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Nintendo SWITCH Cheat Codes Download
Nintendo SWITCH Cheat Codes Download

Calling cheat maker who are familiar with UE game and want to land a helping hand

  • Thread starter Thread starter TomSwitch
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TomSwitch

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1773148367910.png
From main menu click button
1773148410747.png
Select this button and wait for two minutes ( time is my guess based on the one game I tested )
1773148446885.png
Use this button to explore the functions
1773148532488.png
I have no idea whether these are real or just look real.
1773148568441.png
Function up and Function down works like for Unity. If the function name make sense of the code that you found. Maybe this tool is useful.
1773148910944.png
Attempt to find UWorld pointer.
1773149019780.png
Look like shit. If you have a game that you have UWorld pointer and the various offset to reach Pawn. Would be helpful to share that information so I can figure out what was wrong with this tool.
 
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This download link is for members of the Nintendo SWITCH Cheat Codes Download group. Join the group to see it. It's free.

1773191360615.png
 
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I try it on Mandragora i belive it ue4 base
get a hit on hp and get this
1773192315421.png
then i go in count 1 when take a hit
1773192370950.png
then function up then i get this
1773192425556.png
im not sure what ue will be name this for taking damage, normally in unity will be take damage or some thing health related
i gota search on ue what is it they use for header not familiar with ue
just a quick test
 
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I try it on Mandragora i belive it ue4 base
get a hit on hp and get this
View attachment 561479
then i go in count 1 when take a hit
View attachment 561480
then function up then i get this
View attachment 561481
im not sure what ue will be name this for taking damage, normally in unity will be take damage or some thing health related
i gota search on ue what is it they use for header not familiar with ue
just a quick test
I loaded up the game. Its UE 4.27. This looks interesting. The developer created a class named ManCheatManager.
1773196465627.png
1773196627869.png
Tutorial stage.
=== Chain Summary (UE 4.27) ===
UWorld = 3D023BF800 Tutorial_Persistent
GameInstance = 3C412EB400 ManGameInstance
LocalPlayer0 = 3C212DD990
PlayerCtrl = 3CA1876800 Tutorial_Persistent.PersistentLevel.BP_ManPlayerController_C_2147480196 [BP_ManPlayerController_C]
Pawn = 3A81AA4E60 Tutorial_Persistent.PersistentLevel.BP_ManPlayerController_C_2147480196.ManCheatManager_2147480182 [ManCheatManager]
MoveComp = 3BC129F900
GWorld slot = 262C3512A0 -> VALID
Health: name_decode=ok
Health: pawn_class=ManCheatManager suspicious=yes

=== Name Probe (UWorld @ 3D023BF800) ===
+0x18: idx=00099F81 (blk=9 off=40833 boff=0x10) -> "T_DarkForest_Fetish_06"
+0x20: idx=819B9780 (blk=33179 off=38784) -> <no decode>
+0x28: idx=2B59ECA0 (blk=11097 off=60576) -> <no decode>

=== UWorld Offset Table (base=3D023BF800, scan +0x000..+0x800) ===
Offset Address ClassName ObjName / Notes
+0x000 0x262B59E9D8 [vtable -> code]
+0x008 0x271730028000B [ObjectFlags raw]
+0x010 0x3BC12D9240 [ClassPrivate] class_of_uworld=World
+0x018 idx=00099F81 num=0 [NamePrivate] -> Tutorial_Persistent
+0x020 0x3A819B9780 [OuterPrivate] name=?
+0x030 0x3BE231B2A0 cls=Level name=PersistentLevel
+0x040 0x3C81822000 cls=LineBatchComponent name=LineBatchComponent_2147480279
+0x048 0x3C81821550 cls=LineBatchComponent name=LineBatchComponent_2147480278
+0x050 0x3C8181E550 cls=LineBatchComponent name=LineBatchComponent_2147480277
+0x058 0x3C019B6B80 cls=GameNetworkManager name=GameNetworkManager_2147480272
+0x060 0x39E1539600 cls=PhysicsCollisionHandler name=PhysicsCollisionHandler_2147480652
+0x078 0x39A18CA7E0 cls=? name=None
+0x088 0x3BE22AB7E0 cls=LevelStreamingDynamic_2 name=-
+0x098 0x3AA173F300 cls=? name=None
+0x0E8 0x3BC1857240 cls=ParticleEventManager name=ParticleEventManager_2147480275
+0x0F0 0x3BE236D000 cls=DefaultPhysicsVolume name=DefaultPhysicsVolume_2147480653
+0x0F8 0x39C1462F90 cls=? name=-
+0x110 0x3E212E2980 cls=NavigationSystemV1 name=NavigationSystemV1_2147480673
+0x118 0x3E212EC660 cls=BP_MandragoraGameMode_C name=BP_MandragoraGameMode_C_2147480651
+0x120 0x3BE18CBD20 cls=GameState name=GameState_2147480273
+0x128 0x3B213A3140 cls=AISystem name=AISystem_2147480672
+0x130 0x3AC1A791C0 cls=AvoidanceManager name=AvoidanceManager_2147480668
+0x138 0x3A81963820 cls=PersistentLevel name=-
+0x148 0x3B41B64000 cls=? name=None
+0x168 0x3D41307540 cls=? name=-
+0x180 0x3C412EB400 cls=ManGameInstance name=ManGameInstance_2147482615 [OGI-PROFILE]
+0x188 0x3AA176F240 cls=MaterialParameterCollectionInstance_2147480665 name=-
+0x1A8 0x3EA1990000 cls=Tutorial_Persistent name=-
+0x1B0 0x3AA1614840 cls=? name=-
+0x1C0 0x39A1774FA0 cls=? name=-
+0x1F0 0x3BA17D0800 cls=? name=None
+0x200 0x3B41A74CF0 cls=SK_NPCHorseTailor name=-
+0x240 0x39E1919F00 cls=? name=-
+0x250 0x3EA17E9AA0 cls=SkeletalMeshComponent0 name=-
+0x260 0x3F027EE800 cls=DefaultSceneRoot name=-
+0x338 0x39E18D41C0 cls=? name=ByteProperty_99
+0x368 0x3B41B4D5C0 cls=? name=None
+0x438 0x39E1926700 cls=? name=None_1
+0x468 0x39E18D52C0 cls=? name=-
+0x480 0x3981966AA0 cls=? name=None
+0x4A8 0x3A414498C0 cls=? name=-
+0x4C8 0x39C1679D50 cls=? name=-
+0x4E8 0x39C1596930 cls=? name=-
+0x4F0 0x3B2165A140 cls=? name=-
+0x518 0x39C1664720 cls=? name=None
+0x520 0x3D023BF800 cls=World name=Tutorial_Persistent [=UWorld]
+0x538 0x39E18E1F00 cls=? name=None
+0x548 0x39C167A840 cls=? name=None
+0x550 0x3D023BF800 cls=World name=Tutorial_Persistent [=UWorld]
+0x578 0x3AA15F7E40 cls=None name=-
+0x620 0x3AA173F3C0 cls=? name=None
+0x6E0 0x3BC17B7240 cls=? name=-
+0x720 0x39E16B9780 cls=? name=-
+0x780 0x3BC138C480 cls=Class name=WorldSubsystem
+0x788 0x3D023BF800 cls=World name=Tutorial_Persistent [=UWorld]

=== Player Location & Movement ===
Location = (could not read)
Velocity X = 0.00
Velocity Y = 0.00
Velocity Z = 0.00
Speed (XY) = 0.00
MaxWalkSpeed = 0.00
GravityScale = 0.00
IsFalling = no

=== Actor Hints (UWorld->Levels[0]->Actors) ===
(Actor list unavailable for this UE version)
Post automatically merged:

1773198974906.png
I wonder why "Man" is in the function name.
 
Last edited by TomSwitch,
I loaded up the game. Its UE 4.27. This looks interesting. The developer created a class named ManCheatManager.
View attachment 561485
View attachment 561487
Tutorial stage.
=== Chain Summary (UE 4.27) ===
UWorld = 3D023BF800 Tutorial_Persistent
GameInstance = 3C412EB400 ManGameInstance
LocalPlayer0 = 3C212DD990
PlayerCtrl = 3CA1876800 Tutorial_Persistent.PersistentLevel.BP_ManPlayerController_C_2147480196 [BP_ManPlayerController_C]
Pawn = 3A81AA4E60 Tutorial_Persistent.PersistentLevel.BP_ManPlayerController_C_2147480196.ManCheatManager_2147480182 [ManCheatManager]
MoveComp = 3BC129F900
GWorld slot = 262C3512A0 -> VALID
Health: name_decode=ok
Health: pawn_class=ManCheatManager suspicious=yes

=== Name Probe (UWorld @ 3D023BF800) ===
+0x18: idx=00099F81 (blk=9 off=40833 boff=0x10) -> "T_DarkForest_Fetish_06"
+0x20: idx=819B9780 (blk=33179 off=38784) -> <no decode>
+0x28: idx=2B59ECA0 (blk=11097 off=60576) -> <no decode>

