Basic UE4 Win64 Base Table
Re: Basic UE4 Win64 Base Table
Here we go, Dark Byte made a recommendation to simply skip the bad ones and it worked.
You can search the LUA log for [WARN] to see if anything was skipped.
You can search the LUA log for [WARN] to see if anything was skipped.
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- Win-Shipping_v7.3_hotfixed.CT
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Re: Basic UE4 Win64 Base Table
In some UE games there seems to be an issue with getting the correct offsets in the structure dissect.
Making a object dump with the table is fine and shows the correct offsets but when using the structure lookup with the table the offsets are all incorrect.
For example Engine:WorldSettingsClassName has the offset 198 according to the dump file but in the structure dissect it's at offset 6E.
Latest game I encountered this issue in is Lords of the Fallen (UE 51.10).
Has someone an idea what the cause of this might be or maybe even a solution to it?
I'm using table v7.3 with CE 7.5.
Edit:
In fact now the object dump shows the same wrong offsets after making a second one today.
Edit 2:
Turns out running the table while in the main menu works fine, only when I load into the game world/character I get this issue.
Still curious what causes this problem when loaded in the game world though.
Edit 3:
Now 80% of the time the issue occurs no matter at which point i run the table.
Making a object dump with the table is fine and shows the correct offsets but when using the structure lookup with the table the offsets are all incorrect.
For example Engine:WorldSettingsClassName has the offset 198 according to the dump file but in the structure dissect it's at offset 6E.
Latest game I encountered this issue in is Lords of the Fallen (UE 51.10).
Has someone an idea what the cause of this might be or maybe even a solution to it?
I'm using table v7.3 with CE 7.5.
Edit:
In fact now the object dump shows the same wrong offsets after making a second one today.
Edit 2:
Turns out running the table while in the main menu works fine, only when I load into the game world/character I get this issue.
Still curious what causes this problem when loaded in the game world though.
Edit 3:
Now 80% of the time the issue occurs no matter at which point i run the table.
Last edited by Ryo Asuka on Sat Oct 21, 2023 6:36 pm, edited 1 time in total.
Re: Basic UE4 Win64 Base Table
I'm messing around in Lords of the fallen as well and have some info that may help though im still doing research myself. The original game used Deck13's proprietary [Link] though I don't think that matters but as far as the table goes, theres a fair amount that needs to be updated to work with UE>5.1.
Some documentation to take note of
Also be sure to check out [Link](same doc) and I need to look through the object dump again but I thought I saw some objects related to LWC..
Fwiw, if you enable the enable no clip and fly, it takes the playerCapsuleComponent's coordinates in, although the up/down on the z-axis don't work, possibly because of the world composition settings and maybe(?) because the input system needs to be tweaked to work with the enhanced input system
That's all I have for now, I'm going to try to fix/tweak the noclip and fly script to correctly output the player's coordinates at least, I'll report back when/if I finish.
Re: Basic UE4 Win64 Base Table
I mean I have a version of the table that usually works for UE5 games.hapa92 wrote: ↑Fri Oct 20, 2023 8:44 pmI'm messing around in Lords of the fallen as well and have some info that may help though im still doing research myself. The original game used Deck13's proprietary [Link] though I don't think that matters but as far as the table goes, theres a fair amount that needs to be updated to work with UE>5.1.
The scripts and all are no issue (personally I have my own)
The issue is that the table gets ALL offsets wrong, at least 80% of the time in this specific game, so I can't do much with it.
Re: Basic UE4 Win64 Base Table
Whole script fails with "FNamePool not found, running scanner... " on game Slender Arrival:
It uses Unreal Engine 5.2
It uses Unreal Engine 5.2
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Re: Basic UE4 Win64 Base Table
So, does this tool (the last one released in June) work on some UE5 games? Some of the comments seem to say it does, but nothing in the OP or changelog mentions it (unless I am missing it). I wasnt able to get it working on "No One Survives" so I assumed it was UE4 or lower.
Re: Basic UE4 Win64 Base Table
The hotfixed table posted above still pulls valid UObjects, so yes for the most part. The create struct command works if you know what you're looking for and is the best way to find public variables for anything modified by a float/short int(movement speed, health, ammo, etc). If you don't understand UE5's blueprint system/enhanced input/C++ naming conventions then it's going to be more difficult for you to find anything more complex than those previously mentioned values.
From the documentation I linked above:
UE5 introduces TObjectPtr, a template-based, 64-bit pointer system, as an optional replacement for raw object pointers in editor builds. This system adds dynamic resolution and access tracking in editor builds, while performing identically to raw pointers in non-editor builds. TObjectPtr variables also convert automatically to raw pointers when passed to functions or stored in local variables. Many engine classes that once featured raw pointers in UPROPERTY variables now use TObjectPtr. While most interactions with TObjectPtr types will implicitly convert to raw pointers, there are some rare cases where direct interactions with engine class member variables need to change from raw pointer semantics to TObjectPtr semantics.
For example, the RootComponent property in AActor was a USceneComponent* in UE4, but is a TObjectPtr<USceneComponent> in UE5; in some rare cases, you may need to update direct interactions with RootComponent, though calls to GetRootComponent, which still has USceneComponent* return type, can always remain as they are.
World Building
Deprecations
World Partition is the system UE5 uses to handle large, streaming worlds. The World Composition system that UE4 used still exists, but is deprecated and will not receive upgrades, fixes, or support. World Composition will be removed in a future version of UE5.
Control Rig
Changes
Spaces are renamed to Nulls.
Gizmos are renamed to Shapes.
Set Initial Transform from Current now reads as Set Offset Transform from Current.
Deprecations
Collections are now replaced by Arrays.
Transform Constraint node is deprecated and replaced with individual point, rotation, and parent contraint nodes.
The new Parent Constraint node can be used in place of a Project to New Parent and Set Transform nodes.
Space Switching can now be used instead of Parent Switch Constraint.
Bezier Data Type is replaced with the Splines plugin.
ControlRigHierarchyModifier no longer is in use for Python, this is replaced with RigHierarchy for querying rig elements and RigHierarchyController to author rig elements.
ControlRigBlueprint no longer has a property named controller. To access the main RigVMController, use the function: ControlRigBlueprint.get_controller().
Mapping is not handled in Construction Script, but on Pre-Initialize of Control Rig Component.
From the documentation I linked above:
Spoiler
UE5 introduces TObjectPtr, a template-based, 64-bit pointer system, as an optional replacement for raw object pointers in editor builds. This system adds dynamic resolution and access tracking in editor builds, while performing identically to raw pointers in non-editor builds. TObjectPtr variables also convert automatically to raw pointers when passed to functions or stored in local variables. Many engine classes that once featured raw pointers in UPROPERTY variables now use TObjectPtr. While most interactions with TObjectPtr types will implicitly convert to raw pointers, there are some rare cases where direct interactions with engine class member variables need to change from raw pointer semantics to TObjectPtr semantics.
For example, the RootComponent property in AActor was a USceneComponent* in UE4, but is a TObjectPtr<USceneComponent> in UE5; in some rare cases, you may need to update direct interactions with RootComponent, though calls to GetRootComponent, which still has USceneComponent* return type, can always remain as they are.
