    namespace Class {
        inline uint64_t ClassWithin = 0xb8; // TSubclassOf<UObject>
        inline uint64_t ClassDefaultObject = 0xc0; // UObject*
        inline uint64_t pad_0xC8 = 0xc8; // uint8_t[0x40]
        inline uint64_t NetFields = 0x108; // TArray<UField*>
        inline uint64_t pad_0x118 = 0x118; // uint8_t[0x80]
    }

    namespace Actor {
        inline uint64_t PrimaryActorTick = 0x28; // FActorTickFunction
        inline uint64_t bNetTemporary = 0x58; // bool : 0
        inline uint64_t bOnlyRelevantToOwner = 0x58; // bool : 2
        inline uint64_t bAlwaysRelevant = 0x58; // bool : 3
        inline uint64_t bReplicateMovement = 0x58; // bool : 4
        inline uint64_t bCallPreReplication = 0x58; // bool : 5
        inline uint64_t bCallPreReplicationForReplay = 0x58; // bool : 6
        inline uint64_t bHidden = 0x58; // bool : 7
        inline uint64_t bTearOff = 0x59; // bool : 0
        inline uint64_t bForceNetAddressable = 0x59; // bool : 1
        inline uint64_t bExchangedRoles = 0x59; // bool : 2
        inline uint64_t bNetLoadOnClient = 0x59; // bool : 3
        inline uint64_t bNetUseOwnerRelevancy = 0x59; // bool : 4
        inline uint64_t bRelevantForNetworkReplays = 0x59; // bool : 5
        inline uint64_t bRelevantForLevelBounds = 0x59; // bool : 6
        inline uint64_t bReplayRewindable = 0x59; // bool : 7
        inline uint64_t bAllowTickBeforeBeginPlay = 0x5a; // bool : 0
        inline uint64_t bAutoDestroyWhenFinished = 0x5a; // bool : 1
        inline uint64_t bCanBeDamaged = 0x5a; // bool : 2
        inline uint64_t bBlockInput = 0x5a; // bool : 3
        inline uint64_t bCollideWhenPlacing = 0x5a; // bool : 4
        inline uint64_t bFindCameraComponentWhenViewTarget = 0x5a; // bool : 5
        inline uint64_t bGenerateOverlapEventsDuringLevelStreaming = 0x5a; // bool : 6
        inline uint64_t bIgnoresOriginShifting = 0x5a; // bool : 7
        inline uint64_t bEnableAutoLODGeneration = 0x5b; // bool : 0
        inline uint64_t bIsEditorOnlyActor = 0x5b; // bool : 1
        inline uint64_t bReplicates = 0x5b; // bool : 3
        inline uint64_t bCanBeInCluster = 0x5b; // bool : 4
        inline uint64_t bAllowReceiveTickEventOnDedicatedServer = 0x5b; // bool : 5
        inline uint64_t bReplicateUsingRegisteredSubObjectList = 0x5b; // bool : 7
        inline uint64_t pad_0x5C = 0x5c; // uint8_t[0x1]
        inline uint64_t bActorEnableCollision = 0x5d; // bool : 0
        inline uint64_t bActorIsBeingDestroyed = 0x5d; // bool : 1
        inline uint64_t bAsyncPhysicsTickEnabled = 0x5d; // bool : 7
        inline uint64_t UpdateOverlapsMethodDuringLevelStreaming = 0x5e; // EActorUpdateOverlapsMethod
        inline uint64_t DefaultUpdateOverlapsMethodDuringLevelStreaming = 0x5f; // EActorUpdateOverlapsMethod
        inline uint64_t RemoteRole = 0x60; // ENetRole
        inline uint64_t pad_0x61 = 0x61; // uint8_t[0x3]
        inline uint64_t InitialLifeSpan = 0x64; // float
        inline uint64_t CustomTimeDilation = 0x68; // float
        inline uint64_t RayTracingGroupId = 0x6c; // int32_t
        inline uint64_t AttachmentReplication = 0x70; // FRepAttachment
        inline uint64_t ReplicatedMovement = 0xd0; // FRepMovement
        inline uint64_t Owner = 0x158; // UActor*
        inline uint64_t NetDriverName = 0x160; // FName
        inline uint64_t Role = 0x164; // ENetRole
        inline uint64_t NetDormancy = 0x165; // ENetDormancy
        inline uint64_t SpawnCollisionHandlingMethod = 0x166; // ESpawnActorCollisionHandlingMethod
        inline uint64_t AutoReceiveInput = 0x167; // EAutoReceiveInput
        inline uint64_t InputPriority = 0x168; // int32_t
        inline uint64_t pad_0x16C = 0x16c; // uint8_t[0x4]
        inline uint64_t InputComponent = 0x170; // UInputComponent*
        inline uint64_t NetTag = 0x178; // int32_t
        inline uint64_t NetCullDistanceSquared = 0x17c; // float
        inline uint64_t NetUpdateFrequency = 0x180; // float
        inline uint64_t MinNetUpdateFrequency = 0x184; // float
        inline uint64_t NetPriority = 0x188; // float
        inline uint64_t PhysicsReplicationMode = 0x18c; // EPhysicsReplicationMode
        inline uint64_t pad_0x18D = 0x18d; // uint8_t[0xB]
        inline uint64_t Instigator = 0x198; // UPawn*
        inline uint64_t Children = 0x1a0; // TArray<UActor*>
        inline uint64_t RootComponent = 0x1b0; // USceneComponent*
        inline uint64_t pad_0x1B8 = 0x1b8; // uint8_t[0x10]
        inline uint64_t HLODLayer = 0x1c8; // UHLODLayer*
        inline uint64_t Layers = 0x1d0; // TArray<FName>
        inline uint64_t ParentComponent = 0x1e0; // TWeakObjectPtr<UChildActorComponent>
        inline uint64_t pad_0x1E8 = 0x1e8; // uint8_t[0x10]
        inline uint64_t Tags = 0x1f8; // TArray<FName>
        inline uint64_t OnTakeAnyDamage = 0x208; // FMulticastSparseDelegate
        inline uint64_t OnTakePointDamage = 0x209; // FMulticastSparseDelegate
        inline uint64_t OnTakeRadialDamage = 0x20a; // FMulticastSparseDelegate
        inline uint64_t OnActorBeginOverlap = 0x20b; // FMulticastSparseDelegate
        inline uint64_t OnActorEndOverlap = 0x20c; // FMulticastSparseDelegate
        inline uint64_t OnBeginCursorOver = 0x20d; // FMulticastSparseDelegate
        inline uint64_t OnEndCursorOver = 0x20e; // FMulticastSparseDelegate
        inline uint64_t OnClicked = 0x20f; // FMulticastSparseDelegate
        inline uint64_t OnReleased = 0x210; // FMulticastSparseDelegate
        inline uint64_t OnInputTouchBegin = 0x211; // FMulticastSparseDelegate
        inline uint64_t OnInputTouchEnd = 0x212; // FMulticastSparseDelegate
        inline uint64_t OnInputTouchEnter = 0x213; // FMulticastSparseDelegate
        inline uint64_t OnInputTouchLeave = 0x214; // FMulticastSparseDelegate
        inline uint64_t OnActorHit = 0x215; // FMulticastSparseDelegate
        inline uint64_t OnDestroyed = 0x216; // FMulticastSparseDelegate
        inline uint64_t OnEndPlay = 0x217; // FMulticastSparseDelegate
        inline uint64_t pad_0x218 = 0x218; // uint8_t[0x40]
        inline uint64_t InstanceComponents = 0x258; // TArray<UActorComponent*>
        inline uint64_t BlueprintCreatedComponents = 0x268; // TArray<UActorComponent*>
    }

    namespace World {
        inline uint64_t pad_0x28 = 0x28; // uint8_t[0x18]
        inline uint64_t PersistentLevel = 0x40; // ULevel*
        inline uint64_t NetDriver = 0x48; // UNetDriver*
        inline uint64_t LineBatcher = 0x50; // ULineBatchComponent*
        inline uint64_t PersistentLineBatcher = 0x58; // ULineBatchComponent*
        inline uint64_t ForegroundLineBatcher = 0x60; // ULineBatchComponent*
        inline uint64_t NetworkManager = 0x68; // UGameNetworkManager*
        inline uint64_t PhysicsCollisionHandler = 0x70; // UPhysicsCollisionHandler*
        inline uint64_t PhysicsQueryHandler = 0x78; // UPhysicsQueryHandler*
        inline uint64_t ExtraReferencedObjects = 0x80; // TArray<UObject*>
        inline uint64_t PerModuleDataObjects = 0x90; // TArray<UObject*>
        inline uint64_t pad_0xA0 = 0xa0; // uint8_t[0x10]
        inline uint64_t StreamingLevels = 0xb0; // TArray<ULevelStreaming*>
        inline uint64_t StreamingLevelsToConsider = 0xc0; // FStreamingLevelsToConsider
        inline uint64_t ServerStreamingLevelsVisibility = 0xe8; // UServerStreamingLevelsVisibility*
        inline uint64_t StreamingLevelsPrefix = 0xf0; // FString
        inline uint64_t pad_0x100 = 0x100; // uint8_t[0x10]
        inline uint64_t LineBatchers = 0x110; // ULineBatchComponent*[4]
        inline uint64_t pad_0x130 = 0x130; // uint8_t[0x10]
        inline uint64_t MakingVisibleLevels = 0x140; // TArray<ULevel*>
        inline uint64_t MakingInvisibleLevels = 0x150; // TArray<ULevel*>
        inline uint64_t DemoNetDriver = 0x160; // UDemoNetDriver*
        inline uint64_t DefaultPhysicsVolume = 0x168; // UPhysicsVolume*
        inline uint64_t pad_0x170 = 0x170; // uint8_t[0x37]
        inline uint64_t bAreConstraintsDirty = 0x1a7; // bool : 0
        inline uint64_t pad_0x1A8 = 0x1a8; // uint8_t[0x18]
        inline uint64_t NavigationSystem = 0x1c0; // UNavigationSystemBase*
        inline uint64_t AuthorityGameMode = 0x1c8; // UGameModeBase*
        inline uint64_t GameState = 0x1d0; // UGameStateBase*
        inline uint64_t AISystem = 0x1d8; // UAISystemBase*
        inline uint64_t AvoidanceManager = 0x1e0; // UAvoidanceManager*
        inline uint64_t Levels = 0x1e8; // TArray<ULevel*>
        inline uint64_t LevelCollections = 0x1f8; // TArray<FLevelCollection>
        inline uint64_t pad_0x208 = 0x208; // uint8_t[0x40]
        inline uint64_t OwningGameInstance = 0x248; // UGameInstance*
        inline uint64_t ParameterCollectionInstances = 0x250; // TArray<UMaterialParameterCollectionInstance*>
        inline uint64_t CanvasForRenderingToTarget = 0x260; // Ucanvas*
        inline uint64_t CanvasForDrawMaterialToRenderTarget = 0x268; // Ucanvas*
        inline uint64_t pad_0x270 = 0x270; // uint8_t[0x70]
        inline uint64_t PhysicsField = 0x2e0; // UPhysicsFieldComponent*
        inline uint64_t ComponentsThatNeedPreEndOfFrameSync = 0x2e8; // TSet<UActorComponent*>
        inline uint64_t ComponentsThatNeedPreEndOfFrameSync_AsyncTick = 0x2f8; // TSet<UActorComponent*>
        inline uint64_t ComponentsThatNeedEndOfFrameUpdate = 0x308; // TArray<UActorComponent*>
        inline uint64_t ComponentsThatNeedEndOfFrameUpdate_AsyncTick = 0x318; // TArray<UActorComponent*>
        inline uint64_t ComponentsThatNeedEndOfFrameUpdate_OnGameThread = 0x328; // TArray<UActorComponent*>
        inline uint64_t ComponentsThatNeedEndOfFrameMarkRenderStateDirty = 0x338; // TArray<UActorComponent*>
        inline uint64_t pad_0x348 = 0x348; // uint8_t[0x4D8]
        inline uint64_t WorldComposition = 0x820; // UWorldComposition*
        inline uint64_t ContentBundleManager = 0x828; // UContentBundleManager*
        inline uint64_t pad_0x830 = 0x830; // uint8_t[0x148]
    }

    namespace Level {
        inline uint64_t pad_0x28 = 0x28; // uint8_t[0x98]
        inline uint64_t OwningWorld = 0xc0; // UWorld*
        inline uint64_t Model = 0xc8; // UModel*
        inline uint64_t ModelComponents = 0xd0; // TArray<UModelComponent*>
        inline uint64_t ActorCluster = 0xe0; // ULevelActorContainer*
        inline uint64_t NumTextureStreamingUnbuiltComponents = 0xe8; // int32_t
        inline uint64_t NumTextureStreamingDirtyResources = 0xec; // int32_t
        inline uint64_t LevelScriptActor = 0xf0; // ULevelScriptActor*
        inline uint64_t NavListStart = 0xf8; // UNavigationObjectBase*
        inline uint64_t NavListEnd = 0x100; // UNavigationObjectBase*
        inline uint64_t NavDataChunks = 0x108; // TArray<UNavigationDataChunk*>
        inline uint64_t LightmapTotalSize = 0x118; // float
        inline uint64_t ShadowmapTotalSize = 0x11c; // float
        inline uint64_t StaticNavigableGeometry = 0x120; // TArray<FVector>
        inline uint64_t StreamingTextureGuids = 0x130; // TArray<FGuid>
        inline uint64_t StreamingTextures = 0x140; // TArray<FName>
        inline uint64_t PackedTextureStreamingQualityLevelFeatureLevel = 0x150; // uint32_t
        inline uint64_t pad_0x154 = 0x154; // uint8_t[0xD4]
        inline uint64_t LevelBuildDataId = 0x228; // FGuid
        inline uint64_t MapBuildData = 0x238; // UMapBuildDataRegistry*
        inline uint64_t LightBuildLevelOffset = 0x240; // FIntVector
        inline uint64_t pad_0x24C = 0x24c; // uint8_t[0xC]
        inline uint64_t bIsLightingScenario = 0x258; // bool : 0
        inline uint64_t bTextureStreamingRotationChanged = 0x258; // bool : 3
        inline uint64_t bStaticComponentsRegisteredInStreamingManager = 0x258; // bool : 4
        inline uint64_t bIsVisible = 0x258; // bool : 5
        inline uint64_t pad_0x259 = 0x259; // uint8_t[0x2]
        inline uint64_t bIsPartitioned = 0x25b; // bool : 1
        inline uint64_t pad_0x25C = 0x25c; // uint8_t[0x6C]
        inline uint64_t WorldSettings = 0x2c8; // UWorldSettings*
        inline uint64_t WorldDataLayers = 0x2d0; // UWorldDataLayers*
        inline uint64_t WorldPartitionRuntimeCell = 0x2d8; // TSoftObjectPtr<UWorldPartitionRuntimeCell>
        inline uint64_t pad_0x2F8 = 0x2f8; // uint8_t[0x28]
        inline uint64_t AssetUserData = 0x320; // TArray<UAssetUserData*>
        inline uint64_t pad_0x330 = 0x330; // uint8_t[0x10]
        inline uint64_t DestroyedReplicatedStaticActors = 0x340; // TArray<FReplicatedStaticActorDestructionInfo>
        inline uint64_t pad_0x350 = 0x350; // uint8_t[0x10]
    }

    namespace GameInstance {
        inline uint64_t pad_0x28 = 0x28; // uint8_t[0x10]
        inline uint64_t LocalPlayers = 0x38; // TArray<ULocalPlayer*>
        inline uint64_t OnlineSession = 0x48; // UOnlineSession*
        inline uint64_t ReferencedObjects = 0x50; // TArray<UObject*>
        inline uint64_t pad_0x60 = 0x60; // uint8_t[0x18]
        inline uint64_t OnPawnControllerChangedDelegates = 0x78; // FMulticastInlineDelegate
        inline uint64_t pad_0x88 = 0x88; // uint8_t[0x18]
        inline uint64_t OnInputDeviceConnectionChange = 0xa0; // FMulticastInlineDelegate
        inline uint64_t OnUserInputDevicePairingChange = 0xb0; // FMulticastInlineDelegate
        inline uint64_t pad_0xC0 = 0xc0; // uint8_t[0x90]
    }

