Bgmi 32 bit UE4 Offsets
Coronalabs:
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Coronalabs:
0x40264FC : 00 00 A0 E3 1E FF 2F E1
Fix Stuck:0x2629AC8 : 00 00 00 00
0x2629AD4 : 00 00 00 00
No Grass:0x42B8488 : 00 00 00 00
90 Fps & Ultra HD:0x2E86EC4 : 05 00 A0 E3 1E FF 2F E1
0x2E87044 : 5A 00 A0 E3 1E FF 2F E1
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👍3🤔1
BGMI 32 BIT IMGUI ESP OFFSETS 100% Real
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#define ProccesEvent_Offset 0x57E7DC8By - @Filzer_OP
#define GNames_Offset 0x437A13C
#define GEngine_Offset 0x849CCC8
#define GUObject_Offset 0x87C7980
#define GNativeAndroidApp_Offset 0x84910F8
#define GetActorArray 0x5C4E990
#define Actors_Offset 0x70
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libhdmpve.so
3.4 MB
load your own shared lib in bgmi 2.8 32 bit as there is no useless lib in the game now,
push this lib in the game libs folder and also push your own shared lib with exact same name "libfilzer.so" and it will get load enjoy
by - @Filzer_OP
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push this lib in the game libs folder and also push your own shared lib with exact same name "libfilzer.so" and it will get load enjoy
by - @Filzer_OP
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❤2👍1
32 bit auto flash 60% booster
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if (flashauto)
{
if(localPlayer->Energy.EnergyCurrent >= 60.0f)
{
g_LocalPlayer->StandHalfHeight = 77.0f;
g_LocalPlayer->CrouchHalfHeight = 50.0f;
Write_Float(g_UE4 + 0x608698C, 22.5);
Write_Float(g_UE4 + 0x59C6FAC, 0.155);
}
else{
g_LocalPlayer->StandHalfHeight = 88.0f;
g_LocalPlayer->CrouchHalfHeight = 60.0f;
Write_Float(g_UE4 + 0x608698C, 25.72529029846);
Write_Float(g_UE4 + 0x59C6FAC, 9.99999997e-7);
}
}
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👍1
Esp skeleton glitch fix:
change
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change
pelvis to Pelvis
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😱2❤1👍1
peek god view updated just change
just replace that line with this
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just replace that line with this
auto lund = *(int *)(*(int *)(*(int *)(g_UE4 + 0x8651A34) + 0x0) + 0x354) + 0x158;
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👍4
Lib Base Headshot No fake Damage
By - @Filzer_OP
*You can also add magic bullet offset and edit him with -99999 for better experience
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if (Settings::Memory::MagicBullet)
{
Write<float>((Cheat::libUE4Base + 0x5E1BA78), ((float)Settings::Memory::MagicBulletValue * 10.0f));
}By - @Filzer_OP
*You can also add magic bullet offset and edit him with -99999 for better experience
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Auto Parachute 32 Bit Bgmi 2.8
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if (Settings::Memory::FastLand)
{
auto fuckyes = *(int *)(*(int *)(*(int *)(Cheat::libUE4Base + Cheat::localPlayer_Offset) + 0x0) + 0x1018) + 0x2D4;
if (*(int *)fuckyes == 1 && GetWorld()->PersistentLevel->WorldSettings->MinUndilatedFrameTime != 0.100f)
{
GetWorld()->PersistentLevel->WorldSettings->MinUndilatedFrameTime = 0.100f;
}
if (*(int *)fuckyes != 1 && GetWorld()->PersistentLevel->WorldSettings->MinUndilatedFrameTime != 0.00050000002f)
{
GetWorld()->PersistentLevel->WorldSettings->MinUndilatedFrameTime = 0.00050000002f;
}
}
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👍3❤2😱1
Hide Your Return Value From IDA PRO!
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return (int)string2Offset(OBFUSCATE("0x0"));
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Login Crash Fix or getting randomly crash in-game Fix!
"
"
*It won't give termination I have tested and also using it
By - @Filzer_OP
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"
opcode_crash" this thread was earlier doing that but now its not getting called so,"
scan1" block this thread in case 16 and crash will be fixed!*It won't give termination I have tested and also using it
By - @Filzer_OP
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Calcshootrot For 2.8 Bgmi 32bit!
*Tested*
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*Tested*
libUE4 + 0x32AACC4By - @Filzer_OP
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Case 35 Real Workflow explained!
So, suppose case 35 got called with size 69 and at the same time you will also notice that case 37 having size 69 too, so what happens case 35 prepares data for case 37 and if your case 35 having size 69 then whenever you fire a bullet the case 37 will always return 69 unless until case 35 size is changed. So in short changing anything in case 35 will directly/indirectly effect case 37 too.
By - @Filzer_OP
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Case 37 - libanogs + 0x8E68A (2.8 32 BIT, Case 1 and Case 35 Children)
So, suppose case 35 got called with size 69 and at the same time you will also notice that case 37 having size 69 too, so what happens case 35 prepares data for case 37 and if your case 35 having size 69 then whenever you fire a bullet the case 37 will always return 69 unless until case 35 size is changed. So in short changing anything in case 35 will directly/indirectly effect case 37 too.
By - @Filzer_OP
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Return 0 and Return 0LL in 64 BIT!
Return 0:
Return 0LL:
By - @Filzer_OP
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Return 0:
00 00 80 D2 C0 03 5F D6 //return 0Return 0LL:
E0 03 1F 2A C0 03 5F D6 //return 0LLBy - @Filzer_OP
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Less Trees & No Grass 2.8 32 BGMI!
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libUE4 + 0x42B8488 : 00 00 00 00 // No Grass
libUE4 + 0x5BAF9BC : 00 00 00 00 // Less Tress
By - @Filzer_OP
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Access BulletFireSpeed to make perfect aim prediction (BGMI / PUBGM 32 Bit)
*Add this code in shoot event
and instead of
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*Add this code in shoot event
and instead of
BulletRange put this BulletFireSpeedauto ShootWeaponEntity = thiz->ShootWeaponEntityComponent;By - @Filzer_OP
auto BulletFireSpeed = *(float*)((uintptr_t)ShootWeaponEntity + 0x408);
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CoronaLabs 64 Bit 2.8 BGMI !
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0x6AD5AF4 : E0 03 1F 2A C0 03 5F D6 //return 0LLBy - @Filzer_OP
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Get Our Player Current Total Finishes (Kills) 2.8 BGMI 32 Bit!
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c++
auto PlayerState = Cheat::localPlayer->PlayerState;
auto Kills = *(int *)((uintptr_t)PlayerState + 0x4F8);
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👍4
Knock speed SDK Based!
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By - @Filzer_OP
Cheat::localPlayer->SpeedScale = (float)Settings::Others::KnockSpeedValue;
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BulletHitInfoUploadComponent Qmemcpy Caller Patch BGMI 32 BIT 2.8!
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PATCH_LIB("libUE4.so", "0x31E4D50", "00 F0 20 E3");By - @Filzer_OP
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Coronalabs 2.9 32Bit BGMI!
0x4193C70
*just uploaded if anyone still needs this shit
By - @Filzer_OP
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0x4193C70
*just uploaded if anyone still needs this shit
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90 fps and UHD Bgmi 2.9 32 bit
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HOOK_LIB("libUE4.so", "0x2F22248", hook_sub_2F22248, orig_sub_2F22248); // 90 Fps
HOOK_LIB("libUE4.so", "0x2F223E0", hook_sub_2F223E0, orig_sub_2F223E0); // UHDBy - @Filzer_OP
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