World Building
Deprecations
World Partition is the system UE5 uses to handle large, streaming worlds. The World Composition system that UE4 used still exists, but is deprecated and will not receive upgrades, fixes, or support. World Composition will be removed in a future version of UE5.
Control Rig
Changes
Spaces are renamed to Nulls.
Gizmos are renamed to Shapes.
Set Initial Transform from Current now reads as Set Offset Transform from Current.
Deprecations
Collections are now replaced by Arrays.
Transform Constraint node is deprecated and replaced with individual point, rotation, and parent contraint nodes.
The new Parent Constraint node can be used in place of a Project to New Parent and Set Transform nodes.
Space Switching can now be used instead of Parent Switch Constraint.
Bezier Data Type is replaced with the Splines plugin.
ControlRigHierarchyModifier no longer is in use for Python, this is replaced with RigHierarchy for querying rig elements and RigHierarchyController to author rig elements.
ControlRigBlueprint no longer has a property named controller. To access the main RigVMController, use the function: ControlRigBlueprint.get_controller().
Mapping is not handled in Construction Script, but on Pre-Initialize of Control Rig Component.
Re: Basic UE4 Win64 Base Table
this can work with efootball ?
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Re: Basic UE4 Win64 Base Table
Can you post this table of yours? would really like to take a look.Ryo Asuka wrote: ↑Sat Oct 21, 2023 6:40 pmI mean I have a version of the table that usually works for UE5 games.hapa92 wrote: ↑Fri Oct 20, 2023 8:44 pmI'm messing around in Lords of the fallen as well and have some info that may help though im still doing research myself. The original game used Deck13's proprietary [Link] though I don't think that matters but as far as the table goes, theres a fair amount that needs to be updated to work with UE>5.1.
The scripts and all are no issue (personally I have my own)
The issue is that the table gets ALL offsets wrong, at least 80% of the time in this specific game, so I can't do much with it.
Re: Basic UE4 Win64 Base Table
Doesn't this work on UE version: 51.10? I tried modifying PalWorld, but 'Unreal Engine' doesn't work.
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Re: Basic UE4 Win64 Base Table
It seems like this, but now many games use UE5, I hope it can be updatedZephyrusiac wrote: ↑Wed Mar 20, 2024 10:13 pmPretty much everything in the tables in this thread is incompatible with ue5.
Re: Basic UE4 Win64 Base Table
Suggestion: change to and move enumMemoryRegions() call outside of cycles where getregionsize gets called.
I'm not sure if result of enumMemoryRegions() changes mid-activation, but this change makes activation faster.
Code: Select all
getregionsize(address)
Code: Select all
getregionsize(address,allregion)
I'm not sure if result of enumMemoryRegions() changes mid-activation, but this change makes activation faster.
Re: Basic UE4 Win64 Base Table
Hey there,
i stumbeled upon some Member Variable Layout for UE 5.0, 5.0.2 and 5.1
5.0
5.0.2
5.1
Information gathered from UE4SS from Github
i stumbeled upon some Member Variable Layout for UE 5.0, 5.0.2 and 5.1
5.0
Spoiler
Code: Select all
[UObjectBase]
ClassPrivate = 0x10
InternalIndex = 0xC
NamePrivate = 0x18
ObjectFlags = 0x8
OuterPrivate = 0x20
[UScriptStruct::ICppStructOps]
Alignment = 0xC
Size = 0x8
[FSoftClassProperty]
MetaClass = 0x80
[AGameModeBase]
DefaultPlayerName = 0x2E8
GameSession = 0x2D0
GameSessionClass = 0x288
OptionsString = 0x278
PlayerStateClass = 0x2A0
ServerStatReplicator = 0x2E0
ServerStatReplicatorClass = 0x2C8
SpectatorClass = 0x2B8
bPauseable = 0x300
bStartPlayersAsSpectators = 0x300
bUseSeamlessTravel = 0x300
[FOutputDevice]
bAutoEmitLineTerminator = 0x9
bSuppressEventTag = 0x8
[FEnumProperty]
Enum = 0x80
UnderlyingProp = 0x78
[UStruct]
ChildProperties = 0x50
Children = 0x48
DestructorLink = 0x80
MinAlignment = 0x5C
PostConstructLink = 0x88
PropertiesSize = 0x58
PropertyLink = 0x70
RefLink = 0x78
Script = 0x60
ScriptAndPropertyObjectReferences = 0x90
SuperStruct = 0x40
UnresolvedScriptProperties = 0xA0
[FDelegateProperty]
SignatureFunction = 0x78
[UGameViewportClient]
ActiveSplitscreenType = 0x70
AudioDeviceHandle = 0xF8
CurrentBufferVisualizationMode = 0x130
CurrentLumenVisualizationMode = 0x140
CurrentNaniteVisualizationMode = 0x138
CurrentVirtualShadowMapVisualizationMode = 0x148
DebugProperties = 0x48
EngineShowFlags = 0xB8
GameLayerManagerPtr = 0x120
HighResScreenshotDialog = 0x150
MaxSplitscreenPlayers = 0x68
MouseCaptureMode = 0x39A
MouseLockMode = 0x39C
SplitscreenInfo = 0x58
StatHitchesData = 0x390
StatUnitData = 0x388
ViewModeIndex = 0xB0
Viewport = 0xE8
ViewportConsole = 0x40
ViewportFrame = 0xF0
ViewportOverlayWidget = 0x110
Window = 0x100
World = 0x78
bDisableSplitScreenOverride = 0x398
bDisableWorldRendering = 0x6C
bHasAudioFocus = 0xFC
