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Generated C++ Fortnite offsets
#pragma once
#include <cstdint>
namespace FN
namespace Offsets
{
namespace Engine
{
inline std::uintptr_t UWorld = 0x1A73C8B0;
inline std::uintptr_t GEngine = 0x1A73E298;
inline std::uintptr_t GNames = 0x1A5EF440;
inline std::uintptr_t FNamePool = 0x1A5EF440; // Gnames
inline std::uintptr_t GObjects = 0x1A6CBFA0;
inline std::uintptr_t GObjectCount = 0x1A6CBFB0;
}
namespace Functions
{
inline std::uintptr_t GetBoneMatrix = 0x897A0E;
inline std::uintptr_t FNameToString = 0x52254;
inline std::uintptr_t ProcessEvent = 0x133316;
}
namespace UObject
{
inline std::uintptr_t ObjectFlags = 0xC;
inline std::uintptr_t InternalIndex = 0x8;
inline std::uintptr_t ClassPrivate = 0x10;
inline std::uintptr_t NamePrivate = 0x20;
inline std::uintptr_t OuterPrivate = 0x28;
}
namespace World
{
inline std::uintptr_t Levels = 0x1F0;
inline std::uintptr_t OwningGameInstance = 0x250;
inline std::uintptr_t PersistentLevel = 0x40;
inline std::uintptr_t GameState = 0x1D8;
}
namespace Level
{
inline std::uintptr_t Actors = 0x120;
}
namespace GameInstance
{
inline std::uintptr_t LocalPlayers = 0x38;
}
namespace GameStateBase
{
inline std::uintptr_t PlayerArray = 0x288;
}
namespace LocalPlayer
{
inline std::uintptr_t PlayerController = 0x30;
inline std::uintptr_t ViewportClient = 0x78;
}
namespace PlayerController
{
inline std::uintptr_t PlayerCameraManager = 0x328;
inline std::uintptr_t AcknowledgedPawn = 0x318;
}
namespace FortPlayerController
{
inline std::uintptr_t TargetedFortPawn = 0x1660;
inline std::uintptr_t PlayerAimOffset = 0x2220;
inline std::uintptr_t WeaponOffsetCorrection = 0x2260;
inline std::uintptr_t AdditionalAimOffset = 0x2200;
inline std::uintptr_t InteractionComponent = 0x26B0;
}
namespace PlayerState
{
inline std::uintptr_t PawnPrivate = 0x2E8;
inline std::uintptr_t PlayerNamePrivate = 0x308;
inline std::uintptr_t bIsABot = 0x27A;
}
namespace Pawn
{
inline std::uintptr_t PlayerState = 0x290;
inline std::uintptr_t Controller = 0x2A0;
}
namespace Actor
{
inline std::uintptr_t RootComponent = 0x1B0;
inline std::uintptr_t CustomTimeDilation = 0x68;
}
namespace Character
{
inline std::uintptr_t Mesh = 0x2F0;
inline std::uintptr_t CharacterMovement = 0x2F8;
}
namespace SceneComponent
{
inline std::uintptr_t RelativeLocation = 0x140;
inline std::uintptr_t ComponentVelocity = 0x188;
inline std::uintptr_t bComponentToWorldUpdated = 0x1A0;
inline std::uintptr_t Parent = 0xD0;
}
namespace SkeletalMeshComponent
{
inline std::uintptr_t BoneArray = 0x648;
inline std::uintptr_t BoneCache = 0x658;
inline std::uintptr_t GlobalAnimRateScale = 0x9F0;
}
namespace FortPlayerState
{
inline std::uintptr_t HabaneroComponent = 0x918;
inline std::uintptr_t Platform = 0x400;
}
namespace FortPlayerStateAthena
{
inline std::uintptr_t TeamIndex = 0xf31;
inline std::uintptr_t KillScore = 0xf48;