=== UWorld Offset Table (base=3D023BF800, scan +0x000..+0x800) ===
Offset Address ClassName ObjName / Notes
+0x000 0x262B59E9D8 [vtable -> code]
+0x008 0x271730028000B [ObjectFlags raw]
+0x010 0x3BC12D9240 [ClassPrivate] class_of_uworld=World
+0x018 idx=00099F81 num=0 [NamePrivate] -> Tutorial_Persistent
+0x020 0x3A819B9780 [OuterPrivate] name=?
+0x030 0x3BE231B2A0 cls=Level name=PersistentLevel
+0x040 0x3C81822000 cls=LineBatchComponent name=LineBatchComponent_2147480279
+0x048 0x3C81821550 cls=LineBatchComponent name=LineBatchComponent_2147480278
+0x050 0x3C8181E550 cls=LineBatchComponent name=LineBatchComponent_2147480277
+0x058 0x3C019B6B80 cls=GameNetworkManager name=GameNetworkManager_2147480272
+0x060 0x39E1539600 cls=PhysicsCollisionHandler name=PhysicsCollisionHandler_2147480652
+0x078 0x39A18CA7E0 cls=? name=None
+0x088 0x3BE22AB7E0 cls=LevelStreamingDynamic_2 name=-
+0x098 0x3AA173F300 cls=? name=None
+0x0E8 0x3BC1857240 cls=ParticleEventManager name=ParticleEventManager_2147480275
+0x0F0 0x3BE236D000 cls=DefaultPhysicsVolume name=DefaultPhysicsVolume_2147480653
+0x0F8 0x39C1462F90 cls=? name=-
+0x110 0x3E212E2980 cls=NavigationSystemV1 name=NavigationSystemV1_2147480673
+0x118 0x3E212EC660 cls=BP_MandragoraGameMode_C name=BP_MandragoraGameMode_C_2147480651
+0x120 0x3BE18CBD20 cls=GameState name=GameState_2147480273
+0x128 0x3B213A3140 cls=AISystem name=AISystem_2147480672
+0x130 0x3AC1A791C0 cls=AvoidanceManager name=AvoidanceManager_2147480668
+0x138 0x3A81963820 cls=PersistentLevel name=-
+0x148 0x3B41B64000 cls=? name=None
+0x168 0x3D41307540 cls=? name=-
+0x180 0x3C412EB400 cls=ManGameInstance name=ManGameInstance_2147482615 [OGI-PROFILE]
+0x188 0x3AA176F240 cls=MaterialParameterCollectionInstance_2147480665 name=-
+0x1A8 0x3EA1990000 cls=Tutorial_Persistent name=-
+0x1B0 0x3AA1614840 cls=? name=-
+0x1C0 0x39A1774FA0 cls=? name=-
+0x1F0 0x3BA17D0800 cls=? name=None
+0x200 0x3B41A74CF0 cls=SK_NPCHorseTailor name=-
+0x240 0x39E1919F00 cls=? name=-
+0x250 0x3EA17E9AA0 cls=SkeletalMeshComponent0 name=-
+0x260 0x3F027EE800 cls=DefaultSceneRoot name=-
+0x338 0x39E18D41C0 cls=? name=ByteProperty_99
+0x368 0x3B41B4D5C0 cls=? name=None
+0x438 0x39E1926700 cls=? name=None_1
+0x468 0x39E18D52C0 cls=? name=-
+0x480 0x3981966AA0 cls=? name=None
+0x4A8 0x3A414498C0 cls=? name=-
+0x4C8 0x39C1679D50 cls=? name=-
+0x4E8 0x39C1596930 cls=? name=-
+0x4F0 0x3B2165A140 cls=? name=-
+0x518 0x39C1664720 cls=? name=None
+0x520 0x3D023BF800 cls=World name=Tutorial_Persistent [=UWorld]
+0x538 0x39E18E1F00 cls=? name=None
+0x548 0x39C167A840 cls=? name=None
+0x550 0x3D023BF800 cls=World name=Tutorial_Persistent [=UWorld]
+0x578 0x3AA15F7E40 cls=None name=-
+0x620 0x3AA173F3C0 cls=? name=None
+0x6E0 0x3BC17B7240 cls=? name=-
+0x720 0x39E16B9780 cls=? name=-
+0x780 0x3BC138C480 cls=Class name=WorldSubsystem
+0x788 0x3D023BF800 cls=World name=Tutorial_Persistent [=UWorld]

=== Player Location & Movement ===
Location = (could not read)
Velocity X = 0.00
Velocity Y = 0.00
Velocity Z = 0.00
Speed (XY) = 0.00
MaxWalkSpeed = 0.00
GravityScale = 0.00
IsFalling = no

=== Actor Hints (UWorld->Levels[0]->Actors) ===
(Actor list unavailable for this UE version)
Post automatically merged:

View attachment 561488
I wonder why "Man" is in the function name.
very interesting if you got the ue to work most of the game breeze will be the complete cheat create app to go. its can make all of the cheat needed already but with this ue feature will open up more stuff
now i will need to learn what in ue name do they use and play around with it very nice
 
Last edited by ranma99vn,
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Hit Pay Dirt !
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2026031213481600-CCFA659F4857F96DDA29AFEDB2E166E6.jpg

1773296224687.png
Class field view lets you see all properties that belong to the same class as the target.

Do this preparation before using the Class field button then you will get close to instant response. (optional)
From main menu
1773296050240.png
Activate this button and wait for a while
1773295900192.png
Post automatically merged:

currently the decode has error, some of the field is right some of it is wrong
Post automatically merged:

Members-only download
This download link is for members of the Nintendo SWITCH Cheat Codes Download group. Join the group to see it. It's free.


some improvements to the decode
 
Last edited by TomSwitch,
Hit Pay Dirt !
Members-only download
This download link is for members of the Nintendo SWITCH Cheat Codes Download group. Join the group to see it. It's free.


View attachment 561729

View attachment 561735
Class field view lets you see all properties that belong to the same class as the target.

Do this preparation before using the Class field button then you will get close to instant response. (optional)
From main menu
View attachment 561734
Activate this button and wait for a while
View attachment 561733
Post automatically merged:

currently the decode has error, some of the field is right some of it is wrong
Post automatically merged:

Members-only download
This download link is for members of the Nintendo SWITCH Cheat Codes Download group. Join the group to see it. It's free.


some improvements to the decode
the version still 101.2 after installed 101.3
 
the version still 101.2 after installed 101.3
I may have put the file in the zip before I up the version. Is the decoding improved? I see the file size is different. 101.3 should let you see a lot more fields.

I am currently taking a break with a unity game. Will be back to fight with this dragon soon.
Post automatically merged:

1773478619821.png
On stamina in memory explorer go to UE field chain using "Class field" button you see this. There are 157 items. Some of the items may be wrong. Many telly with the above screen.

1773478934631.png
1773478974795.png
Hacking Health works and not sure Energy or Rage fill up the lower bar.
Here is the rest of the fields. I did not try that many of them. Those with (?) is of lower confidence. Some of the value is of high confidence as it tally with the display value and the display label. Hacking them directly don't get the desired result and the reason is probably that they are derived and not the source of the attribute.

If you find error or learn of the details of the items with (?) share that information with me so I can see what can be done to get them right.

UE Field Chain
rows=157

Class = 3D61769330
Class name = BP_BrawlerAttributeContainer_C
Object base = 4043F6B800
Focus off = 0x3300
Head slot = 3D617693A0
Head = 3BA15B0480
Next offset = 0x20
Nodes = 159 (hierarchy: nodes=159 next=0x20 depth=6 levels=6)

Fields (offset from UObject base):

