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Had to dump these Squad offsets manually again since the last update broke most of the public stuff. The engine is still classic UE4, but the memory layout for AActors and the camera handling have shifted slightly. If you are building a custom external for this, these signatures and classes should get your ESP back on track.
Notes for the devs:
Has anyone tried implementing a sound ESP for the mortars or FOB placement with these classes? Seems like a natural extension once you have the actor data correctly parsed. Drop your fixes or improvements below.
Code:
//40 55 53 56 57 48 8D 6C 24 ? 48 81 EC ? ? ? ? 48 8B 05 ? ? ? ? 48 33 C4 48 89 45 E0
#define OFFS_VISIBLE 0x1B8A2C0
//48 8B 1D ? ? ? ? ? ? ? 10 4C 8D 4D ? 4C
#define OFFS_UWORLD 0x4663C80
//40 53 48 83 EC 20 48 8B D9 48 85 D2 75 30 33 C0 48 89 01
#define OFFS_GETOBJECTNAME 0x1CE7E00
//4C 8D ?? ?? ?? 48 8B D9 E8 ?? ?? ?? ?? 84
#define OFFS_W2S 0x1EEE600
//40 53 56 57 41 56 48 81 EC ? ? ? ? 45 33 F6
#define OFFS_GETBONE 0x1B54300
Code:
class UWorld
{
public:
cUWorld* m_UWorld; //0x0000
char pad_0x0008[0x38]; //0x0008
};//Size=0x0040
class cUWorld
{
public:
char pad_0x0000[0x30]; //0x0000
ULevel* m_persistentLevel;; //0x0030
char pad_0x0038[0x98]; //0x0038
ViewLocationLastFrame* m_viewLocationRenderedLastFrame; //0x00D0
char pad_0x00D8[0x68]; //0x00D8
UGameInstance* m_owningGameInstance; //0x0140
char pad_0x0148[0x2F8]; //0x0148
};//Size=0x0440
class ViewLocationLastFrame
{
public:
FVector ViewLocation; //0x0000
char pad_0x000C[0x34]; //0x000C
};//Size=0x040
class UGameInstance
{
public:
char pad_0x0000[0x38]; //0x0000
TArray<ULocalPlayer*>LocalPlayers; //0x0038
};//Size=0x040
class ULocalPlayer
{
public:
char pad_0x0000[0x30]; //0x0000
APlayerController* PlayerController; //0x030
char pad_0x0038[0x20]; //0x0038
ViewportClient* ViewportClient; //0x058
char pad_0x0060[0x10]; //0x0060
FVector Position; //0x070
char pad_0x007C[0x1C]; //0x007C
CameraShit* cameraShit; //0x098
char pad_0x00A0[0x3A0]; //0x00A0
};//Size=0x0440
class ViewportClient
{
public:
char pad_0x0000[0x80]; //0x0000
World* World; //0x080
char pad_0x0088[0x3B8]; //0x0088
};//Size=0x0440
class ULevel
{
public:
char pad_0x0000[0xA0]; //0x0000
TArray<Player*>AActors; //0x0A0
char pad_0x00A8[0x398]; //0x00A8
};//Size=0x0440
class Player
{
public:
char pad_0x0000[0x150]; //0x0000
APawnA* Instigator; //0x150
APawn* Pawn; //0x158
char pad_0x0160[0x10]; //0x0160
USceneComponent* RootComponent; //0x170
char pad_0x0178[0x238]; //0x0178
APlayerState* m_PlayerState; //0x3B0
char pad_0x03B8[0x38]; //0x03B8
USkeletalMeshComponent* m_Mesh; //0x3F0
char pad_0x03F8[0x1078]; //0x03F8
float CurrentHealth; //0x1470
char pad_0x1474[0x3CC]; //0x1474
};//Size=0x1840
class USceneComponent
{
public:
char pad_0x0000[0x24C]; //0x0000
FVector Location; //0x24C
char pad_0x0258[0x1E8]; //0x0258
};//Size=0x0440
class APlayerState
{
public:
char pad_0x0000[0x398]; //0x0000
FString m_PawnName; //0x398
char pad_0x03A0[0x28A0]; //0x03A0
};//Size=0x2C40
class USkeletalMeshComponent
{
public:
char pad_0x0000[0x24C]; //0x0000
FVector UpBone; //0x24C
char pad_0x0258[0x28]; //0x0258
FVector DownBone; //0x280
char pad_0x028C[0x9B4]; //0x028C
};//Size=0x0C40
class APlayerController
{
public:
char pad_0x0000[0x3A8]; //0x0000
APawn* m_localpawn; //0x3A8
char pad_0x03B0[0x10]; //0x03B0
float Pitch; //0x3C0
float Yaw; //0x3C4
float Roll; //0x3C8
char pad_0x03CC[0x3C]; //0x03CC
APawn* AcknowledgedPawn; //0x408
char pad_0x0410[0x430]; //0x0410
};//Size=0x0840
Notes for the devs:
- Performance: The AActors array can get massive in high-pop matches. Use a proper cache for your entity list or you will notice hitching.
- Bone ESP: Use the provided GETBONE offset with care. If you are drawing lines for squadmates, filter by TeamID, otherwise the screen gets cluttered fast.
- Safety: These are raw memory reads. EAC is active in Squad, so do not even think about running this without a proper manual map or at least a clean handle implementation.
Has anyone tried implementing a sound ESP for the mortars or FOB placement with these classes? Seems like a natural extension once you have the actor data correctly parsed. Drop your fixes or improvements below.