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byte_corvus

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byte_corvus

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Tired of wasting time re-reversing the same Unreal-based garbage? Here is a basic ESP template for APB to keep your external base from crusting over. It covers the essential actor iteration and basic actor structure reading—the rest is up to you.

Technical Breakdown
  1. Identify your UWorld offset and grab the Game_UWorld address.
  2. Access the local player via the UWorld offset.
  3. Iterate through the actor list (0x3AC).
  4. Filter for player actors (10459) to isolate relevant entities.
  5. Pull position, rotation, life state, and mesh data for bone rendering.

Code:
auto localPlayer = driver->read<uint64_t>(driver->read<uint64_t>(Game_UWorld + 0x4EC));

struct MissionFlags {
    int32_t m_nMissionID;
    int32_t m_nTeamIndex;
    int32_t m_nFriendlyIndices;
    int32_t m_nHostileIndices;
    int32_t m_ePvPType;
    int32_t m_bFlag;
};

struct BasicPtrListSize {
    uint64_t Base;
    int Size;
};

auto actorsList = driver->read<BasicPtrListSize>(Game_UWorld + 0x3AC);
for (size_t i = 0; i < actorsList.Size; ++i) {
    uint64_t addr = driver->read<uint64_t>(actorsList.Base + i * sizeof(uint64_t));
    if (!addr) continue;
    int nameId = driver->read<int>(addr + 0x24);
    if (nameId == 10459) {
        auto Position = driver->read<FVector>(addr + 0x15C);
        auto Rotation = driver->read<FRotator>(addr + 0x88C);
        auto Mesh = driver->read<uint64_t>(addr + 0x4E8);
        auto BoneArray = driver->read<uint64_t>(Mesh + 0x2BC);
    }
}

Developer Notes
Keep in mind that rotation in this game uses a specific integer format: 65536 equals 360 degrees, while 32768 maps to 180 degrees. Don't bother asking for bullet spread prediction—that stays out of this snippet.

- If your loop is crashing, verify your driver's read permissions.
- There is an alternate list located at 0x64 if 0x3AC is giving you grief.
- Make sure your Mesh and BoneArray offsets haven't shifted after the last update.

Anyone successfully hooking these offsets for a working bone ESP on the current build?
 
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