0x0004 s32 (?) CanvasPanel_2 (4043F6B804) = 30
0x0008 u32 (?) BP_DefaultCursor_C (4043F6B808) = 0 (0x00000000)
0x0030 container(StructProperty) (?) PrimaryComponentTick (4043F6B830) = 1783575800 (0x6A4F34F8)
0x003C u32 (?) field_0x003C (4043F6B83C) = 0 (0x00000000)
0x0060 container(ArrayProperty) (?) ComponentTags (4043F6B860) = 0 (0x00000000)
0x0070 container(ArrayProperty) (?) AssetUserData (4043F6B870) = 0 (0x00000000)
0x0084 int32 UCSSerializationIndex (4043F6B884) = -1
0x0088 bool bReplicates (4043F6B888) = true
0x0088 bool [extra] bNetAddressable (4043F6B888) = true
0x008C enum (?) CreationMethod (4043F6B88C) = 0 (0x00000000)
0x0200 container(ArrayProperty) (?) field_0x0200 (4043F6BA00) = 0 (0x00000000)
0x0200 container(ArrayProperty) (?) [container] CurrentResourceReservations (4043F6BA00) = 0 (0x00000000)
0x0200 container(ArrayProperty) (?) [container] RedirectDamageAttributeScale (4043F6BA00) = 0 (0x00000000)
0x0208 container(ArrayProperty) (?) PriorityHealthPools (4043F6BA08) = 432.348846
0x1000 u32 (?) field_0x1000 (4043F6C800) = 0 (0x00000000)
0x2020 bool bIsActive (4043F6D820) = false
0x2BC8 UObject* DamageTakenVFXDataAsset (4043F6E3C8) = 0x3B41305500
0x2BD0 int32 Level (4043F6E3D0) = 15
0x2BD4 float MaxHealth (4043F6E3D4) = 632.348877
0x2BD8 float Poise (4043F6E3D8) = 50.000000
0x2BE0 float PoiseBonusForward (4043F6E3E0) = 0.000000
0x2BE4 float HyperArmor (4043F6E3E4) = 50.000000
0x2BE8 float MaxStamina (4043F6E3E8) = 120.000000
0x2BEC float StaminaRegen (4043F6E3EC) = 110.000000
0x2BF4 float StaminaRegenDelay (4043F6E3F4) = 0.200000
0x2BF8 float MaxRage (4043F6E3F8) = 100.000000
0x2BFC float MaxEnergy (4043F6E3FC) = 107.400002
0x2C00 float AttackSpeed (4043F6E400) = 1.000000
0x2C04 int32 MaxComboPoints (4043F6E404) = 5
0x2C08 int32 ComboPointFractionsPerComboPoint (4043F6E408) = 3
0x2C0C float SpellBuffEfficiency (4043F6E40C) = 1.000000
0x2C10 float Mutiliate (4043F6E410) = 0.000000
0x2C14 float MutiliateResistance (4043F6E414) = 0.000000
0x2C18 float Smash (4043F6E418) = 0.000000
0x2C1C float SmashResistance (4043F6E41C) = 0.000000
0x2C20 float DamageDone_Physical (4043F6E420) = 1.000000
0x2C24 float DamageDone_Structure (4043F6E424) = 1.000000
0x2C28 float DamageDone_Arcane (4043F6E428) = 1.000000
0x2C2C float DamageDone_Wild (4043F6E42C) = 1.000000
0x2C30 float DamageDone_Poison (4043F6E430) = 1.000000
0x2C34 float DamageDone_Bleed (4043F6E434) = 1.000000
0x2C38 float DamageDone_Fire (4043F6E438) = 1.000000
0x2C3C float DamageDone_Void (4043F6E43C) = 1.000000
0x2C40 float DamageDone_Frost (4043F6E440) = 1.000000
0x2C44 float DamageDone_Chaos (4043F6E444) = 1.000000
0x2C48 float DamageDone_FloorStructure (4043F6E448) = 1.000000
0x2C4C float DamageReceived_Physical (4043F6E44C) = 1.000000
0x2C50 float DamageReceived_Structure (4043F6E450) = 1.000000
0x2C54 float DamageReceived_Arcane (4043F6E454) = 1.000000
0x2C58 float DamageReceived_Wild (4043F6E458) = 1.000000
0x2C5C float DamageReceived_Poison (4043F6E45C) = 1.000000
0x2C60 float DamageReceived_Bleed (4043F6E460) = 1.000000
0x2C64 float DamageReceived_Fire (4043F6E464) = 1.000000
0x2C68 float DamageReceived_Void (4043F6E468) = 1.000000
0x2C6C float DamageReceived_Frost (4043F6E46C) = 1.000000
0x2C70 float DamageReceived_Chaos (4043F6E470) = 1.000000
0x2C74 float DamageReceived_FloorStructure (4043F6E474) = 1.000000
0x2C78 float Constitution (4043F6E478) = 8.000000
0x2C80 float Defense (4043F6E480) = 4.000000
0x2C88 float Evasion (4043F6E488) = 0.000000
0x2C94 float Vigor (4043F6E494) = 10.000000
0x2C9C float Strength (4043F6E49C) = 6.000000
0x2CA4 float Power (4043F6E4A4) = 0.000000
0x2CAC float Knowledge (4043F6E4AC) = 1.000000
0x2CB4 float Spirit (4043F6E4B4) = 0.000000
0x2CBC float Endurance (4043F6E4BC) = 8.000000
0x2CC4 float Armor (4043F6E4C4) = 0.000000
0x2CCC float EquipLoad (4043F6E4CC) = 4.000000
0x2CD4 float Dexterity (4043F6E4D4) = 3.000000
0x2CDC float AdditionalCriticalChance (4043F6E4DC) = 0.000000
0x2CE0 float AdditionalSpellCriticalChance (4043F6E4E0) = 0.000000
0x2CE4 float AdditionalCriticalDamageMulti (4043F6E4E4) = 0.500000
0x2CE8 float GlobalBalanceModifier (4043F6E4E8) = 0.000000
0x2CEC float ShieldChargeBaseModifier (4043F6E4EC) = 1.000000
0x2CF0 float PhysicalResistance (4043F6E4F0) = 0.000000
0x2CF4 float StructureResistance (4043F6E4F4) = 0.000000
0x2CF8 float ArcaneResistance (4043F6E4F8) = 0.000000
0x2CFC float WildResistance (4043F6E4FC) = 0.000000
0x2D00 float PoisonResistance (4043F6E500) = 0.000000
0x2D04 float BleedResistance (4043F6E504) = 0.000000
0x2D08 float FireResistance (4043F6E508) = 0.000000
0x2D0C float VoidResistance (4043F6E50C) = 0.000000
0x2D10 float FrostResistance (4043F6E510) = 0.000000
0x2D14 float ChaosResistance (4043F6E514) = 0.000000
0x2D18 float EntropyLifeAuraCapacity (4043F6E518) = 250.000000
0x2D1C float EntropyLifeAuraRegenPerSec (4043F6E51C) = 15.000000
0x2D20 float EntropyLifeAuraRegenPerSecMulti (4043F6E520) = 100.000000
0x2D24 float EntropyLifeAuraDrainModifier (4043F6E524) = 1.000000
0x2D28 float BurnStatusChance (4043F6E528) = 0.000000
0x2D30 float PoisonStatusChance (4043F6E530) = 0.000000
0x2D38 float BleedStatusChance (4043F6E538) = 0.000000
0x2D40 float FreezeStatusChance (4043F6E540) = 0.000000
0x2D48 float FearStatusChance (4043F6E548) = 0.000000
0x2D50 float RootStatusChance (4043F6E550) = 0.000000
0x2D58 float SuperchargedStatusChance (4043F6E558) = 0.000000
0x2D60 float WeaknessStatusChance (4043F6E560) = 0.000000
0x2D68 float LightBrandStatusChance (4043F6E568) = 0.000000
0x2D70 float BurnStatusLengthModifier (4043F6E570) = 0.000000
0x2D74 float PoisonStatusLengthModifier (4043F6E574) = 0.000000
0x2D78 float BleedStatusLengthModifier (4043F6E578) = 0.000000
0x2D7C float FreezeStatusLengthModifier (4043F6E57C) = 0.000000
0x2D80 float FearStatusLengthModifier (4043F6E580) = 0.000000
0x2D84 float RootStatusLengthModifier (4043F6E584) = 0.000000
0x2D88 float SuperchargedStatusLengthModifier (4043F6E588) = 0.000000
0x2D8C float WeaknessStatusLengthModifier (4043F6E58C) = 0.000000
0x2D90 float AllowNegativeStamina (4043F6E590) = -40.000000
0x2D94 int32 MinimumVigorToAffectFallDamageReduction (4043F6E594) = 5
0x2D98 int32 MinimumVigorToAffectCCReduction (4043F6E598) = 5
0x2D9C float AbilityRageCostModifier (4043F6E59C) = 0.000000
0x2DA0 float PhysicalSkillEnergyCostModifier (4043F6E5A0) = 1.000000
0x2DA4 float ArcaneSkillEnergyCostModifier (4043F6E5A4) = 1.000000
0x2DA8 float WildSkillEnergyCostModifier (4043F6E5A8) = 1.000000
0x2DAC float PoisionSkillEnergyCostModifier (4043F6E5AC) = 1.000000
0x2DB0 float BleedSkillEnergyCostModifier (4043F6E5B0) = 1.000000
0x2DB4 float FireSkillEnergyCostModifier (4043F6E5B4) = 1.000000
0x2DB8 float VoidSkillEnergyCostModifier (4043F6E5B8) = 1.000000
0x2DBC float FrostSkillEnergyCostModifier (4043F6E5BC) = 1.000000
0x2DC0 float ChaosSkillEnergyCostModifier (4043F6E5C0) = 1.000000
0x2E28 int32 EssenceValue (4043F6E628) = 30
0x2E2C int32 EntropicEssenceValue (4043F6E62C) = 0
0x2E60 float HUDAttributes (4043F6E660) = 0.000000
0x2E68 UObject* PotionSetting (4043F6E668) = 0x0000000000
0x2E70 UObject* Speaker (4043F6E670) = 0x0000000000
0x2EB8 container(StructProperty) (?) ItemWeightModify_Chest (4043F6E6B8) = 1
0x2EF8 container(StructProperty) (?) ItemWeightModify_Head (4043F6E6F8) = 1
0x2F38 container(StructProperty) (?) ItemWeightModify_Hands (4043F6E738) = 1
0x2F78 container(StructProperty) (?) ItemWeightModify_Legs (4043F6E778) = 1
0x2FB8 container(StructProperty) (?) ItemWeightModify_Weapon (4043F6E7B8) = 1
0x2FF8 container(StructProperty) (?) AddArmorToPhysicalDamage (4043F6E7F8) = 1
0x3038 container(StructProperty) (?) RageCostModifier (4043F6E838) = 1
0x3078 container(StructProperty) (?) FallDamageSpeedReduction (4043F6E878) = 1
0x30B8 container(StructProperty) (?) InputCommandTime_GlobalModifier (4043F6E8B8) = 1
0x30F8 container(StructProperty) (?) InputCommandTime (4043F6E8F8) = 1
0x3138 container(StructProperty) (?) InputCommandTime_Attack (4043F6E938) = 1
0x3178 container(StructProperty) (?) InputCommandTime_Inventory (4043F6E978) = 1
0x31B8 container(StructProperty) (?) InputCommandTime_Stunned (4043F6E9B8) = 1
0x31F8 bool bHeroCanJumpOver (4043F6E9F8) = true
0x31FC float LowLifeWarningThreshold (4043F6E9FC) = 0.300000
0x3200 container(ArrayProperty) (?) FriendlyActors (4043F6EA00) = 0 (0x00000000)
0x32F0 float Health (4043F6EAF0) = 632.348877
0x32F4 float Energy (4043F6EAF4) = 107.400002
0x32F8 float Rage (4043F6EAF8) = 0.000000
0x32FC int32 ComboPointFractions (4043F6EAFC) = 0
0x3300 float Stamina (4043F6EB00) = 120.000000
0x3304 int32 Essence (4043F6EB04) = 121462
0x3308 int32 field_0x3308 (4043F6EB08) = 91200

With Coins we get this:
So Coins is part of the general inventory class that looks like all inventory belongs.

