64 Bit ViewMatrix Pointers!
First: 0x20
Second: 0x270
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First: 0x20
Second: 0x270
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😱5👍2😁2❤1🔥1
MessageBox Yes/No + all message box from here, just change method BGMI 32Bit!
Example for Yes/No:
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int (*CMessageBoxExt)(int type, const char16_t* Caption, const char16_t* Text);
std::u16string stringToUtf16(const std::string& str) {
std::wstring_convert<std::codecvt_utf8_utf16<char16_t>, char16_t> converter;
return converter.from_bytes(str);
}
std::unique_ptr<char16_t[]> stringToChar16Array(const std::string& str) {
std::u16string utf16str = stringToUtf16(str);
std::unique_ptr<char16_t[]> char16Array(new char16_t[utf16str.size() + 1]);
std::copy(utf16str.begin(), utf16str.end(), char16Array.get());
char16Array[utf16str.size()] = u'\0';
return char16Array;
}
int MsgBox(int Method, const std::string& Caption, const std::string& Text) {
auto caption = stringToChar16Array(Caption);
auto text = stringToChar16Array(Text);
int result = CMessageBoxExt(Method, caption.get(), text.get());
return result;
}Example for Yes/No:
MsgBox(1, "Are You Gay?", " Yes");
libUE4 + 0x40A91E0
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https://github.com/Ant-tree/ObfuscatorNDK/releases/download/23.2.8568313/23.2.8568313.zip
Pre Compiled Ollvm Integrated to NDK, 12.09
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Pre Compiled Ollvm Integrated to NDK, 12.09
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GEngine Was Changed in 3.3.1
GEngine BGMI 3.3.1 32Bit
libUE4 + 0x89CD3C4
GEngine BGMI 3.3.1 32Bit
libUE4 + 0x89CD3C4
👍3🔥2🤔2❤1
ViewMatrix Was Changed in 3.3.1
ViewMatrix BGMI 3.3.1 32Bit
libUE4 + 0x89B3B30
ViewMatrix BGMI 3.3.1 32Bit
libUE4 + 0x89B3B30
❤2
Imgui ESP Name ??? Fix
Add this font
*this font don't support all glyps, this is just an example, to fully fix it you need to add a unicode font (remember those cause lot of lag issues)
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Add this font
*this font don't support all glyps, this is just an example, to fully fix it you need to add a unicode font (remember those cause lot of lag issues)
static const ImWchar FUll_range[] = { 0x01, 0xffff, 0 };
io.Fonts->AddFontFromFileTTF("/sdcard/Android/data/com.pubg.imobile/FilzerX/segoeui.ttf", 15.0f, &icons_config, FUll_range);By - @Filzer_OP
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Disable WeaponTss BGMI 3.3.1!
32 Bit:
64 Bit:
*After doing this you can edit directly BulletFireSpeed and it will work.
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32 Bit:
*(bool*)(libUE4Base + 0x84AF79C) = false;
64 Bit:
*(bool*)(libUE4Base + 0xBC037AC) = false;
*After doing this you can edit directly BulletFireSpeed and it will work.
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GEngine Shared In Public For BGMI 3.4 32 Bit Is Wrong!
Correct GEngine BGMI 3.4 32 Bit:
Correct GEngine BGMI 3.4 32 Bit:
libUE4Base + 0x8C12FBC🌚3👍2😁2❤1
Ok i decided to finally share this!
The Real reason behind crash in driving and how to fix it!
This crash is coming because you are getting localPlayer From an inappropriate method, like getting it from acknowledgedPawn, if you are getting localplayer from there, that address gets turned in to CurrentVehicle address after sitting in any vehicle hence if you read / write any pointers in that region which is NULL will cause crash.
How to fix it - just get localPlayer From Loops.
It took me so much time to find the real reason behind it, some people uses conditions to fix it, but that's not real solution.
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The Real reason behind crash in driving and how to fix it!
This crash is coming because you are getting localPlayer From an inappropriate method, like getting it from acknowledgedPawn, if you are getting localplayer from there, that address gets turned in to CurrentVehicle address after sitting in any vehicle hence if you read / write any pointers in that region which is NULL will cause crash.
How to fix it - just get localPlayer From Loops.
It took me so much time to find the real reason behind it, some people uses conditions to fix it, but that's not real solution.
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Bullet Track Fake Damage Fix Converted In SDK!
CurrentWeaponReplicated->ShootMode = 2;
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CurrentWeaponReplicated->ShootMode = 2;
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👍5❤2🔥1😁1😱1🌚1
Decryption of Less Recoil Offsets!
AccessoriesVRecoilFactor, AccessoriesHRecoilFactor, AccessoriesRecoveryFactor are now encrypted and if you want to use them you must decrypt it
Encrypted Offsets:
SetDecryption(*(uintptr_t*)(Cheat::ShootWeaponEntityComp + AccessoriesVRecoilFactor + 0xC), 0);
SetDecryption(*(uintptr_t*)(Cheat::ShootWeaponEntityComp + AccessoriesHRecoilFactor + 0xC), 0);
SetDecryption(*(uintptr_t*)(Cheat::ShootWeaponEntityComp + AccessoriesRecoveryFactor + 0xC), 0);
Write Your own decryption logic (hint: its same as instant hit decryption)
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Almost All Reasons Of 1Day Violating Ban!
