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Guide Valorant — Finding GWorld Offsets using UE5 Source & IDA

byte_corvus

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If you are still stuck at the paster-tier waiting for someone to drop updated offsets for your Valorant internal, it is time to actually learn how to use IDA Pro properly. Relying on public offset threads is a fast track to getting clapped. You can find almost every critical offset—including GWorld and PakOffsets—by cross-referencing the Unreal Engine 5 source code with the game binary.

The Logic
Most high-level functions like K2, mesh1p, and mesh3p are easily found in an SDK dump (use a standard dumper for that), but globals like GWorld require a bit more manual reversing. The trick is finding where the engine initializes these world objects.

Step 1: Reference the UE5 Source
You need the Unreal Engine source from Epic’s GitHub for reference. You are looking for the Significance Manager or similar world initiators. For example, look at how the Significance Manager handles world references:

Code:
// SignificanceManager.h snippet
FORCEINLINE static USignificanceManager* Get(const UWorld* World)
{
    return WorldSignificanceManagers.FindRef(World);
}

// String reference to look for in IDA
return TEXT("FSignificanceManagerModule");

Step 2: IDA Analysis
Once you have your target string from the source (e.g., SIGNIFICANCEMANAGER), fire up IDA Pro and let the initial analysis finish—usually takes about 30-40 minutes depending on your CPU.

  1. Open the Strings window (Shift + F12).
  2. Search for the string extracted from the source (Ctrl + F).
  3. Double-click the entry to jump to the .rdata section.
  4. Check Xrefs (Control + X) to find where the string is called. This is the heart of the reversing process.
  5. Look for a lea RCX instruction. Since UE uses standard calling conventions, RCX is typically your first argument/pointer.
  6. Hit F5 to decompile the function.

Step 3: Finding the Loop
In the decompiled code, you are looking for a specific logic pattern: the engine iterating over an internal structure (linked table) to find the world match. It usually looks like this in pseudocode:

Code:
while ( 1 )
{
    result = qword_ADDRESS + 24LL * v7;
    if ( *(_QWORD *)result == v5 )
        break;
    v7 = *(_DWORD *)(result + 16);
    if ( v7 == -1 )
        return result;
}

The Math (VA to RVA)
Once you identify the qword_ADDRESS, you need to calculate the Relative Virtual Address (RVA) to use it in your project.

Formula: RVA = VA - ImageBase

If your VA is 7FF70B0BAFA0 and the ImageBase is 7FF6FEF20000, your offset is 0xC19AFA0.

For those too lazy to reverse it yourself, here is a signature for the GWorld pattern in many UE5 builds:
Code:
48 8B 15 ?? ?? ?? ?? 66 66 66 0F 1F 84 00 00 00 00 00 48 63 C1 48 8D 0C 40 48 8D 04 CA 4C 39 08 74 ?? 8B 48 10 83 F9 FF 75 ?? EB ??

Risks and Troubleshooting
Always disable Secure Boot and clear your kernel traces before testing offsets on a live build. If these offsets cause a crash, check if the engine version changed; Epic likes to shift structures slightly between major updates. If your RVA is returning null, your base address calculation in your driver or injector is likely scuffed.

Post your crash logs if the loop logic looks different for your specific build.
 
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