UE Field Chain
rows=110

Class = 3D616A9CC0
Class name = BP_BrawlerInventory_C
Object base = 3D85DDA800
Focus off = 0x370
Head slot = 3D616A9CF0
Head = 3AE143C840
Next offset = 0x20
Nodes = 113 (hierarchy: nodes=113 next=0x20 depth=5 levels=5)

Fields (offset from UObject base):

0x0004 s32 (?) CanvasPanel_2 (3D85DDA804) = 30
0x0008 u32 (?) BP_DefaultCursor_C (3D85DDA808) = 0 (0x00000000)
0x003C s32 (?) field_0x003C (3D85DDA83C) = -1
0x003C s32 (?) [extra] field_0x003C (3D85DDA83C) = -1
0x003C s32 (?) [extra] field_0x003C (3D85DDA83C) = -1
0x0068 MulticastInlineDelegate (?) OnChangeItemSetIndex (3D85DDA868) = 573044224 (0x2227F600)
0x0078 MulticastInlineDelegate (?) OnChangeSkillSetIndex (3D85DDA878) = 573044288 (0x2227F640)
0x0088 MulticastInlineDelegate (?) OnApplyEnchant (3D85DDA888) = 571785600 (0x2214C180)
0x0098 MulticastInlineDelegate (?) OnRemoveEnchant (3D85DDA898) = 563007104 (0x218ECE80)
0x00A8 MulticastInlineDelegate (?) OnNewItem (3D85DDA8A8) = 570512000 (0x22015280)
0x00B8 MulticastInlineDelegate (?) OnUndoUITemp (3D85DDA8B8) = 573044352 (0x2227F680)
0x00C8 MulticastInlineDelegate (?) OnUpdateItem (3D85DDA8C8) = 570512064 (0x220152C0)
0x00D8 MulticastInlineDelegate (?) OnUpdateQuickUseSlot (3D85DDA8D8) = 573044608 (0x2227F780)
0x00E8 MulticastInlineDelegate (?) OnUpdateSlot (3D85DDA8E8) = 2171894656 (0x81747B80)
0x00F8 MulticastInlineDelegate (?) OnAddItem (3D85DDA8F8) = 2200517872 (0x83293CF0)
0x0108 MulticastInlineDelegate (?) OnAddItemAbility (3D85DDA908) = 570511936 (0x22015240)
0x0118 MulticastInlineDelegate (?) OnPreRemoveItem (3D85DDA918) = 0 (0x00000000)
0x0128 MulticastInlineDelegate (?) OnRemoveItem (3D85DDA928) = 2205265920 (0x8371B000)
0x0138 UObject* OffHand (3D85DDA938) = 0x3B6207D300
0x0140 UObject* MainHand (3D85DDA940) = 0x3B6207D360
0x0148 UObject* Head (3D85DDA948) = 0x3B6207D3C0
0x0150 UObject* Shoulder (3D85DDA950) = 0x3B6207D420
0x0158 UObject* Neck (3D85DDA958) = 0x3B6207D480
0x0160 UObject* Chest (3D85DDA960) = 0x3B6207D4E0
0x0168 UObject* Hands (3D85DDA968) = 0x3B6207D540
0x0170 UObject* BodyGarment (3D85DDA970) = 0x3B6207D5A0
0x0178 UObject* Misc (3D85DDA978) = 0x3B6207D600
0x0180 UObject* Waist (3D85DDA980) = 0x3B6207D660
0x0188 UObject* Back (3D85DDA988) = 0x3B6207D6C0
0x0190 UObject* Legs (3D85DDA990) = 0x3B6207D720
0x0198 UObject* Feet (3D85DDA998) = 0x3B6207D780
0x01A0 UObject* Finger1 (3D85DDA9A0) = 0x3B6207D7E0
0x01A8 UObject* Finger2 (3D85DDA9A8) = 0x3B6207D840
0x01B0 UObject* Finger3 (3D85DDA9B0) = 0x3B6207D8A0
0x01B8 UObject* Finger4 (3D85DDA9B8) = 0x3B6207D900
0x01C0 UObject* Trinket (3D85DDA9C0) = 0x3B6207D960
0x01C8 UObject* Nothing (3D85DDA9C8) = 0x3B6207D9C0
0x01F0 container(ArrayProperty) (?) AllFoundEquipmentItems (3D85DDA9F0) = 3790130368 (0xE1E8CCC0)
0x0200 container(ArrayProperty) (?) PreCutsceneInventoryUndoSetRefArray (3D85DDAA00) = 3789434048 (0xE1DE2CC0)
0x0200 container(ArrayProperty) (?) [container] AcquisitionTrackedItems (3D85DDAA00) = 3789434048 (0xE1DE2CC0)
0x0200 container(ArrayProperty) (?) [container] PreSerializedCollectionItems (3D85DDAA00) = 3789434048 (0xE1DE2CC0)
0x0200 container(ArrayProperty) (?) [container] DLCTransmogItems (3D85DDAA00) = 3789434048 (0xE1DE2CC0)
0x0214 container(ArrayProperty) (?) FlaskRefillData (3D85DDAA14) = 62
0x0214 container(ArrayProperty) (?) [container] QuickUse (3D85DDAA14) = 62
0x0214 container(ArrayProperty) (?) [container] BackPack (3D85DDAA14) = 62
0x0220 container(ArrayProperty) (?) CollectionItems (3D85DDAA20) = 2173616128 (0x818EC000)
0x0230 int32 CollectedItems (3D85DDAA30) = 2
0x0234 int32 SavedQuickUseIndex (3D85DDAA34) = 0
0x0238 UObject* nullItemAbility (3D85DDAA38) = 0x3E44A0E800
0x0280 UClass* LanternTreeUnlockItem (3D85DDAA80) = 0x3D61629660
0x0288 float EquipLoad (3D85DDAA88) = 8.900000
0x0298 UObject* CurrentWeaponLayout (3D85DDAA98) = 0x3B01AB8090
0x02C8 container(ArrayProperty) (?) LingeringEffects (3D85DDAAC8) = 0 (0x00000000)
0x0338 container(ArrayProperty) (?) TransmogItems (3D85DDAB38) = 0 (0x00000000)
0x0370 int32 field_0x0370 (3D85DDAB70) = 9250477
0x0640 container(StructProperty) (?) ItemDescriptionSmartText (3D85DDAE40) = -1
0x0650 FText (?) ItemFlavorText (3D85DDAE50) = 207
0x0668 container(ArrayProperty) (?) WhereToFind (3D85DDAE68) = 439
0x0678 container(ArrayProperty) (?) GatheredFrom (3D85DDAE78) = 62
0x0688 UObject* ItemIcon (3D85DDAE88) = 0xB0000000EA
0x0690 UObject* ItemIconTransparent (3D85DDAE90) = 0xFFFFFFFF000001AC
0x0698 float Timeout (3D85DDAE98) = 0.000000
0x069C bool bHidePickupHUDNotif (3D85DDAE9C) = true
0x06A0 UObject* VisualSlotInfo (3D85DDAEA0) = 0x11A0000013A
0x06A8 UObject* FemaleVisualSlotInfo (3D85DDAEA8) = 0xFFFFFFFF0000002B
0x06B0 enum (?) WeaponType (3D85DDAEB0) = 271
0x06B4 bool bShowCategoryNewItemSign (3D85DDAEB4) = false
0x06B8 UObject* AudioEquipState (3D85DDAEB8) = 0xFF00000056
0x06C0 enum (?) EquipSlot (3D85DDAEC0) = 221
0x06C8 UClass* WeaponActor (3D85DDAEC8) = 0x18AFFFFFFFF
0x06D0 FName (?) CustomAttachSocketName (3D85DDAED0) = 211
0x06D8 bool bIgnoreItemsRequirement (3D85DDAED8) = false
0x06DC float Weight (3D85DDAEDC) = 0.000000
0x06E0 float Durability (3D85DDAEE0) = -nan
0x06E4 float ItemLength (3D85DDAEE4) = 0.000000
0x06E8 bool bTradeable (3D85DDAEE8) = true
0x06F0 container(ArrayProperty) (?) SubItems (3D85DDAEF0) = 447
0x0700 container(ArrayProperty) (?) SpecificVendors (3D85DDAF00) = 275
0x0710 int32 ItemLevel (3D85DDAF10) = 446
0x0714 float FirstDropChanceWeightModifier (3D85DDAF14) = 0.000000
0x0718 bool bGuaranteedFirstDrop (3D85DDAF18) = true
0x0720 container(ArrayProperty) (?) FirstDropFilter (3D85DDAF20) = 427
0x0730 int32 TimesAcquirable (3D85DDAF30) = 362
0x0734 int32 CanBeSimultaneouslyInInventoryNum (3D85DDAF34) = 411
0x0738 UClass* CustomLootVisualEntity (3D85DDAF38) = 0xFFFFFFFF000001BA
0x0740 UObject* InventorySlot (3D85DDAF40) = 0xFFFFFFFFFFFFFFFF
0x0748 container(ArrayProperty) (?) SetIndexes (3D85DDAF48) = 251
0x0760 container(ArrayProperty) (?) SubItemInstances (3D85DDAF60) = 193
0x0770 UObject* MasterItem (3D85DDAF70) = 0x6600000161
0x0778 float AcquiredTime (3D85DDAF78) = 0.000000
0x0780 UObject* FirstTimePickupDialogue (3D85DDAF80) = 0xF5FFFFFFFF
0x0788 bool bNewItem (3D85DDAF88) = false
0x078C int32 CustomShopPrice (3D85DDAF8C) = 123
0x0790 int32 CustomShopEssencePrice (3D85DDAF90) = 74
0x0794 int32 ShopPrice (3D85DDAF94) = 238
0x0798 UObject* ShopPriceTable (3D85DDAF98) = 0x135000000D6
0x07A0 int32 ShopEssencePrice (3D85DDAFA0) = 226
0x07A8 UObject* field_0x07A8 (3D85DDAFA8) = 0xF700000063
0x1000 s32 (?) field_0x1000 (3D85DDB800) = -1
 
Last edited by TomSwitch,
I may have put the file in the zip before I up the version. Is the decoding improved? I see the file size is different. 101.3 should let you see a lot more fields.