    namespace Engine {
        inline uint64_t NavigationSystemClassName = 0x0; // FStruct
        inline uint64_t pad_0x28 = 0x28; // uint8_t[0x8]
        inline uint64_t TinyFont = 0x30; // UFont*
        inline uint64_t TinyFontName = 0x38; // FSoftObjectPath
        inline uint64_t SmallFont = 0x50; // UFont*
        inline uint64_t SmallFontName = 0x58; // FSoftObjectPath
        inline uint64_t MediumFont = 0x70; // UFont*
        inline uint64_t MediumFontName = 0x78; // FSoftObjectPath
        inline uint64_t LargeFont = 0x90; // UFont*
        inline uint64_t LargeFontName = 0x98; // FSoftObjectPath
        inline uint64_t SubtitleFont = 0xb0; // UFont*
        inline uint64_t SubtitleFontName = 0xb8; // FSoftObjectPath
        inline uint64_t MonospaceFont = 0xd0; // UFont*
        inline uint64_t MonospaceFontName = 0xd8; // FSoftObjectPath
        inline uint64_t AdditionalFonts = 0xf0; // TArray<UFont*>
        inline uint64_t AdditionalFontNames = 0x100; // TArray<FString>
        inline uint64_t ConsoleClass = 0x110; // TSubclassOf<UConsole>
        inline uint64_t ConsoleClassName = 0x118; // FSoftClassPath
        inline uint64_t GameViewportClientClass = 0x130; // TSubclassOf<UGameViewportClient>
        inline uint64_t GameViewportClientClassName = 0x138; // FSoftClassPath
        inline uint64_t LocalPlayerClass = 0x150; // TSubclassOf<ULocalPlayer>
        inline uint64_t LocalPlayerClassName = 0x158; // FSoftClassPath
        inline uint64_t WorldSettingsClass = 0x170; // TSubclassOf<UWorldSettings>
        inline uint64_t WorldSettingsClassName = 0x178; // FSoftClassPath
        inline uint64_t pad_0x190 = 0x190; // uint8_t[0xF68]
    }

    namespace GameEngine {
        inline uint64_t MaxDeltaTime = 0x10f8; // float
        inline uint64_t ServerFlushLogInterval = 0x10fc; // float
        inline uint64_t GameInstance = 0x1100; // UGameInstance*
        inline uint64_t pad_0x1108 = 0x1108; // uint8_t[0x48]
    }

    namespace LocalPlayer {
        inline uint64_t pad_0x48 = 0x48; // uint8_t[0x30]
        inline uint64_t ViewportClient = 0x78; // UGameViewportClient*
        inline uint64_t pad_0x80 = 0x80; // uint8_t[0x38]
        inline uint64_t AspectRatioAxisConstraint = 0xb8; // EAspectRatioAxisConstraint
        inline uint64_t pad_0xB9 = 0xb9; // uint8_t[0x7]
        inline uint64_t PendingLevelPlayerControllerClass = 0xc0; // TSubclassOf<UPlayerController>
        inline uint64_t bSentSplitJoin = 0xc8; // bool : 0
        inline uint64_t pad_0xC9 = 0xc9; // uint8_t[0x17]
        inline uint64_t ViewportClientOverride = 0xe0; // UScriptViewportClient*
        inline uint64_t ControllerId = 0xe8; // int32_t
        inline uint64_t pad_0xEC = 0xec; // uint8_t[0x164]
    }

    namespace Pawn {
        inline uint64_t pad_0x278 = 0x278; // uint8_t[0x8]
        inline uint64_t bUseControllerRotationPitch = 0x280; // bool : 0
        inline uint64_t bUseControllerRotationYaw = 0x280; // bool : 1
        inline uint64_t bUseControllerRotationRoll = 0x280; // bool : 2
        inline uint64_t bCanAffectNavigationGeneration = 0x280; // bool : 3
        inline uint64_t bIsLocalViewTarget = 0x280; // bool : 6
        inline uint64_t pad_0x281 = 0x281; // uint8_t[0x3]
        inline uint64_t BaseEyeHeight = 0x284; // float
        inline uint64_t AutoPossessPlayer = 0x288; // EAutoReceiveInput
        inline uint64_t AutoPossessAI = 0x289; // EAutoPossessAI
        inline uint64_t RemoteViewPitch16 = 0x28a; // uint16_t
        inline uint64_t RemoteViewPitch = 0x28c; // uint8_t
        inline uint64_t pad_0x28D = 0x28d; // uint8_t[0x3]
        inline uint64_t AIControllerClass = 0x290; // TSubclassOf<UController>
        inline uint64_t PlayerState = 0x298; // UPlayerState*
        inline uint64_t LastHitBy = 0x2a0; // UController*
        inline uint64_t Controller = 0x2a8; // UController*
        inline uint64_t PreviousController = 0x2b0; // UController*
        inline uint64_t pad_0x2B8 = 0x2b8; // uint8_t[0x4]
        inline uint64_t ReceiveControllerChangedDelegate = 0x2bc; // FMulticastSparseDelegate
        inline uint64_t ReceiveRestartedDelegate = 0x2bd; // FMulticastSparseDelegate
        inline uint64_t pad_0x2BE = 0x2be; // uint8_t[0x2]
        inline uint64_t ControlInputVector = 0x2c0; // FVector
        inline uint64_t LastControlInputVector = 0x2d8; // FVector
        inline uint64_t OverrideInputComponentClass = 0x2f0; // TSubclassOf<UInputComponent>
    }

    namespace Character {
        inline uint64_t Mesh = 0x2f8; // USkeletalMeshComponent*
        inline uint64_t CharacterMovement = 0x300; // UCharacterMovementComponent*
        inline uint64_t CapsuleComponent = 0x308; // UCapsuleComponent*
        inline uint64_t BasedMovement = 0x310; // FBasedMovementInfo
        inline uint64_t ReplicatedBasedMovement = 0x368; // FBasedMovementInfo
        inline uint64_t ReplicatedServerLastTransformUpdateTimeStamp = 0x3c0; // float
        inline uint64_t ReplayLastTransformUpdateTimeStamp = 0x3c4; // float
        inline uint64_t pad_0x3C8 = 0x3c8; // uint8_t[0x8]
        inline uint64_t BaseRotationOffset = 0x3d0; // FQuat
        inline uint64_t BaseTranslationOffset = 0x3f0; // FVector
        inline uint64_t ReplicatedGravityDirection = 0x408; // FVector_NetQuantizeNormal
        inline uint64_t pad_0x420 = 0x420; // uint8_t[0x18]
        inline uint64_t AnimRootMotionTranslationScale = 0x438; // float
        inline uint64_t CrouchedEyeHeight = 0x43c; // float
        inline uint64_t bInBaseReplication = 0x440; // bool : 0
        inline uint64_t bIsCrouched = 0x440; // bool : 1
        inline uint64_t bProxyIsJumpForceApplied = 0x440; // bool : 2
        inline uint64_t bPressedJump = 0x440; // bool : 3
        inline uint64_t bClientUpdating = 0x440; // bool : 4
        inline uint64_t bClientWasFalling = 0x440; // bool : 5
        inline uint64_t bClientResimulateRootMotion = 0x440; // bool : 6
        inline uint64_t bClientResimulateRootMotionSources = 0x440; // bool : 7
        inline uint64_t bSimGravityDisabled = 0x441; // bool : 0
        inline uint64_t bClientCheckEncroachmentOnNetUpdate = 0x441; // bool : 1
        inline uint64_t bServerMoveIgnoreRootMotion = 0x441; // bool : 2
        inline uint64_t bWasJumping = 0x441; // bool : 3
        inline uint64_t bProxyIsCharacterMovementActive = 0x441; // bool : 4
        inline uint64_t ReplicatedMovementMode = 0x442; // uint8_t
        inline uint64_t pad_0x443 = 0x443; // uint8_t[0x1]
        inline uint64_t JumpKeyHoldTime = 0x444; // float
        inline uint64_t JumpForceTimeRemaining = 0x448; // float
        inline uint64_t ProxyJumpForceStartedTime = 0x44c; // float
        inline uint64_t JumpMaxHoldTime = 0x450; // float
        inline uint64_t JumpMaxCount = 0x454; // int32_t
        inline uint64_t JumpCurrentCount = 0x458; // int32_t
        inline uint64_t JumpCurrentCountPreJump = 0x45c; // int32_t
        inline uint64_t pad_0x460 = 0x460; // uint8_t[0x8]
        inline uint64_t OnReachedJumpApex = 0x468; // FMulticastInlineDelegate
        inline uint64_t LandedDelegate = 0x478; // FMulticastInlineDelegate
        inline uint64_t MovementModeChangedDelegate = 0x488; // FMulticastInlineDelegate
        inline uint64_t OnCharacterMovementUpdated = 0x498; // FMulticastInlineDelegate
        inline uint64_t SavedRootMotion = 0x4a8; // FRootMotionSourceGroup
        inline uint64_t ClientRootMotionParams = 0x4f0; // FRootMotionMovementParams
        inline uint64_t RootMotionRepMoves = 0x560; // TArray<FSimulatedRootMotionReplicatedMove>
        inline uint64_t RepRootMotion = 0x570; // FRepRootMotionMontage
    }

    namespace Controller {
        inline uint64_t pad_0x278 = 0x278; // uint8_t[0x8]
        inline uint64_t PlayerState = 0x280; // UPlayerState*
        inline uint64_t pad_0x288 = 0x288; // uint8_t[0x8]
        inline uint64_t OnInstigatedAnyDamage = 0x290; // FMulticastInlineDelegate
        inline uint64_t OnPossessedPawnChanged = 0x2a0; // FMulticastInlineDelegate
        inline uint64_t StateName = 0x2b0; // FName
        inline uint64_t pad_0x2B4 = 0x2b4; // uint8_t[0x4]
        inline uint64_t Pawn = 0x2b8; // UPawn*
        inline uint64_t pad_0x2C0 = 0x2c0; // uint8_t[0x8]
        inline uint64_t Character = 0x2c8; // UCharacter*
        inline uint64_t TransformComponent = 0x2d0; // USceneComponent*
        inline uint64_t pad_0x2D8 = 0x2d8; // uint8_t[0x18]
        inline uint64_t ControlRotation = 0x2f0; // FRotator
        inline uint64_t bAttachToPawn = 0x308; // bool : 0
        inline uint64_t pad_0x309 = 0x309; // uint8_t[0x7]
    }

    namespace PlayerController {
        inline uint64_t pad_0x310 = 0x310; // uint8_t[0x8]
        inline uint64_t player = 0x318; // Uplayer*
        inline uint64_t AcknowledgedPawn = 0x320; // UPawn*
        inline uint64_t MyHUD = 0x328; // UHUD*
        inline uint64_t PlayerCameraManager = 0x330; // UPlayerCameraManager*
        inline uint64_t PlayerCameraManagerClass = 0x338; // TSubclassOf<UPlayerCameraManager>
        inline uint64_t bAutoManageActiveCameraTarget = 0x340; // bool
        inline uint64_t pad_0x341 = 0x341; // uint8_t[0x7]
        inline uint64_t TargetViewRotation = 0x348; // FRotator
        inline uint64_t pad_0x360 = 0x360; // uint8_t[0x18]
        inline uint64_t SmoothTargetViewRotationSpeed = 0x378; // float
        inline uint64_t pad_0x37C = 0x37c; // uint8_t[0x4]
        inline uint64_t HiddenActors = 0x380; // TArray<UActor*>
        inline uint64_t HiddenPrimitiveComponents = 0x390; // TArray<TWeakObjectPtr<UPrimitiveComponent>>
        inline uint64_t pad_0x3A0 = 0x3a0; // uint8_t[0x4]
        inline uint64_t LastSpectatorStateSynchTime = 0x3a4; // float
        inline uint64_t LastSpectatorSyncLocation = 0x3a8; // FVector
        inline uint64_t LastSpectatorSyncRotation = 0x3c0; // FRotator
        inline uint64_t ClientCap = 0x3d8; // int32_t
        inline uint64_t pad_0x3DC = 0x3dc; // uint8_t[0x4]
        inline uint64_t CheatManager = 0x3e0; // UCheatManager*
        inline uint64_t CheatClass = 0x3e8; // TSubclassOf<UCheatManager>
        inline uint64_t PlayerInput = 0x3f0; // UPlayerInput*
        inline uint64_t ActiveForceFeedbackEffects = 0x3f8; // TArray<FActiveForceFeedbackEffect>
        inline uint64_t pad_0x408 = 0x408; // uint8_t[0x80]
        inline uint64_t bPlayerIsWaiting = 0x488; // bool : 4
        inline uint64_t pad_0x489 = 0x489; // uint8_t[0x3]
        inline uint64_t NetPlayerIndex = 0x48c; // uint8_t
        inline uint64_t pad_0x48D = 0x48d; // uint8_t[0x1B]
        inline uint64_t PendingSwapConnection = 0x4a8; // UNetConnection*
        inline uint64_t NetConnection = 0x4b0; // UNetConnection*
        inline uint64_t pad_0x4B8 = 0x4b8; // uint8_t[0x18]
        inline uint64_t InputYawScale = 0x4d0; // float
        inline uint64_t InputPitchScale = 0x4d4; // float
        inline uint64_t InputRollScale = 0x4d8; // float
        inline uint64_t bShowMouseCursor = 0x4dc; // bool : 0
        inline uint64_t bEnableClickEvents = 0x4dc; // bool : 1
        inline uint64_t bEnableTouchEvents = 0x4dc; // bool : 2
        inline uint64_t bEnableMouseOverEvents = 0x4dc; // bool : 3
        inline uint64_t bEnableTouchOverEvents = 0x4dc; // bool : 4
        inline uint64_t bForceFeedbackEnabled = 0x4dc; // bool : 5
        inline uint64_t bEnableMotionControls = 0x4dc; // bool : 6
        inline uint64_t bEnableStreamingSource = 0x4dc; // bool : 7
        inline uint64_t bStreamingSourceShouldActivate = 0x4dd; // bool : 0
        inline uint64_t bStreamingSourceShouldBlockOnSlowStreaming = 0x4dd; // bool : 1
        inline uint64_t pad_0x4DE = 0x4de; // uint8_t[0x2]
        inline uint64_t StreamingSourcePriority = 0x4e0; // EStreamingSourcePriority
        inline uint64_t pad_0x4E1 = 0x4e1; // uint8_t[0x3]
        inline uint64_t StreamingSourceDebugColor = 0x4e4; // FColor
        inline uint64_t StreamingSourceShapes = 0x4e8; // TArray<FStreamingSourceShape>
        inline uint64_t ForceFeedbackScale = 0x4f8; // float
        inline uint64_t pad_0x4FC = 0x4fc; // uint8_t[0x4]
        inline uint64_t ClickEventKeys = 0x500; // TArray<FKey>
        inline uint64_t DefaultMouseCursor = 0x510; // EMouseCursor
        inline uint64_t CurrentMouseCursor = 0x511; // EMouseCursor
        inline uint64_t DefaultClickTraceChannel = 0x512; // ECollisionChannel
        inline uint64_t CurrentClickTraceChannel = 0x513; // ECollisionChannel
        inline uint64_t HitResultTraceDistance = 0x514; // float
        inline uint64_t SeamlessTravelCount = 0x518; // uint16_t
        inline uint64_t LastCompletedSeamlessTravelCount = 0x51a; // uint16_t
        inline uint64_t pad_0x51C = 0x51c; // uint8_t[0x84]
        inline uint64_t InactiveStateInputComponent = 0x5a0; // UInputComponent*
        inline uint64_t bShouldPerformFullTickWhenPaused = 0x5a8; // bool : 2
        inline uint64_t pad_0x5A9 = 0x5a9; // uint8_t[0x17]
        inline uint64_t CurrentTouchInterface = 0x5c0; // UTouchInterface*
        inline uint64_t OverridePlayerInputClass = 0x5c8; // TSubclassOf<UPlayerInput>
        inline uint64_t pad_0x5D0 = 0x5d0; // uint8_t[0x90]
        inline uint64_t SpectatorPawn = 0x660; // USpectatorPawn*
        inline uint64_t pad_0x668 = 0x668; // uint8_t[0x4]
        inline uint64_t bIsLocalPlayerController = 0x66c; // bool
        inline uint64_t pad_0x66D = 0x66d; // uint8_t[0x3]
        inline uint64_t SpawnLocation = 0x670; // FVector
        inline uint64_t pad_0x688 = 0x688; // uint8_t[0x30]
        inline uint64_t CachedConnectionPlayerId = 0x6b8; // FUniqueNetIdRepl
        inline uint64_t ClientHandshakeId = 0x6e8; // uint32_t
        inline uint64_t pad_0x6EC = 0x6ec; // uint8_t[0x4]
    }