}
namespace FortPlayerStateComponent_Habanero
{
inline std::uintptr_t RankedProgress = 0xD8;
}
namespace FortPawn
{
inline std::uintptr_t bIsDying = 0x720;
inline std::uintptr_t bIsDBNO = 0x849;
inline std::uintptr_t CurrentWeapon = 0x998;
inline std::uintptr_t LastDamagedTime = 0xD50;
}
namespace FortPlayerPawnAthena
{
inline std::uintptr_t CurrentVehicle = 0x2B00;
inline std::uintptr_t bIsParachuteOpen = 0x2188;
inline std::uintptr_t bIsSkydiving = 0x2187;
inline std::uintptr_t bIsSliding = 0x723;
}
namespace PlayerCameraManager
{
inline std::uintptr_t CameraLocation = 0x178;
inline std::uintptr_t CameraRotation = 0x188;
inline std::uintptr_t CameraFOV = 0x374;
inline std::uintptr_t PendingViewTarget = 0xC30;
inline std::uintptr_t LastFrameCameraCachePrivate = 0x1EB0;
inline std::uintptr_t DefaultFOV = 0x284;
inline std::uintptr_t DefaultAspectRatio = 0x294;
}
namespace FortWeapon
{
inline std::uintptr_t WeaponData = 0x600;
inline std::uintptr_t ProjectileSpeed = 0x1D38;
inline std::uintptr_t ProjectileGravity = 0x1D3C;
inline std::uintptr_t AmmoCount = 0x10A4;
inline std::uintptr_t bIsReloadingWeapon = 0x381;
inline std::uintptr_t LastFireTime = 0x1074;
inline std::uintptr_t LastFireTimeVerified = 0xFF4;
inline std::uintptr_t bIsChargingWeapon = 0x380;
inline std::uintptr_t WeaponLevel = 0x10A0;
}
namespace FortControllerComponent_Interaction
{
inline std::uintptr_t StartInteractTime = 0x280;
}
namespace FortAthenaVehicle
{
inline std::uintptr_t bUseGravity = 0x85F;
}
namespace FortItemDefinition
{
inline std::uintptr_t ItemName = 0x38;
inline std::uintptr_t RarityStruct = 0x17C95758;
}
namespace BuildingContainer
{
inline std::uintptr_t bAlreadySearched = 0xCE2;
}
namespace FortPickup
{
inline std::uintptr_t PrimaryPickupItemEntry = 0x368;
}
namespace World
{
inline std::uintptr_t NetDriver = 0x48;
inline std::uintptr_t AuthorityGameMode = 0x1D0;
inline std::uintptr_t NetworkManager = 0x68;
inline std::uintptr_t PhysicsCollisionHandler = 0x70;
inline std::uintptr_t NavigationSystem = 0x1C8;
inline std::uintptr_t StreamingLevels = 0xA8;
inline std::uintptr_t ParameterCollectionInstances = 0x258;
}
namespace Level
{
inline std::uintptr_t OwningWorld = 0x88;
inline std::uintptr_t Model = 0x90;
inline std::uintptr_t ModelComponents = 0x98;
inline std::uintptr_t LevelScriptActor = 0xB8;
inline std::uintptr_t WorldSettings = 0x2B8;
inline std::uintptr_t NavListStart = 0xC0;
inline std::uintptr_t NavListEnd = 0xC8;
}
namespace Controller
{
inline std::uintptr_t ControlRotation = 0x2E8;
}
namespace PlayerController
{
inline std::uintptr_t RotationInput = 0x4B0;
inline std::uintptr_t NetConnection = 0x4A8;
inline std::uintptr_t CheatManager = 0x3D8;
inline std::uintptr_t HUD = 0x320;
inline std::uintptr_t InputYawScale = 0x4C8;
inline std::uintptr_t InputPitchScale = 0x4CC;
inline std::uintptr_t InputRollScale = 0x4D0;
inline std::uintptr_t SpectatorPawn = 0x640;