I am currently taking a break with a unity game. Will be back to fight with this dragon soon.
Post automatically merged:

View attachment 562144
On stamina in memory explorer go to UE field chain using "Class field" button you see this. There are 157 items. Some of the items may be wrong. Many telly with the above screen.

View attachment 562146
View attachment 562147
Hacking Health works and not sure Energy or Rage fill up the lower bar.
Here is the rest of the fields. I did not try that many of them. Those with (?) is of lower confidence. Some of the value is of high confidence as it tally with the display value and the display label. Hacking them directly don't get the desired result and the reason is probably that they are derived and not the source of the attribute.

If you find error or learn of the details of the items with (?) share that information with me so I can see what can be done to get them right.

UE Field Chain
rows=157

Class = 3D61769330
Class name = BP_BrawlerAttributeContainer_C
Object base = 4043F6B800
Focus off = 0x3300
Head slot = 3D617693A0
Head = 3BA15B0480
Next offset = 0x20
Nodes = 159 (hierarchy: nodes=159 next=0x20 depth=6 levels=6)

Fields (offset from UObject base):

0x0004 s32 (?) CanvasPanel_2 (4043F6B804) = 30
0x0008 u32 (?) BP_DefaultCursor_C (4043F6B808) = 0 (0x00000000)
0x0030 container(StructProperty) (?) PrimaryComponentTick (4043F6B830) = 1783575800 (0x6A4F34F8)
0x003C u32 (?) field_0x003C (4043F6B83C) = 0 (0x00000000)
0x0060 container(ArrayProperty) (?) ComponentTags (4043F6B860) = 0 (0x00000000)
0x0070 container(ArrayProperty) (?) AssetUserData (4043F6B870) = 0 (0x00000000)
0x0084 int32 UCSSerializationIndex (4043F6B884) = -1
0x0088 bool bReplicates (4043F6B888) = true
0x0088 bool [extra] bNetAddressable (4043F6B888) = true
0x008C enum (?) CreationMethod (4043F6B88C) = 0 (0x00000000)
0x0200 container(ArrayProperty) (?) field_0x0200 (4043F6BA00) = 0 (0x00000000)
0x0200 container(ArrayProperty) (?) [container] CurrentResourceReservations (4043F6BA00) = 0 (0x00000000)
0x0200 container(ArrayProperty) (?) [container] RedirectDamageAttributeScale (4043F6BA00) = 0 (0x00000000)
0x0208 container(ArrayProperty) (?) PriorityHealthPools (4043F6BA08) = 432.348846
0x1000 u32 (?) field_0x1000 (4043F6C800) = 0 (0x00000000)
0x2020 bool bIsActive (4043F6D820) = false
0x2BC8 UObject* DamageTakenVFXDataAsset (4043F6E3C8) = 0x3B41305500
0x2BD0 int32 Level (4043F6E3D0) = 15
0x2BD4 float MaxHealth (4043F6E3D4) = 632.348877
0x2BD8 float Poise (4043F6E3D8) = 50.000000
0x2BE0 float PoiseBonusForward (4043F6E3E0) = 0.000000
0x2BE4 float HyperArmor (4043F6E3E4) = 50.000000
0x2BE8 float MaxStamina (4043F6E3E8) = 120.000000
0x2BEC float StaminaRegen (4043F6E3EC) = 110.000000
0x2BF4 float StaminaRegenDelay (4043F6E3F4) = 0.200000
0x2BF8 float MaxRage (4043F6E3F8) = 100.000000
0x2BFC float MaxEnergy (4043F6E3FC) = 107.400002
0x2C00 float AttackSpeed (4043F6E400) = 1.000000
0x2C04 int32 MaxComboPoints (4043F6E404) = 5
0x2C08 int32 ComboPointFractionsPerComboPoint (4043F6E408) = 3
0x2C0C float SpellBuffEfficiency (4043F6E40C) = 1.000000
0x2C10 float Mutiliate (4043F6E410) = 0.000000
0x2C14 float MutiliateResistance (4043F6E414) = 0.000000
0x2C18 float Smash (4043F6E418) = 0.000000
0x2C1C float SmashResistance (4043F6E41C) = 0.000000
0x2C20 float DamageDone_Physical (4043F6E420) = 1.000000
0x2C24 float DamageDone_Structure (4043F6E424) = 1.000000
0x2C28 float DamageDone_Arcane (4043F6E428) = 1.000000
0x2C2C float DamageDone_Wild (4043F6E42C) = 1.000000
0x2C30 float DamageDone_Poison (4043F6E430) = 1.000000
0x2C34 float DamageDone_Bleed (4043F6E434) = 1.000000
0x2C38 float DamageDone_Fire (4043F6E438) = 1.000000
0x2C3C float DamageDone_Void (4043F6E43C) = 1.000000
0x2C40 float DamageDone_Frost (4043F6E440) = 1.000000
0x2C44 float DamageDone_Chaos (4043F6E444) = 1.000000
0x2C48 float DamageDone_FloorStructure (4043F6E448) = 1.000000
0x2C4C float DamageReceived_Physical (4043F6E44C) = 1.000000
0x2C50 float DamageReceived_Structure (4043F6E450) = 1.000000
0x2C54 float DamageReceived_Arcane (4043F6E454) = 1.000000
0x2C58 float DamageReceived_Wild (4043F6E458) = 1.000000
0x2C5C float DamageReceived_Poison (4043F6E45C) = 1.000000
0x2C60 float DamageReceived_Bleed (4043F6E460) = 1.000000
0x2C64 float DamageReceived_Fire (4043F6E464) = 1.000000
0x2C68 float DamageReceived_Void (4043F6E468) = 1.000000
0x2C6C float DamageReceived_Frost (4043F6E46C) = 1.000000
0x2C70 float DamageReceived_Chaos (4043F6E470) = 1.000000
0x2C74 float DamageReceived_FloorStructure (4043F6E474) = 1.000000
0x2C78 float Constitution (4043F6E478) = 8.000000
0x2C80 float Defense (4043F6E480) = 4.000000
0x2C88 float Evasion (4043F6E488) = 0.000000
0x2C94 float Vigor (4043F6E494) = 10.000000
0x2C9C float Strength (4043F6E49C) = 6.000000
0x2CA4 float Power (4043F6E4A4) = 0.000000
0x2CAC float Knowledge (4043F6E4AC) = 1.000000
0x2CB4 float Spirit (4043F6E4B4) = 0.000000
0x2CBC float Endurance (4043F6E4BC) = 8.000000
0x2CC4 float Armor (4043F6E4C4) = 0.000000
0x2CCC float EquipLoad (4043F6E4CC) = 4.000000
0x2CD4 float Dexterity (4043F6E4D4) = 3.000000
0x2CDC float AdditionalCriticalChance (4043F6E4DC) = 0.000000
0x2CE0 float AdditionalSpellCriticalChance (4043F6E4E0) = 0.000000
0x2CE4 float AdditionalCriticalDamageMulti (4043F6E4E4) = 0.500000
0x2CE8 float GlobalBalanceModifier (4043F6E4E8) = 0.000000
0x2CEC float ShieldChargeBaseModifier (4043F6E4EC) = 1.000000
0x2CF0 float PhysicalResistance (4043F6E4F0) = 0.000000
0x2CF4 float StructureResistance (4043F6E4F4) = 0.000000
0x2CF8 float ArcaneResistance (4043F6E4F8) = 0.000000
0x2CFC float WildResistance (4043F6E4FC) = 0.000000
0x2D00 float PoisonResistance (4043F6E500) = 0.000000
0x2D04 float BleedResistance (4043F6E504) = 0.000000
0x2D08 float FireResistance (4043F6E508) = 0.000000
0x2D0C float VoidResistance (4043F6E50C) = 0.000000
0x2D10 float FrostResistance (4043F6E510) = 0.000000
0x2D14 float ChaosResistance (4043F6E514) = 0.000000
0x2D18 float EntropyLifeAuraCapacity (4043F6E518) = 250.000000
0x2D1C float EntropyLifeAuraRegenPerSec (4043F6E51C) = 15.000000
0x2D20 float EntropyLifeAuraRegenPerSecMulti (4043F6E520) = 100.000000
0x2D24 float EntropyLifeAuraDrainModifier (4043F6E524) = 1.000000
0x2D28 float BurnStatusChance (4043F6E528) = 0.000000
0x2D30 float PoisonStatusChance (4043F6E530) = 0.000000
0x2D38 float BleedStatusChance (4043F6E538) = 0.000000
0x2D40 float FreezeStatusChance (4043F6E540) = 0.000000
0x2D48 float FearStatusChance (4043F6E548) = 0.000000
0x2D50 float RootStatusChance (4043F6E550) = 0.000000
0x2D58 float SuperchargedStatusChance (4043F6E558) = 0.000000
0x2D60 float WeaknessStatusChance (4043F6E560) = 0.000000
0x2D68 float LightBrandStatusChance (4043F6E568) = 0.000000
0x2D70 float BurnStatusLengthModifier (4043F6E570) = 0.000000
0x2D74 float PoisonStatusLengthModifier (4043F6E574) = 0.000000
0x2D78 float BleedStatusLengthModifier (4043F6E578) = 0.000000
0x2D7C float FreezeStatusLengthModifier (4043F6E57C) = 0.000000
0x2D80 float FearStatusLengthModifier (4043F6E580) = 0.000000
0x2D84 float RootStatusLengthModifier (4043F6E584) = 0.000000
0x2D88 float SuperchargedStatusLengthModifier (4043F6E588) = 0.000000
0x2D8C float WeaknessStatusLengthModifier (4043F6E58C) = 0.000000
0x2D90 float AllowNegativeStamina (4043F6E590) = -40.000000
0x2D94 int32 MinimumVigorToAffectFallDamageReduction (4043F6E594) = 5
0x2D98 int32 MinimumVigorToAffectCCReduction (4043F6E598) = 5
0x2D9C float AbilityRageCostModifier (4043F6E59C) = 0.000000
0x2DA0 float PhysicalSkillEnergyCostModifier (4043F6E5A0) = 1.000000
0x2DA4 float ArcaneSkillEnergyCostModifier (4043F6E5A4) = 1.000000
0x2DA8 float WildSkillEnergyCostModifier (4043F6E5A8) = 1.000000
0x2DAC float PoisionSkillEnergyCostModifier (4043F6E5AC) = 1.000000
0x2DB0 float BleedSkillEnergyCostModifier (4043F6E5B0) = 1.000000
0x2DB4 float FireSkillEnergyCostModifier (4043F6E5B4) = 1.000000
0x2DB8 float VoidSkillEnergyCostModifier (4043F6E5B8) = 1.000000
0x2DBC float FrostSkillEnergyCostModifier (4043F6E5BC) = 1.000000
0x2DC0 float ChaosSkillEnergyCostModifier (4043F6E5C0) = 1.000000
0x2E28 int32 EssenceValue (4043F6E628) = 30
0x2E2C int32 EntropicEssenceValue (4043F6E62C) = 0
0x2E60 float HUDAttributes (4043F6E660) = 0.000000
0x2E68 UObject* PotionSetting (4043F6E668) = 0x0000000000
0x2E70 UObject* Speaker (4043F6E670) = 0x0000000000
0x2EB8 container(StructProperty) (?) ItemWeightModify_Chest (4043F6E6B8) = 1
0x2EF8 container(StructProperty) (?) ItemWeightModify_Head (4043F6E6F8) = 1
0x2F38 container(StructProperty) (?) ItemWeightModify_Hands (4043F6E738) = 1
0x2F78 container(StructProperty) (?) ItemWeightModify_Legs (4043F6E778) = 1
0x2FB8 container(StructProperty) (?) ItemWeightModify_Weapon (4043F6E7B8) = 1
0x2FF8 container(StructProperty) (?) AddArmorToPhysicalDamage (4043F6E7F8) = 1
0x3038 container(StructProperty) (?) RageCostModifier (4043F6E838) = 1
0x3078 container(StructProperty) (?) FallDamageSpeedReduction (4043F6E878) = 1
0x30B8 container(StructProperty) (?) InputCommandTime_GlobalModifier (4043F6E8B8) = 1
0x30F8 container(StructProperty) (?) InputCommandTime (4043F6E8F8) = 1
0x3138 container(StructProperty) (?) InputCommandTime_Attack (4043F6E938) = 1
0x3178 container(StructProperty) (?) InputCommandTime_Inventory (4043F6E978) = 1
0x31B8 container(StructProperty) (?) InputCommandTime_Stunned (4043F6E9B8) = 1
0x31F8 bool bHeroCanJumpOver (4043F6E9F8) = true
0x31FC float LowLifeWarningThreshold (4043F6E9FC) = 0.300000
0x3200 container(ArrayProperty) (?) FriendlyActors (4043F6EA00) = 0 (0x00000000)
0x32F0 float Health (4043F6EAF0) = 632.348877
0x32F4 float Energy (4043F6EAF4) = 107.400002
0x32F8 float Rage (4043F6EAF8) = 0.000000
0x32FC int32 ComboPointFractions (4043F6EAFC) = 0
0x3300 float Stamina (4043F6EB00) = 120.000000
0x3304 int32 Essence (4043F6EB04) = 121462
0x3308 int32 field_0x3308 (4043F6EB08) = 91200