    namespace PlayerState {
        inline uint64_t Score = 0x278; // float
        inline uint64_t PlayerID = 0x27c; // int32_t
        inline uint64_t CompressedPing = 0x280; // uint8_t
        inline uint64_t pad_0x281 = 0x281; // uint8_t[0x1]
        inline uint64_t bShouldUpdateReplicatedPing = 0x282; // bool : 0
        inline uint64_t bIsSpectator = 0x282; // bool : 1
        inline uint64_t bOnlySpectator = 0x282; // bool : 2
        inline uint64_t bIsABot = 0x282; // bool : 3
        inline uint64_t bIsInactive = 0x282; // bool : 5
        inline uint64_t bFromPreviousLevel = 0x282; // bool : 6
        inline uint64_t pad_0x283 = 0x283; // uint8_t[0x1]
        inline uint64_t StartTime = 0x284; // int32_t
        inline uint64_t UniqueID = 0x288; // FUniqueNetIdRepl
        inline uint64_t EngineMessageClass = 0x2b8; // TSubclassOf<ULocalMessage>
        inline uint64_t pad_0x2C0 = 0x2c0; // uint8_t[0x8]
        inline uint64_t SavedNetworkAddress = 0x2c8; // FString
        inline uint64_t pad_0x2D8 = 0x2d8; // uint8_t[0x8]
        inline uint64_t OnPawnSet = 0x2e0; // FMulticastInlineDelegate
        inline uint64_t PawnPrivate = 0x2f0; // UPawn*
        inline uint64_t pad_0x2F8 = 0x2f8; // uint8_t[0x18]
        inline uint64_t PlayerNamePrivate = 0x310; // FString
        inline uint64_t pad_0x320 = 0x320; // uint8_t[0x10]
    }

    namespace GameStateBase {
        inline uint64_t GameModeClass = 0x278; // TSubclassOf<UGameModeBase>
        inline uint64_t AuthorityGameMode = 0x280; // UGameModeBase*
        inline uint64_t SpectatorClass = 0x288; // TSubclassOf<USpectatorPawn>
        inline uint64_t PlayerArray = 0x290; // TArray<UPlayerState*>
        inline uint64_t bReplicatedHasBegunPlay = 0x2a0; // bool
        inline uint64_t pad_0x2A1 = 0x2a1; // uint8_t[0x7]
        inline uint64_t ReplicatedWorldTimeSecondsDouble = 0x2a8; // double
        inline uint64_t ServerWorldTimeSecondsDelta = 0x2b0; // float
        inline uint64_t ServerWorldTimeSecondsUpdateFrequency = 0x2b4; // float
        inline uint64_t pad_0x2B8 = 0x2b8; // uint8_t[0x20]
    }

    namespace GameState {
        inline uint64_t MatchState = 0x2d8; // FName
        inline uint64_t PreviousMatchState = 0x2dc; // FName
        inline uint64_t ElapsedTime = 0x2e0; // int32_t
        inline uint64_t pad_0x2E4 = 0x2e4; // uint8_t[0x14]
    }

    namespace GameModeBase {
        inline uint64_t OptionsString = 0x278; // FString
        inline uint64_t GameSessionClass = 0x288; // TSubclassOf<UGameSession>
        inline uint64_t GameStateClass = 0x290; // TSubclassOf<UGameStateBase>
        inline uint64_t PlayerControllerClass = 0x298; // TSubclassOf<UPlayerController>
        inline uint64_t PlayerStateClass = 0x2a0; // TSubclassOf<UPlayerState>
        inline uint64_t HUDClass = 0x2a8; // TSubclassOf<UHUD>
        inline uint64_t DefaultPawnClass = 0x2b0; // TSubclassOf<UPawn>
        inline uint64_t SpectatorClass = 0x2b8; // TSubclassOf<USpectatorPawn>
        inline uint64_t ReplaySpectatorPlayerControllerClass = 0x2c0; // TSubclassOf<UPlayerController>
        inline uint64_t ServerStatReplicatorClass = 0x2c8; // TSubclassOf<UServerStatReplicator>
        inline uint64_t GameSession = 0x2d0; // UGameSession*
        inline uint64_t GameState = 0x2d8; // UGameStateBase*
        inline uint64_t ServerStatReplicator = 0x2e0; // UServerStatReplicator*
        inline uint64_t DefaultPlayerName = 0x2e8; // FText
        inline uint64_t bUseSeamlessTravel = 0x2f8; // bool : 0
        inline uint64_t bStartPlayersAsSpectators = 0x2f8; // bool : 1
        inline uint64_t bPauseable = 0x2f8; // bool : 2
        inline uint64_t pad_0x2F9 = 0x2f9; // uint8_t[0x3]
        inline uint64_t GameNetDriverReplicationSystem = 0x2fc; // EReplicationSystem
        inline uint64_t pad_0x2FD = 0x2fd; // uint8_t[0x13]
    }

    namespace HUD {
        inline uint64_t PlayerOwner = 0x278; // UPlayerController*
        inline uint64_t bLostFocusPaused = 0x280; // bool : 0
        inline uint64_t bShowHUD = 0x280; // bool : 1
        inline uint64_t bShowDebugInfo = 0x280; // bool : 2
        inline uint64_t pad_0x281 = 0x281; // uint8_t[0x3]
        inline uint64_t CurrentTargetIndex = 0x284; // int32_t
        inline uint64_t bShowHitBoxDebugInfo = 0x288; // bool : 0
        inline uint64_t bShowOverlays = 0x288; // bool : 1
        inline uint64_t bEnableDebugTextShadow = 0x288; // bool : 2
        inline uint64_t pad_0x289 = 0x289; // uint8_t[0x7]
        inline uint64_t PostRenderedActors = 0x290; // TArray<UActor*>
        inline uint64_t pad_0x2A0 = 0x2a0; // uint8_t[0x8]
        inline uint64_t DebugDisplay = 0x2a8; // TArray<FName>
        inline uint64_t ToggledDebugCategories = 0x2b8; // TArray<FName>
        inline uint64_t canvas = 0x2c8; // Ucanvas*
        inline uint64_t DebugCanvas = 0x2d0; // Ucanvas*
        inline uint64_t DebugTextList = 0x2d8; // TArray<FDebugTextInfo>
        inline uint64_t ShowDebugTargetDesiredClass = 0x2e8; // TSubclassOf<UActor>
        inline uint64_t ShowDebugTargetActor = 0x2f0; // UActor*
        inline uint64_t pad_0x2F8 = 0x2f8; // uint8_t[0x30]
    }

    namespace PlayerCameraManager {
        inline uint64_t PCOwner = 0x278; // UPlayerController*
        inline uint64_t TransformComponent = 0x280; // USceneComponent*
        inline uint64_t pad_0x288 = 0x288; // uint8_t[0x4]
        inline uint64_t DefaultFOV = 0x28c; // float
        inline uint64_t pad_0x290 = 0x290; // uint8_t[0x4]
        inline uint64_t DefaultOrthoWidth = 0x294; // float
        inline uint64_t pad_0x298 = 0x298; // uint8_t[0x4]
        inline uint64_t DefaultAspectRatio = 0x29c; // float
        inline uint64_t pad_0x2A0 = 0x2a0; // uint8_t[0x70]
        inline uint64_t ViewTarget = 0x310; // FTViewTarget
        inline uint64_t PendingViewTarget = 0xc40; // FTViewTarget
        inline uint64_t pad_0x1570 = 0x1570; // uint8_t[0x30]
        inline uint64_t CameraCachePrivate = 0x15a0; // FCameraCacheEntry
        inline uint64_t LastFrameCameraCachePrivate = 0x1ec0; // FCameraCacheEntry
        inline uint64_t ModifierList = 0x27e0; // TArray<UCameraModifier*>
        inline uint64_t DefaultModifiers = 0x27f0; // TArray<TSubclassOf<UCameraModifier>>
        inline uint64_t FreeCamDistance = 0x2800; // float
        inline uint64_t pad_0x2804 = 0x2804; // uint8_t[0x4]
        inline uint64_t FreeCamOffset = 0x2808; // FVector
        inline uint64_t ViewTargetOffset = 0x2820; // FVector
        inline uint64_t OnAudioFadeChangeEvent = 0x2838; // FMulticastInlineDelegate
        inline uint64_t pad_0x2848 = 0x2848; // uint8_t[0x18]
        inline uint64_t CameraLensEffects = 0x2860; // TArray<TScriptInterface<ICameraLensEffectInterface>>
        inline uint64_t CachedCameraShakeMod = 0x2870; // UCameraModifier_CameraShake*
        inline uint64_t PostProcessBlendCache = 0x2878; // TArray<FPostProcessSettings>
        inline uint64_t pad_0x2888 = 0x2888; // uint8_t[0x20]
        inline uint64_t AnimCameraActor = 0x28a8; // UCameraActor*
        inline uint64_t bIsOrthographic = 0x28b0; // bool : 0
        inline uint64_t bAutoCalculateOrthoPlanes = 0x28b0; // bool : 1
        inline uint64_t pad_0x28B1 = 0x28b1; // uint8_t[0x3]
        inline uint64_t AutoPlaneShift = 0x28b4; // float
        inline uint64_t bUpdateOrthoPlanes = 0x28b8; // bool : 0
        inline uint64_t bUseCameraHeightAsViewTarget = 0x28b8; // bool : 1
        inline uint64_t bDefaultConstrainAspectRatio = 0x28b8; // bool : 2
        inline uint64_t bClientSimulatingViewTarget = 0x28b8; // bool : 7
        inline uint64_t bUseClientSideCameraUpdates = 0x28b9; // bool : 0
        inline uint64_t bGameCameraCutThisFrame = 0x28b9; // bool : 3
        inline uint64_t pad_0x28BA = 0x28ba; // uint8_t[0x2]
        inline uint64_t ViewPitchMin = 0x28bc; // float
        inline uint64_t ViewPitchMax = 0x28c0; // float
        inline uint64_t ViewYawMin = 0x28c4; // float
        inline uint64_t ViewYawMax = 0x28c8; // float
        inline uint64_t ViewRollMin = 0x28cc; // float
        inline uint64_t ViewRollMax = 0x28d0; // float
        inline uint64_t pad_0x28D4 = 0x28d4; // uint8_t[0x4]
        inline uint64_t ServerUpdateCameraTimeout = 0x28d8; // float
        inline uint64_t pad_0x28DC = 0x28dc; // uint8_t[0x14]
    }

    namespace CameraActor {
        inline uint64_t AutoActivateForPlayer = 0x278; // EAutoReceiveInput
        inline uint64_t pad_0x279 = 0x279; // uint8_t[0x7]
        inline uint64_t CameraComponent = 0x280; // UCameraComponent*
        inline uint64_t SceneComponent = 0x288; // USceneComponent*
        inline uint64_t bConstrainAspectRatio = 0x290; // bool : 0
        inline uint64_t pad_0x291 = 0x291; // uint8_t[0x3]
        inline uint64_t AspectRatio = 0x294; // float
        inline uint64_t FOVAngle = 0x298; // float
        inline uint64_t PostProcessBlendWeight = 0x29c; // float
        inline uint64_t PostProcessSettings = 0x2a0; // FPostProcessSettings
    }

    namespace SceneComponent {
        inline uint64_t pad_0xC0 = 0xc0; // uint8_t[0x8]
        inline uint64_t PhysicsVolume = 0xc8; // TWeakObjectPtr<UPhysicsVolume>
        inline uint64_t AttachParent = 0xd0; // USceneComponent*
        inline uint64_t AttachSocketName = 0xd8; // FName
        inline uint64_t pad_0xDC = 0xdc; // uint8_t[0x4]
        inline uint64_t AttachChildren = 0xe0; // TArray<USceneComponent*>
        inline uint64_t ClientAttachedChildren = 0xf0; // TArray<USceneComponent*>
        inline uint64_t pad_0x100 = 0x100; // uint8_t[0x40]
        inline uint64_t RelativeLocation = 0x140; // FVector
        inline uint64_t RelativeRotation = 0x158; // FRotator
        inline uint64_t RelativeScale3D = 0x170; // FVector
        inline uint64_t ComponentVelocity = 0x188; // FVector
        inline uint64_t bComponentToWorldUpdated = 0x1a0; // bool : 0
        inline uint64_t bAbsoluteLocation = 0x1a0; // bool : 2
        inline uint64_t bAbsoluteRotation = 0x1a0; // bool : 3
        inline uint64_t bAbsoluteScale = 0x1a0; // bool : 4
        inline uint64_t bVisible = 0x1a0; // bool : 5
        inline uint64_t bShouldBeAttached = 0x1a0; // bool : 6
        inline uint64_t bShouldSnapLocationWhenAttached = 0x1a0; // bool : 7
        inline uint64_t bShouldSnapRotationWhenAttached = 0x1a1; // bool : 0
        inline uint64_t bShouldSnapScaleWhenAttached = 0x1a1; // bool : 1
        inline uint64_t bShouldUpdatePhysicsVolume = 0x1a1; // bool : 2
        inline uint64_t bHiddenInGame = 0x1a1; // bool : 3
        inline uint64_t bBoundsChangeTriggersStreamingDataRebuild = 0x1a1; // bool : 4
        inline uint64_t bUseAttachParentBound = 0x1a1; // bool : 5
        inline uint64_t bComputeFastLocalBounds = 0x1a1; // bool : 6
        inline uint64_t bComputeBoundsOnceForGame = 0x1a1; // bool : 7
        inline uint64_t bComputedBoundsOnceForGame = 0x1a2; // bool : 0
        inline uint64_t bIsNotRenderAttachmentRoot = 0x1a2; // bool : 1
        inline uint64_t Mobility = 0x1a3; // EComponentMobility
        inline uint64_t DetailMode = 0x1a4; // EDetailMode
        inline uint64_t PhysicsVolumeChangedDelegate = 0x1a5; // FMulticastSparseDelegate
        inline uint64_t pad_0x1A6 = 0x1a6; // uint8_t[0x9A]
    }

    namespace ActorComponent {
        inline uint64_t pad_0x28 = 0x28; // uint8_t[0x10]
        inline uint64_t PrimaryComponentTick = 0x38; // FActorComponentTickFunction
        inline uint64_t ComponentTags = 0x68; // TArray<FName>
        inline uint64_t AssetUserData = 0x78; // TArray<UAssetUserData*>
        inline uint64_t pad_0x88 = 0x88; // uint8_t[0x8]
        inline uint64_t UCSSerializationIndex = 0x90; // int32_t
        inline uint64_t pad_0x94 = 0x94; // uint8_t[0x4]
        inline uint64_t bNetAddressable = 0x98; // bool : 5
        inline uint64_t bReplicateUsingRegisteredSubObjectList = 0x98; // bool : 6
        inline uint64_t bReplicates = 0x98; // bool : 7
        inline uint64_t pad_0x99 = 0x99; // uint8_t[0x1]
        inline uint64_t bAutoActivate = 0x9a; // bool : 3
        inline uint64_t bIsActive = 0x9a; // bool : 4
        inline uint64_t bEditableWhenInherited = 0x9a; // bool : 5
        inline uint64_t bCanEverAffectNavigation = 0x9a; // bool : 7
        inline uint64_t bIsEditorOnly = 0x9b; // bool : 1
        inline uint64_t pad_0x9C = 0x9c; // uint8_t[0x1D]
        inline uint64_t CreationMethod = 0xb9; // EComponentCreationMethod
        inline uint64_t OnComponentActivated = 0xba; // FMulticastSparseDelegate
        inline uint64_t OnComponentDeactivated = 0xbb; // FMulticastSparseDelegate
        inline uint64_t pad_0xBC = 0xbc; // uint8_t[0x4]
    }