bHideCursorDuringCapture = 0x39B
bIgnoreInput = 0x399
bIsMouseOverClient = 0x39D
bIsPlayInEditorViewport = 0x6C
bShowTitleSafeZone = 0x6C
bSuppressTransitionMessage = 0x88
bUseSoftwareCursorWidgets = 0x250
[FArchiveState]
ArAllowLazyLoading = 0x2A
ArContainsCode = 0x29
ArContainsMap = 0x29
ArCustomPropertyList = 0x68
ArEngineNetVer = 0x58
ArEngineVer = 0x4C
ArForceByteSwapping = 0x29
ArForceUnicode = 0x28
ArGameNetVer = 0x5C
ArIgnoreArchetypeRef = 0x2A
ArIgnoreClassGeneratedByRef = 0x2A
ArIgnoreClassRef = 0x2A
ArIgnoreOuterRef = 0x2A
ArIsCountingMemory = 0x2B
ArIsCriticalError = 0x29
ArIsError = 0x29
ArIsFilterEditorOnly = 0x2B
ArIsLoading = 0x28
ArIsLoadingFromCookedPackage = 0x28
ArIsModifyingWeakAndStrongReferences = 0x2B
ArIsNetArchive = 0x2B
ArIsObjectReferenceCollector = 0x2A
ArIsPersistent = 0x29
ArIsSaveGame = 0x2B
ArIsSaving = 0x28
ArIsTextFormat = 0x28
ArIsTransacting = 0x28
ArLicenseeUEVer = 0x48
ArMaxSerializeSize = 0x38
ArNoDelta = 0x2A
ArNoIntraPropertyDelta = 0x2A
ArPortFlags = 0x30
ArRequiresLocalizationGather = 0x29
ArSerializingDefaults = 0x2C
ArShouldSkipBulkData = 0x2B
ArShouldSkipCompilingAssets = 0x29
ArUEVer = 0x40
ArUseCustomPropertyList = 0x2B
ArUseUnversionedPropertySerialization = 0x28
ArWantBinaryPropertySerialization = 0x28
CookingTargetPlatform = 0x70
CustomVersionContainer = 0x60
SerializedProperty = 0x78
bCustomVersionsAreReset = 0x88
[AGameMode]
EngineMessageClass = 0x338
InactivePlayerArray = 0x340
InactivePlayerStateLifeSpan = 0x350
MatchState = 0x318
MaxInactivePlayers = 0x354
MinRespawnDelay = 0x330
NumBots = 0x32C
NumPlayers = 0x328
NumSpectators = 0x324
NumTravellingPlayers = 0x334
bDelayedStart = 0x320
bHandleDedicatedServerReplays = 0x358
[AActor]
AttachmentReplication = 0xE0
AutoReceiveInput = 0x153
CreationTime = 0xD8
CustomTimeDilation = 0xD4
DefaultUpdateOverlapsMethodDuringLevelStreaming = 0x5F
DetachFence = 0x268
InitialLifeSpan = 0xD0
InputComponent = 0x158
InputPriority = 0x154
LastRenderTime = 0x174
Layers = 0x1A8
MinNetUpdateFrequency = 0x16C
NetCullDistanceSquared = 0x160
NetDormancy = 0x151
NetDriverName = 0x148
NetPriority = 0x170
NetTag = 0x164
NetUpdateFrequency = 0x168
OnActorBeginOverlap = 0x1DB
OnActorEndOverlap = 0x1DC
OnActorHit = 0x1E5
OnBeginCursorOver = 0x1DD
OnClicked = 0x1DF
OnDestroyed = 0x1E6
OnEndCursorOver = 0x1DE
OnEndPlay = 0x1E7
OnInputTouchBegin = 0x1E1
OnInputTouchEnd = 0x1E2
OnInputTouchEnter = 0x1E3
OnInputTouchLeave = 0x1E4
OnReleased = 0x1E0
OnTakeAnyDamage = 0x1D8
OnTakePointDamage = 0x1D9
OnTakeRadialDamage = 0x1DA
ParentComponent = 0x1B8
PrimaryActorTick = 0x28
RayTracingGroupId = 0x1A0
RemoteRole = 0x60
ReplicatedMovement = 0x68
Role = 0x150
RootComponent = 0x190
SpawnCollisionHandlingMethod = 0x152
Tags = 0x1C8
TimerHandle_LifeSpanExpired = 0x198
UpdateOverlapsMethodDuringLevelStreaming = 0x5E
bActorBeginningPlayFromLevelStreaming = 0x5C
bActorEnableCollision = 0x5C
bActorInitialized = 0x5C
bActorIsBeingConstructed = 0x1C0
bActorIsBeingDestroyed = 0x5C
bActorSeamlessTraveled = 0x5B
bActorWantsDestroyDuringBeginPlay = 0x5C
bAllowReceiveTickEventOnDedicatedServer = 0x5B
bAllowTickBeforeBeginPlay = 0x5A
bAlwaysRelevant = 0x58
bAutoDestroyWhenFinished = 0x5A
bBlockInput = 0x5A
bCallPreReplication = 0x58
bCallPreReplicationForReplay = 0x58
bCanBeDamaged = 0x5A
bCanBeInCluster = 0x5B
bCollideWhenPlacing = 0x5A
bEnableAutoLODGeneration = 0x5B
bExchangedRoles = 0x59
bFindCameraComponentWhenViewTarget = 0x5A
bForceNetAddressable = 0x59
bGenerateOverlapEventsDuringLevelStreaming = 0x5A
bHasDeferredComponentRegistration = 0x5C
bHasFinishedSpawning = 0x5B
bHidden = 0x58
bIgnoresOriginShifting = 0x5A
bIsEditorOnlyActor = 0x5B
bNetCheckedInitialPhysicsState = 0x5B
bNetLoadOnClient = 0x59
bNetStartup = 0x58
bNetTemporary = 0x58
bNetUseOwnerRelevancy = 0x59
bOnlyRelevantToOwner = 0x58
bRelevantForLevelBounds = 0x59
bRelevantForNetworkReplays = 0x59
bReplayRewindable = 0x59
bReplicateMovement = 0x58
bReplicates = 0x5B
bRunningUserConstructionScript = 0x5C
bTearOff = 0x59
bTickFunctionsRegistered = 0x5C
[AHUD]
CurrentTargetIndex = 0x284
DebugDisplay = 0x2A8
DebugTextList = 0x2D8
HitBoxHits = 0x308
HitBoxMap = 0x2F8
LastHUDRenderTime = 0x2A0
RenderDelta = 0x2A4
ToggledDebugCategories = 0x2B8
bEnableDebugTextShadow = 0x288
bLostFocusPaused = 0x280
bShowDebugForReticleTarget = 0x288
bShowDebugInfo = 0x280
bShowHUD = 0x280
bShowHitBoxDebugInfo = 0x288
bShowOverlays = 0x288
[UPlayer]
ConfiguredInternetSpeed = 0x3C
ConfiguredLanSpeed = 0x40
CurrentNetSpeed = 0x38
[ULocalPlayer]
AspectRatioAxisConstraint = 0xB8
CachedUniqueNetId = 0x48
ControllerId = 0xE0
PlatformUserId = 0x100
SlateOperations = 0x1E8
ViewStates = 0xD0
ViewportClient = 0x78
bSentSplitJoin = 0xC8
[FByteProperty]
Enum = 0x78
[FField]
ClassPrivate = 0x8
FlagsPrivate = 0x30
NamePrivate = 0x28
Next = 0x20
Owner = 0x10
[UField]
Next = 0x28
[UFunction]
EventGraphCallOffset = 0xD0
EventGraphFunction = 0xC8
FirstPropertyToInit = 0xC0