With Coins we get this:
So Coins is part of the general inventory class that looks like all inventory belongs.

UE Field Chain
rows=110

Class = 3D616A9CC0
Class name = BP_BrawlerInventory_C
Object base = 3D85DDA800
Focus off = 0x370
Head slot = 3D616A9CF0
Head = 3AE143C840
Next offset = 0x20
Nodes = 113 (hierarchy: nodes=113 next=0x20 depth=5 levels=5)

Fields (offset from UObject base):

0x0004 s32 (?) CanvasPanel_2 (3D85DDA804) = 30
0x0008 u32 (?) BP_DefaultCursor_C (3D85DDA808) = 0 (0x00000000)
0x003C s32 (?) field_0x003C (3D85DDA83C) = -1
0x003C s32 (?) [extra] field_0x003C (3D85DDA83C) = -1
0x003C s32 (?) [extra] field_0x003C (3D85DDA83C) = -1
0x0068 MulticastInlineDelegate (?) OnChangeItemSetIndex (3D85DDA868) = 573044224 (0x2227F600)
0x0078 MulticastInlineDelegate (?) OnChangeSkillSetIndex (3D85DDA878) = 573044288 (0x2227F640)
0x0088 MulticastInlineDelegate (?) OnApplyEnchant (3D85DDA888) = 571785600 (0x2214C180)
0x0098 MulticastInlineDelegate (?) OnRemoveEnchant (3D85DDA898) = 563007104 (0x218ECE80)
0x00A8 MulticastInlineDelegate (?) OnNewItem (3D85DDA8A8) = 570512000 (0x22015280)
0x00B8 MulticastInlineDelegate (?) OnUndoUITemp (3D85DDA8B8) = 573044352 (0x2227F680)
0x00C8 MulticastInlineDelegate (?) OnUpdateItem (3D85DDA8C8) = 570512064 (0x220152C0)
0x00D8 MulticastInlineDelegate (?) OnUpdateQuickUseSlot (3D85DDA8D8) = 573044608 (0x2227F780)
0x00E8 MulticastInlineDelegate (?) OnUpdateSlot (3D85DDA8E8) = 2171894656 (0x81747B80)
0x00F8 MulticastInlineDelegate (?) OnAddItem (3D85DDA8F8) = 2200517872 (0x83293CF0)
0x0108 MulticastInlineDelegate (?) OnAddItemAbility (3D85DDA908) = 570511936 (0x22015240)
0x0118 MulticastInlineDelegate (?) OnPreRemoveItem (3D85DDA918) = 0 (0x00000000)
0x0128 MulticastInlineDelegate (?) OnRemoveItem (3D85DDA928) = 2205265920 (0x8371B000)
0x0138 UObject* OffHand (3D85DDA938) = 0x3B6207D300
0x0140 UObject* MainHand (3D85DDA940) = 0x3B6207D360
0x0148 UObject* Head (3D85DDA948) = 0x3B6207D3C0
0x0150 UObject* Shoulder (3D85DDA950) = 0x3B6207D420
0x0158 UObject* Neck (3D85DDA958) = 0x3B6207D480
0x0160 UObject* Chest (3D85DDA960) = 0x3B6207D4E0
0x0168 UObject* Hands (3D85DDA968) = 0x3B6207D540
0x0170 UObject* BodyGarment (3D85DDA970) = 0x3B6207D5A0
0x0178 UObject* Misc (3D85DDA978) = 0x3B6207D600
0x0180 UObject* Waist (3D85DDA980) = 0x3B6207D660
0x0188 UObject* Back (3D85DDA988) = 0x3B6207D6C0
0x0190 UObject* Legs (3D85DDA990) = 0x3B6207D720
0x0198 UObject* Feet (3D85DDA998) = 0x3B6207D780
0x01A0 UObject* Finger1 (3D85DDA9A0) = 0x3B6207D7E0
0x01A8 UObject* Finger2 (3D85DDA9A8) = 0x3B6207D840
0x01B0 UObject* Finger3 (3D85DDA9B0) = 0x3B6207D8A0
0x01B8 UObject* Finger4 (3D85DDA9B8) = 0x3B6207D900
0x01C0 UObject* Trinket (3D85DDA9C0) = 0x3B6207D960
0x01C8 UObject* Nothing (3D85DDA9C8) = 0x3B6207D9C0
0x01F0 container(ArrayProperty) (?) AllFoundEquipmentItems (3D85DDA9F0) = 3790130368 (0xE1E8CCC0)
0x0200 container(ArrayProperty) (?) PreCutsceneInventoryUndoSetRefArray (3D85DDAA00) = 3789434048 (0xE1DE2CC0)
0x0200 container(ArrayProperty) (?) [container] AcquisitionTrackedItems (3D85DDAA00) = 3789434048 (0xE1DE2CC0)
0x0200 container(ArrayProperty) (?) [container] PreSerializedCollectionItems (3D85DDAA00) = 3789434048 (0xE1DE2CC0)
0x0200 container(ArrayProperty) (?) [container] DLCTransmogItems (3D85DDAA00) = 3789434048 (0xE1DE2CC0)
0x0214 container(ArrayProperty) (?) FlaskRefillData (3D85DDAA14) = 62
0x0214 container(ArrayProperty) (?) [container] QuickUse (3D85DDAA14) = 62
0x0214 container(ArrayProperty) (?) [container] BackPack (3D85DDAA14) = 62
0x0220 container(ArrayProperty) (?) CollectionItems (3D85DDAA20) = 2173616128 (0x818EC000)
0x0230 int32 CollectedItems (3D85DDAA30) = 2
0x0234 int32 SavedQuickUseIndex (3D85DDAA34) = 0
0x0238 UObject* nullItemAbility (3D85DDAA38) = 0x3E44A0E800
0x0280 UClass* LanternTreeUnlockItem (3D85DDAA80) = 0x3D61629660
0x0288 float EquipLoad (3D85DDAA88) = 8.900000
0x0298 UObject* CurrentWeaponLayout (3D85DDAA98) = 0x3B01AB8090
0x02C8 container(ArrayProperty) (?) LingeringEffects (3D85DDAAC8) = 0 (0x00000000)
0x0338 container(ArrayProperty) (?) TransmogItems (3D85DDAB38) = 0 (0x00000000)
0x0370 int32 field_0x0370 (3D85DDAB70) = 9250477
0x0640 container(StructProperty) (?) ItemDescriptionSmartText (3D85DDAE40) = -1
0x0650 FText (?) ItemFlavorText (3D85DDAE50) = 207
0x0668 container(ArrayProperty) (?) WhereToFind (3D85DDAE68) = 439
0x0678 container(ArrayProperty) (?) GatheredFrom (3D85DDAE78) = 62
0x0688 UObject* ItemIcon (3D85DDAE88) = 0xB0000000EA
0x0690 UObject* ItemIconTransparent (3D85DDAE90) = 0xFFFFFFFF000001AC
0x0698 float Timeout (3D85DDAE98) = 0.000000
0x069C bool bHidePickupHUDNotif (3D85DDAE9C) = true
0x06A0 UObject* VisualSlotInfo (3D85DDAEA0) = 0x11A0000013A
0x06A8 UObject* FemaleVisualSlotInfo (3D85DDAEA8) = 0xFFFFFFFF0000002B
0x06B0 enum (?) WeaponType (3D85DDAEB0) = 271
0x06B4 bool bShowCategoryNewItemSign (3D85DDAEB4) = false
0x06B8 UObject* AudioEquipState (3D85DDAEB8) = 0xFF00000056
0x06C0 enum (?) EquipSlot (3D85DDAEC0) = 221
0x06C8 UClass* WeaponActor (3D85DDAEC8) = 0x18AFFFFFFFF
0x06D0 FName (?) CustomAttachSocketName (3D85DDAED0) = 211
0x06D8 bool bIgnoreItemsRequirement (3D85DDAED8) = false
0x06DC float Weight (3D85DDAEDC) = 0.000000
0x06E0 float Durability (3D85DDAEE0) = -nan
0x06E4 float ItemLength (3D85DDAEE4) = 0.000000
0x06E8 bool bTradeable (3D85DDAEE8) = true
0x06F0 container(ArrayProperty) (?) SubItems (3D85DDAEF0) = 447
0x0700 container(ArrayProperty) (?) SpecificVendors (3D85DDAF00) = 275
0x0710 int32 ItemLevel (3D85DDAF10) = 446
0x0714 float FirstDropChanceWeightModifier (3D85DDAF14) = 0.000000
0x0718 bool bGuaranteedFirstDrop (3D85DDAF18) = true
0x0720 container(ArrayProperty) (?) FirstDropFilter (3D85DDAF20) = 427
0x0730 int32 TimesAcquirable (3D85DDAF30) = 362
0x0734 int32 CanBeSimultaneouslyInInventoryNum (3D85DDAF34) = 411
0x0738 UClass* CustomLootVisualEntity (3D85DDAF38) = 0xFFFFFFFF000001BA
