Fortnite güncell offsets

Denzy

Gold Üye
Katılım
4 Eyl 2024
Mesajlar
214
Beğeniler
34
namespace Addresses
{
uintptr_t GWorld = 0x12D9F408; // (UWorld) // fresh dump
uintptr_t PersistentLevel = 0x40;
uintptr_t OwningWorld = 0xc0;
uintptr_t HabaneroComponent = 0x9E8;// fresh dump
uintptr_t GObjects = 0x12E4DF88; // fresh dump
uintptr_t GNames = 0x12EFC740;// fresh dump
uintptr_t FName = 0x124DE7C0 + 8;
uintptr_t StaticFindObject = 0x1DE185C;
uintptr_t GetBoneMatrix = 0x1E4E8E6;
uintptr_t LineOfSightTo = 0x627FB84;
uintptr_t ProjectileSpeed = 0x1F30;
uintptr_t ProjectileGravity = 0x1F34;
uintptr_t PlayerName = 0xAA8;
uintptr_t Viewpoint = 0x10F90A10;
uintptr_t DrawTransition = 0x71;
uintptr_t ProcessEvent = 0x4D;
uintptr_t Fire = 0x285D0DC;
uintptr_t Malloc = 0xC4663D;
uintptr_t platform = 0x3F0;
uintptr_t Free = 0xC4668D;
}

namespace Offsets
{
uintptr_t LocalPawn = 0x350;
uintptr_t PlayerController = 0x30;
uintptr_t LocalPlayers = 0x38;
uintptr_t PlayerState = 0x2b0;
uintptr_t GameState = 0x178;
uintptr_t GameInstance = 0x1F0;
uintptr_t PlayerArray = 0x2A8;
uintptr_t TeamIndex = 0x1201;
uintptr_t RootC = 0x1b0;
uintptr_t CameraManager = 0x348;
uintptr_t CachedActor = 0x308;
uintptr_t RootComponent = 0x1b0;
uintptr_t ActorCount = 0xA8;
uintptr_t BoneArray = 0x580;
uintptr_t BoneCache = 0x590;// fresh dump
uintptr_t C2W = 0x1c0;
uintptr_t Actor = 0xA0; // discord.gg/saturniv
uintptr_t ActorMesh = 0x328; // discord.gg/saturniv
uintptr_t CurrentActor(AActor) = 0xA8;// discord.gg/saturniv
uintptr_t PersistentLevel = 0x38;// discord.gg/saturniv
uintptr_t RelativeLocation = 0x120;// discord.gg/saturniv
uintptr_t DisplayName = 0x90;// discord.gg/saturniv
uintptr_t ComponetToWorld = 0x1c0;// discord.gg/saturniv
uintptr_t PawnPrivate = 0x320;// discord.gg/saturniv
uintptr_t LastRenderTimeOnScreen = 0x2E0; // discord.gg/saturniv
uintptr_t LastSubmitTime = 0x2E8; // discord.gg/saturniv
uintptr_t Velocity = 0x168;// discord.gg/saturniv
uintptr_t DefaultFOV = 0x2a4;// discord.gg/saturniv
uintptr_t CurrentWeapons = 0x9f8;// discord.gg/saturniv
uintptr_t bIsReloadingWeapon = 0x399;// discord.gg/saturniv
uintptr_t bIsEquippingWeapon = 0x350; // payson was here
uintptr_t bIsChargingWeapon = 0x369;// discord.gg/saturniv
uintptr_t WeaponData = 0x568;// discord.gg/saturniv
uintptr_t AmmoCount = 0xef4;// discord.gg/saturniv
uintptr_t bIsTargeting = 0x581;// discord.gg/saturniv
uintptr_t GunName = 0x98;// discord.gg/saturniv
uintptr_t Tier = 0x9A;// discord.gg/saturniv
uintptr_t bIsCrouched = 0x45C;// discord.gg/saturniv
uintptr_t bIsDying = 0x758;// discord.gg/saturniv
uintptr_t bIsHiddenForDeath = 0x758;// discord.gg/saturniv
uintptr_t bIsKnockedback = 0x758;// discord.gg/saturniv
uintptr_t bIsStaggered = 0x759; // discord.gg/saturniv
uintptr_t bIsInvulnerable = 0x75A;// discord.gg/saturniv
uintptr_t bSpotted = 0x75A;// discord.gg/saturniv
uintptr_t bIsSliding = 0x75B;// discord.gg/saturniv
uintptr_t bWeaponHolstered = 0x939;// discord.gg/saturniv
uintptr_t bIsDBNO = 0x93A;
uintptr_t LastRevivedFromDBNOTime = 0x4C30;
uintptr_t bIsJumping = 0xA60;
uintptr_t bIsABot = 0x29A;
uintptr_t bIsReloadingWeapon = 0x388;
uintptr_t GlobalAnimRateScale = 0xA18;
uintptr_t CustomTimeDilation = 0x68;
}


