INCLUDE include\master.inc .data? ; Core UE4 runtime function pointers ProcessEvent QWORD ? ; void (*)(UObject*, UFunction*, void*) Imagebase QWORD ? ; uintptr_t - base of game .exe module FMemory_Malloc QWORD ? ; void* (*)(int32 size, int32 alignment) FMemory_Realloc QWORD ? ; void* (*)(void* mem, int64 newSize, uint32 align) FMemory_Free QWORD ? ; void (*)(void* mem) FNameToString QWORD ? ; void (*)(FName* this, FString& out) GObjects QWORD ? ; TUObjectArray* - global UObject table ; Native:: function pointers ; Actor Native_Actor_GetNetMode QWORD ? ; PlayerController Native_PlayerController_GetPlayerViewPoint QWORD ? ; LocalPlayer Native_LocalPlayer_SpawnPlayActor QWORD ? ; Garbage collection Native_GC_CollectGarbage QWORD ? ; AbilitySystemComponent Native_AbilitySystemComponent_GiveAbility QWORD ? Native_AbilitySystemComponent_InternalTryActivateAbility QWORD ? Native_AbilitySystemComponent_MarkAbilitySpecDirty QWORD ? Native_AbilitySystemComponent_FindAbilitySpecFromHandle QWORD ? ; NetDriver Native_NetDriver_TickFlush QWORD ? Native_NetDriver_InitListen QWORD ? ; ReplicationDriver Native_ReplicationDriver_ServerReplicateActors QWORD ? ; NetConnection Native_NetConnection_ReceiveFString QWORD ? Native_NetConnection_ReceiveUniqueIdRepl QWORD ? ; OnlineSession Native_OnlineSession_KickPlayer QWORD ? ; OnlineBeacon Native_OnlineBeacon_PauseBeaconRequests QWORD ? Native_OnlineBeacon_NotifyAcceptingConnection QWORD ? ; OnlineBeaconHost Native_OnlineBeaconHost_InitHost QWORD ? Native_OnlineBeaconHost_NotifyControlMessage QWORD ? Native_OnlineBeaconHost_NotifyAcceptingConnection QWORD ? Native_OnlineBeaconHost_PauseBeaconRequests QWORD ? ; World Native_World_RemoveNetworkActor QWORD ? Native_World_WelcomePlayer QWORD ? Native_World_NotifyControlMessage QWORD ? Native_World_SpawnActor QWORD ? Native_World_SpawnPlayActor QWORD ? Native_World_NotifyAcceptingConnection QWORD ? ; Engine Native_Engine_SeamlessTravelHandlerForWorld QWORD ? ; GameViewportClient Native_GameViewportClient_PostRender QWORD ? ; Game state globals bTraveled BYTE ? ; bool - server has traveled to map bPlayButton BYTE ? ; bool - play button clicked bListening BYTE ? ; bool - server is listening for connections bStartedBus BYTE ? ; bool - battle bus has launched bSpawnedFloorLoot BYTE ? ; bool - floor loot has been spawned BYTE 3 DUP (?) ; pad to QWORD boundary ; Pointer globals HostBeacon QWORD ? ; AFortOnlineBeaconHost* ; ExistingBuildings - std::vector represented as TArrayHeader ; Layout matches TArrayHeader: Data(QWORD), Count(DWORD), Max(DWORD) ExistingBuildings QWORD ? ; Data: ABuildingActor** array ptr ExistingBuildingsNum DWORD ? ; Count ExistingBuildingsMax DWORD ? ; Max END