    namespace PrimitiveComponent {
        inline uint64_t pad_0x240 = 0x240; // uint8_t[0x38]
        inline uint64_t MinDrawDistance = 0x278; // float
        inline uint64_t LDMaxDrawDistance = 0x27c; // float
        inline uint64_t CachedMaxDrawDistance = 0x280; // float
        inline uint64_t pad_0x284 = 0x284; // uint8_t[0x4]
        inline uint64_t DepthPriorityGroup = 0x288; // ESceneDepthPriorityGroup
        inline uint64_t ViewOwnerDepthPriorityGroup = 0x289; // ESceneDepthPriorityGroup
        inline uint64_t IndirectLightingCacheQuality = 0x28a; // EIndirectLightingCacheQuality
        inline uint64_t LightmapType = 0x28b; // ELightmapType
        inline uint64_t HLODBatchingPolicy = 0x28c; // EHLODBatchingPolicy
        inline uint64_t ShadowCacheInvalidationBehavior = 0x28d; // EShadowCacheInvalidationBehavior
        inline uint64_t bEnableAutoLODGeneration = 0x28e; // bool : 0
        inline uint64_t bIsActorTextureStreamingBuiltData = 0x28e; // bool : 1
        inline uint64_t bIsValidTextureStreamingBuiltData = 0x28e; // bool : 2
        inline uint64_t bNeverDistanceCull = 0x28e; // bool : 3
        inline uint64_t bAlwaysCreatePhysicsState = 0x28e; // bool : 5
        inline uint64_t bGenerateOverlapEvents = 0x28e; // bool : 6
        inline uint64_t bMultiBodyOverlap = 0x28e; // bool : 7
        inline uint64_t bTraceComplexOnMove = 0x28f; // bool : 0
        inline uint64_t bReturnMaterialOnMove = 0x28f; // bool : 1
        inline uint64_t bUseViewOwnerDepthPriorityGroup = 0x28f; // bool : 2
        inline uint64_t bAllowCullDistanceVolume = 0x28f; // bool : 3
        inline uint64_t bVisibleInReflectionCaptures = 0x28f; // bool : 4
        inline uint64_t bVisibleInRealTimeSkyCaptures = 0x28f; // bool : 5
        inline uint64_t bVisibleInRayTracing = 0x28f; // bool : 6
        inline uint64_t bVisibleInReflections = 0x28f; // bool : 7
        inline uint64_t bRenderInMainPass = 0x290; // bool : 0
        inline uint64_t bRenderInDepthPass = 0x290; // bool : 1
        inline uint64_t bReceivesDecals = 0x290; // bool : 2
        inline uint64_t bHoldout = 0x290; // bool : 3
        inline uint64_t bOwnerNoSee = 0x290; // bool : 4
        inline uint64_t bOnlyOwnerSee = 0x290; // bool : 5
        inline uint64_t bTreatAsBackgroundForOcclusion = 0x290; // bool : 6
        inline uint64_t bUseAsOccluder = 0x290; // bool : 7
        inline uint64_t bSelectable = 0x291; // bool : 0
        inline uint64_t bWantsSelectionOutline = 0x291; // bool : 1
        inline uint64_t bWantsEditorEffects = 0x291; // bool : 2
        inline uint64_t bForceMipStreaming = 0x291; // bool : 3
        inline uint64_t bHasPerInstanceHitProxies = 0x291; // bool : 4
        inline uint64_t CastShadow = 0x291; // bool : 5
        inline uint64_t bEmissiveLightSource = 0x291; // bool : 6
        inline uint64_t bAffectDynamicIndirectLighting = 0x291; // bool : 7
        inline uint64_t bAffectIndirectLightingWhileHidden = 0x292; // bool : 0
        inline uint64_t bAffectDistanceFieldLighting = 0x292; // bool : 1
        inline uint64_t bCastDynamicShadow = 0x292; // bool : 2
        inline uint64_t bCastStaticShadow = 0x292; // bool : 3
        inline uint64_t bCastVolumetricTranslucentShadow = 0x292; // bool : 4
        inline uint64_t bCastContactShadow = 0x292; // bool : 5
        inline uint64_t bSelfShadowOnly = 0x292; // bool : 6
        inline uint64_t bCastFarShadow = 0x292; // bool : 7
        inline uint64_t bCastInsetShadow = 0x293; // bool : 0
        inline uint64_t bCastCinematicShadow = 0x293; // bool : 1
        inline uint64_t bCastHiddenShadow = 0x293; // bool : 2
        inline uint64_t bCastShadowAsTwoSided = 0x293; // bool : 3
        inline uint64_t bLightAsIfStatic = 0x293; // bool : 4
        inline uint64_t bLightAttachmentsAsGroup = 0x293; // bool : 5
        inline uint64_t bExcludeFromLightAttachmentGroup = 0x293; // bool : 6
        inline uint64_t bReceiveMobileCSMShadows = 0x293; // bool : 7
        inline uint64_t bSingleSampleShadowFromStationaryLights = 0x294; // bool : 0
        inline uint64_t bIgnoreRadialImpulse = 0x294; // bool : 1
        inline uint64_t bIgnoreRadialForce = 0x294; // bool : 2
        inline uint64_t bApplyImpulseOnDamage = 0x294; // bool : 3
        inline uint64_t bReplicatePhysicsToAutonomousProxy = 0x294; // bool : 4
        inline uint64_t bFillCollisionUnderneathForNavmesh = 0x294; // bool : 5
        inline uint64_t bRasterizeAsFilledConvexVolume = 0x294; // bool : 6
        inline uint64_t AlwaysLoadOnClient = 0x294; // bool : 7
        inline uint64_t AlwaysLoadOnServer = 0x295; // bool : 0
        inline uint64_t bUseEditorCompositing = 0x295; // bool : 1
        inline uint64_t bIsBeingMovedByEditor = 0x295; // bool : 2
        inline uint64_t bRenderCustomDepth = 0x295; // bool : 3
        inline uint64_t bVisibleInSceneCaptureOnly = 0x295; // bool : 4
        inline uint64_t bHiddenInSceneCapture = 0x295; // bool : 5
        inline uint64_t bRayTracingFarField = 0x295; // bool : 6
        inline uint64_t bLumenHeightfield = 0x295; // bool : 7
        inline uint64_t FirstPersonPrimitiveType = 0x296; // EFirstPersonPrimitiveType
        inline uint64_t bHasNoStreamableTextures = 0x297; // bool : 1
        inline uint64_t bStaticWhenNotMoveable = 0x297; // bool : 2
        inline uint64_t bHasCustomNavigableGeometry = 0x298; // EHasCustomNavigableGeometry
        inline uint64_t pad_0x299 = 0x299; // uint8_t[0x1]
        inline uint64_t CanCharacterStepUpOn = 0x29a; // ECanBeCharacterBase
        inline uint64_t LightingChannels = 0x29b; // FLightingChannels
        inline uint64_t RayTracingGroupCullingPriority = 0x29c; // ERayTracingGroupCullingPriority
        inline uint64_t CustomDepthStencilWriteMask = 0x29d; // ERendererStencilMask
        inline uint64_t ExcludeFromHLODLevels = 0x29e; // uint8_t
        inline uint64_t pad_0x29F = 0x29f; // uint8_t[0x1]
        inline uint64_t RayTracingGroupId = 0x2a0; // int32_t
        inline uint64_t VisibilityId = 0x2a4; // int32_t
        inline uint64_t CustomDepthStencilValue = 0x2a8; // int32_t
        inline uint64_t pad_0x2AC = 0x2ac; // uint8_t[0x4]
        inline uint64_t CustomPrimitiveData = 0x2b0; // FCustomPrimitiveData
        inline uint64_t CustomPrimitiveDataInternal = 0x2c0; // FCustomPrimitiveData
        inline uint64_t pad_0x2D0 = 0x2d0; // uint8_t[0x40]
        inline uint64_t TranslucencySortPriority = 0x310; // int32_t
        inline uint64_t TranslucencySortDistanceOffset = 0x314; // float
        inline uint64_t RuntimeVirtualTextures = 0x318; // TArray<URuntimeVirtualTexture*>
        inline uint64_t VirtualTextureLodBias = 0x328; // int8_t
        inline uint64_t VirtualTextureCullMips = 0x329; // int8_t
        inline uint64_t VirtualTextureMinCoverage = 0x32a; // int8_t
        inline uint64_t VirtualTextureRenderPassType = 0x32b; // ERuntimeVirtualTextureMainPassType
        inline uint64_t pad_0x32C = 0x32c; // uint8_t[0x24]
        inline uint64_t BoundsScale = 0x350; // float
        inline uint64_t pad_0x354 = 0x354; // uint8_t[0x4]
        inline uint64_t MoveIgnoreActors = 0x358; // TArray<UActor*>
        inline uint64_t MoveIgnoreComponents = 0x368; // TArray<UPrimitiveComponent*>
        inline uint64_t pad_0x378 = 0x378; // uint8_t[0x10]
        inline uint64_t BodyInstance = 0x388; // FBodyInstance
        inline uint64_t OnComponentHit = 0x530; // FMulticastSparseDelegate
        inline uint64_t OnComponentBeginOverlap = 0x531; // FMulticastSparseDelegate
        inline uint64_t OnComponentEndOverlap = 0x532; // FMulticastSparseDelegate
        inline uint64_t OnComponentWake = 0x533; // FMulticastSparseDelegate
        inline uint64_t OnComponentSleep = 0x534; // FMulticastSparseDelegate
        inline uint64_t pad_0x535 = 0x535; // uint8_t[0x1]
        inline uint64_t OnComponentPhysicsStateChanged = 0x536; // FMulticastSparseDelegate
        inline uint64_t OnBeginCursorOver = 0x537; // FMulticastSparseDelegate
        inline uint64_t OnEndCursorOver = 0x538; // FMulticastSparseDelegate
        inline uint64_t OnClicked = 0x539; // FMulticastSparseDelegate
        inline uint64_t OnReleased = 0x53a; // FMulticastSparseDelegate
        inline uint64_t OnInputTouchBegin = 0x53b; // FMulticastSparseDelegate
        inline uint64_t OnInputTouchEnd = 0x53c; // FMulticastSparseDelegate
        inline uint64_t OnInputTouchEnter = 0x53d; // FMulticastSparseDelegate
        inline uint64_t OnInputTouchLeave = 0x53e; // FMulticastSparseDelegate
        inline uint64_t OnTouchBegan = 0x53f; // FMulticastSparseDelegate
        inline uint64_t OnTouchEnded = 0x540; // FMulticastSparseDelegate
        inline uint64_t OnTouchEntered = 0x541; // FMulticastSparseDelegate
        inline uint64_t OnTouchExited = 0x542; // FMulticastSparseDelegate
        inline uint64_t pad_0x543 = 0x543; // uint8_t[0x15]
        inline uint64_t LODParentPrimitive = 0x558; // UPrimitiveComponent*
        inline uint64_t pad_0x560 = 0x560; // uint8_t[0x10]
    }

    namespace MeshComponent {
        inline uint64_t OverrideMaterials = 0x570; // TArray<UMaterialInterface*>
        inline uint64_t OverlayMaterial = 0x580; // UMaterialInterface*
        inline uint64_t OverlayMaterialMaxDrawDistance = 0x588; // float
        inline uint64_t pad_0x58C = 0x58c; // uint8_t[0x4]
        inline uint64_t MaterialSlotsOverlayMaterial = 0x590; // TArray<UMaterialInterface*>
        inline uint64_t bEnableMaterialParameterCaching = 0x5a0; // bool : 0
        inline uint64_t pad_0x5A1 = 0x5a1; // uint8_t[0x2F]
    }

    namespace SkinnedMeshComponent {
        inline uint64_t pad_0x5D0 = 0x5d0; // uint8_t[0x18]
        inline uint64_t SkeletalMesh = 0x5e8; // USkeletalMesh*
        inline uint64_t SkinnedAsset = 0x5f0; // USkinnedAsset*
        inline uint64_t LeaderPoseComponent = 0x5f8; // TWeakObjectPtr<USkinnedMeshComponent>
        inline uint64_t SkinCacheUsage = 0x600; // TArray<ESkinCacheUsage>
        inline uint64_t bSetMeshDeformer = 0x610; // bool
        inline uint64_t pad_0x611 = 0x611; // uint8_t[0x7]
        inline uint64_t MeshDeformer = 0x618; // UMeshDeformer*
        inline uint64_t bAlwaysUseMeshDeformer = 0x620; // bool
        inline uint64_t pad_0x621 = 0x621; // uint8_t[0x7]
        inline uint64_t MeshDeformerInstanceSettings = 0x628; // UMeshDeformerInstanceSettings*
        inline uint64_t MeshDeformerInstances = 0x630; // FMeshDeformerInstanceSet
        inline uint64_t pad_0x650 = 0x650; // uint8_t[0x120]
        inline uint64_t PhysicsAssetOverride = 0x770; // UPhysicsAsset*
        inline uint64_t ForcedLodModel = 0x778; // int32_t
        inline uint64_t pad_0x77C = 0x77c; // uint8_t[0x4]
        inline uint64_t MinLodModel = 0x780; // int32_t
        inline uint64_t pad_0x784 = 0x784; // uint8_t[0x8]
        inline uint64_t StreamingDistanceMultiplier = 0x78c; // float
        inline uint64_t NanitePixelProgrammableDistance = 0x790; // float
        inline uint64_t WorldPositionOffsetDisableDistance = 0x794; // int32_t
        inline uint64_t bEvaluateWorldPositionOffset = 0x798; // bool : 0
        inline uint64_t bDisallowNanite = 0x798; // bool : 1
        inline uint64_t bForceDisableNanite = 0x798; // bool : 2
        inline uint64_t pad_0x799 = 0x799; // uint8_t[0xF]
        inline uint64_t LODInfo = 0x7a8; // TArray<FSkelMeshComponentLODInfo>
        inline uint64_t pad_0x7B8 = 0x7b8; // uint8_t[0x24]
        inline uint64_t VisibilityBasedAnimTickOption = 0x7dc; // EVisibilityBasedAnimTickOption
        inline uint64_t pad_0x7DD = 0x7dd; // uint8_t[0x2]
        inline uint64_t bSkinWeightProfileOnRenderThread = 0x7df; // bool : 5
        inline uint64_t bOverrideMinLOD = 0x7df; // bool : 6
        inline uint64_t bUseBoundsFromLeaderPoseComponent = 0x7df; // bool : 7
        inline uint64_t bIncludeComponentLocationIntoBounds = 0x7e0; // bool : 0
        inline uint64_t bForceWireframe = 0x7e0; // bool : 1
        inline uint64_t bDisableMorphTarget = 0x7e0; // bool : 2
        inline uint64_t bHideSkin = 0x7e0; // bool : 3
        inline uint64_t bPerBoneMotionBlur = 0x7e0; // bool : 4
        inline uint64_t bComponentUseFixedSkelBounds = 0x7e0; // bool : 5
        inline uint64_t bConsiderAllBodiesForBounds = 0x7e0; // bool : 6
        inline uint64_t bSyncAttachParentLOD = 0x7e0; // bool : 7
        inline uint64_t bCanHighlightSelectedSections = 0x7e1; // bool : 0
        inline uint64_t bRecentlyRendered = 0x7e1; // bool : 1
        inline uint64_t bCastCapsuleDirectShadow = 0x7e1; // bool : 2
        inline uint64_t bCastCapsuleIndirectShadow = 0x7e1; // bool : 3
        inline uint64_t bCPUSkinning = 0x7e1; // bool : 4
        inline uint64_t bUseScreenRenderStateForUpdate = 0x7e1; // bool : 5
        inline uint64_t bEnableUpdateRateOptimizations = 0x7e1; // bool : 6
        inline uint64_t bDisplayDebugUpdateRateOptimizations = 0x7e1; // bool : 7
        inline uint64_t bRenderStatic = 0x7e2; // bool : 0
        inline uint64_t bRenderShadowStatic = 0x7e2; // bool : 1
        inline uint64_t bIgnoreLeaderPoseComponentLOD = 0x7e2; // bool : 2
        inline uint64_t bSortTriangles = 0x7e2; // bool : 3
        inline uint64_t bCachedLocalBoundsUpToDate = 0x7e2; // bool : 6
        inline uint64_t bCachedWorldSpaceBoundsUpToDate = 0x7e2; // bool : 7
        inline uint64_t bForceMeshObjectUpdate = 0x7e3; // bool : 1
        inline uint64_t bFollowerShouldTickPose = 0x7e3; // bool : 7
        inline uint64_t pad_0x7E4 = 0x7e4; // uint8_t[0x4]
        inline uint64_t CapsuleIndirectShadowMinVisibility = 0x7e8; // float
        inline uint64_t pad_0x7EC = 0x7ec; // uint8_t[0x4C]
        inline uint64_t CachedWorldOrLocalSpaceBounds = 0x838; // FBoxSphereBounds
        inline uint64_t CachedWorldToLocalTransform = 0x870; // FMatrix
        inline uint64_t pad_0x8F0 = 0x8f0; // uint8_t[0x20]
    }