Func = 0xD8
FunctionFlags = 0xB0
NumParms = 0xB4
ParmsSize = 0xB6
RPCId = 0xBA
RPCResponseId = 0xBC
ReturnValueOffset = 0xB8
[FProperty]
ArrayDim = 0x38
DestructorLinkNext = 0x68
ElementSize = 0x3C
NextRef = 0x60
Offset_Internal = 0x4C
PostConstructLinkNext = 0x70
PropertyFlags = 0x40
PropertyLinkNext = 0x58
RepIndex = 0x48
RepNotifyFunc = 0x50
[FMulticastDelegateProperty]
SignatureFunction = 0x78
[FObjectPropertyBase]
PropertyClass = 0x78
[UScriptStruct]
CppStructOps = 0xB8
StructFlags = 0xB0
bPrepareCppStructOpsCompleted = 0xB4
[UWorld]
ActiveLevelCollectionIndex = 0x168
AudioTimeSeconds = 0x5E4
BlockTillLevelStreamingCompletedEpoch = 0x11C
BuildStreamingDataTimer = 0x408
CleanupWorldTag = 0x66C
CommittedPersistentLevelName = 0x660
DeltaRealTimeSeconds = 0x5E8
DeltaTimeSeconds = 0x5EC
ExtraReferencedObjects = 0x68
IsInBlockTillLevelStreamingCompleted = 0x118
LWILastAssignedUID = 0x230
LastTimeUnbuiltLightingWasEncountered = 0x5D0
NextSwitchCountdown = 0x628
NextURL = 0x640
NumStreamingLevelsBeingLoaded = 0x63A
PauseDelay = 0x5F0
PerModuleDataObjects = 0x78
PlayerNum = 0x590
PreparingLevelNames = 0x650
RealTimeSeconds = 0x5E0
StreamingLevelsPrefix = 0xC0
StreamingVolumeUpdateDelay = 0x594
TimeSeconds = 0x5D8
UnpausedTimeSeconds = 0x5DC
bActorsInitialized = 0x114
bAggressiveLOD = 0x114
bAllowAudioPlayback = 0x116
bAllowDeferredPhysicsStateCreation = 0xF8
bAreConstraintsDirty = 0x116
bBegunPlay = 0x115
bDebugPauseExecution = 0x115
bDoDelayedUpdateCullDistanceVolumes = 0x114
bDropDetail = 0x114
bInTick = 0x113
bInitializedAndNeedsCleanup = 0x117
bIsBuilt = 0x113
bIsCameraMoveableWhenPaused = 0x116
bIsDefaultLevel = 0x114
bIsLevelStreamingFrozen = 0x113
bIsRunningConstructionScript = 0x114
bIsTearingDown = 0x115
bIsWorldInitialized = 0x113
bKismetScriptError = 0x115
bMarkedObjectsPendingKill = 0x668
bMatchStarted = 0x115
bMaterialParameterCollectionInstanceNeedsDeferredUpdate = 0x117
bPlayersOnly = 0x115
bPlayersOnlyPending = 0x115
bPostTickComponentUpdate = 0x113
bRequestedBlockOnAsyncLoading = 0x114
bRequiresHitProxies = 0x116
bShouldForceUnloadStreamingLevels = 0x116
bShouldForceVisibleStreamingLevels = 0x116
bShouldSimulatePhysics = 0x114
bShouldTick = 0x116
bStartup = 0x115
bStreamingDataDirty = 0x116
bTickNewlySpawned = 0x113
bTriggerPostLoadMap = 0x113
bWorldWasLoadedThisTick = 0x113
[UClass]
ClassAddReferencedObjects = 0xC0
ClassConfigName = 0xE8
ClassConstructor = 0xB0
ClassDefaultObject = 0x110
ClassFlags = 0xD4
ClassUnique = 0xC8
ClassVTableHelperCtorCaller = 0xB8
ClassWithin = 0xE0
FirstOwnedClassRep = 0xCC
Interfaces = 0x1D0
NetFields = 0x100
SparseClassData = 0x118
SparseClassDataStruct = 0x120
bCooked = 0xD0
bLayoutChanging = 0xD1
[FSetProperty]
ElementProp = 0x78
[UEnum]
CppForm = 0x50
CppType = 0x30
EnumDisplayNameFn = 0x58
EnumFlags = 0x54
Names = 0x40
[FStructProperty]
Struct = 0x78
[FArrayProperty]
Inner = 0x78
[FMapProperty]
KeyProp = 0x78
ValueProp = 0x80
[FBoolProperty]
ByteMask = 0x7A
ByteOffset = 0x79
FieldMask = 0x7B
FieldSize = 0x78
[FClassProperty]
MetaClass = 0x80
[FInterfaceProperty]
InterfaceClass = 0x78
[FFieldPathProperty]
PropertyClass = 0x78
Spoiler
Code: Select all
[UObjectBase]
ClassPrivate = 0x10
InternalIndex = 0xC
NamePrivate = 0x18
ObjectFlags = 0x8
OuterPrivate = 0x20
[UScriptStruct::ICppStructOps]
Alignment = 0xC
Size = 0x8
[FSoftClassProperty]
MetaClass = 0x80
[AGameModeBase]
DefaultPlayerName = 0x300
GameSession = 0x2E8
GameSessionClass = 0x2A0
HUDClass = 0x2C0
OptionsString = 0x290
PlayerStateClass = 0x2B8
ServerStatReplicator = 0x2F8
ServerStatReplicatorClass = 0x2E0
SpectatorClass = 0x2D0
bPauseable = 0x318
bStartPlayersAsSpectators = 0x318
bUseSeamlessTravel = 0x318
[FOutputDevice]
bAutoEmitLineTerminator = 0x9
bSuppressEventTag = 0x8
[FEnumProperty]
Enum = 0x80
UnderlyingProp = 0x78
[UStruct]
ChildProperties = 0x50
Children = 0x48
DestructorLink = 0x80
MinAlignment = 0x5C
PostConstructLink = 0x88
PropertiesSize = 0x58
PropertyLink = 0x70
RefLink = 0x78
Script = 0x60
ScriptAndPropertyObjectReferences = 0x90
SuperStruct = 0x40
UnresolvedScriptProperties = 0xA0
[UFunction]
EventGraphCallOffset = 0xD0
EventGraphFunction = 0xC8
FirstPropertyToInit = 0xC0
Func = 0xD8
FunctionFlags = 0xB0
NumParms = 0xB4
ParmsSize = 0xB6
RPCId = 0xBA
RPCResponseId = 0xBC
ReturnValueOffset = 0xB8
[UField]
Next = 0x28
[FDelegateProperty]
SignatureFunction = 0x78
[UGameViewportClient]
ActiveSplitscreenType = 0x70
AudioDeviceHandle = 0xF8
CurrentBufferVisualizationMode = 0x130
CurrentGroomVisualizationMode = 0x150
CurrentLumenVisualizationMode = 0x140
CurrentNaniteVisualizationMode = 0x138
CurrentStrataVisualizationMode = 0x148
CurrentVirtualShadowMapVisualizationMode = 0x158
DebugProperties = 0x48
EngineShowFlags = 0xB8
GameLayerManagerPtr = 0x120
HighResScreenshotDialog = 0x160
MaxSplitscreenPlayers = 0x68
MouseCaptureMode = 0x3AA
MouseLockMode = 0x3AC
SplitscreenInfo = 0x58
StatHitchesData = 0x3A0
StatUnitData = 0x398
