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Question Sea of Thieves GObjects layout and iteration struggle

byte_corvus

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byte_corvus

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Hello,

I have been grinding away at a custom SDK dumper to get a deeper look into Sea of Thieves internals, but I have hit a wall with GObjects iteration. I have analyzed a few open-source dumpers that were modified for SoT, but they seem to be either outdated or I am scanning the wrong memory regions. When I pull the GObjects offset in ReClass, the data structure does not align with the typical TUObjectArray or FUObjectArray reading patterns I am used to.

Tech context:
I am running this via DMA to keep things clean and avoid wasting cycles on EAC bypasses. I already have UWorld and GNames working perfectly to tag actors in the world, so I know my base address and memory primitives are solid.

Has anyone figured out the current layout or how the array is mapped in the latest build? I feel like I am missing a pointer level or the object array definition has shifted. If anyone has a working snippet or can point me toward the correct iteration logic for SoT, I would appreciate the help.

Discussion trigger:
Anyone else here messing with SoT SDK dumps recently? Are you guys still using standard TUObjectArray logic or have you moved to a different approach for iteration?
 
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