Fortnite cheat

Fortnite Reversal Thread

Class :
Code:
  1. class UWorld
  2. {
  3. public:
  4. cUWorld* m_UWorld; //0x0000
  5. char pad_0x0008[0x38]; //0x0008
  6.  
  7. };//Size=0x0040
  8.  
  9. class cUWorld
  10. {
  11. public:
  12. char pad_0x0000[0x30]; //0x0000
  13. ULevel* m_persistentLevel;; //0x0030
  14. char pad_0x0038[0x98]; //0x0038
  15. ViewLocationLastFrame* m_viewLocationRenderedLastFrame; //0x00D0
  16. char pad_0x00D8[0x68]; //0x00D8
  17. UGameInstance* m_owningGameInstance; //0x0140
  18. char pad_0x0148[0x2F8]; //0x0148
  19.  
  20. };//Size=0x0440
  21.  
  22. class ViewLocationLastFrame
  23. {
  24. public:
  25. FVector ViewLocation; //0x0000
  26. char pad_0x000C[0x34]; //0x000C
  27.  
  28. };//Size=0x0040
  29.  
  30. class UGameInstance
  31. {
  32. public:
  33. char pad_0x0000[0x38]; //0x0000
  34. TArray<ULocalPlayer*>localPlayers; //0x0038
  35.  
  36. };//Size=0x0040
  37.  
  38.  
  39. class ULocalPlayer
  40. {
  41. public:
  42. char pad_0x0000[0x30]; //0x0000
  43. APlayerController* m_playerController; //0x0030
  44. char pad_0x0038[0x20]; //0x0038
  45. ViewportClient* m_ViewportClient; //0x0058
  46. char pad_0x0060[0x10]; //0x0060
  47. FVector Position; //0x0070
  48. char pad_0x007C[0x1C]; //0x007C
  49. Camera* m_camera; //0x0098
  50. char pad_0x00A0[0x3A0]; //0x00A0
  51.  
  52. };//Size=0x0440
  53. class ViewportClient
  54. {
  55. public:
  56. char pad_0x0000[0x80]; //0x0000
  57. World* m_World; //0x0080
  58. char pad_0x0088[0x3B8]; //0x0088
  59.  
  60. };//Size=0x0440
  61.  
  62. class ULevel
  63. {
  64. public:
  65. char pad_0x0000[0xA0]; //0x0000
  66. TArray<Player*>actors; //0x00A0
  67. char pad_0x00A8[0x398]; //0x00A8
  68.  
  69. };//Size=0x0440
  70.  
  71. class Player
  72. {
  73. public:
  74. char pad_0x0000[0x158]; //0x0000
  75. APawn* m_Pawn; //0x0158
  76. char pad_0x0160[0x8]; //0x0160
  77. USceneComponent* m_rootComponent; //0x0168
  78. char pad_0x0170[0x238]; //0x0170
  79. APlayerState* m_PlayerState; //0x03A8
  80. USkeletalMeshComponent* m_Mesh; //0x03B0
  81. char pad_0x03B8[0xC8]; //0x03B8
  82.  
  83. };//Size=0x0480
  84.  
  85. class USkeletalMeshComponent
  86. {
  87. public:
  88. char pad_0x0000[0x120]; //0x0000
  89. FVector RootPosition; //0x0120
  90. char pad_0x012C[0x314]; //0x012C
  91.  
  92. };//Size=0x0440
  93.  
  94. class USceneComponent
  95. {
  96. public:
  97. char pad_0x0000[0x120]; //0x0000
  98. FVector Position; //0x0120
  99. char pad_0x012C[0x314]; //0x012C
  100.  
  101. };//Size=0x0440
  102.  
  103. class APlayerState
  104. {
  105. class APlayerState
  106. {
  107. public:
  108. char pad_0x0000[0x390]; //0x0000
  109. FString m_PawnName; //0x0390
  110. char pad_0x0398[0x93C]; //0x0398
  111. float Health; //0x0CD4
  112. float MaxHealth; //0x0CD8
  113. float Armor; //0x0CDC
  114. float MaxArmor; //0x0CE0
  115. char pad_0x0CE4[0x75C]; //0x0CE4
  116.  
  117. };//Size=0x1440
UWorld offset :
Code:
  1. FortniteClient-Win64-Shipping.exe + 0x65DAB00;
ObjectName and W2S :

Code:
  1. FString ObjName(Player* obj)
  2. {
  3. DWORD_PTR funcAddress = (DWORD_PTR)(DWORD64)MEM::GetModule(FortniteClient-Win64-Shipping.exe)->BaseAddress + 0x2139F30;
  4. if (funcAddress != 0)
  5. {
  6. return reinterpret_cast<FString(__fastcall*)(Player*)>(funcAddress)(obj);
  7. }
  8. }
  9.  
  10. bool WScreen(APlayerController* m_Player, FVector WorldPosition, FVector2 *ScreenPosition)
  11. {
  12. DWORD_PTR funcAddress = (DWORD_PTR)(DWORD64)MEM::GetModule(FortniteClient-Win64-Shipping.exe)->BaseAddress + 0x20C93E0;
  13. if (funcAddress != 0)
  14. {
  15. return reinterpret_cast<char(__fastcall*)(APlayerController*, FVector, FVector2 *, char)>(funcAddress)(m_Player, WorldPosition, ScreenPosition, 0);
  16. }
  17. }
Litle esp code :
Code:
  1. if (m_UWorld != 0)
  2. {
  3. ULocalPlayer* LocalPlayer = (ULocalPlayer*)m_UWorld->m_UWorld->m_owningGameInstance->localPlayers.Data[0];
  4. cUWorld* RealWorld = (cUWorld*)LocalPlayer->m_ViewportClient->m_World;
  5. for (int i = 0; i < RealWorld->m_persistentLevel->actors.Count; i++)
  6. {
  7. Player* m_Player = 0;
  8. m_Player = (Player*)RealWorld->m_persistentLevel->actors.Data[i];
  9. FVector2 Screen;
  10. bool FOV = WScreen(LocalPlayer->m_playerController, m_Player->m_rootComponent->Position, &Screen);
  11. if (FOV)
  12. {
  13. char ObjectName[256];
  14. WCHAR w_player_name[256];
  15. swprintf(w_player_name, L"%s", ObjName(m_Player).Data);
  16. WideCharToMultiByte(CP_ACP, 0, w_player_name, ObjName(m_Player).Count, ObjectName, ObjName(m_Player).Count, 0, 0);
  17. if (strstr(ObjName, "PlayerPawn")
  18. {
  19. //DrawESPtext
  20. }
  21. }
  22. }
  23. }

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