ViewModeIndex = 0xB0
Viewport = 0xE8
ViewportConsole = 0x40
ViewportFrame = 0xF0
ViewportOverlayWidget = 0x110
Window = 0x100
World = 0x78
bDisableSplitScreenOverride = 0x3A8
bDisableWorldRendering = 0x6C
bHasAudioFocus = 0xFC
bHideCursorDuringCapture = 0x3AB
bIgnoreInput = 0x3A9
bIsMouseOverClient = 0x3AD
bIsPlayInEditorViewport = 0x6C
bShowTitleSafeZone = 0x6C
bSuppressTransitionMessage = 0x88
bUseSoftwareCursorWidgets = 0x260
[UDataTable]
ImportKeyField = 0x88
RowStruct = 0x28
bIgnoreExtraFields = 0x80
bIgnoreMissingFields = 0x80
bStripFromClientBuilds = 0x80
[FArchiveState]
ArAllowLazyLoading = 0x2A
ArContainsCode = 0x29
ArContainsMap = 0x29
ArCustomPropertyList = 0x68
ArEngineNetVer = 0x58
ArEngineVer = 0x4C
ArForceByteSwapping = 0x29
ArForceUnicode = 0x28
ArGameNetVer = 0x5C
ArIgnoreArchetypeRef = 0x2A
ArIgnoreClassGeneratedByRef = 0x2A
ArIgnoreClassRef = 0x2A
ArIgnoreOuterRef = 0x2A
ArIsCountingMemory = 0x2B
ArIsCriticalError = 0x29
ArIsError = 0x29
ArIsFilterEditorOnly = 0x2B
ArIsLoading = 0x28
ArIsLoadingFromCookedPackage = 0x28
ArIsModifyingWeakAndStrongReferences = 0x2B
ArIsNetArchive = 0x2B
ArIsObjectReferenceCollector = 0x2A
ArIsPersistent = 0x29
ArIsSaveGame = 0x2B
ArIsSaving = 0x28
ArIsTextFormat = 0x28
ArIsTransacting = 0x28
ArLicenseeUEVer = 0x48
ArMaxSerializeSize = 0x38
ArNoDelta = 0x2A
ArNoIntraPropertyDelta = 0x2A
ArPortFlags = 0x30
ArRequiresLocalizationGather = 0x29
ArSerializingDefaults = 0x2C
ArShouldSkipBulkData = 0x2B
ArShouldSkipCompilingAssets = 0x29
ArUEVer = 0x40
ArUseCustomPropertyList = 0x2B
ArUseUnversionedPropertySerialization = 0x28
ArWantBinaryPropertySerialization = 0x28
CustomVersionContainer = 0x60
NextProxy = 0x90
SerializedProperty = 0x78
bCustomVersionsAreReset = 0x88
[AGameMode]
EngineMessageClass = 0x350
InactivePlayerArray = 0x358
InactivePlayerStateLifeSpan = 0x368
MatchState = 0x330
MaxInactivePlayers = 0x36C
MinRespawnDelay = 0x348
NumBots = 0x344
NumPlayers = 0x340
NumSpectators = 0x33C
NumTravellingPlayers = 0x34C
bDelayedStart = 0x338
bHandleDedicatedServerReplays = 0x370
[AActor]
ActorHasBegunPlay = 0x5D
AttachmentReplication = 0x70
AutoReceiveInput = 0x153
Children = 0x188
CreationTime = 0x158
CustomTimeDilation = 0x64
DefaultUpdateOverlapsMethodDuringLevelStreaming = 0x5F
DetachFence = 0x280
InitialLifeSpan = 0x60
InputComponent = 0x160
InputPriority = 0x154
LastRenderTime = 0x17C
Layers = 0x1A8
MinNetUpdateFrequency = 0x174
NetCullDistanceSquared = 0x168
NetDormancy = 0x151
NetDriverName = 0x148
NetPriority = 0x178
NetTag = 0x16C
NetUpdateFrequency = 0x170
OnActorBeginOverlap = 0x1D3
OnActorEndOverlap = 0x1D4
OnActorHit = 0x1DD
OnBeginCursorOver = 0x1D5
OnClicked = 0x1D7
OnDestroyed = 0x1DE
OnEndCursorOver = 0x1D6
OnEndPlay = 0x1DF
OnInputTouchBegin = 0x1D9
OnInputTouchEnd = 0x1DA
OnInputTouchEnter = 0x1DB
OnInputTouchLeave = 0x1DC
OnReleased = 0x1D8
OnTakeAnyDamage = 0x1D0
OnTakePointDamage = 0x1D1
OnTakeRadialDamage = 0x1D2
Owner = 0x140
ParentComponent = 0x1B8
PrimaryActorTick = 0x28
RayTracingGroupId = 0x6C
RemoteRole = 0x68
ReplicatedComponentsInfo = 0x1F0
ReplicatedMovement = 0xD0
ReplicatedSubObjects = 0x1E0
Role = 0x150
RootComponent = 0x198
SpawnCollisionHandlingMethod = 0x152
Tags = 0x1C0
TimerHandle_LifeSpanExpired = 0x1A0
UpdateOverlapsMethodDuringLevelStreaming = 0x5E
bActorBeginningPlayFromLevelStreaming = 0x5C
bActorEnableCollision = 0x5C
bActorInitialized = 0x5C
bActorIsBeingConstructed = 0x5D
bActorIsBeingDestroyed = 0x5D
bActorSeamlessTraveled = 0x5B
bActorWantsDestroyDuringBeginPlay = 0x5D
bAllowReceiveTickEventOnDedicatedServer = 0x5B
bAllowTickBeforeBeginPlay = 0x5A
bAlwaysRelevant = 0x58
bAsyncPhysicsTickEnabled = 0x5D
bAutoDestroyWhenFinished = 0x5A
bBlockInput = 0x5A
bCallPreReplication = 0x58
bCallPreReplicationForReplay = 0x58
bCanBeDamaged = 0x5A
bCanBeInCluster = 0x5B
bCollideWhenPlacing = 0x5A
bEnableAutoLODGeneration = 0x5B
bExchangedRoles = 0x59
bFindCameraComponentWhenViewTarget = 0x5A
bForceNetAddressable = 0x59
bGenerateOverlapEventsDuringLevelStreaming = 0x5A
bHasDeferredComponentRegistration = 0x5C
bHasFinishedSpawning = 0x5C
bHasRegisteredAllComponents = 0x5C
bHidden = 0x58
bIgnoresOriginShifting = 0x5A
bIsEditorOnlyActor = 0x5B
bNetCheckedInitialPhysicsState = 0x5B
bNetLoadOnClient = 0x59
bNetStartup = 0x58
bNetTemporary = 0x58
bNetUseOwnerRelevancy = 0x59
bOnlyRelevantToOwner = 0x58
bRelevantForLevelBounds = 0x59
bRelevantForNetworkReplays = 0x59
bReplayRewindable = 0x59
bReplicateMovement = 0x58
bReplicateUsingRegisteredSubObjectList = 0x5B
bReplicates = 0x5B
bRunningUserConstructionScript = 0x5C
bTearOff = 0x59
bTickFunctionsRegistered = 0x5C
[AHUD]
CurrentTargetIndex = 0x29C
DebugDisplay = 0x2C0
DebugTextList = 0x2F0
HitBoxHits = 0x320
HitBoxMap = 0x310
LastHUDRenderTime = 0x2B8
PostRenderedActors = 0x2A8
RenderDelta = 0x2BC
ShowDebugTargetActor = 0x308
ShowDebugTargetDesiredClass = 0x300
ToggledDebugCategories = 0x2D0
bEnableDebugTextShadow = 0x2A0