0x0740 UObject* InventorySlot (3D85DDAF40) = 0xFFFFFFFFFFFFFFFF
0x0748 container(ArrayProperty) (?) SetIndexes (3D85DDAF48) = 251
0x0760 container(ArrayProperty) (?) SubItemInstances (3D85DDAF60) = 193
0x0770 UObject* MasterItem (3D85DDAF70) = 0x6600000161
0x0778 float AcquiredTime (3D85DDAF78) = 0.000000
0x0780 UObject* FirstTimePickupDialogue (3D85DDAF80) = 0xF5FFFFFFFF
0x0788 bool bNewItem (3D85DDAF88) = false
0x078C int32 CustomShopPrice (3D85DDAF8C) = 123
0x0790 int32 CustomShopEssencePrice (3D85DDAF90) = 74
0x0794 int32 ShopPrice (3D85DDAF94) = 238
0x0798 UObject* ShopPriceTable (3D85DDAF98) = 0x135000000D6
0x07A0 int32 ShopEssencePrice (3D85DDAFA0) = 226
0x07A8 UObject* field_0x07A8 (3D85DDAFA8) = 0xF700000063
0x1000 s32 (?) field_0x1000 (3D85DDB800) = -1
the 101.3 is crash when i go back out form a game directory (pick any cheat in breeze) after press ... to back out
 
the 101.3 is crash when i go back out form a game directory (pick any cheat in breeze) after press ... to back out
Did not change that part but the size of Breeze is growing very fast and maybe new code has memory leak. 101.2 was fine? How about 101.4?
 
crashed on 101.3 and 101.4, roll back on 101.2 it works no crash
Maybe it's just big. Try releasing some memory, I don't see any problem on my system. Get rid of some sysmodule. Also possible that you have too many files or directories, there is no guard against that, it will crash when memory run out. Any problem if you don't use ".."?

Nothing much can be done until you provide reproducible steps for the problem—steps I can execute without too much effort.
 
Maybe it's just big. Try releasing some memory, I don't see any problem on my system. Get rid of some sysmodule. Also possible that you have too many files or directories, there is no guard against that, it will crash when memory run out.
i only got sys-ftpd-10k and gen2 is on all other is off, perhaps too many cheat folders? i got like 416 folders ?
Edit: deleted some folders and it works probably just keep the under 400 should be ok
 
i only got sys-ftpd-10k and gen2 is on all other is off, perhaps too many cheat folders? i got like 416 folders ?
That is likely the case, there is no guard today so too many directories will crash it when memory runs out. You were probably already at the margin so the growth of the code size tip it over. Try reducing some directories to test that theory.

You can try this 101.4 that is stripped of debug information so smaller. It if stop the crash then it is just a matter of time it will come back later.
 

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@ranma99vn this one should fix the too many directories crash.
 
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Ah sorry, I read your thread now...

I tried the last approximately 9 weeks to build an uEngine 2.0 script and reworked the script originally created and built from Eiffel... But of course your approach is better because you have it directly built in Breeze which is great!!

My upate on the script... This is the run from yesterday for a UE 4.27 or 4.25+ game Xuan Yuan Sword7
Findings on Emulator but also work for Switch! But you have to include it in IDA 9.x

============================================================
📊 DISCOVERY SUMMARY (all targets):
============================================================
✅ GUObjectArray: 0x864FFF30
✅ FNamePool: 0x8602BD70
✅ ProcessEvent: 0x800A3838
❌ GetFullName: NOT FOUND
❌ StaticFindObject: NOT FOUND
✅ GEngine: 0x87AE53F8
✅ GWorld: 0x842F7FFF
✅ UClassBuilder: 0x8006A9D0
✅ TypeInfoBuilder: 0x801574C0
✅ FNameFunction: 0x8000B564
ℹ️ UE_Version: 0x843455A8
✅ FName_Function: 0x8000B564
✅ GUObjectArray_Proximity: 0x864FFF30
============================================================
📈 Found 10 / 12 functions
📱 Platform: ARM64
🎮 UE Version: ++UE4+Release-4.25Plus
============================================================


============================================================
DiscoverAll() COMPLETE at 2026-03-16 09:46:12 (total: 7m 10s)
============================================================

But I have to say... It is not in the state that I can speak of a final script... My last weeks is the challenge to find the correct FNamePool which sounds that you solved directly in Breeze? I am fighting with Fake Pools all over the place and the algorithm is not so strong that I can determin it corretly... I know the address by searching for myself but I am currently finetuning the stuff... Here how the FName looks like for my game if I could find it through the script (only first part of the generated JSON):

{
"_meta": {
"pool_addr": "0x86029018",
"blocks_offset": 32,
"block_stride": 16,
"entry_format": "utf16_nullterm",
"block_offset_bits": 16,
"total_names": 2046,
"total_blocks": 9,
"created": "2026-03-14T08:31:30.462733"
},
"names": {
"384": "MenuMode",
"0": "EnemySlain",
"16": "LevelAssetPath",
"32": "LevelName",
"48": "CallFunction",
"64": "CallLinkID",
"80": "CallTarget",
"96": "IsTeleport",
"112": "EndEventID",
"128": "NowEventID",
"144": "TeachingDataID",
"160": "EndEventID",
"176": "NowEventID",
"192": "Businessman",
"208": "TargetActor",
"224": "Beta_1.0",
"240": "MainActor",
"256": "Beta_1.0",
"272": "Beta_1.0",
"288": "Beta_1.0",
"304": "CallbackTarget",
"320": "TargetActor",
"336": "MainActor",
"352": "SequenceId",
"368": "UseSequenceList",
"400": "IsGameClear",
"416": "Teleport",
"432": "New Game Plus",
"448": "TeachingEnabled",
"464": "DifficultyLevel",
"480": "PendingEventId",
"496": "TaskType",
"512": "SystemSFX",
"528": "EndEventID",
"544": "SoulContract",
"560": "TeachingHelp",
"576": "冠肩",
"592": "BasicEyes",
"608": "BasicFace",
"624": "Summon Attack",
"640": "Rock Climb",
"656": "SplineMove",
"672": "Interactive",
"688": "TeaseMascot",
"704": "CallMascot",
"720": "TurnBack",
"736": "Sequence",
"752": "SubQuest",
"768": "MainQuest",
"784": "InProgress",
"800": "Acceptable",
...

