- Moderatör
- #1
Słyszę, słyszę letni powiew.
Kurucu
Classlar:
PHP:
class UWorld
{
public:
cUWorld* m_UWorld; //0x0000
char pad_0x0008[0x38]; //0x0008
};//Size=0x0040
class cUWorld
{
public:
char pad_0x0000[0x30]; //0x0000
ULevel* m_persistentLevel;; //0x0030
char pad_0x0038[0x98]; //0x0038
ViewLocationLastFrame* m_viewLocationRenderedLastFrame; //0x00D0
char pad_0x00D8[0x68]; //0x00D8
UGameInstance* m_owningGameInstance; //0x0140
char pad_0x0148[0x2F8]; //0x0148
};//Size=0x0440
class ViewLocationLastFrame
{
public:
FVector ViewLocation; //0x0000
char pad_0x000C[0x34]; //0x000C
};//Size=0x0040
class UGameInstance
{
public:
char pad_0x0000[0x38]; //0x0000
TArray<ULocalPlayer*>localPlayers; //0x0038
};//Size=0x0040
class ULocalPlayer
{
public:
char pad_0x0000[0x30]; //0x0000
APlayerController* m_playerController; //0x0030
char pad_0x0038[0x20]; //0x0038
ViewportClient* m_ViewportClient; //0x0058
char pad_0x0060[0x10]; //0x0060
FVector Position; //0x0070
char pad_0x007C[0x1C]; //0x007C
Camera* m_camera; //0x0098
char pad_0x00A0[0x3A0]; //0x00A0
};//Size=0x0440
class ViewportClient
{
public:
char pad_0x0000[0x80]; //0x0000
World* m_World; //0x0080
char pad_0x0088[0x3B8]; //0x0088
};//Size=0x0440
class ULevel
{
public:
char pad_0x0000[0xA0]; //0x0000
TArray<Player*>actors; //0x00A0
char pad_0x00A8[0x398]; //0x00A8
};//Size=0x0440
class Player
{
public:
char pad_0x0000[0x158]; //0x0000
APawn* m_Pawn; //0x0158
char pad_0x0160[0x8]; //0x0160
USceneComponent* m_rootComponent; //0x0168
char pad_0x0170[0x238]; //0x0170
APlayerState* m_PlayerState; //0x03A8
USkeletalMeshComponent* m_Mesh; //0x03B0
char pad_0x03B8[0xC8]; //0x03B8
};//Size=0x0480
class USkeletalMeshComponent
{
public:
char pad_0x0000[0x120]; //0x0000
FVector RootPosition; //0x0120
char pad_0x012C[0x314]; //0x012C
};//Size=0x0440
class USceneComponent
{
public:
char pad_0x0000[0x120]; //0x0000
FVector Position; //0x0120
char pad_0x012C[0x314]; //0x012C
};//Size=0x0440
class APlayerState
{
class APlayerState
{
public:
char pad_0x0000[0x390]; //0x0000
FString m_PawnName; //0x0390
char pad_0x0398[0x93C]; //0x0398
float Health; //0x0CD4
float MaxHealth; //0x0CD8
float Armor; //0x0CDC
float MaxArmor; //0x0CE0
char pad_0x0CE4[0x75C]; //0x0CE4
};//Size=0x1440
UWorld Pointer:
PHP:
FortniteClient-Win64-Shipping.exe + 0x65DAB00;
Object Name ve World to Screen:
PHP:
FString ObjName(Player* obj)
{
DWORD_PTR funcAddress = (DWORD_PTR)(DWORD64)MEM::GetModule(FortniteClient-Win64-Shipping.exe)->BaseAddress + 0x2139F30;
if (funcAddress != 0)
{
return reinterpret_cast<FString(__fastcall*)(Player*)>(funcAddress)(obj);
}
}
bool WScreen(APlayerController* m_Player, FVector WorldPosition, FVector2 *ScreenPosition)
{
DWORD_PTR funcAddress = (DWORD_PTR)(DWORD64)MEM::GetModule(FortniteClient-Win64-Shipping.exe)->BaseAddress + 0x20C93E0;
if (funcAddress != 0)
{
return reinterpret_cast<char(__fastcall*)(APlayerController*, FVector, FVector2 *, char)>(funcAddress)(m_Player, WorldPosition, ScreenPosition, 0);
}
}
Örnek Esp Kodu:
PHP:
if (m_UWorld != 0)
{
ULocalPlayer* LocalPlayer = (ULocalPlayer*)m_UWorld->m_UWorld->m_owningGameInstance->localPlayers.Data[0];
cUWorld* RealWorld = (cUWorld*)LocalPlayer->m_ViewportClient->m_World;
for (int i = 0; i < RealWorld->m_persistentLevel->actors.Count; i++)
{
Player* m_Player = 0;
m_Player = (Player*)RealWorld->m_persistentLevel->actors.Data[i];
FVector2 Screen;
bool FOV = WScreen(LocalPlayer->m_playerController, m_Player->m_rootComponent->Position, &Screen);
if (FOV)
{
char ObjectName[256];
WCHAR w_player_name[256];
swprintf(w_player_name, L"%s", ObjName(m_Player).Data);
WideCharToMultiByte(CP_ACP, 0, w_player_name, ObjName(m_Player).Count, ObjectName, ObjName(m_Player).Count, 0, 0);
if (strstr(ObjName, "PlayerPawn")
{
//DrawESPtext
}
}
}
}
Source from:
Bağlantıları görmek için lütfen
Giriş Yap
Yazılımcı arkadaşların ihtiyacı olan her şey burda var. UWorld adresi fix yediyse nasıl Unreal Enginede nasıl UWorld adresini bulabileceğiniz ile ilgili tutoriallar zaten internette var araştırırsanız bulursunuz.
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