bLostFocusPaused = 0x298
bShowDebugForReticleTarget = 0x2A0
bShowDebugInfo = 0x298
bShowHUD = 0x298
bShowHitBoxDebugInfo = 0x2A0
bShowOverlays = 0x2A0
[UPlayer]
ConfiguredInternetSpeed = 0x3C
ConfiguredLanSpeed = 0x40
CurrentNetSpeed = 0x38
[FByteProperty]
Enum = 0x78
[ULocalPlayer]
AspectRatioAxisConstraint = 0xB8
CachedUniqueNetId = 0x48
ControllerId = 0xE0
OnControllerIdChangedEvent = 0xE8
OnPlatformUserIdChangedEvent = 0x108
PlatformUserId = 0x100
SlateOperations = 0x1E0
SubsystemCollection = 0x120
ViewStates = 0xD0
ViewportClient = 0x78
bSentSplitJoin = 0xC8
[FField]
ClassPrivate = 0x8
FlagsPrivate = 0x30
NamePrivate = 0x28
Next = 0x20
Owner = 0x10
[FProperty]
ArrayDim = 0x38
DestructorLinkNext = 0x68
ElementSize = 0x3C
NextRef = 0x60
Offset_Internal = 0x4C
PostConstructLinkNext = 0x70
PropertyFlags = 0x40
PropertyLinkNext = 0x58
RepIndex = 0x48
RepNotifyFunc = 0x50
[FMulticastDelegateProperty]
SignatureFunction = 0x78
[FObjectPropertyBase]
PropertyClass = 0x78
[FConsoleManager]
ThreadPropagationCallback = 0xD8
bCallAllConsoleVariableSinks = 0xE0
bHistoryWasLoaded = 0x58
[FConsoleVariableBase]
Flags = 0x18
Help = 0x8
bWarnedAboutThreadSafety = 0x40
[FConsoleCommandBase]
Flags = 0x18
Help = 0x8
[UScriptStruct]
CppStructOps = 0xB8
StructFlags = 0xB0
bPrepareCppStructOpsCompleted = 0xB4
[UWorld]
ActiveLevelCollectionIndex = 0x190
AudioTimeSeconds = 0x6C0
AuthorityGameMode = 0x150
BlockTillLevelStreamingCompletedEpoch = 0x144
BuildStreamingDataTimer = 0x490
CachedViewInfoRenderedLastFrame = 0x120
CleanupWorldTag = 0x754
CommittedPersistentLevelName = 0x748
ContentBundleManager = 0x718
DeltaRealTimeSeconds = 0x6C8
DeltaTimeSeconds = 0x6CC
ExtraReferencedObjects = 0x68
IrisSystemHolder = 0x7C8
IsInBlockTillLevelStreamingCompleted = 0x140
LWILastAssignedUID = 0x258
LastRenderTime = 0x130
LastTimeUnbuiltLightingWasEncountered = 0x6A0
NextSwitchCountdown = 0x708
NextURL = 0x728
NumStreamingLevelsBeingLoaded = 0x722
OnWorldPartitionInitializedEvent = 0x540
OnWorldPartitionUninitializedEvent = 0x558
OriginLocation = 0x6D8
PauseDelay = 0x6D0
PerModuleDataObjects = 0x78
PlayerNum = 0x660
PreparingLevelNames = 0x738
RealTimeSeconds = 0x6B8
RequestedOriginLocation = 0x6E4
ServerStreamingLevelsVisibility = 0xC0
StreamingLevelsPrefix = 0xC8
StreamingVolumeUpdateDelay = 0x664
TimeSeconds = 0x6A8
UnpausedTimeSeconds = 0x6B0
bActorsInitialized = 0x13C
bAggressiveLOD = 0x13C
bAllowAudioPlayback = 0x13E
bAllowDeferredPhysicsStateCreation = 0x108
bAreConstraintsDirty = 0x13E
bBegunPlay = 0x13D
bDebugPauseExecution = 0x13D
bDoDelayedUpdateCullDistanceVolumes = 0x13C
bDropDetail = 0x13C
bHasEverBeenInitialized = 0x13F
bInTick = 0x13B
bIsBuilt = 0x13B
bIsCameraMoveableWhenPaused = 0x13E
bIsDefaultLevel = 0x13C
bIsLevelStreamingFrozen = 0x13B
bIsRunningConstructionScript = 0x13C
bIsTearingDown = 0x13D
bIsWorldInitialized = 0x13B
bKismetScriptError = 0x13D
bMarkedObjectsPendingKill = 0x750
bMatchStarted = 0x13D
bMaterialParameterCollectionInstanceNeedsDeferredUpdate = 0x13F
bPlayersOnly = 0x13D
bPlayersOnlyPending = 0x13D
bPostTickComponentUpdate = 0x13B
bRequestedBlockOnAsyncLoading = 0x13C
bRequiresHitProxies = 0x13E
bShouldForceUnloadStreamingLevels = 0x13E
bShouldForceVisibleStreamingLevels = 0x13E
bShouldSimulatePhysics = 0x13C
bShouldTick = 0x13E
bStartup = 0x13D
bStreamingDataDirty = 0x13E
bSupportsMakingInvisibleTransactionRequests = 0xDA
bSupportsMakingVisibleTransactionRequests = 0xD8
bTickNewlySpawned = 0x13B
bTriggerPostLoadMap = 0x13B
bWorldWasLoadedThisTick = 0x13B
[UClass]
ClassConfigName = 0xE8
ClassConstructor = 0xB0
ClassDefaultObject = 0x110
ClassFlags = 0xD4
ClassUnique = 0xC8
ClassVTableHelperCtorCaller = 0xB8
ClassWithin = 0xE0
CppClassStaticFunctions = 0xC0
FirstOwnedClassRep = 0xCC
Interfaces = 0x1D8
NetFields = 0x100
SparseClassData = 0x118
SparseClassDataStruct = 0x120
bCooked = 0xD0
bLayoutChanging = 0xD1
[FSetProperty]
ElementProp = 0x78
[UEnum]
CppForm = 0x50
CppType = 0x30
EnumDisplayNameFn = 0x58
EnumFlags = 0x54
EnumPackage = 0x60
Names = 0x40
[FStructProperty]
Struct = 0x78
[FArrayProperty]
Inner = 0x78
[FMapProperty]
KeyProp = 0x78
ValueProp = 0x80
[FBoolProperty]
ByteMask = 0x7A
ByteOffset = 0x79
FieldMask = 0x7B
FieldSize = 0x78
[FClassProperty]
MetaClass = 0x80
[FInterfaceProperty]
InterfaceClass = 0x78
[FFieldPathProperty]
PropertyClass = 0x78
Spoiler
Code: Select all
[UObjectBase]
ClassPrivate = 0x10
InternalIndex = 0xC
NamePrivate = 0x18
ObjectFlags = 0x8
OuterPrivate = 0x20
[UScriptStruct::ICppStructOps]
Alignment = 0xC
Size = 0x8
[FSoftClassProperty]
MetaClass = 0x80
[AGameModeBase]
DefaultPlayerName = 0x300
GameSession = 0x2E8
GameSessionClass = 0x2A0
OptionsString = 0x290
PlayerStateClass = 0x2B8
ServerStatReplicator = 0x2F8
ServerStatReplicatorClass = 0x2E0
SpectatorClass = 0x2D0
bPauseable = 0x318
bStartPlayersAsSpectators = 0x318
bUseSeamlessTravel = 0x318
[FOutputDevice]
bAutoEmitLineTerminator = 0x9