// SOME SDK OFFSETS FRSH DUMP from FN_Engine_classes.hpp

FActorTickFunction PrimaryActorTick; // 0x28(0x30)
bool bNetTemporary : 1; // 0x58:0(0x1)
unsigned char UnknownBit00 : 1; // 0x58:1(0x1) UNKNOWN PROPERTY
bool bOnlyRelevantToOwner : 1; // 0x58:2(0x1)
bool bAlwaysRelevant : 1; // 0x58:3(0x1)
bool bReplicateMovement : 1; // 0x58:4(0x1)
bool bCallPreReplication : 1; // 0x58:5(0x1)
bool bCallPreReplicationForReplay : 1; // 0x58:6(0x1)
bool bHidden : 1; // 0x58:7(0x1)
bool bTearOff : 1; // 0x59:0(0x1)
bool bForceNetAddressable : 1; // 0x59:1(0x1)
bool bExchangedRoles : 1; // 0x59:2(0x1)
bool bNetLoadOnClient : 1; // 0x59:3(0x1)
bool bNetUseOwnerRelevancy : 1; // 0x59:4(0x1)
bool bRelevantForNetworkReplays : 1; // 0x59:5(0x1)
bool bRelevantForLevelBounds : 1; // 0x59:6(0x1)
bool bReplayRewindable : 1; // 0x59:7(0x1)
bool bAllowTickBeforeBeginPlay : 1; // 0x5A:0(0x1)
bool bAutoDestroyWhenFinished : 1; // 0x5A:1(0x1)
bool bCanBeDamaged : 1; // 0x5A:2(0x1)
bool bBlockInput : 1; // 0x5A:3(0x1)
bool bCollideWhenPlacing : 1; // 0x5A:4(0x1)
bool bFindCameraComponentWhenViewTarget : 1; // 0x5A:5(0x1)
bool bGenerateOverlapEventsDuringLevelStreaming : 1; // 0x5A:6(0x1)
bool bIgnoresOriginShifting : 1; // 0x5A:7(0x1)
bool bEnableAutoLODGeneration : 1; // 0x5B:0(0x1)
bool bIsEditorOnlyActor : 1; // 0x5B:1(0x1)
unsigned char UnknownBit01 : 1; // 0x5B:2(0x1) UNKNOWN PROPERTY
bool bReplicates : 1; // 0x5B:3(0x1)
bool bCanBeInCluster : 1; // 0x5B:4(0x1)
bool bAllowReceiveTickEventOnDedicatedServer : 1; // 0x5B:5(0x1)
unsigned char UnknownBit02 : 1; // 0x5B:6(0x1) UNKNOWN PROPERTY
bool bReplicateUsingRegisteredSubObjectList : 1; // 0x5B:7(0x1)
unsigned char UnknownBit03 : 1; // 0x5C:0(0x1) UNKNOWN PROPERTY
unsigned char UnknownBit04 : 1; // 0x5C:1(0x1) UNKNOWN PROPERTY
unsigned char UnknownBit05 : 1; // 0x5C:2(0x1) UNKNOWN PROPERTY
unsigned char UnknownBit06 : 1; // 0x5C:3(0x1) UNKNOWN PROPERTY
unsigned char UnknownBit07 : 1; // 0x5C:4(0x1) UNKNOWN PROPERTY
unsigned char UnknownBit08 : 1; // 0x5C:5(0x1) UNKNOWN PROPERTY
unsigned char UnknownBit09 : 1; // 0x5C:6(0x1) UNKNOWN PROPERTY
bool bActorEnableCollision : 1; // 0x5C:7(0x1)
bool bActorIsBeingDestroyed : 1; // 0x5D:0(0x1)
unsigned char UnknownBit10 : 1; // 0x5D:1(0x1) UNKNOWN PROPERTY
unsigned char UnknownBit11 : 1; // 0x5D:2(0x1) UNKNOWN PROPERTY
unsigned char UnknownBit12 : 1; // 0x5D:3(0x1) UNKNOWN PROPERTY
unsigned char UnknownBit13 : 1; // 0x5D:4(0x1) UNKNOWN PROPERTY
bool bAsyncPhysicsTickEnabled : 1; // 0x5D:5(0x1)
EActorUpdateOverlapsMethod UpdateOverlapsMethodDuringLevelStreaming; // 0x5E(0x1)
EActorUpdateOverlapsMethod DefaultUpdateOverlapsMethodDuringLevelStreaming; // 0x5F(0x1)
TEnumAsByte<ENetRole> RemoteRole; // 0x60(0x1)
unsigned char UnknownData14_6[0x3]; // 0x61(0x3) UNKNOWN PROPERTY
