Engine Specific API
Unreal Engine Helpers
bool unreal_read_tarray(proc_t &in proc, uint64 tarray_addr, array<uint64> &out result, uint max_count = 4096)
bool unreal_read_tarray(proc_t &in proc, uint64 tarray_addr, array<uint64> &out result, uint max_count = 4096)array<uint64> actors;
if (unreal_read_tarray(proc, actors_addr, actors))
{
for (uint i = 0; i < actors.length(); i++)
log("Actor pointer: " + actors[i]);
}bool unreal_read_minimal_view_info(proc_t &in proc, uint64 pov_addr, vector3 &out location, vector3 &out rotation, double &out fov)
bool unreal_read_minimal_view_info(proc_t &in proc, uint64 pov_addr, vector3 &out location, vector3 &out rotation, double &out fov)bool unreal_read_minimal_view_info_f64(proc_t &in proc, uint64 pov_addr, vector3 &out location, vector3 &out rotation, double &out fov)
bool unreal_read_minimal_view_info_f64(proc_t &in proc, uint64 pov_addr, vector3 &out location, vector3 &out rotation, double &out fov)bool unreal_world_to_screen(const vector3 &in world_pos, const vector3 &in cam_location, const vector3 &in cam_rotation, double fov_deg, vector2 &out screen_pos)
bool unreal_world_to_screen(const vector3 &in world_pos, const vector3 &in cam_location, const vector3 &in cam_rotation, double fov_deg, vector2 &out screen_pos)Source 2 Helpers
bool source2_world_to_screen(const vector3 &in world_pos, const matrix4x4 &in view_matrix, vector2 &out screen_pos)
bool source2_world_to_screen(const vector3 &in world_pos, const matrix4x4 &in view_matrix, vector2 &out screen_pos)Fortnite Helper
string fortnite_get_player_name(proc_t &in proc, uint64 addr)
string fortnite_get_player_name(proc_t &in proc, uint64 addr)Rust Helper
vector3 rust_get_transform_position(proc_t &in proc, uint64 addr)
vector3 rust_get_transform_position(proc_t &in proc, uint64 addr)Last updated