bSuppressEventTag = 0x8
[FEnumProperty]
Enum = 0x80
UnderlyingProp = 0x78
[UStruct]
ChildProperties = 0x50
Children = 0x48
DestructorLink = 0x80
MinAlignment = 0x5C
PostConstructLink = 0x88
PropertiesSize = 0x58
PropertyLink = 0x70
RefLink = 0x78
Script = 0x60
ScriptAndPropertyObjectReferences = 0x90
SuperStruct = 0x40
UnresolvedScriptProperties = 0xA0
[FDelegateProperty]
SignatureFunction = 0x78
[UGameViewportClient]
ActiveSplitscreenType = 0x70
AudioDeviceHandle = 0xF8
CurrentBufferVisualizationMode = 0x130
CurrentLumenVisualizationMode = 0x140
CurrentNaniteVisualizationMode = 0x138
CurrentVirtualShadowMapVisualizationMode = 0x148
DebugProperties = 0x48
EngineShowFlags = 0xB8
GameLayerManagerPtr = 0x120
HighResScreenshotDialog = 0x150
MaxSplitscreenPlayers = 0x68
MouseCaptureMode = 0x39A
MouseLockMode = 0x39C
SplitscreenInfo = 0x58
StatHitchesData = 0x390
StatUnitData = 0x388
ViewModeIndex = 0xB0
Viewport = 0xE8
ViewportConsole = 0x40
ViewportFrame = 0xF0
ViewportOverlayWidget = 0x110
Window = 0x100
World = 0x78
bDisableSplitScreenOverride = 0x398
bDisableWorldRendering = 0x6C
bHasAudioFocus = 0xFC
bHideCursorDuringCapture = 0x39B
bIgnoreInput = 0x399
bIsMouseOverClient = 0x39D
bIsPlayInEditorViewport = 0x6C
bShowTitleSafeZone = 0x6C
bSuppressTransitionMessage = 0x88
bUseSoftwareCursorWidgets = 0x250
[FArchiveState]
ArAllowLazyLoading = 0x2A
ArContainsCode = 0x29
ArContainsMap = 0x29
ArCustomPropertyList = 0x68
ArEngineNetVer = 0x58
ArEngineVer = 0x4C
ArForceByteSwapping = 0x29
ArForceUnicode = 0x28
ArGameNetVer = 0x5C
ArIgnoreArchetypeRef = 0x2A
ArIgnoreClassGeneratedByRef = 0x2A
ArIgnoreClassRef = 0x2A
ArIgnoreOuterRef = 0x2A
ArIsCountingMemory = 0x2B
ArIsCriticalError = 0x29
ArIsError = 0x29
ArIsFilterEditorOnly = 0x2B
ArIsLoading = 0x28
ArIsLoadingFromCookedPackage = 0x28
ArIsModifyingWeakAndStrongReferences = 0x2B
ArIsNetArchive = 0x2B
ArIsObjectReferenceCollector = 0x2A
ArIsPersistent = 0x29
ArIsSaveGame = 0x2B
ArIsSaving = 0x28
ArIsTextFormat = 0x28
ArIsTransacting = 0x28
ArLicenseeUEVer = 0x48
ArMaxSerializeSize = 0x38
ArNoDelta = 0x2A
ArNoIntraPropertyDelta = 0x2A
ArPortFlags = 0x30
ArRequiresLocalizationGather = 0x29
ArSerializingDefaults = 0x2C
ArShouldSkipBulkData = 0x2B
ArShouldSkipCompilingAssets = 0x29
ArUEVer = 0x40
ArUseCustomPropertyList = 0x2B
ArUseUnversionedPropertySerialization = 0x28
ArWantBinaryPropertySerialization = 0x28
CustomVersionContainer = 0x60
SerializedProperty = 0x78
bCustomVersionsAreReset = 0x88
[AGameMode]
EngineMessageClass = 0x350
InactivePlayerArray = 0x358
InactivePlayerStateLifeSpan = 0x368
MatchState = 0x330
MaxInactivePlayers = 0x36C
MinRespawnDelay = 0x348
NumBots = 0x344
NumPlayers = 0x340
NumSpectators = 0x33C
NumTravellingPlayers = 0x34C
bDelayedStart = 0x338
bHandleDedicatedServerReplays = 0x370
[AActor]
AttachmentReplication = 0x70
AutoReceiveInput = 0x153
CreationTime = 0x158
CustomTimeDilation = 0x64
DefaultUpdateOverlapsMethodDuringLevelStreaming = 0x5F
DetachFence = 0x280
InitialLifeSpan = 0x60
InputComponent = 0x160
InputPriority = 0x154
LastRenderTime = 0x17C
Layers = 0x1A8
MinNetUpdateFrequency = 0x174
NetCullDistanceSquared = 0x168
NetDormancy = 0x151
NetDriverName = 0x148
NetPriority = 0x178
NetTag = 0x16C
NetUpdateFrequency = 0x170
OnActorBeginOverlap = 0x1D3
OnActorEndOverlap = 0x1D4
OnActorHit = 0x1DD
OnBeginCursorOver = 0x1D5
OnClicked = 0x1D7
OnDestroyed = 0x1DE
OnEndCursorOver = 0x1D6
OnEndPlay = 0x1DF
OnInputTouchBegin = 0x1D9
OnInputTouchEnd = 0x1DA
OnInputTouchEnter = 0x1DB
OnInputTouchLeave = 0x1DC
OnReleased = 0x1D8
OnTakeAnyDamage = 0x1D0
OnTakePointDamage = 0x1D1
OnTakeRadialDamage = 0x1D2
ParentComponent = 0x1B8
PrimaryActorTick = 0x28
RayTracingGroupId = 0x6C
RemoteRole = 0x68
ReplicatedComponentsInfo = 0x1F0
ReplicatedMovement = 0xD0
ReplicatedSubObjects = 0x1E0
Role = 0x150
RootComponent = 0x198
SpawnCollisionHandlingMethod = 0x152
Tags = 0x1C0
TimerHandle_LifeSpanExpired = 0x1A0
UpdateOverlapsMethodDuringLevelStreaming = 0x5E
bActorBeginningPlayFromLevelStreaming = 0x5C
bActorEnableCollision = 0x5C
bActorInitialized = 0x5C
bActorIsBeingConstructed = 0x5D
bActorIsBeingDestroyed = 0x5D
bActorSeamlessTraveled = 0x5B
bActorWantsDestroyDuringBeginPlay = 0x5D
bAllowReceiveTickEventOnDedicatedServer = 0x5B
bAllowTickBeforeBeginPlay = 0x5A
bAlwaysRelevant = 0x58
bAsyncPhysicsTickEnabled = 0x5D
bAutoDestroyWhenFinished = 0x5A
bBlockInput = 0x5A
bCallPreReplication = 0x58
bCallPreReplicationForReplay = 0x58
bCanBeDamaged = 0x5A
bCanBeInCluster = 0x5B
bCollideWhenPlacing = 0x5A
bEnableAutoLODGeneration = 0x5B
bExchangedRoles = 0x59
bFindCameraComponentWhenViewTarget = 0x5A
bForceNetAddressable = 0x59
bGenerateOverlapEventsDuringLevelStreaming = 0x5A
bHasDeferredComponentRegistration = 0x5C
bHasFinishedSpawning = 0x5C
bHasRegisteredAllComponents = 0x5C
bHidden = 0x58
bIgnoresOriginShifting = 0x5A
bIsEditorOnlyActor = 0x5B
bNetCheckedInitialPhysicsState = 0x5B
bNetLoadOnClient = 0x59
