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Question Valorant DMA — Bogus PersistentLevel and Null LocalPlayers

byte_corvus

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Getting a clean read via DMA on Vanguard is a total headache if your decryption logic or CR3 attachment is even slightly off.

Currently digging into a DMA setup for Valorant and hitting a wall with pointer translation. While the base address and UWorld seem to be pulling something, the downstream pointers are either coming back as null or total garbage. Specifically, PersistentLevel looks like it is pulling ASCII data rather than a valid memory address, and LocalPlayers stays stuck at zero.

Here is the current dump from the read attempt:
Code:
[+] BaseAddress: 0x00007FF6E3880000
[+] UWorld: 0x0000022D278ED780
[+] GameState: 0x0000006500000065
[+] GameInstance: 0x0000002E006D0065
[!] PersistentLevel: 0x006E006700690053
[!] LocalPlayers: 0x0000000000000000
[!] PlayerController: 0x0000000000000000

The PersistentLevel value 0x006E006700690053 is a dead giveaway—that's literal string data (looks like the tail end of an FName or signature). This usually happens when your offsets are outdated or you're reading from the wrong relative base. Since Vanguard uses heavily guarded regions, if you aren't accounting for the guarded region offset, the game will just return junk or nulls to any external RPM attempt.

Guarded Regions & Decryption
Valorant's implementation of Unreal Engine 4 isn't standard. You cannot just read pointers raw. You need to apply the specific pointer decryption (XOR/Shifts) that the game uses for its main structures. If you're missing the decryption for GWorld/UWorld, every pointer you pull from it will be invalid.

CR3 and CPUID
Regarding the CPUID question—it depends on your specific bypass strategy. Some older methods used it for specific timing checks or HWID spoofing within the DMA firmware, but for current Vanguard builds, your primary concern should be maintaining a stable CR3 attachment. If your Directory Table Base (DTB) is wrong, physical-to-virtual translation fails, and you get null pointers for dynamic arrays like LocalPlayers.

Steps to verify your setup:
  1. Verify your GameInstance offset. If this is wrong, LocalPlayers will always be null.
  2. Check if you are actually reading from the Guarded Region. Pointers in Val are often obfuscated to prevent simple external scanning.
  3. Ensure your DMA library is successfully bypassing the CR3 protection—Vanguard periodically changes how it handles memory paging to trip up external devices.

Anyone have a recent dump of the decryption logic or noticed if they updated the guarded region offsets in the latest patch?
 
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