I would assume that is the last challenge before I could try out my feature of generating autmatically a few Breeze cheats from findings... But not sure here!

And I have to add... I have totally no knowledge here and all was programmed by AI -> Opus 4.6 mostly
Post automatically merged:

And most parts were inspired from the UE4 dumper all over the places for PC builds... But I learned in all my iterations with AI that Switch is a completely other challenge then PC builds because of more stripped, sparsed arrays etc.

So for me it is a very exciting journey but I don't hung with my life on that ;) so when it is not so powerful than your direkt Breeze approach I am totally fine with it!

It is also to see what AI is capable of...
Post automatically merged:

And of course I can also share it the next days... I think I have 70% here... But it is very time consuming to come over that... And I tried not out so much other games but all concepts in the script is to also work with other UE framework versions (maybe except 5 or I don't know so far -> because I tried out with Dragon Quest Reminaged and it was not the best choice for the first game to tackle my script on)
Maybe you can find some findings to benefit also Breeze from it... The documentation of the challenges are great solved from AI... So maybe it helps
Post automatically merged:

Here the full output of 1 Run through the Emulator -> But you need Remote GDB for it to work otherwise no chance for reading .bss etc. and find the dynamic data (I think that is also the big difference from orgininal script of Eiffel because older UE games had all static in place)
 

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Last edited by LaMano,
  • Like
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Ah sorry, I read your thread now...

I tried the last approximately 9 weeks to build an uEngine 2.0 script and reworked the script originally created and built from Eiffel... But of course your approach is better because you have it directly built in Breeze which is great!!

My upate on the script... This is the run from yesterday for a UE 4.27 or 4.25+ game Xuan Yuan Sword7
Findings on Emulator but also work for Switch! But you have to include it in IDA 9.x

============================================================
📊 DISCOVERY SUMMARY (all targets):
============================================================
✅ GUObjectArray: 0x864FFF30
✅ FNamePool: 0x8602BD70
✅ ProcessEvent: 0x800A3838
❌ GetFullName: NOT FOUND
❌ StaticFindObject: NOT FOUND
✅ GEngine: 0x87AE53F8
✅ GWorld: 0x842F7FFF
✅ UClassBuilder: 0x8006A9D0
✅ TypeInfoBuilder: 0x801574C0
✅ FNameFunction: 0x8000B564
ℹ️ UE_Version: 0x843455A8
✅ FName_Function: 0x8000B564
✅ GUObjectArray_Proximity: 0x864FFF30
============================================================
📈 Found 10 / 12 functions
📱 Platform: ARM64
🎮 UE Version: ++UE4+Release-4.25Plus
============================================================


============================================================
DiscoverAll() COMPLETE at 2026-03-16 09:46:12 (total: 7m 10s)
============================================================

But I have to say... It is not in the state that I can speak of a final script... My last weeks is the challenge to find the correct FNamePool which sounds that you solved directly in Breeze? I am fighting with Fake Pools all over the place and the algorithm is not so strong that I can determin it corretly... I know the address by searching for myself but I am currently finetuning the stuff... Here how the FName looks like for my game if I could find it through the script (only first part of the generated JSON):

{
"_meta": {
"pool_addr": "0x86029018",
"blocks_offset": 32,
"block_stride": 16,
"entry_format": "utf16_nullterm",
"block_offset_bits": 16,
"total_names": 2046,
"total_blocks": 9,
"created": "2026-03-14T08:31:30.462733"
},
"names": {
"384": "MenuMode",
"0": "EnemySlain",
"16": "LevelAssetPath",
"32": "LevelName",
"48": "CallFunction",
"64": "CallLinkID",
"80": "CallTarget",
"96": "IsTeleport",
"112": "EndEventID",
"128": "NowEventID",
"144": "TeachingDataID",
"160": "EndEventID",
"176": "NowEventID",
"192": "Businessman",
"208": "TargetActor",
"224": "Beta_1.0",
"240": "MainActor",
"256": "Beta_1.0",
"272": "Beta_1.0",
"288": "Beta_1.0",
"304": "CallbackTarget",
"320": "TargetActor",
"336": "MainActor",
"352": "SequenceId",
"368": "UseSequenceList",
"400": "IsGameClear",
"416": "Teleport",
"432": "New Game Plus",
"448": "TeachingEnabled",
"464": "DifficultyLevel",
"480": "PendingEventId",
"496": "TaskType",
"512": "SystemSFX",
"528": "EndEventID",
"544": "SoulContract",
"560": "TeachingHelp",
"576": "冠肩",
"592": "BasicEyes",
"608": "BasicFace",
"624": "Summon Attack",
"640": "Rock Climb",
"656": "SplineMove",
"672": "Interactive",
"688": "TeaseMascot",
"704": "CallMascot",
"720": "TurnBack",
"736": "Sequence",
"752": "SubQuest",
"768": "MainQuest",
"784": "InProgress",
"800": "Acceptable",
...

I would assume that is the last challenge before I could try out my feature of generating autmatically a few Breeze cheats from findings... But not sure here!

And I have to add... I have totally no knowledge here and all was programmed by AI -> Opus 4.6 mostly
Post automatically merged:

And most parts were inspired from the UE4 dumper all over the places for PC builds... But I learned in all my iterations with AI that Switch is a completely other challenge then PC builds because of more stripped, sparsed arrays etc.

So for me it is a very exciting journey but I don't hung with my life on that ;) so when it is not so powerful than your direkt Breeze approach I am totally fine with it!

It is also to see what AI is capable of...
Post automatically merged:

And of course I can also share it the next days... I think I have 70% here... But it is very time consuming to come over that... And I tried not out so much other games but all concepts in the script is to also work with other UE framework versions (maybe except 5 or I don't know so far -> because I tried out with Dragon Quest Reminaged and it was not the best choice for the first game to tackle my script on)
Maybe you can find some findings to benefit also Breeze from it... The documentation of the challenges are great solved from AI... So maybe it helps
Post automatically merged:

Here the full output of 1 Run through the Emulator -> But you need Remote GDB for it to work otherwise no chance for reading .bss etc. and find the dynamic data (I think that is also the big difference from orgininal script of Eiffel because older UE games had all static in place)
Your separate effort is well and good. It looks like our paths haven’t intersected yet. At the moment, I’m only focusing on Breeze’s UE features. If you like to help use Breeze and let me know what you observed.

I’ve taken a look at this game. It seems similar to what I’ve seen before—nothing gained or lost from a casual glance. You can ask AI to look at the function map produce by Breeze maybe it will figure out what it did wrong with your script.

PS: Dragon Quest also look similar.
Post automatically merged:

@LaMano The function map may be wrong. I started playing the game and using Breeze to make cheat. I found hp and the function search don't make sense.
1773854629398.png
1773854686512.png
1773854716749.png
The class name of "CharacterData" look promising.
1773854794009.png
starting from offset 0x28 being Datainfo, a strange name and EquipmentSlot at 0x38 is clearly wrong.
Do you have information on CharacterData class?
 

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Last edited by TomSwitch,
Your separate effort is well and good. It looks like our paths haven’t intersected yet. At the moment, I’m only focusing on Breeze’s UE features. If you like to help use Breeze and let me know what you observed.

I’ve taken a look at this game. It seems similar to what I’ve seen before—nothing gained or lost from a casual glance. You can ask AI to look at the function map produce by Breeze maybe it will figure out what it did wrong with your script.

PS: Dragon Quest also look similar.
Post automatically merged:

@LaMano The function map may be wrong. I started playing the game and using Breeze to make cheat. I found hp and the function search don't make sense.
View attachment 563018
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View attachment 563020
The class name of "CharacterData" look promising.
View attachment 563021
starting from offset 0x28 being Datainfo, a strange name and EquipmentSlot at 0x38 is clearly wrong.
Do you have information on CharacterData class?
At the moment not... but when I find something I will let you know. The broken FNames in my script is hindering me from real findings.

But as you wrote "0x28 being Datainfo, a strange name and EquipmentSlot at 0x38" are probably not correct, think so also...
For my script I changed last night the heuristic concept and maybe I have next time better results... Will achieve it to find the correct FNamePool it is only a question of when and how much Tokens needed ;)
 
Last edited by LaMano,
@LaMano Consider this: what you’re looking for may not be there in the first place.

For the CharacterData class instance—which contains hp, stm, damage, and defence (confirmed working memory)—this is what I’ve been able to get Breeze to generate. It still has many gaps, and hp and stm were added manually by me (annotated).

What could explain this? That’s the mystery to solve. If you can identify these fields using your UE script (rather than annotations), then the search can be improved—and I’d greatly appreciate your help in pushing the UE search algorithm forward.

There’s also the possibility that the data simply isn’t there in the first place. These fields might not be UObjects or accessed via UFunctions. The developer could be using a hybrid approach.

I’m going to take a break from this rabbit hole. Don’t work too hard.
 

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