    namespace SkeletalMeshComponent {
        inline uint64_t pad_0x910 = 0x910; // uint8_t[0x8]
        inline uint64_t AnimClass = 0x918; // TSubclassOf<UAnimInstance>
        inline uint64_t AnimScriptInstance = 0x920; // UAnimInstance*
        inline uint64_t OverridePostProcessAnimBP = 0x928; // TSubclassOf<UAnimInstance>
        inline uint64_t PostProcessAnimInstance = 0x930; // UAnimInstance*
        inline uint64_t AnimationData = 0x938; // FSingleAnimationPlayData
        inline uint64_t RootBoneTranslation = 0x950; // FVector
        inline uint64_t LineCheckBoundsScale = 0x968; // FVector
        inline uint64_t pad_0x980 = 0x980; // uint8_t[0x28]
        inline uint64_t LinkedInstances = 0x9a8; // TArray<UAnimInstance*>
        inline uint64_t CachedBoneSpaceTransforms = 0x9b8; // TArray<FTransform>
        inline uint64_t CachedComponentSpaceTransforms = 0x9c8; // TArray<FTransform>
        inline uint64_t pad_0x9D8 = 0x9d8; // uint8_t[0x20]
        inline uint64_t GlobalAnimRateScale = 0x9f8; // float
        inline uint64_t KinematicBonesUpdateType = 0x9fc; // EKinematicBonesUpdateToPhysics
        inline uint64_t PhysicsTransformUpdateMode = 0x9fd; // EPhysicsTransformUpdateMode
        inline uint64_t ClothTeleportMode = 0x9fe; // EClothingTeleportMode
        inline uint64_t AnimationMode = 0x9ff; // EAnimationMode
        inline uint64_t pad_0xA00 = 0xa00; // uint8_t[0x1]
        inline uint64_t bDisablePostProcessBlueprint = 0xa01; // bool : 0
        inline uint64_t bUpdateOverlapsOnAnimationFinalize = 0xa01; // bool : 2
        inline uint64_t bHasValidBodies = 0xa01; // bool : 4
        inline uint64_t bBlendPhysics = 0xa01; // bool : 5
        inline uint64_t bEnablePhysicsOnDedicatedServer = 0xa01; // bool : 6
        inline uint64_t bUpdateMeshWhenKinematic = 0xa01; // bool : 7
        inline uint64_t bUpdateJointsFromAnimation = 0xa02; // bool : 0
        inline uint64_t bAllowClothActors = 0xa02; // bool : 1
        inline uint64_t bDisableClothSimulation = 0xa02; // bool : 2
        inline uint64_t pad_0xA03 = 0xa03; // uint8_t[0x5]
        inline uint64_t bDisableRigidBodyAnimNode = 0xa08; // bool : 0
        inline uint64_t bDisableAnimDynamicsAnimNode = 0xa08; // bool : 1
        inline uint64_t bAllowAnimCurveEvaluation = 0xa08; // bool : 2
        inline uint64_t bCollideWithEnvironment = 0xa08; // bool : 6
        inline uint64_t bCollideWithAttachedChildren = 0xa08; // bool : 7
        inline uint64_t bForceCollisionUpdate = 0xa09; // bool : 0
        inline uint64_t pad_0xA0A = 0xa0a; // uint8_t[0x2]
        inline uint64_t ClothVelocityScale = 0xa0c; // float
        inline uint64_t bResetAfterTeleport = 0xa10; // bool : 0
        inline uint64_t bDeferKinematicBoneUpdate = 0xa10; // bool : 2
        inline uint64_t bNoSkeletonUpdate = 0xa10; // bool : 3
        inline uint64_t bPauseAnims = 0xa10; // bool : 4
        inline uint64_t bEnableAnimation = 0xa10; // bool : 5
        inline uint64_t bUseRefPoseOnInitAnim = 0xa10; // bool : 6
        inline uint64_t bEnablePerPolyCollision = 0xa10; // bool : 7
        inline uint64_t bForceRefpose = 0xa11; // bool : 0
        inline uint64_t bOnlyAllowAutonomousTickPose = 0xa11; // bool : 1
        inline uint64_t bIsAutonomousTickPose = 0xa11; // bool : 2
        inline uint64_t bOldForceRefPose = 0xa11; // bool : 3
        inline uint64_t bShowPrePhysBones = 0xa11; // bool : 4
        inline uint64_t bRequiredBonesUpToDate = 0xa11; // bool : 5
        inline uint64_t bAnimTreeInitialised = 0xa11; // bool : 6
        inline uint64_t bEnableLineCheckWithBounds = 0xa11; // bool : 7
        inline uint64_t bPropagateCurvesToFollowers = 0xa12; // bool : 0
        inline uint64_t bSkipKinematicUpdateWhenInterpolating = 0xa12; // bool : 1
        inline uint64_t bSkipBoundsUpdateWhenInterpolating = 0xa12; // bool : 2
        inline uint64_t bSuppressNotifyEventDispatch = 0xa12; // bool : 3
        inline uint64_t bNeedsQueuedAnimEventsDispatched = 0xa12; // bool : 6
        inline uint64_t pad_0xA13 = 0xa13; // uint8_t[0x57]
        inline uint64_t CachedAnimCurveUidVersion = 0xa6a; // uint16_t
        inline uint64_t ClothBlendWeight = 0xa6c; // float
        inline uint64_t bWaitForParallelClothTask = 0xa70; // bool
        inline uint64_t bFilteredAnimCurvesIsAllowList = 0xa71; // bool
        inline uint64_t CachedMeshCurveMetaDataVersion = 0xa72; // uint16_t
        inline uint64_t pad_0xA74 = 0xa74; // uint8_t[0x4]
        inline uint64_t FilteredAnimCurves = 0xa78; // TArray<FName>
        inline uint64_t BodySetup = 0xa88; // UBodySetup*
        inline uint64_t pad_0xA90 = 0xa90; // uint8_t[0x4]
        inline uint64_t ClothMaxDistanceScale = 0xa94; // float
        inline uint64_t ClothGeometryScale = 0xa98; // float
        inline uint64_t PostProcessAnimBPLODThreshold = 0xa9c; // int32_t
        inline uint64_t OnConstraintBroken = 0xaa0; // FMulticastInlineDelegate
        inline uint64_t OnPlasticDeformation = 0xab0; // FMulticastInlineDelegate
        inline uint64_t ClothingSimulationFactory = 0xac0; // TSubclassOf<UClothingSimulationFactory>
        inline uint64_t pad_0xAC8 = 0xac8; // uint8_t[0x118]
        inline uint64_t TeleportDistanceThreshold = 0xbe0; // float
        inline uint64_t TeleportRotationThreshold = 0xbe4; // float
        inline uint64_t pad_0xBE8 = 0xbe8; // uint8_t[0x38]
        inline uint64_t ClothingSimulationInstances = 0xc20; // TArray<FClothingSimulationInstance>
        inline uint64_t pad_0xC30 = 0xc30; // uint8_t[0x28]
        inline uint64_t MorphTargetCurves = 0xc58; // TMap<FName, float>
        inline uint64_t OnAnimInitialized = 0xc68; // FMulticastInlineDelegate
        inline uint64_t pad_0xC78 = 0xc78; // uint8_t[0x328]
        inline uint64_t LastPoseTickFrame = 0xfa0; // uint32_t
        inline uint64_t pad_0xFA4 = 0xfa4; // uint8_t[0x6C]
    }

    namespace StaticMeshComponent {
        inline uint64_t pad_0x5D0 = 0x5d0; // uint8_t[0x8]
        inline uint64_t ForcedLodModel = 0x5d8; // int32_t
        inline uint64_t MinLOD = 0x5dc; // int32_t
        inline uint64_t SubDivisionStepSize = 0x5e0; // int32_t
        inline uint64_t WireframeColorOverride = 0x5e4; // FColor
        inline uint64_t StaticMesh = 0x5e8; // UStaticMesh*
        inline uint64_t WorldPositionOffsetDisableDistance = 0x5f0; // int32_t
        inline uint64_t bForceNaniteForMasked = 0x5f4; // bool : 0
        inline uint64_t bDisallowNanite = 0x5f4; // bool : 1
        inline uint64_t bForceDisableNanite = 0x5f4; // bool : 2
        inline uint64_t bEvaluateWorldPositionOffset = 0x5f4; // bool : 3
        inline uint64_t bWorldPositionOffsetWritesVelocity = 0x5f4; // bool : 4
        inline uint64_t bEvaluateWorldPositionOffsetInRayTracing = 0x5f4; // bool : 5
        inline uint64_t bOverrideWireframeColor = 0x5f5; // bool : 1
        inline uint64_t bOverrideMinLOD = 0x5f5; // bool : 2
        inline uint64_t bOverrideNavigationExport = 0x5f5; // bool : 3
        inline uint64_t bForceNavigationObstacle = 0x5f5; // bool : 4
        inline uint64_t bOverrideNavAreaClass = 0x5f5; // bool : 5
        inline uint64_t pad_0x5F6 = 0x5f6; // uint8_t[0x2]
        inline uint64_t NavAreaClass = 0x5f8; // TSubclassOf<UNavAreaBase>
        inline uint64_t bDisallowMeshPaintPerInstance = 0x600; // bool : 0
        inline uint64_t bIgnoreInstanceForTextureStreaming = 0x600; // bool : 1
        inline uint64_t bOverrideLightMapRes = 0x600; // bool : 2
        inline uint64_t bCastDistanceFieldIndirectShadow = 0x600; // bool : 3
        inline uint64_t bOverrideDistanceFieldSelfShadowBias = 0x600; // bool : 4
        inline uint64_t bUseSubDivisions = 0x600; // bool : 5
        inline uint64_t bUseDefaultCollision = 0x600; // bool : 6
        inline uint64_t bSortTriangles = 0x600; // bool : 7
        inline uint64_t bReverseCulling = 0x601; // bool : 0
        inline uint64_t bEnableVertexColorMeshPainting = 0x601; // bool : 1
        inline uint64_t bEnableTextureColorMeshPainting = 0x601; // bool : 2
        inline uint64_t bWritesToMaterialCache = 0x601; // bool : 3
        inline uint64_t bOverrideMeshPaintTextureCoordinateIndex = 0x601; // bool : 4
        inline uint64_t bOverrideMeshPaintTextureResolution = 0x601; // bool : 5
        inline uint64_t pad_0x602 = 0x602; // uint8_t[0x2]
        inline uint64_t OverriddenMeshPaintTextureCoordinateIndex = 0x604; // int32_t
        inline uint64_t OverriddenMeshPaintTextureResolution = 0x608; // int32_t
        inline uint64_t OverriddenLightMapRes = 0x60c; // int32_t
        inline uint64_t MeshPaintTextureCooked = 0x610; // UTexture*
        inline uint64_t MeshPaintTextureOverride = 0x618; // UTexture*
        inline uint64_t MaterialCacheTileCount = 0x620; // FIntPoint
        inline uint64_t MaterialCacheUVRegion = 0x628; // FBox2f
        inline uint64_t MaterialCacheUVCoordinateIndex = 0x63c; // int32_t
        inline uint64_t MaterialCacheTextures = 0x640; // TArray<UMaterialCacheVirtualTexture*>
        inline uint64_t DistanceFieldIndirectShadowMinVisibility = 0x650; // float
        inline uint64_t DistanceFieldSelfShadowBias = 0x654; // float
        inline uint64_t StreamingDistanceMultiplier = 0x658; // float
        inline uint64_t NanitePixelProgrammableDistance = 0x65c; // float
        inline uint64_t LodData = 0x660; // TArray<FStaticMeshComponentLODInfo>
        inline uint64_t StreamingTextureData = 0x670; // TArray<FStreamingTextureBuildInfo>
        inline uint64_t LightmassSettings = 0x680; // FLightmassPrimitiveSettings
        inline uint64_t pad_0x698 = 0x698; // uint8_t[0x18]
    }

    namespace CameraComponent {
        inline uint64_t FieldOfView = 0x240; // float
        inline uint64_t FirstPersonFieldOfView = 0x244; // float
        inline uint64_t FirstPersonScale = 0x248; // float
        inline uint64_t OrthoWidth = 0x24c; // float
        inline uint64_t bAutoCalculateOrthoPlanes = 0x250; // bool
        inline uint64_t pad_0x251 = 0x251; // uint8_t[0x3]
        inline uint64_t AutoPlaneShift = 0x254; // float
        inline uint64_t OrthoNearClipPlane = 0x258; // float
        inline uint64_t OrthoFarClipPlane = 0x25c; // float
        inline uint64_t bUpdateOrthoPlanes = 0x260; // bool
        inline uint64_t bUseCameraHeightAsViewTarget = 0x261; // bool
        inline uint64_t pad_0x262 = 0x262; // uint8_t[0x2]
        inline uint64_t AspectRatio = 0x264; // float
        inline uint64_t AspectRatioAxisConstraint = 0x268; // EAspectRatioAxisConstraint
        inline uint64_t bConstrainAspectRatio = 0x269; // bool : 0
        inline uint64_t bOverrideAspectRatioAxisConstraint = 0x269; // bool : 1
        inline uint64_t bUseFieldOfViewForLOD = 0x269; // bool : 2
        inline uint64_t pad_0x26A = 0x26a; // uint8_t[0x2]
        inline uint64_t Overscan = 0x26c; // float
        inline uint64_t AsymmetricOverscan = 0x270; // FVector4f
        inline uint64_t bScaleResolutionWithOverscan = 0x280; // bool
        inline uint64_t bCropOverscan = 0x281; // bool
        inline uint64_t bLockToHmd = 0x282; // bool : 0
        inline uint64_t bUsePawnControlRotation = 0x282; // bool : 1
        inline uint64_t bEnableFirstPersonFieldOfView = 0x282; // bool : 2
        inline uint64_t bEnableFirstPersonScale = 0x282; // bool : 3
        inline uint64_t ProjectionMode = 0x283; // ECameraProjectionMode
        inline uint64_t pad_0x284 = 0x284; // uint8_t[0x6C]
        inline uint64_t PostProcessBlendWeight = 0x2f0; // float
        inline uint64_t pad_0x2F4 = 0x2f4; // uint8_t[0x2C]
        inline uint64_t PostProcessSettings = 0x320; // FPostProcessSettings
    }

    namespace PhysicsAsset {
        inline uint64_t pad_0x28 = 0x28; // uint8_t[0x10]
        inline uint64_t BoundsBodies = 0x38; // TArray<int32_t>
        inline uint64_t SkeletalBodySetups = 0x48; // TArray<USkeletalBodySetup*>
        inline uint64_t ConstraintSetup = 0x58; // TArray<UPhysicsConstraintTemplate*>
        inline uint64_t SolverSettings = 0x68; // FPhysicsAssetSolverSettings
        inline uint64_t SolverIterations = 0x84; // FSolverIterations
        inline uint64_t SolverType = 0x9c; // EPhysicsAssetSolverType
        inline uint64_t bNotForDedicatedServer = 0x9d; // bool : 0
        inline uint64_t pad_0x9E = 0x9e; // uint8_t[0x22]
        inline uint64_t ThumbnailInfo = 0xc0; // UThumbnailInfo*
        inline uint64_t BodySetup = 0xc8; // TArray<UBodySetup*>
        inline uint64_t AssetUserData = 0xd8; // TArray<UAssetUserData*>
    }

    namespace AnimInstance {
        inline uint64_t CurrentSkeleton = 0x28; // Uskeleton*
        inline uint64_t RootMotionMode = 0x30; // ERootMotionMode
        inline uint64_t bUseMultiThreadedAnimationUpdate = 0x31; // bool : 0
        inline uint64_t bUsingCopyPoseFromMesh = 0x31; // bool : 1
        inline uint64_t bReceiveNotifiesFromLinkedInstances = 0x31; // bool : 4
        inline uint64_t bPropagateNotifiesToLinkedInstances = 0x31; // bool : 5
        inline uint64_t bUseMainInstanceMontageEvaluationData = 0x31; // bool : 6
        inline uint64_t bQueueMontageEvents = 0x32; // bool : 0
        inline uint64_t pad_0x33 = 0x33; // uint8_t[0x5]
        inline uint64_t OnMontageBlendingOut = 0x38; // FMulticastInlineDelegate
        inline uint64_t OnMontageBlendedIn = 0x48; // FMulticastInlineDelegate
        inline uint64_t OnMontageStarted = 0x58; // FMulticastInlineDelegate
        inline uint64_t OnMontageEnded = 0x68; // FMulticastInlineDelegate
        inline uint64_t OnAllMontageInstancesEnded = 0x78; // FMulticastInlineDelegate
        inline uint64_t OnMontageSectionChanged = 0x88; // FMulticastInlineDelegate
        inline uint64_t pad_0x98 = 0x98; // uint8_t[0x20]
        inline uint64_t SlotGroupInertializationRequestDataMap = 0xb8; // TMap<FName, FInertializationRequest>
        inline uint64_t pad_0xC8 = 0xc8; // uint8_t[0x48]
        inline uint64_t NotifyQueue = 0x110; // FAnimNotifyQueue
        inline uint64_t ActiveAnimNotifyState = 0x148; // TArray<FAnimNotifyEvent>
        inline uint64_t ActiveAnimNotifyEventReference = 0x158; // TArray<FAnimNotifyEventReference>
        inline uint64_t pad_0x168 = 0x168; // uint8_t[0xF8]
    }

