; // float (0x4)
    uintptr_t DesiredFOV                   =  0x34; // float (0x4)
    uintptr_t FirstPersonFOV               =  0x38; // float (0x4)
    uintptr_t FirstPersonScale             =  0x3C; // float (0x4)
    uintptr_t OrthoWidth                   =  0x40; // float (0x4)
    uintptr_t bAutoCalculateOrthoPlanes    =  0x44; // bool (0x1)
    uintptr_t AutoPlaneShift               =  0x48; // float (0x4)
    uintptr_t bUpdateOrthoPlanes           =  0x4C; // bool (0x1)
    uintptr_t bUseCameraHeightAsViewTarget =  0x4D; // bool (0x1)
    uintptr_t OrthoNearClipPlane           =  0x50; // float (0x4)
    uintptr_t OrthoFarClipPlane            =  0x54; // float (0x4)
    uintptr_t PerspectiveNearClipPlane     =  0x58; // float (0x4)
    uintptr_t AspectRatio                  =  0x5C; // float (0x4)
    uintptr_t bConstrainAspectRatio        =  0x68; // std::uint8_t bitfield (0x1)
    uintptr_t bUseFirstPersonParameters    =  0x68; // std::uint8_t bitfield (0x1)
    uintptr_t bUseFieldOfViewForLOD        =  0x68; // std::uint8_t bitfield (0x1)
    uintptr_t ProjectionMode               =  0x6C; // enum ECameraProjectionMode (0x1)
    uintptr_t PostProcessBlendWeight       =  0x70; // float (0x4)
    uintptr_t PostProcessSettings          =  0x80; // FPostProcessSettings (0x7B0)
    uintptr_t OffCenterProjectionOffset    = 0x830; // FVector2D (0x10)
    uintptr_t OverscanResolutionFraction   = 0x8B0; // float (0x4)
    uintptr_t CropFraction                 = 0x8B4; // float (0x4)
    uintptr_t AsymmetricCropFraction       = 0x8C0; // FVector4f (0x10)
};

FTViewTarget

// FTViewTarget - 3 own fields (dump)
struct FTViewTarget {
    uintptr_t Target      =   0x0; // Actor* (0x8)
    uintptr_t POV         =  0x10; // FMinimalViewInfo (0x910)
    uintptr_t PlayerState = 0x920; // PlayerState* (0x8)
};

FHitResult

// FHitResult - 20 own fields (dump)
struct FHitResult {
    uintptr_t FaceIndex         =  0x0; // int32_t (0x4)
    uintptr_t time              =  0x4; // float (0x4)
    uintptr_t Distance          =  0x8; // float (0x4)
    uintptr_t Location          = 0x10; // FVector_NetQuantize (0x18)
    uintptr_t ImpactPoint       = 0x28; // FVector_NetQuantize (0x18)
    uintptr_t Normal            = 0x40; // FVector_NetQuantizeNormal (0x18)
    uintptr_t ImpactNormal      = 0x58; // FVector_NetQuantizeNormal (0x18)
    uintptr_t TraceStart        = 0x70; // FVector_NetQuantize (0x18)
    uintptr_t TraceEnd          = 0x88; // FVector_NetQuantize (0x18)
    uintptr_t PenetrationDepth  = 0xA0; // float (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; // std::uint8_t bitfield (0x1)
    uintptr_t bStartPenetrating = 0xAD; // std::uint8_t bitfield (0x1)
    uintptr_t PhysMaterial      = 0xB0; // TWeakObjectPtr<UPhysicalMaterial> (0x8)
    uintptr_t HitObjectHandle   = 0xB8; // FActorInstanceHandle (0x20)
    uintptr_t Component         = 0xD8; // TWeakObjectPtr<UPrimitiveComponent> (0x8)
    uintptr_t BoneName          = 0xF0; // FName (0x4)
    uintptr_t MyBoneName        = 0xF4; // FName (0x4)
};

FBasedMovementInfo

// FBasedMovementInfo - 9 own fields (dump)
struct FBasedMovementInfo {
    uintptr_t BaseID                    =  0x0; // uint16_t (0x2)
    uintptr_t bServerHasBaseComponent   =  0x2; // std::uint8_t bitfield (0x1)
    uintptr_t bRelativeRotation         =  0x2; // std::uint8_t bitfield (0x1)
    uintptr_t bServerHasVelocity        =  0x2; // std::uint8_t bitfield (0x1)
    uintptr_t BoneName                  =  0x4; // FName (0x4)
    uintptr_t MovementBase              =  0x8; // PrimitiveComponent* (0x8)
    uintptr_t Location                  = 0x10; // FVector_NetQuantize100 (0x18)
    uintptr_t Rotation                  = 0x28; // FRotator (0x18)
    uintptr_t MovementBaseInterfaceData = 0x40; // FMovementBaseInterfaceData (0x18)
};