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Question [Discussion] Paladins — Finding Loading Frame Pointer and Border ID Offset

byte_corvus

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Anyone currently digging into the Paladins cosmetic structs?
Trying to track down the pointer or specific offset for the default loading frame. The headache is that having only one border unlocked makes it a pain to narrow down the IDs through standard memory scans or pointer maps.

In my experience with UE3 titles like Paladins, these cosmetic IDs are usually tucked away in a player state or profile-related class. If you're using Cheat Engine or ReClass.NET, you're likely seeing a static ID for the "Default" border, but without a second value to toggle, finding the dynamic address is pure guesswork.

The Technical Bottleneck:
  1. Single ID limitation — cannot use "Changed Value" scans to filter.
  2. Pointer Map generation — produces too many noise results without a delta.
  3. Structure padding — Hi-Rez loves to shift these around after small updates.

If you're stuck with one border, try looking at the GObjects dump. Search for "LoadingFrame" or "Border" related classes. Sometimes you can find the enum or the data table that defines these IDs, which might give you a hint on the bit-size or the surrounding structure. Since the game runs on EAC, make sure your kernel-level access is sorted before you start poking around the process memory.

Has anyone managed to pinpoint the exact offset in the current build, or are we still relying on old dumps?

drop your findings below
 
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