    namespace CharacterMovementComponent {
        inline uint64_t pad_0x188 = 0x188; // uint8_t[0x10]
        inline uint64_t CharacterOwner = 0x198; // UCharacter*
        inline uint64_t GravityScale = 0x1a0; // float
        inline uint64_t MaxStepHeight = 0x1a4; // float
        inline uint64_t JumpZVelocity = 0x1a8; // float
        inline uint64_t JumpOffJumpZFactor = 0x1ac; // float
        inline uint64_t pad_0x1B0 = 0x1b0; // uint8_t[0x1C]
        inline uint64_t WalkableFloorAngle = 0x1cc; // float
        inline uint64_t WalkableFloorZ = 0x1d0; // float
        inline uint64_t pad_0x1D4 = 0x1d4; // uint8_t[0x4]
        inline uint64_t GravityDirection = 0x1d8; // FVector
        inline uint64_t WorldToGravityTransform = 0x1f0; // FQuat
        inline uint64_t GravityToWorldTransform = 0x210; // FQuat
        inline uint64_t pad_0x230 = 0x230; // uint8_t[0x1]
        inline uint64_t MovementMode = 0x231; // EMovementMode
        inline uint64_t CustomMovementMode = 0x232; // uint8_t
        inline uint64_t NetworkSmoothingMode = 0x233; // ENetworkSmoothingMode
        inline uint64_t GroundFriction = 0x234; // float
        inline uint64_t pad_0x238 = 0x238; // uint8_t[0x8]
        inline uint64_t OldBaseQuat = 0x240; // FQuat
        inline uint64_t OldBaseLocation = 0x260; // FVector
        inline uint64_t MaxWalkSpeed = 0x278; // float
        inline uint64_t MaxWalkSpeedCrouched = 0x27c; // float
        inline uint64_t MaxSwimSpeed = 0x280; // float
        inline uint64_t MaxFlySpeed = 0x284; // float
        inline uint64_t MaxCustomMovementSpeed = 0x288; // float
        inline uint64_t MaxAcceleration = 0x28c; // float
        inline uint64_t MinAnalogWalkSpeed = 0x290; // float
        inline uint64_t BrakingFrictionFactor = 0x294; // float
        inline uint64_t BrakingFriction = 0x298; // float
        inline uint64_t BrakingSubStepTime = 0x29c; // float
        inline uint64_t BrakingDecelerationWalking = 0x2a0; // float
        inline uint64_t BrakingDecelerationFalling = 0x2a4; // float
        inline uint64_t BrakingDecelerationSwimming = 0x2a8; // float
        inline uint64_t BrakingDecelerationFlying = 0x2ac; // float
        inline uint64_t AirControl = 0x2b0; // float
        inline uint64_t AirControlBoostMultiplier = 0x2b4; // float
        inline uint64_t AirControlBoostVelocityThreshold = 0x2b8; // float
        inline uint64_t FallingLateralFriction = 0x2bc; // float
        inline uint64_t CrouchedHalfHeight = 0x2c0; // float
        inline uint64_t Buoyancy = 0x2c4; // float
        inline uint64_t PerchRadiusThreshold = 0x2c8; // float
        inline uint64_t PerchAdditionalHeight = 0x2cc; // float
        inline uint64_t RotationRate = 0x2d0; // FRotator
        inline uint64_t bUseSeparateBrakingFriction = 0x2e8; // bool : 0
        inline uint64_t bDontFallBelowJumpZVelocityDuringJump = 0x2e8; // bool : 1
        inline uint64_t bApplyGravityWhileJumping = 0x2e8; // bool : 2
        inline uint64_t bUseControllerDesiredRotation = 0x2e8; // bool : 3
        inline uint64_t bOrientRotationToMovement = 0x2e8; // bool : 4
        inline uint64_t bSweepWhileNavWalking = 0x2e8; // bool : 5
        inline uint64_t bMovementInProgress = 0x2e8; // bool : 7
        inline uint64_t bEnableScopedMovementUpdates = 0x2e9; // bool : 0
        inline uint64_t bEnableServerDualMoveScopedMovementUpdates = 0x2e9; // bool : 1
        inline uint64_t bForceMaxAccel = 0x2e9; // bool : 2
        inline uint64_t bRunPhysicsWithNoController = 0x2e9; // bool : 3
        inline uint64_t bForceNextFloorCheck = 0x2e9; // bool : 4
        inline uint64_t bShrinkProxyCapsule = 0x2e9; // bool : 5
        inline uint64_t bCanWalkOffLedges = 0x2e9; // bool : 6
        inline uint64_t bCanWalkOffLedgesWhenCrouching = 0x2e9; // bool : 7
        inline uint64_t bNetworkSkipProxyPredictionOnNetUpdate = 0x2ea; // bool : 2
        inline uint64_t bNetworkAlwaysReplicateTransformUpdateTimestamp = 0x2ea; // bool : 3
        inline uint64_t bDeferUpdateMoveComponent = 0x2ea; // bool : 4
        inline uint64_t bEnablePhysicsInteraction = 0x2ea; // bool : 5
        inline uint64_t bTouchForceScaledToMass = 0x2ea; // bool : 6
        inline uint64_t bPushForceScaledToMass = 0x2ea; // bool : 7
        inline uint64_t bPushForceUsingZOffset = 0x2eb; // bool : 0
        inline uint64_t bScalePushForceToVelocity = 0x2eb; // bool : 1
        inline uint64_t pad_0x2EC = 0x2ec; // uint8_t[0x4]
        inline uint64_t DeferredUpdatedMoveComponent = 0x2f0; // USceneComponent*
        inline uint64_t MaxOutOfWaterStepHeight = 0x2f8; // float
        inline uint64_t OutofWaterZ = 0x2fc; // float
        inline uint64_t Mass = 0x300; // float
        inline uint64_t StandingDownwardForceScale = 0x304; // float
        inline uint64_t InitialPushForceFactor = 0x308; // float
        inline uint64_t PushForceFactor = 0x30c; // float
        inline uint64_t PushForcePointZOffsetFactor = 0x310; // float
        inline uint64_t TouchForceFactor = 0x314; // float
        inline uint64_t MinTouchForce = 0x318; // float
        inline uint64_t MaxTouchForce = 0x31c; // float
        inline uint64_t RepulsionForce = 0x320; // float
        inline uint64_t pad_0x324 = 0x324; // uint8_t[0x4]
        inline uint64_t Acceleration = 0x328; // FVector
        inline uint64_t LastUpdateRotation = 0x340; // FQuat
        inline uint64_t LastUpdateLocation = 0x360; // FVector
        inline uint64_t LastUpdateVelocity = 0x378; // FVector
        inline uint64_t ServerLastTransformUpdateTimeStamp = 0x390; // float
        inline uint64_t ServerLastClientGoodMoveAckTime = 0x394; // float
        inline uint64_t ServerLastClientAdjustmentTime = 0x398; // float
        inline uint64_t pad_0x39C = 0x39c; // uint8_t[0x4]
        inline uint64_t PendingImpulseToApply = 0x3a0; // FVector
        inline uint64_t PendingForceToApply = 0x3b8; // FVector
        inline uint64_t AnalogInputModifier = 0x3d0; // float
        inline uint64_t pad_0x3D4 = 0x3d4; // uint8_t[0xC]
        inline uint64_t MaxSimulationTimeStep = 0x3e0; // float
        inline uint64_t MaxSimulationIterations = 0x3e4; // int32_t
        inline uint64_t MaxJumpApexAttemptsPerSimulation = 0x3e8; // int32_t
        inline uint64_t MaxDepenetrationWithGeometry = 0x3ec; // float
        inline uint64_t MaxDepenetrationWithGeometryAsProxy = 0x3f0; // float
        inline uint64_t MaxDepenetrationWithPawn = 0x3f4; // float
        inline uint64_t MaxDepenetrationWithPawnAsProxy = 0x3f8; // float
        inline uint64_t NetworkSimulatedSmoothLocationTime = 0x3fc; // float
        inline uint64_t NetworkSimulatedSmoothRotationTime = 0x400; // float
        inline uint64_t ListenServerNetworkSimulatedSmoothLocationTime = 0x404; // float
        inline uint64_t ListenServerNetworkSimulatedSmoothRotationTime = 0x408; // float
        inline uint64_t NetProxyShrinkRadius = 0x40c; // float
        inline uint64_t NetProxyShrinkHalfHeight = 0x410; // float
        inline uint64_t NetworkMaxSmoothUpdateDistance = 0x414; // float
        inline uint64_t NetworkNoSmoothUpdateDistance = 0x418; // float
        inline uint64_t NetworkMinTimeBetweenClientAckGoodMoves = 0x41c; // float
        inline uint64_t NetworkMinTimeBetweenClientAdjustments = 0x420; // float
        inline uint64_t NetworkMinTimeBetweenClientAdjustmentsLargeCorrection = 0x424; // float
        inline uint64_t NetworkLargeClientCorrectionDistance = 0x428; // float
        inline uint64_t LedgeCheckThreshold = 0x42c; // float
        inline uint64_t JumpOutOfWaterPitch = 0x430; // float
        inline uint64_t pad_0x434 = 0x434; // uint8_t[0x4]
        inline uint64_t CurrentFloor = 0x438; // FFindFloorResult
        inline uint64_t DefaultLandMovementMode = 0x540; // EMovementMode
        inline uint64_t DefaultWaterMovementMode = 0x541; // EMovementMode
        inline uint64_t GroundMovementMode = 0x542; // EMovementMode
        inline uint64_t pad_0x543 = 0x543; // uint8_t[0x25]
        inline uint64_t bMaintainHorizontalGroundVelocity = 0x568; // bool : 0
        inline uint64_t bImpartBaseVelocityX = 0x568; // bool : 1
        inline uint64_t bImpartBaseVelocityY = 0x568; // bool : 2
        inline uint64_t bImpartBaseVelocityZ = 0x568; // bool : 3
        inline uint64_t bImpartBaseAngularVelocity = 0x568; // bool : 4
        inline uint64_t bJustTeleported = 0x568; // bool : 5
        inline uint64_t bNetworkUpdateReceived = 0x568; // bool : 6
        inline uint64_t bNetworkMovementModeChanged = 0x568; // bool : 7
        inline uint64_t bNetworkGravityDirectionChanged = 0x569; // bool : 0
        inline uint64_t bIgnoreClientMovementErrorChecksAndCorrection = 0x569; // bool : 1
        inline uint64_t bClientIgnoreMovementCorrections = 0x569; // bool : 2
        inline uint64_t bServerAcceptClientAuthoritativePosition = 0x569; // bool : 3
        inline uint64_t bNotifyApex = 0x569; // bool : 4
        inline uint64_t bCheatFlying = 0x569; // bool : 5
        inline uint64_t bWantsToCrouch = 0x569; // bool : 6
        inline uint64_t bCrouchMaintainsBaseLocation = 0x569; // bool : 7
        inline uint64_t bIgnoreBaseRotation = 0x56a; // bool : 0
        inline uint64_t bFastAttachedMove = 0x56a; // bool : 1
        inline uint64_t bAlwaysCheckFloor = 0x56a; // bool : 2
        inline uint64_t bUseFlatBaseForFloorChecks = 0x56a; // bool : 3
        inline uint64_t bPerformingJumpOff = 0x56a; // bool : 4
        inline uint64_t bWantsToLeaveNavWalking = 0x56a; // bool : 5
        inline uint64_t bUseRVOAvoidance = 0x56a; // bool : 6
        inline uint64_t bRequestedMoveUseAcceleration = 0x56a; // bool : 7
        inline uint64_t bWasSimulatingRootMotion = 0x56b; // bool : 1
        inline uint64_t bAllowPhysicsRotationDuringAnimRootMotion = 0x56b; // bool : 2
        inline uint64_t FormerBaseVelocityDecayHalfLife = 0x56c; // float
        inline uint64_t bHasRequestedVelocity = 0x570; // bool : 0
        inline uint64_t bRequestedMoveWithMaxSpeed = 0x570; // bool : 1
        inline uint64_t bWasAvoidanceUpdated = 0x570; // bool : 2
        inline uint64_t bProjectNavMeshWalking = 0x570; // bool : 5
        inline uint64_t bSlideAlongNavMeshEdge = 0x570; // bool : 6
        inline uint64_t bProjectNavMeshOnBothWorldChannels = 0x570; // bool : 7
        inline uint64_t pad_0x571 = 0x571; // uint8_t[0x23]
        inline uint64_t AvoidanceConsiderationRadius = 0x594; // float
        inline uint64_t RequestedVelocity = 0x598; // FVector
        inline uint64_t LastUpdateRequestedVelocity = 0x5b0; // FVector
        inline uint64_t AvoidanceUID = 0x5c8; // int32_t
        inline uint64_t AvoidanceGroup = 0x5cc; // FNavAvoidanceMask
        inline uint64_t GroupsToAvoid = 0x5d0; // FNavAvoidanceMask
        inline uint64_t GroupsToIgnore = 0x5d4; // FNavAvoidanceMask
        inline uint64_t AvoidanceWeight = 0x5d8; // float
        inline uint64_t pad_0x5DC = 0x5dc; // uint8_t[0x4]
        inline uint64_t PendingLaunchVelocity = 0x5e0; // FVector
        inline uint64_t pad_0x5F8 = 0x5f8; // uint8_t[0x140]
        inline uint64_t NavMeshProjectionInterval = 0x738; // float
        inline uint64_t NavMeshProjectionTimer = 0x73c; // float
        inline uint64_t NavMeshProjectionInterpSpeed = 0x740; // float
        inline uint64_t NavMeshProjectionHeightScaleUp = 0x744; // float
        inline uint64_t NavMeshProjectionHeightScaleDown = 0x748; // float
        inline uint64_t NavWalkingFloorDistTolerance = 0x74c; // float
        inline uint64_t bBasedMovementIgnorePhysicsBase = 0x750; // bool
        inline uint64_t bBasedMovementIgnoreAttachedActors = 0x751; // bool
        inline uint64_t bBaseOnAttachmentRoot = 0x752; // bool
        inline uint64_t bStayBasedInAir = 0x753; // bool
        inline uint64_t StayBasedInAirHeight = 0x754; // float
        inline uint64_t pad_0x758 = 0x758; // uint8_t[0x30]
        inline uint64_t PostPhysicsTickFunction = 0x788; // FCharacterMovementComponentPostPhysicsTickFunction
        inline uint64_t pad_0x7B8 = 0x7b8; // uint8_t[0x18]
        inline uint64_t MinTimeBetweenTimeStampResets = 0x7d0; // float
        inline uint64_t pad_0x7D4 = 0x7d4; // uint8_t[0x574]
        inline uint64_t CurrentRootMotion = 0xd48; // FRootMotionSourceGroup
        inline uint64_t ServerCorrectionRootMotion = 0xd90; // FRootMotionSourceGroup
        inline uint64_t pad_0xDD8 = 0xdd8; // uint8_t[0x168]
        inline uint64_t RootMotionParams = 0xf40; // FRootMotionMovementParams
        inline uint64_t AnimRootMotionVelocity = 0xfb0; // FVector
        inline uint64_t pad_0xFC8 = 0xfc8; // uint8_t[0x28]
    }

    namespace MovementComponent {
        inline uint64_t UpdatedComponent = 0xc0; // USceneComponent*
        inline uint64_t UpdatedPrimitive = 0xc8; // UPrimitiveComponent*
        inline uint64_t pad_0xD0 = 0xd0; // uint8_t[0x8]
        inline uint64_t Velocity = 0xd8; // FVector
        inline uint64_t PlaneConstraintNormal = 0xf0; // FVector
        inline uint64_t PlaneConstraintOrigin = 0x108; // FVector
        inline uint64_t bUpdateOnlyIfRendered = 0x120; // bool : 0
        inline uint64_t bAutoUpdateTickRegistration = 0x120; // bool : 1
        inline uint64_t bTickBeforeOwner = 0x120; // bool : 2
        inline uint64_t bAutoRegisterUpdatedComponent = 0x120; // bool : 3
        inline uint64_t bConstrainToPlane = 0x120; // bool : 4
        inline uint64_t bSnapToPlaneAtStart = 0x120; // bool : 5
        inline uint64_t bAutoRegisterPhysicsVolumeUpdates = 0x120; // bool : 6
        inline uint64_t bComponentShouldUpdatePhysicsVolume = 0x120; // bool : 7
        inline uint64_t pad_0x121 = 0x121; // uint8_t[0x2]
        inline uint64_t PlaneConstraintAxisSetting = 0x123; // EPlaneConstraintAxisSetting
        inline uint64_t pad_0x124 = 0x124; // uint8_t[0x4]
    }