float InitialLifeSpan; // 0x64(0x4)
float CustomTimeDilation; // 0x68(0x4)
int32_t RayTracingGroupId; // 0x6C(0x4)
FRepAttachment AttachmentReplication; // 0x70(0x60)
FRepMovement ReplicatedMovement; // 0xD0(0x70)
AActor* Owner; // 0x140(0x8)
FName NetDriverName; // 0x148(0x4)
TEnumAsByte<ENetRole> Role; // 0x14C(0x1)
TEnumAsByte<ENetDormancy> NetDormancy; // 0x14D(0x1)
ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingMethod; // 0x14E(0x1)
TEnumAsByte<EAutoReceiveInput> AutoReceiveInput; // 0x14F(0x1)
int32_t InputPriority; // 0x150(0x4)
unsigned char UnknownData15_6[0x4]; // 0x154(0x4) UNKNOWN PROPERTY
UInputComponent* InputComponent; // 0x158(0x8)
int32_t NetTag; // 0x160(0x4)
float NetCullDistanceSquared; // 0x164(0x4)
float NetUpdateFrequency; // 0x168(0x4)
float MinNetUpdateFrequency; // 0x16C(0x4)
float NetPriority; // 0x170(0x4)
EPhysicsReplicationMode PhysicsReplicationMode; // 0x174(0x1)
unsigned char UnknownData16_6[0xB]; // 0x175(0xB) UNKNOWN PROPERTY
APawn* Instigator; // 0x180(0x8)
TArray<AActor*> Children; // 0x188(0x10)
USceneComponent* RootComponent; // 0x198(0x8)
unsigned char UnknownData17_6[0x8]; // 0x1A0(0x8) UNKNOWN PROPERTY
TArray<FName> Layers; // 0x1A8(0x10)
TWeakObjectPtr<UChildActorComponent*> ParentComponent; // 0x1B8(0x8)
unsigned char UnknownData18_6[0x10]; // 0x1C0(0x10) UNKNOWN PROPERTY
TArray<FName> Tags; // 0x1D0(0x10)
FMulticastSparseDelegate OnTakeAnyDamage; // 0x1E0(0x1)
FMulticastSparseDelegate OnTakePointDamage; // 0x1E1(0x1)
FMulticastSparseDelegate OnTakeRadialDamage; // 0x1E2(0x1)
FMulticastSparseDelegate OnActorBeginOverlap; // 0x1E3(0x1)
FMulticastSparseDelegate OnActorEndOverlap; // 0x1E4(0x1)
FMulticastSparseDelegate OnBeginCursorOver; // 0x1E5(0x1)
FMulticastSparseDelegate OnEndCursorOver; // 0x1E6(0x1)
FMulticastSparseDelegate OnClicked; // 0x1E7(0x1)
FMulticastSparseDelegate OnReleased; // 0x1E8(0x1)
FMulticastSparseDelegate OnInputTouchBegin; // 0x1E9(0x1)
FMulticastSparseDelegate OnInputTouchEnd; // 0x1EA(0x1)
FMulticastSparseDelegate OnInputTouchEnter; // 0x1EB(0x1)
FMulticastSparseDelegate OnInputTouchLeave; // 0x1EC(0x1)
FMulticastSparseDelegate OnActorHit; // 0x1ED(0x1)
FMulticastSparseDelegate OnDestroyed; // 0x1EE(0x1)
FMulticastSparseDelegate OnEndPlay; // 0x1EF(0x1)
unsigned char UnknownData19_6[0x80]; // 0x1F0(0x80) UNKNOWN PROPERTY
TArray<UActorComponent*> InstanceComponents; // 0x270(0x10)
TArray<UActorComponent*> BlueprintCreatedComponents; // 0x280(0x10)


namepsace VTables
{
int ProcessEvent = 0x4F;
}
buyrun beyler
 
Bu kullanıcıyla herhangi bir iş veya ticaret yapmak istiyorsanız, forumdan uzaklaştırıldığını sakın unutmayın.
Bana bi tane open source fortnite hilesi lazım idarelik var mı elinde
 

  Şuanda konuyu görüntüleyen kullanıcılar


Üst Alt