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Guide [Source] Valorant — GObjects Decryption Logic for UEDumper SDK Generation (C++)

byte_corvus

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byte_corvus

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Anyone still struggling with the latest Vanguard updates and trying to get their SDK generator working? If you are still relying on hardcoded offsets that get nuked every time Valorant pushes a mini-patch, you are doing it wrong.

Found this snippet floating around for GObjects decryption. It handles the dynamic key derivation directly from memory, which is exactly what you need if you want to stop chasing static addresses every week.

The Technical Breakdown:
  1. Pattern Scanning: Uses a sig match to find the key and state base dynamically, rather than relying on stale dumps.
  2. State Obfuscation: Implements the bit reversal and custom shift logic used by the engine to store GObjects pointers, which is mandatory to traverse the object manager without triggering AC anomalies.
  3. Branch Logic: Correctly processes the hash-based branching so you can actually resolve the pointers instead of just reading junk memory.

This is the kind of logic you need to integrate into UEDumper or your own internal projects if you want to keep your SDK generation automated. Stop dumping manually like a savage.

Usage Warning: If you are running this in a Ring0 environment or even just injecting, ensure your mapper is solid. Vanguard is aggressive with its ObCallbacks and handle stripping—if your decrypted address points to restricted memory, you are going to get clapped by a shadowban or an instant HWID nuke.

Check the source here:
Code:
#if GOBJECTS_DECRYPTION
    // gobjects pointer decryption
    static inline uint64_t decryptGObjectsAddress(uint64_t baseAddr)
    {
        const char sigBytes[] = "\x41\x8B\xF7\x48\xC1\xEE\x00\x48\x33\xF2";
        const uint64_t sigMatch = Memory::patternScan(0, sigBytes, "xxxxxx?xxx");
 
        uint64_t keyAddr = 0;
        uint64_t stateBase = 0;
 
        if (sigMatch)
        {
            const uint64_t keyInstr = sigMatch - 59;
            const int32_t keyRipOff = Memory::read<int32_t>(keyInstr + 3);
            keyAddr = keyInstr + 7 + keyRipOff;
 
            const uint64_t leaInstr = sigMatch + 59;
            const int32_t leaRipOff = Memory::read<int32_t>(leaInstr + 3);
            stateBase = leaInstr + 7 + leaRipOff;
 
            windows::LogWindow::Log(windows::LogWindow::logLevels::LOGLEVEL_INFO, "OBJECTSMANAGER",
                "GObjects sig found, key@0x%p, state@0x%p", keyAddr, stateBase);
        }
        else
        {
            windows::LogWindow::Log(windows::LogWindow::logLevels::LOGLEVEL_WARNING, "OBJECTSMANAGER",
                "GObjects sig not found, using OFFSET_GOBJECTS");
            keyAddr = baseAddr + 0x78;
            stateBase = baseAddr;
        }
 
        const uint32_t key = Memory::read<uint32_t>(keyAddr);
        uint64_t state[7];
        Memory::read(reinterpret_cast<void*>(stateBase + 0x40), state, sizeof(state));
 
        const uint64_t hash = 0x2545F4914F6CDD1DULL *
            (key ^ ((key ^ (key >> 15)) >> 12) ^ (key << 25));
        const uint64_t idx = hash % 7;
        uint64_t val = state[idx];
        const uint32_t hi = static_cast<uint32_t>(hash >> 32);
 
        auto bit_reverse_1 = [](uint64_t v) -> uint64_t {
            uint64_t a = v >> 1;
            uint64_t b = (v << 1) ^ a;
            return (b & 0xAAAAAAAAAAAAAAAAULL) ^ a;
        };
 
        auto full_reverse = [&bit_reverse_1](uint64_t v) -> uint64_t {
            v = bit_reverse_1(v);
            uint64_t a = v >> 2;
            uint64_t b = (v << 2) ^ a;
            v = (b & 0xCCCCCCCCCCCCCCCCULL) ^ a;
            a = v >> 4;
            b = (v << 4) ^ a;
            v = (b & 0xF0F0F0F0F0F0F0F0ULL) ^ a;
            a = v >> 8;
            b = (v << 8) ^ a;
            v = (b & 0xFF00FF00FF00FF00ULL) ^ a;
            v = (v >> 32) | (v << 32);
            return ~v;
        };
 
        auto shift_amounts = [](uint32_t x) -> std::pair<uint8_t, uint8_t> {
            uint64_t prod = static_cast<uint64_t>(x) * 0x4104105ULL;
            uint32_t q = static_cast<uint32_t>(prod >> 32);
            uint32_t q2 = ((x - q) >> 1) + q;
            q2 >>= 5;
            uint32_t rem = x - q2 * 63;
            uint8_t shift_a = static_cast<uint8_t>((rem + 1) & 0x3F);
            uint8_t shift_b = static_cast<uint8_t>((q2 * 63 - x + 63) & 0x3F);
            return { shift_a, shift_b };
        };
 
        // pick branch based on hash
        uint64_t result;
        switch (idx) {
        case 0: {
            uint64_t r = (~static_cast<uint64_t>((hi - 1) & 0xFFFFFFFF));
            r ^= val;
            result = r + hi;
            break;
        }
        case 1: {
            result = ~bit_reverse_1(val);
            break;
        }
        case 2: {
            uint64_t br = bit_reverse_1(val);
            auto [sa, sb] = shift_amounts(hi + static_cast<uint32_t>(idx));
            result = (br << sb) | (br >> sa);
            break;
        }
        case 3: {
            result = full_reverse(val);
            break;
        }
        case 4: {
            uint32_t x = hi + 2 * static_cast<uint32_t>(idx);
            uint64_t v = val - x;
            uint64_t a = v >> 1;
            uint64_t b = (v << 1) ^ a;
            result = (b & 0xAAAAAAAAAAAAAAAAULL) ^ a;
            break;
        }
        case 5: {
            auto [sa, sb] = shift_amounts(hi + 2 * static_cast<uint32_t>(idx));
            uint64_t rot = (val >> sb) | (val << sa);
            result = rot + (hi + static_cast<uint32_t>(idx));
            break;
        }
        case 6: {
            result = ~bit_reverse_1(val);
            break;
        }
        default:
            result = val;
            break;
        }
 
        uint64_t decrypted = result ^ static_cast<uint64_t>(key);
 
        windows::LogWindow::Log(windows::LogWindow::logLevels::LOGLEVEL_INFO, "OBJECTSMANAGER",
            "GObjects decryption: key=0x%X, decrypted address=0x%p", key, decrypted);
 
        return decrypted;
    }
#endif
};

While skids are manually updating offsets and waiting for "public" SDKs to drop on forums, the Infocheats community is building their own dumpers, understanding the memory encryption, and staying ahead of the next ban wave.
 
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