    namespace FortKismetLibrary {
        inline uint64_t FortShippingLogSuppressedObjects = 0x28; // TArray<FName>
        inline uint64_t FortShippingLogSuppressedClasses = 0x38; // TArray<FName>
    }

    namespace FortCheatManager {
        inline uint64_t pad_0x88 = 0x88; // uint8_t[0x10]
        inline uint64_t bDebugInteractTrace = 0x98; // bool : 0
        inline uint64_t bDebugPickupSpline = 0x98; // bool : 1
        inline uint64_t bEnableScoreboard = 0x98; // bool : 2
        inline uint64_t bDebugBounceCurve = 0x98; // bool : 3
        inline uint64_t bDebugBeautyMode = 0x98; // bool : 4
        inline uint64_t bDisplayWindDebugging = 0x98; // bool : 5
        inline uint64_t bDebugStructuralSupportSystem = 0x98; // bool : 6
        inline uint64_t bInfiniteStamina = 0x98; // bool : 7
        inline uint64_t bShowGameDifficultyHUD = 0x99; // bool : 0
        inline uint64_t bShowIntensityHUD = 0x99; // bool : 1
        inline uint64_t bShowMaxAIHUD = 0x99; // bool : 2
        inline uint64_t bShowItemIDsOnCards = 0x99; // bool : 3
        inline uint64_t bEnableContextMenus = 0x99; // bool : 4
        inline uint64_t bUnlimitedHealth = 0x99; // bool : 5
        inline uint64_t bCanExitWorld = 0x99; // bool : 6
        inline uint64_t bUnlimitedAIHealth = 0x99; // bool : 7
        inline uint64_t bFreezeAILOD = 0x9a; // bool : 0
        inline uint64_t bForceAILOD = 0x9a; // bool : 1
        inline uint64_t pad_0x9B = 0x9b; // uint8_t[0x1]
        inline uint64_t AbilitySystemCycleCounter = 0x9c; // int32_t
        inline uint64_t ForcedAILODValue = 0xa0; // EFortAILODLevel
        inline uint64_t pad_0xA1 = 0xa1; // uint8_t[0xD7]
        inline uint64_t DebugFreeCamera = 0x178; // UFortDebugFreeCamera*
        inline uint64_t pad_0x180 = 0x180; // uint8_t[0x58]
    }

    namespace FortHealthSet {
        inline uint64_t Health = 0x48; // FFortGameplayAttributeData
        inline uint64_t MaxHealth = 0x70; // FFortGameplayAttributeData
        inline uint64_t Shield = 0x98; // FFortGameplayAttributeData
        inline uint64_t CurrentShield = 0xc0; // FFortGameplayAttributeData
        inline uint64_t MaxOvershield = 0xe8; // FFortGameplayAttributeData
        inline uint64_t CurrentOvershield = 0x110; // FFortGameplayAttributeData
        inline uint64_t SignalInStorm = 0x138; // FFortGameplayAttributeData
        inline uint64_t MaxSignalInStorm = 0x160; // FFortGameplayAttributeData
        inline uint64_t Armor = 0x188; // FFortGameplayAttributeData
        inline uint64_t DamageResistance = 0x1b0; // FFortGameplayAttributeData
        inline uint64_t DamageVulnerability = 0x1d8; // FFortGameplayAttributeData
        inline uint64_t ReflectDamageAbsolute = 0x200; // FFortGameplayAttributeData
        inline uint64_t ReflectDamageFromSource = 0x228; // FFortGameplayAttributeData
        inline uint64_t DamageReduction = 0x250; // FFortGameplayAttributeData
        inline uint64_t HealingSourceBaseMultiplier = 0x278; // FFortGameplayAttributeData
        inline uint64_t DamageScaleLight = 0x2a0; // FFortGameplayAttributeData
        inline uint64_t DamageScaleNormal = 0x2c8; // FFortGameplayAttributeData
        inline uint64_t DamageScaleCritical = 0x2f0; // FFortGameplayAttributeData
        inline uint64_t DamageScaleVulnerable = 0x318; // FFortGameplayAttributeData
        inline uint64_t DamageScaleInvulnerable = 0x340; // FFortGameplayAttributeData
        inline uint64_t Damage = 0x368; // FFortGameplayAttributeData
        inline uint64_t ShieldDamage = 0x390; // FFortGameplayAttributeData
        inline uint64_t OvershieldDamage = 0x3b8; // FFortGameplayAttributeData
        inline uint64_t HealingSource = 0x3e0; // FFortGameplayAttributeData
        inline uint64_t HealingBonusTarget = 0x408; // FFortGameplayAttributeData
        inline uint64_t Healing = 0x430; // FFortGameplayAttributeData
        inline uint64_t BlockingAngle = 0x458; // FFortGameplayAttributeData
        inline uint64_t BlockingDamageResistance = 0x480; // FFortGameplayAttributeData
        inline uint64_t DamageResistanceCap = 0x4a8; // FFortGameplayAttributeData
        inline uint64_t BlockedDamage = 0x4d0; // FFortGameplayAttributeData
        inline uint64_t pad_0x4F8 = 0x4f8; // uint8_t[0x1C0]
    }

    namespace FortAbilitySet {
        inline uint64_t pad_0x28 = 0x28; // uint8_t[0x8]
        inline uint64_t GameplayAbilities = 0x30; // TArray<TSubclassOf<UFortGameplayAbility>>
        inline uint64_t GrantedGameplayEffects = 0x40; // TArray<FGameplayEffectApplicationInfoHard>
        inline uint64_t bUsePrimaryInputComponent = 0x50; // bool : 0
        inline uint64_t bShouldHotbarKeysForceExitBuildMode = 0x51; // bool
        inline uint64_t pad_0x52 = 0x52; // uint8_t[0x2]
        inline uint64_t AbilityActivatedByInputKeyTag = 0x54; // FGameplayTag
        inline uint64_t AbilityActivatedByInputTag = 0x58; // FGameplayTag
        inline uint64_t AbilityActivatedByInputCooldownTag = 0x5c; // FGameplayTag
        inline uint64_t AbilitiesActivatedByInput = 0x60; // TArray<FAbilityActivatedByInputData>
        inline uint64_t AdditionalItemsToAdd = 0x70; // TArray<UFortItemDefinition*>
        inline uint64_t PassiveGameplayEffects = 0x80; // TArray<FGameplayEffectApplicationInfo>
        inline uint64_t AnalyticsTags = 0x90; // FGameplayTagContainer
    }

    namespace FortInventory {
        inline uint64_t pad_0x278 = 0x278; // uint8_t[0x8]
        inline uint64_t RecentlyAdded = 0x280; // TArray<UFortItem*>
        inline uint64_t RecentlyRemoved = 0x290; // TArray<UFortItem*>
        inline uint64_t RecentlyChanged = 0x2a0; // TArray<UFortItem*>
        inline uint64_t pad_0x2B0 = 0x2b0; // uint8_t[0x11]
        inline uint64_t InventoryType = 0x2c1; // EFortInventoryType
        inline uint64_t pad_0x2C2 = 0x2c2; // uint8_t[0x6]
        inline uint64_t Inventory = 0x2c8; // FFortItemList
        inline uint64_t PendingExistingItems = 0x350; // TArray<UFortWorldItem*>
        inline uint64_t pad_0x360 = 0x360; // uint8_t[0x14]
        inline uint64_t ReplayPawn = 0x374; // TWeakObjectPtr<UFortPawn>
        inline uint64_t bRequiresLocalUpdate = 0x37c; // bool
        inline uint64_t bRequiresSaving = 0x37d; // bool
        inline uint64_t bIsShuttingDown = 0x37e; // bool
        inline uint64_t pad_0x37F = 0x37f; // uint8_t[0x19]
        inline uint64_t PendingInstances = 0x398; // TArray<UFortWorldItem*>
        inline uint64_t pad_0x3A8 = 0x3a8; // uint8_t[0x58]
    }