inline std::uintptr_t bShowMouseCursor = 0x4D4;
}
namespace Actor
{
inline std::uintptr_t Owner = 0x158;
inline std::uintptr_t Instigator = 0x198;
inline std::uintptr_t Children = 0x1A0;
inline std::uintptr_t ParentComponent = 0x1D8;
inline std::uintptr_t AttachmentReplication = 0x70;
inline std::uintptr_t Role = 0x164;
inline std::uintptr_t RemoteRole = 0x60;
inline std::uintptr_t InitialLifeSpan = 0x64;
inline std::uintptr_t bHidden = 0x58;
inline std::uintptr_t bReplicates = 0x5B;
inline std::uintptr_t bActorEnableCollision = 0x5D;
inline std::uintptr_t NetDormancy = 0x165;
}
namespace Pawn
{
inline std::uintptr_t BaseEyeHeight = 0x27C;
inline std::uintptr_t RemoteViewPitch = 0x284;
inline std::uintptr_t AutoPossessPlayer = 0x280;
inline std::uintptr_t AutoPossessAI = 0x281;
inline std::uintptr_t AIControllerClass = 0x288;
inline std::uintptr_t LastHitBy = 0x298;
inline std::uintptr_t bUseControllerRotationYaw = 0x278;
}
namespace Character
{
inline std::uintptr_t CapsuleComponent = 0x300;
inline std::uintptr_t BasedMovement = 0x308;
inline std::uintptr_t ReplicatedBasedMovement = 0x360;
inline std::uintptr_t AnimRootMotionTranslationScale = 0x428;
inline std::uintptr_t ProxyJumpForceStartedTime = 0x43C;
inline std::uintptr_t JumpMaxCount = 0x444;
}
namespace SceneComponent
{
inline std::uintptr_t AttachParent = 0xD0;
inline std::uintptr_t AttachSocketName = 0xD8;
inline std::uintptr_t AttachChildren = 0xE0;
inline std::uintptr_t ClientAttachedChildren = 0xF0;
inline std::uintptr_t RelativeRotation = 0x158;
inline std::uintptr_t RelativeScale3D = 0x170;
inline std::uintptr_t Mobility = 0x1A3;
inline std::uintptr_t bVisible = 0x1A0;
inline std::uintptr_t bHiddenInGame = 0x1A1;
inline std::uintptr_t bAbsoluteLocation = 0x1A0;
}
namespace PlayerCameraManager
{
inline std::uintptr_t ViewTarget = 0x300;
inline std::uintptr_t CameraCachePrivate = 0x1590;
inline std::uintptr_t bDefaultConstrainAspectRatio = 0x28A8;
}
namespace FortWeapon
{
inline std::uintptr_t LastFireAbilityTime = 0x14AC;
inline std::uintptr_t CurrentReloadDuration = 0x1078;
inline std::uintptr_t bIsReloading = 0x381;
inline std::uintptr_t WeaponRecoilOffset = 0x2238;
inline std::uintptr_t ChargeTime = 0x117C;
}
namespace FortPlayerController
{
inline std::uintptr_t LocationUnderReticle = 0x20B0;
}
namespace FortPlayerPawnAthena
{
inline std::uintptr_t bADSWhileNotOnGround = 0x5391;
inline std::uintptr_t bHasStartedFloating = 0x2794;
}
namespace FortPawn
{
inline std::uintptr_t CurrentWeaponList = 0x9D0;
inline std::uintptr_t HealthSet = 0x12E0;
}
namespace FortItemDefinition
{
inline std::uintptr_t ItemType = 0xA0;
inline std::uintptr_t PrimaryAssetIdItemTypeOverride = 0xA1;
}
namespace FortPickup
{
inline std::uintptr_t ItemDefinition = 0x10;
inline std::uintptr_t PickupLocationData = 0x410;
}
namespace FString
{
inline std::uintptr_t Length = 0x8;
}
}