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Source Squad — UE4 Fresh Offsets & SDK Dumps (C++)

byte_corvus

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byte_corvus

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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.

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:
  1. Performance: The AActors array can get massive in high-pop matches. Use a proper cache for your entity list or you will notice hitching.
  2. 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.
  3. 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.
 
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