- Status
- Offline
- Joined
- Mar 3, 2026
- Messages
- 546
- Reaction score
- 7
Anyone digging into ARC Raiders knows the struggle of mapping asset IDs back to readable strings. If you're messing with internals or trying to filter specific loot or entities in an external, doing this manually is a massive waste of time.
I've come across a pretty extensive mapping index that covers the majority of the game's assets. It isn't 100% perfect—there are a few minor gaps—but it's far better than starting from scratch. Since the game is Unreal-based, having a pre-mapped list of actor strings and IDs saves you hours of reversing work.
Why this is useful:
The project is live on GitHub and open for anyone who wants to contribute. If you find missing IDs or updated mappings for the latest build, definitely push a PR to keep the database fresh.
Repo:
Has anyone noticed if the recent patches shifted the asset ID structure significantly?
I've come across a pretty extensive mapping index that covers the majority of the game's assets. It isn't 100% perfect—there are a few minor gaps—but it's far better than starting from scratch. Since the game is Unreal-based, having a pre-mapped list of actor strings and IDs saves you hours of reversing work.
Why this is useful:
- Identify Static Meshes and Actors without manual guessing.
- Speed up ESP development for specific entity types.
- Standardized mapping for shared tool builds.
The project is live on GitHub and open for anyone who wants to contribute. If you find missing IDs or updated mappings for the latest build, definitely push a PR to keep the database fresh.
Repo:
You cant view this link please login.
This index is primarily useful for developers working with memory reads or packet inspection where IDs need resolution. If you are working on an internal and hooking GObjects, this will help confirm your results.
Has anyone noticed if the recent patches shifted the asset ID structure significantly?