Fortnite cheat
Fortnite Reversal Thread
Class :
UWorld offset :
ObjectName and W2S :
Litle esp code :
Code:
- 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
Code:
- FortniteClient-Win64-Shipping.exe + 0x65DAB00;
Code:
- 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);
- }
- }
Code:
- 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
- }
- }
- }
- }
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