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Question Valorant — USceneComponent ComponentToWorld Offset and Bone Conversion

byte_corvus

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Anyone currently digging into the bone conversion logic for Valorant? If you are trying to map bone transforms to world space for an external ESP and getting zeroed-out results, you are likely hitting a wall with the ComponentToWorld offset.

When your debug logs show
Code:
c2w_s=(0.00, 0.00, 0.00)
it is a dead giveaway that your driver is reading garbage or the offset has shifted in the latest build. Here is a breakdown of the current implementation hurdle.

Technical Implementation
The logic revolves around reading the FTransform from the mesh (USkeletalMeshComponent), which inherits from USceneComponent. If the scale and translation are coming back null, your world-to-screen flow is dead on arrival.

  1. Reading the Mesh Transform:
    Code:
    meshCompToWorld = driver.Read<FTransform>(mesh + ComponentToWorld);
  2. Bone Array Handling:
    Typically hitting
    Code:
    BoneArrayCache (0x0AB8)
    with a fallback to
    Code:
    BoneArray (0x0AA8)
  3. Transformation Logic:
    Applying the rotation matrix and translation from the component space to get the final world position.

[bone-trace] bone_world ok mesh=0xCDD9AAB0 bone=3 local=(-10.1,-3.9,116.8) c2w_t=(0.0,0.0,0.0) c2w_s=(0.00,0.00,0.00) c2w_q=(0.000,0.000,0.000,1.000) world=(0.0,0.0,0.0)

The Reversing Hurdle
Offsets like
Code:
0x250
and
Code:
0x2D0
are floating around, but neither seems to yield valid data for the current USceneComponent structure. For those reversing the binary, the most reliable path is tracing CalcNewComponentToWorld in IDA. This Unreal function handles the update of the transform member—look for where the SIMD instructions (like
Code:
vmovdqa
are dumping the calculated transform back into the component memory.

If the scale is zero, you might be reading padding or a deprecated member. Has anyone verified the exact shift for the latest patch?

Drop your IDA findings or updated offsets below.
 
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