1. Modifying Anogs Text Segment / UE4 Text Segment.
2. Root Detection.
3. Signature Kill Detection.
4. Stopping Heartbeats Completely.
5. Maybe few more which I couldn't remember right now.
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1. Modifying Anogs Text Segment / UE4 Text Segment.
2. Root Detection.
3. Signature Kill Detection.
4. Stopping Heartbeats Completely.
5. Maybe few more which I couldn't remember right now.
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👍6😁4🤔1😱1
DeadBox Without Process Event!
This code was originally made by me and my freind (Ganja), but ganja is chutiya as we know, he shared it to someone (i wont tell his name), and that guy shared it to more people's, and almost everyone haves it now, without knowing who actually made it, so am leaking it officially.
if (Actor->IsA(APlayerTombBox::StaticClass())) {
auto TombBoxx = (APlayerTombBox*)Actor;
if (TombBoxx && TombBoxx->DamageCauser && TombBoxx->TargetPlayer && localPlayerController)
{
if (TombBoxx->DamageCauser->PlayerKey == localPlayerController->PlayerKey)
{
if (std::find(AlreadyChangedSet.begin(), AlreadyChangedSet.end(), TombBoxx->TargetPlayer->PlayerKey) == AlreadyChangedSet.end())
{
auto DeadBoxAvatarCompPtr = *(uintptr_t*)((uintptr_t)TombBoxx + 0x4E0); //DeadBoxAvatarComponent_BP_C* DeadBoxAvatarComponent_BP
if (DeadBoxAvatarCompPtr)
{
PreChangeItemAvatar(DeadBoxAvatarCompPtr, EditValue);
AlreadyChangedSet.push_back(TombBoxx->TargetPlayer->PlayerKey);
return;
}
}
}
}
}You Must Add this in HUD Thread, Else you will get crash.
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👍10😱2❤1🔥1😁1
LaunchBP UE4 Offset BGMI 3.4 32 Bit
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libUE4Base + 0x33CC0DC
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GetCurrentRealTime FPS!
SDK Based:
Offset Based (BGMI 3.4 32Bit):
External Based (BGMI 3.4 32Bit):
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SDK Based:
UScriptHelperClient::GetFPS();
Offset Based (BGMI 3.4 32Bit):
float FPS = *(float*)(libUE4Base + 0x8C13034);
External Based (BGMI 3.4 32Bit):
float FPS = RPM<float>(libUE4Base + 0x8C13034);
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❤3👍3🔥3😱2🤔1
PUBGM 3.5 32 Bit Offsets!
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Gnames - 0x4686D14
GUObject - 0x9459CD8
GNativeAndroid - 0x929CDB4
GetActorArray - 0x63AB6A8
GEngine - 0x966619C
IpadView - 0x60B8948
ShootBulletInner - 0x30E6FA0
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Reason of Offline 10y Bans Right Now in BGMI!
How to fix these?
Some people's are selling leaked things, stay away from them.
Remember the Crc32 Checks Which They do From MRPCS is just one level, there are more checks on anogs text segment.
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1. CRC32 Checks by MRPCS.
2. Manually Checking For Bound Radious Of Hit Box
3. eglSwapBuffers Check On libUE4 PLT Segment.
How to fix these?
1. I can't tell fuck off
2. I can't tell fuck off
3. Just hook eglSwapBuffers From somewhere else rather than PLT Segment.
Some people's are selling leaked things, stay away from them.
Remember the Crc32 Checks Which They do From MRPCS is just one level, there are more checks on anogs text segment.
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👍10❤3🔥2🥰2
Update Mod Skin For Offset Based Source!
Since the index are changed for 3.5 The Offsets are also changed.
0x38 * Index = New Offset
eg (Before if your Outfit was coming from 0x118 it would be 0x70 now)
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Since the index are changed for 3.5 The Offsets are also changed.
0x38 * Index = New Offset
eg (Before if your Outfit was coming from 0x118 it would be 0x70 now)
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👍8❤2🔥2🥰2😱1
Weapon Skin calculation For Offset Base SRC!
0x28 * Index + 0x4 = Offset
Example - 0x28 * 7 + 0x4 = 0x11C (Main Weapon Slot)
The Above Calculation Can be used to make Weapon Skin Externally Or In Offset Base Src Using synData element.
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0x28 * Index + 0x4 = Offset
Example - 0x28 * 7 + 0x4 = 0x11C (Main Weapon Slot)
The Above Calculation Can be used to make Weapon Skin Externally Or In Offset Base Src Using synData element.
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so called "Undetected sources" Reality!
as everyone knows these undetected sources got really popular in the markets from long time even though its leaked many people started to sell it lol.
the fun part is that they dont even know why it is undetected lol.
Logic Behind Of Undetected Sources:
in normal sources people hook android app input using UE4 which is detected hence you need to hook it with any other way so it doesnt cause ban, second thing hooking eglSwapBuffers from libUE4 PLT Segment is detected hence you need to hook it from anywhere else.
*It is not possible to make "undetected source" in PUBGM Global since there are many more detection factors there which you have to bypass in order to expect safety.
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