bNetStartup = 0x58
bNetTemporary = 0x58
bNetUseOwnerRelevancy = 0x59
bOnlyRelevantToOwner = 0x58
bRelevantForLevelBounds = 0x59
bRelevantForNetworkReplays = 0x59
bReplayRewindable = 0x59
bReplicateMovement = 0x58
bReplicateUsingRegisteredSubObjectList = 0x5B
bReplicates = 0x5B
bRunningUserConstructionScript = 0x5C
bTearOff = 0x59
bTickFunctionsRegistered = 0x5C
[AHUD]
CurrentTargetIndex = 0x29C
DebugDisplay = 0x2C0
DebugTextList = 0x2F0
HitBoxHits = 0x320
HitBoxMap = 0x310
LastHUDRenderTime = 0x2B8
RenderDelta = 0x2BC
ToggledDebugCategories = 0x2D0
bEnableDebugTextShadow = 0x2A0
bLostFocusPaused = 0x298
bShowDebugForReticleTarget = 0x2A0
bShowDebugInfo = 0x298
bShowHUD = 0x298
bShowHitBoxDebugInfo = 0x2A0
bShowOverlays = 0x2A0
[UPlayer]
ConfiguredInternetSpeed = 0x3C
ConfiguredLanSpeed = 0x40
CurrentNetSpeed = 0x38
[ULocalPlayer]
AspectRatioAxisConstraint = 0xB8
CachedUniqueNetId = 0x48
ControllerId = 0xE0
PlatformUserId = 0x100
SlateOperations = 0x1E0
ViewStates = 0xD0
ViewportClient = 0x78
bSentSplitJoin = 0xC8
[FByteProperty]
Enum = 0x78
[FField]
ClassPrivate = 0x8
FlagsPrivate = 0x30
NamePrivate = 0x28
Next = 0x20
Owner = 0x10
[UField]
Next = 0x28
[UFunction]
EventGraphCallOffset = 0xD0
EventGraphFunction = 0xC8
FirstPropertyToInit = 0xC0
Func = 0xD8
FunctionFlags = 0xB0
NumParms = 0xB4
ParmsSize = 0xB6
RPCId = 0xBA
RPCResponseId = 0xBC
ReturnValueOffset = 0xB8
[FProperty]
ArrayDim = 0x38
DestructorLinkNext = 0x68
ElementSize = 0x3C
NextRef = 0x60
Offset_Internal = 0x4C
PostConstructLinkNext = 0x70
PropertyFlags = 0x40
PropertyLinkNext = 0x58
RepIndex = 0x48
RepNotifyFunc = 0x50
[FMulticastDelegateProperty]
SignatureFunction = 0x78
[FObjectPropertyBase]
PropertyClass = 0x78
[UScriptStruct]
CppStructOps = 0xB8
StructFlags = 0xB0
bPrepareCppStructOpsCompleted = 0xB4
[UWorld]
ActiveLevelCollectionIndex = 0x190
AudioTimeSeconds = 0x678
BlockTillLevelStreamingCompletedEpoch = 0x144
BuildStreamingDataTimer = 0x448
CachedViewInfoRenderedLastFrame = 0x120
CleanupWorldTag = 0x70C
CommittedPersistentLevelName = 0x700
ContentBundleManager = 0x6D0
DeltaRealTimeSeconds = 0x680
DeltaTimeSeconds = 0x684
ExtraReferencedObjects = 0x68
IsInBlockTillLevelStreamingCompleted = 0x140
LWILastAssignedUID = 0x258
LastRenderTime = 0x130
LastTimeUnbuiltLightingWasEncountered = 0x658
NextSwitchCountdown = 0x6C0
NextURL = 0x6E0
NumStreamingLevelsBeingLoaded = 0x6DA
OnWorldPartitionInitializedEvent = 0x4F8
OnWorldPartitionUninitializedEvent = 0x510
OriginLocation = 0x690
PauseDelay = 0x688
PerModuleDataObjects = 0x78
PlayerNum = 0x618
PreparingLevelNames = 0x6F0
RealTimeSeconds = 0x670
RequestedOriginLocation = 0x69C
ServerStreamingLevelsVisibility = 0xC0
StreamingLevelsPrefix = 0xC8
StreamingVolumeUpdateDelay = 0x61C
TimeSeconds = 0x660
UnpausedTimeSeconds = 0x668
bActorsInitialized = 0x13C
bAggressiveLOD = 0x13C
bAllowAudioPlayback = 0x13E
bAllowDeferredPhysicsStateCreation = 0x108
bAreConstraintsDirty = 0x13E
bBegunPlay = 0x13D
bDebugPauseExecution = 0x13D
bDoDelayedUpdateCullDistanceVolumes = 0x13C
bDropDetail = 0x13C
bHasEverBeenInitialized = 0x13F
bInTick = 0x13B
bIsBuilt = 0x13B
bIsCameraMoveableWhenPaused = 0x13E
bIsDefaultLevel = 0x13C
bIsLevelStreamingFrozen = 0x13B
bIsRunningConstructionScript = 0x13C
bIsTearingDown = 0x13D
bIsWorldInitialized = 0x13B
bKismetScriptError = 0x13D
bMarkedObjectsPendingKill = 0x708
bMatchStarted = 0x13D
bMaterialParameterCollectionInstanceNeedsDeferredUpdate = 0x13F
bPlayersOnly = 0x13D
bPlayersOnlyPending = 0x13D
bPostTickComponentUpdate = 0x13B
bRequestedBlockOnAsyncLoading = 0x13C
bRequiresHitProxies = 0x13E
bShouldForceUnloadStreamingLevels = 0x13E
bShouldForceVisibleStreamingLevels = 0x13E
bShouldSimulatePhysics = 0x13C
bShouldTick = 0x13E
bStartup = 0x13D
bStreamingDataDirty = 0x13E
bSupportsMakingInvisibleTransactionRequests = 0xDA
bSupportsMakingVisibleTransactionRequests = 0xD8
bTickNewlySpawned = 0x13B
bTriggerPostLoadMap = 0x13B
bWorldWasLoadedThisTick = 0x13B
[UClass]
ClassConfigName = 0xE8
ClassConstructor = 0xB0
ClassDefaultObject = 0x110
ClassFlags = 0xD4
ClassUnique = 0xC8
ClassVTableHelperCtorCaller = 0xB8
ClassWithin = 0xE0
CppClassStaticFunctions = 0xC0
FirstOwnedClassRep = 0xCC
Interfaces = 0x1D0
NetFields = 0x100
SparseClassData = 0x118
SparseClassDataStruct = 0x120
bCooked = 0xD0
bLayoutChanging = 0xD1
[FSetProperty]
ElementProp = 0x78
[UEnum]
CppForm = 0x50
CppType = 0x30
EnumDisplayNameFn = 0x58
EnumFlags = 0x54
EnumPackage = 0x60
Names = 0x40
[FStructProperty]
Struct = 0x78
[FArrayProperty]
Inner = 0x78
[FMapProperty]
KeyProp = 0x78
ValueProp = 0x80
[FBoolProperty]
ByteMask = 0x7A
ByteOffset = 0x79
FieldMask = 0x7B
FieldSize = 0x78
[FClassProperty]
MetaClass = 0x80
[FInterfaceProperty]
InterfaceClass = 0x78
[FFieldPathProperty]
PropertyClass = 0x78
Re: Basic UE4 Win64 Base Table
FNamePool parsed...
error: stringoffset/ByteProperty not found
UE4 game...
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