OutdatedFortnite esp

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Fortnite esp


Use these classes to make esp

Credit: N_FIDANzza


https://www.virustotal.com/#/file/7d...7492/detection



Code:
Class :

    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









UWorld offset :

     FortniteClient-Win64-Shipping.exe + 0x65DAB00;









ObjectName and W2S :


    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);
    	}
    }









Litle esp 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
    			}
    			
    		}
    	
    	}
    }


Don't ask how to use
Hey, I'm having trouble accessing the attatchments. Can somebody look into this please?

Thanks!
Invalid Attachment specified
The hack has not been approved by an Administrator yet. You can't download it until then.
Awsome, can't wait for it to get approved
How to use this hack?
This is what is inside the download that hasn't been approved:

Class :
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

UWorld offset :

FortniteClient-Win64-Shipping.exe + 0x65DAB00;

ObjectName and W2S :
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*)>(fu ncAddress)(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*)(APlayerControll er*, FVector, FVector2 *, char)>(funcAddress)(m_Player, WorldPosition, ScreenPosition, 0);
}
}
Little esp 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
}

}

}
}

All the credits goes to N_FIDANzza
Deleted the attachment and just put the text file contents in between code BB tags.
Hi psychotic i added you on Skype , i just want to know if your refund work for France . Thanks you
any tutorial to compile this ?
Sooo uhh anyone can tell me how do I make it work?
how to compile it?
Posts 115 of 30 · Page 1 of 2
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