    namespace FortPawn {
        inline uint64_t pad_0x680 = 0x680; // uint8_t[0xB8]
        inline uint64_t bUseBaseChanged = 0x738; // bool : 2
        inline uint64_t bIgnoreNextFallingDamage = 0x738; // bool : 3
        inline uint64_t bAllowDeathFromFallingDamage = 0x738; // bool : 4
        inline uint64_t bIsDying = 0x738; // bool : 5
        inline uint64_t bPlayedDying = 0x738; // bool : 6
        inline uint64_t bIsHiddenForDeath = 0x738; // bool : 7
        inline uint64_t bIsKnockedback = 0x739; // bool : 0
        inline uint64_t bIsStaggered = 0x739; // bool : 1
        inline uint64_t bCanCapsuleBeUsedForTargeting = 0x739; // bool : 3
        inline uint64_t bUseLineTestForDamageZoneBoneDetection = 0x739; // bool : 4
        inline uint64_t bMovingEmote = 0x739; // bool : 6
        inline uint64_t bMovingEmoteForwardOnly = 0x739; // bool : 7
        inline uint64_t bMovingEmoteFollowingOnly = 0x73a; // bool : 0
        inline uint64_t bMovingEmoteSkipLandingFX = 0x73a; // bool : 1
        inline uint64_t bIsInvulnerable = 0x73a; // bool : 2
        inline uint64_t bSpotted = 0x73a; // bool : 3
        inline uint64_t bRegisterWithAISight = 0x73a; // bool : 4
        inline uint64_t bRegisterWithAimAssist = 0x73a; // bool : 5
        inline uint64_t pad_0x73B = 0x73b; // uint8_t[0x5]
        inline uint64_t AimAssistShapeOverride = 0x740; // FComponentReference
        inline uint64_t bPrimaryInputHeld = 0x768; // bool : 0
        inline uint64_t bSecondaryInputHeld = 0x768; // bool : 1
        inline uint64_t bPrimaryInputQueued = 0x768; // bool : 2
        inline uint64_t bWeaponActivated = 0x768; // bool : 3
        inline uint64_t bIsInGoop = 0x768; // bool : 4
        inline uint64_t bReplicatedIsInGoop = 0x768; // bool : 5
        inline uint64_t bIsSliding = 0x768; // bool : 6
        inline uint64_t bIsSkating = 0x768; // bool : 7
        inline uint64_t pad_0x769 = 0x769; // uint8_t[0x7]
        inline uint64_t AdditionalPickupTags = 0x770; // FGameplayTagContainer
        inline uint64_t SpawnSourceOverride = 0x790; // EFortPickupSpawnSource
        inline uint64_t bIsSwinging = 0x791; // bool : 0
        inline uint64_t bSwingingAttached = 0x791; // bool : 1
        inline uint64_t pad_0x792 = 0x792; // uint8_t[0x6]
        inline uint64_t SwingAttachLocation = 0x798; // FVector
        inline uint64_t SwingAttachLocationUpdateDistanceThreshold = 0x7b0; // float
        inline uint64_t bSkipAnalogJump = 0x7b4; // bool : 0
        inline uint64_t FootstepTraceTypeQuery = 0x7b5; // ETraceTypeQuery
        inline uint64_t FootstepSurfaceType = 0x7b6; // EFortFootstepSurfaceType
        inline uint64_t pad_0x7B7 = 0x7b7; // uint8_t[0x19]
        inline uint64_t OnMovementBaseChanged = 0x7d0; // FMulticastInlineDelegate
        inline uint64_t OnMovementBaseObjectChanged = 0x7e0; // FMulticastInlineDelegate
        inline uint64_t pad_0x7F0 = 0x7f0; // uint8_t[0x18]
        inline uint64_t OnHeldObjectPickedUp = 0x808; // FMulticastInlineDelegate
        inline uint64_t OnHeldObjectDropped = 0x818; // FMulticastInlineDelegate
        inline uint64_t OnAudioVisualizerUMGEnabled = 0x828; // FMulticastInlineDelegate
        inline uint64_t OnAudioVisualizerPreferencesChanged = 0x838; // FMulticastInlineDelegate
        inline uint64_t pad_0x848 = 0x848; // uint8_t[0x18]
        inline uint64_t SoundIndicatorComponent = 0x860; // UFortSoundIndicatorComponent*
        inline uint64_t pad_0x868 = 0x868; // uint8_t[0x10]
        inline uint64_t UroShiftBucket = 0x878; // EUpdateRateShiftBucket
        inline uint64_t bUpdateMeshComponentUpdateFlagOnServer = 0x879; // bool : 0
        inline uint64_t bUROCanTieToLODs = 0x879; // bool : 1
        inline uint64_t bPostProcessNavLocation = 0x879; // bool : 2
        inline uint64_t bUseControllerRotationForTargetingTransform = 0x879; // bool : 3
        inline uint64_t bHealthSynced = 0x879; // bool : 4
        inline uint64_t bWeaponHolstered = 0x879; // bool : 5
        inline uint64_t bAbilitiesBlockEquipmentChangeOnServer = 0x879; // bool : 6
        inline uint64_t bPostSequenceMovementReplicationState = 0x879; // bool : 7
        inline uint64_t bHasSequencerLocalAuthority = 0x87a; // bool : 0
        inline uint64_t pad_0x87B = 0x87b; // uint8_t[0x1]
        inline uint64_t MutatorBoneScaleChangeRevision = 0x87c; // uint32_t
        inline uint64_t pad_0x880 = 0x880; // uint8_t[0x12]
        inline uint64_t bSkipReticleColorTrace = 0x892; // bool : 0
        inline uint64_t bPrioritizePawnCollisionsOnAbilityTargetSelectionVisibilityTest = 0x892; // bool : 2
        inline uint64_t bTreatAsPawnForHitMarkers = 0x892; // bool : 3
        inline uint64_t bDisplayPawnHitMarkersForChildActors = 0x892; // bool : 4
        inline uint64_t bUsesStats = 0x892; // bool : 5
        inline uint64_t bAllowBuildingActorTeleport = 0x892; // bool : 6
        inline uint64_t bIsDBNO = 0x892; // bool : 7
        inline uint64_t bWasDBNOOnDeath = 0x893; // bool : 0
        inline uint64_t bCachedIsInAthena = 0x893; // bool : 1
        inline uint64_t bShouldUseCharacterMovementIdleFastPath = 0x893; // bool : 2
        inline uint64_t CurrentMovementStyle = 0x894; // EFortMovementStyle
        inline uint64_t ControlRecoveryBehavior = 0x895; // EFortControlRecoveryBehavior
        inline uint64_t TeleportCounter = 0x896; // uint8_t
        inline uint64_t pad_0x897 = 0x897; // uint8_t[0x21]
        inline uint64_t PawnStatHandle = 0x8b8; // FDataTableRowHandle
        inline uint64_t OverridePawnStatHandle = 0x8c8; // FDataTableRowHandle
        inline uint64_t SlidingFriction = 0x8d8; // float
        inline uint64_t bIsSlopeSliding = 0x8dc; // bool : 0
        inline uint64_t pad_0x8DD = 0x8dd; // uint8_t[0x1]
        inline uint64_t PackedReplicatedSlopeAngles = 0x8de; // uint16_t
        inline uint64_t SlidingBrakingDeceleration = 0x8e0; // float
        inline uint64_t pad_0x8E4 = 0x8e4; // uint8_t[0x4]
        inline uint64_t StormShieldComponent = 0x8e8; // UFortStormShieldComponent*
        inline uint64_t OnStormShieldComponentCreated = 0x8f0; // FMulticastInlineDelegate
        inline uint64_t PushSize = 0x900; // EFortPawnPushSize
        inline uint64_t pad_0x901 = 0x901; // uint8_t[0xB]
        inline uint64_t LastRevivedFromDBNOTime = 0x90c; // float
        inline uint64_t LastSurfaceTraceTime = 0x910; // float
        inline uint64_t pad_0x914 = 0x914; // uint8_t[0x4]
        inline uint64_t LastSurfaceTraceLocation = 0x918; // FVector
        inline uint64_t OnIsLocallyViewedChanged = 0x930; // FMulticastInlineDelegate
        inline uint64_t pad_0x940 = 0x940; // uint8_t[0x28]
        inline uint64_t CachedSkeletalMeshLocalBoudingBox = 0x968; // FBox
        inline uint64_t OnBaseChangedDelegate = 0x9a0; // FMulticastInlineDelegate
        inline uint64_t pad_0x9B0 = 0x9b0; // uint8_t[0x8]
        inline uint64_t OnPawnJumped = 0x9b8; // FMulticastInlineDelegate
        inline uint64_t OnPawnCrouchChanged = 0x9c8; // FMulticastInlineDelegate
        inline uint64_t bIsJumping = 0x9d8; // bool : 0
        inline uint64_t pad_0x9D9 = 0x9d9; // uint8_t[0x3]
        inline uint64_t PawnUniqueID = 0x9dc; // int32_t
        inline uint64_t CurrentWeapon = 0x9e0; // UFortWeapon*
        inline uint64_t DurabilityPercentToRestoreOnDeath = 0x9e8; // FScalableFloat
        inline uint64_t PreviousWeapon = 0xa10; // UFortWeapon*
        inline uint64_t CurrentWeaponList = 0xa18; // TArray<UFortWeapon*>
        inline uint64_t PreviousAbilityWeaponNameForTelemetry = 0xa28; // FString
        inline uint64_t pad_0xA38 = 0xa38; // uint8_t[0x20]
        inline uint64_t bShouldSeeThroughFactionMembers = 0xa58; // bool
        inline uint64_t pad_0xA59 = 0xa59; // uint8_t[0x7]
        inline uint64_t CachedAffiliationManager = 0xa60; // UObject*
        inline uint64_t WeaponHandSocketName = 0xa68; // FName
        inline uint64_t LeftHandWeaponHandSocketName = 0xa6c; // FName
        inline uint64_t SpawnSpot = 0xa70; // UActor*
        inline uint64_t DeathTags = 0xa78; // FGameplayTagContainer
        inline uint64_t OnSpawnImmunityStartedDelegate = 0xa98; // FMulticastInlineDelegate
        inline uint64_t OnSpawnImmunityEndedDelegate = 0xaa8; // FMulticastInlineDelegate
        inline uint64_t SpawnImmunityData = 0xab8; // FSpawnImmunityData
        inline uint64_t SpawnImmunityTime = 0xac0; // float
        inline uint64_t pad_0xAC4 = 0xac4; // uint8_t[0x14]
        inline uint64_t CurrentWaterBody = 0xad8; // UFortWaterBodyActor*
        inline uint64_t bShouldSupportSurfaceSwimming = 0xae0; // bool
        inline uint64_t pad_0xAE1 = 0xae1; // uint8_t[0x7]
        inline uint64_t ReplicatedWaterBody = 0xae8; // UFortWaterBodyActor*
        inline uint64_t IncomingPickups = 0xaf0; // TArray<UFortPickup*>
        inline uint64_t PickupDirectionData = 0xb00; // TArray<FFortPickupEntryData>
        inline uint64_t bIsStunned = 0xb10; // bool
        inline uint64_t pad_0xB11 = 0xb11; // uint8_t[0x7]
        inline uint64_t WindVolumes = 0xb18; // TArray<FWindVolumeData>
        inline uint64_t pad_0xB28 = 0xb28; // uint8_t[0x8]
        inline uint64_t VortexParams = 0xb30; // FVortexParams
        inline uint64_t bIsInVortex = 0xbc0; // bool : 0
        inline uint64_t bReplicatedIsInVortex = 0xbc0; // bool : 1
        inline uint64_t pad_0xBC1 = 0xbc1; // uint8_t[0x7]
        inline uint64_t CurrentSkyTube = 0xbc8; // UFortSkyTube*
        inline uint64_t ReplicatedSkyTube = 0xbd0; // UFortSkyTube*
        inline uint64_t OverlappedSkyTubes = 0xbd8; // TArray<UFortSkyTube*>
        inline uint64_t bPrioritizeEarlierTubes = 0xbe8; // FScalableFloat
        inline uint64_t OnSkyTubeChanged = 0xc10; // FMulticastInlineDelegate
        inline uint64_t OnSearchedContainer = 0xc20; // FMulticastInlineDelegate
        inline uint64_t AdditiveCringeCount = 0xc30; // int32_t
        inline uint64_t AdditiveCringeDuration = 0xc34; // float
        inline uint64_t bSupportsDamageNumbersAtHitLocation = 0xc38; // bool
        inline uint64_t pad_0xC39 = 0xc39; // uint8_t[0x7]
        inline uint64_t PushMomentum = 0xc40; // FVector_NetQuantize
        inline uint64_t pad_0xC58 = 0xc58; // uint8_t[0x18]
        inline uint64_t LocalSpin = 0xc70; // float
        inline uint64_t pad_0xC74 = 0xc74; // uint8_t[0x1]
        inline uint64_t bTurnTransitionActiveAndControllingRotation = 0xc75; // bool
        inline uint64_t pad_0xC76 = 0xc76; // uint8_t[0x2]
        inline uint64_t HitReactionModule = 0xc78; // FFortPawnHitReactionModule
        inline uint64_t pad_0xDB8 = 0xdb8; // uint8_t[0x34]
        inline uint64_t DeathCueTag = 0xdec; // FGameplayCueTag
        inline uint64_t DeathStatTags = 0xdf0; // TArray<FFortStatManagerTag>
        inline uint64_t DeathHitSocket = 0xe00; // USkeletalMeshSocket*
        inline uint64_t pad_0xE08 = 0xe08; // uint8_t[0x8]
        inline uint64_t OnPlayerStartDBNO = 0xe10; // FMulticastInlineDelegate
        inline uint64_t OnDBNOStateChanged = 0xe20; // FMulticastInlineDelegate
        inline uint64_t DefaultLifespanAfterDeath = 0xe30; // float
        inline uint64_t TeamBeaconMaxDist = 0xe34; // float
        inline uint64_t TeamBeaconTextColor = 0xe38; // FColor
        inline uint64_t LastTakeHitTimeTimeout = 0xe3c; // float
        inline uint64_t LastDamagedTime = 0xe40; // float
        inline uint64_t pad_0xE44 = 0xe44; // uint8_t[0x4]
        inline uint64_t CurrentlyAttachedWeapon = 0xe48; // UFortWeapon*
        inline uint64_t CachedNavFloor = 0xe50; // UPrimitiveComponent*
        inline uint64_t pad_0xE58 = 0xe58; // uint8_t[0x4]
        inline uint64_t MaxFootstepDistance = 0xe5c; // float
        inline uint64_t DBNOLandingSound = 0xe60; // USoundBase*
        inline uint64_t DefaultFootstepSound = 0xe68; // USoundBase*
        inline uint64_t DefaultFastFootstepSound = 0xe70; // USoundBase*
        inline uint64_t DefaultLandingSound = 0xe78; // USoundBase*
        inline uint64_t DefaultHardLandingSound = 0xe80; // USoundBase*
        inline uint64_t DefaultJumpSound = 0xe88; // USoundBase*
        inline uint64_t DefaultHitNotifyAudioBank = 0xe90; // TSoftObjectPtr<UWeaponHitNotifyAudioBank>
        inline uint64_t LoadedDefaultHitNotifyAudioBank = 0xeb0; // UWeaponHitNotifyAudioBank*
        inline uint64_t DefaultSwimmingAudioBank = 0xeb8; // UFortSwimmingAudioBank*
        inline uint64_t SoundLibraryComponent = 0xec0; // UFortSoundLibraryComponent*
        inline uint64_t HitReactionZones = 0xec8; // TArray<FHitReactionZone>
        inline uint64_t LineTestForDamageZoneBoneDetectionRadius = 0xed8; // float
        inline uint64_t pad_0xEDC = 0xedc; // uint8_t[0x4]
        inline uint64_t DamageZones = 0xee0; // FPawnDamageZones[5]
        inline uint64_t DamageZoneActiveBitMask = 0xf58; // uint8_t
        inline uint64_t pad_0xF59 = 0xf59; // uint8_t[0x3]
        inline uint64_t TargettingZOffset = 0xf5c; // float
        inline uint64_t OnPawnHiddenForDeath = 0xf60; // FMulticastInlineDelegate
        inline uint64_t JumpFlashCountPacked = 0xf70; // uint8_t
        inline uint64_t LandingFlashCountPacked = 0xf71; // uint8_t
        inline uint64_t pad_0xF72 = 0xf72; // uint8_t[0x6]
        inline uint64_t EmoteAudioComps = 0xf78; // TMap<FName, FEmoteAudioComponentData>
        inline uint64_t FrontEndEmoteAudioAttenuation = 0xf88; // USoundAttenuation*
        inline uint64_t InGameEmoteAudioAttenuation = 0xf90; // USoundAttenuation*
        inline uint64_t InGameEmoteSoundEffectSoundPresetChain = 0xf98; // USoundEffectSourcePresetChain*
        inline uint64_t EmoteMeshCompDatas = 0xfa0; // TMap<int32_t, FEmoteMeshCompData>
        inline uint64_t EmotePropActors = 0xfb0; // TMap<int32_t, UActor*>
        inline uint64_t EmoteParticleSystemComps = 0xfc0; // TMap<int32_t, UParticleSystemComponent*>
        inline uint64_t EmoteCount = 0xfd0; // int32_t
        inline uint64_t LastEmoteTime = 0xfd4; // float
        inline uint64_t LastEmoteEndTime = 0xfd8; // float
        inline uint64_t pad_0xFDC = 0xfdc; // uint8_t[0x4]
        inline uint64_t LastEmoteItemDef = 0xfe0; // UFortItemDefinition*
        inline uint64_t CurrentSerializedEmoteItemDef = 0xfe8; // UFortItemDefinition*
        inline uint64_t LastReplicatedEmoteExecuted = 0xff0; // UFortItemDefinition*
        inline uint64_t bFireBlockedByEmoteCooldown = 0xff8; // bool
        inline uint64_t pad_0xFF9 = 0xff9; // uint8_t[0x3]
        inline uint64_t EmoteToFireCooldownTime = 0xffc; // float
        inline uint64_t EmoteWalkSpeed = 0x1000; // float
        inline uint64_t bFaceReplicatedRotationWhenEmoting = 0x1004; // bool
        inline uint64_t pad_0x1005 = 0x1005; // uint8_t[0xB]
        inline uint64_t DynamicComponents = 0x1010; // TArray<UActorComponent*>
        inline uint64_t AdditionalModifierDefinitions = 0x1020; // TArray<UFortGameplayModifierItemDefinition*>
        inline uint64_t OnPawnTeleported = 0x1030; // FMulticastInlineDelegate
        inline uint64_t OnPawnLanded = 0x1040; // FMulticastInlineDelegate
        inline uint64_t OnPawnStartedEmote = 0x1050; // FMulticastInlineDelegate
        inline uint64_t OnPawnStoppedEmote = 0x1060; // FMulticastInlineDelegate
        inline uint64_t OnHitPawn = 0x1070; // FMulticastInlineDelegate
        inline uint64_t OnDied = 0x1080; // FMulticastInlineDelegate
        inline uint64_t OnDeathEffects = 0x1090; // FMulticastInlineDelegate
        inline uint64_t pad_0x10A0 = 0x10a0; // uint8_t[0x48]
        inline uint64_t OnDamaged = 0x10e8; // FMulticastInlineDelegate
        inline uint64_t OnDidDamage = 0x10f8; // FMulticastInlineDelegate
        inline uint64_t OnDidDamageToBuildingActor = 0x1108; // FMulticastInlineDelegate
        inline uint64_t pad_0x1118 = 0x1118; // uint8_t[0x10]
        inline uint64_t EmoteComponent = 0x1128; // UFortEmoteComponent*
        inline uint64_t EmoteMusicClockComponent = 0x1130; // UMusicClockComponent*
        inline uint64_t pad_0x1138 = 0x1138; // uint8_t[0x8]
        inline uint64_t FootstepBank = 0x1140; // UFortFootstepAudioBank*
        inline uint64_t PawnMeshOverride = 0x1148; // TWeakObjectPtr<USkeletalMeshComponent>
        inline uint64_t PendingFallDamagePayloads = 0x1150; // TArray<FGameplayEventData>
        inline uint64_t OnPreWeaponEquippedDelegate = 0x1160; // FMulticastInlineDelegate
        inline uint64_t OnWeaponEquippedDelegate = 0x1170; // FMulticastInlineDelegate
        inline uint64_t pad_0x1180 = 0x1180; // uint8_t[0x18]
        inline uint64_t OnWeaponUnEquippedDelegate = 0x1198; // FMulticastInlineDelegate
        inline uint64_t pad_0x11A8 = 0x11a8; // uint8_t[0x30]
        inline uint64_t OnWeaponAttachmentChangedDelegate = 0x11d8; // FMulticastInlineDelegate
        inline uint64_t OnDroppedPickupPrimayEntryChanged = 0x11e8; // FMulticastInlineDelegate
        inline uint64_t OnPickupSpawnedDelegate = 0x11f8; // FMulticastInlineDelegate
        inline uint64_t HealthRegenDelayGameplayEffect = 0x1208; // TSubclassOf<UGameplayEffect>
        inline uint64_t HealthRegenGameplayEffect = 0x1210; // TSubclassOf<UGameplayEffect>
        inline uint64_t ShieldRegenDelayGameplayEffect = 0x1218; // TSubclassOf<UGameplayEffect>
        inline uint64_t ShieldRegenGameplayEffect = 0x1220; // TSubclassOf<UGameplayEffect>
        inline uint64_t pad_0x1228 = 0x1228; // uint8_t[0x8]
        inline uint64_t CurrentWeaponAnimLayerOverlayClass = 0x1230; // TSubclassOf<UAnimInstance>
        inline uint64_t WeaponToBeEquippedAfterStow = 0x1238; // UFortWeapon*
        inline uint64_t StowComponentInterface = 0x1240; // TScriptInterface<IFortStowComponentInterface>
        inline uint64_t OnHolsteredEvent = 0x1250; // FMulticastInlineDelegate
        inline uint64_t OnUnholsteredEvent = 0x1260; // FMulticastInlineDelegate
        inline uint64_t pad_0x1270 = 0x1270; // uint8_t[0x30]
        inline uint64_t HolsterWeaponRequests = 0x12a0; // TArray<FHolsterRequestData>
        inline uint64_t pad_0x12B0 = 0x12b0; // uint8_t[0x10]
        inline uint64_t HolsterActiveDuration = 0x12c0; // float
        inline uint64_t bIgnoreCancelSwimSprintHolster = 0x12c4; // bool
        inline uint64_t pad_0x12C5 = 0x12c5; // uint8_t[0x13]
        inline uint64_t StaySpottedTime = 0x12d8; // float
        inline uint64_t SpottedEvent = 0x12dc; // FName
        inline uint64_t DefaultFeedback = 0x12e0; // UFortFeedbackBank*
        inline uint64_t ActiveSoundIndicators = 0x12e8; // TArray<UFortNiagaraCameraLensEffectDirectional*>
        inline uint64_t pad_0x12F8 = 0x12f8; // uint8_t[0x20]
        inline uint64_t DefaultSoundTrackingVisual = 0x1318; // TSubclassOf<UFortSoundCameraLensEffect>
        inline uint64_t SoundTrackingVisibilityTags = 0x1320; // FGameplayTagContainer
        inline uint64_t PriorityModifiers = 0x1340; // TMap<EFortSoundIndicatorTypes, float>
        inline uint64_t PrioritySoundIndicatorTypes = 0x1350; // TMap<EVisualizeAudioPriority, FSoundIndicatorTypesWrapper>
        inline uint64_t pad_0x1360 = 0x1360; // uint8_t[0x80]
        inline uint64_t VocalChords = 0x13e0; // TArray<FFortPawnVocalChord>
        inline uint64_t pad_0x13F0 = 0x13f0; // uint8_t[0x20]
        inline uint64_t bIsDisconnectedPawn = 0x1410; // bool
        inline uint64_t pad_0x1411 = 0x1411; // uint8_t[0x3]
        inline uint64_t MaxHealthApplicationHandle = 0x1414; // FActiveGameplayEffectHandle
        inline uint64_t MaxHealthApplicationGameplayEffect = 0x1428; // TSubclassOf<UGameplayEffect>
        inline uint64_t HealthSet = 0x1430; // UObject*
        inline uint64_t ControlResistanceSet = 0x1438; // UObject*
        inline uint64_t bBindImpactDamageModifier = 0x1440; // bool
        inline uint64_t pad_0x1441 = 0x1441; // uint8_t[0x7]
        inline uint64_t DamageSet = 0x1448; // UObject*
        inline uint64_t MovementSet = 0x1450; // UObject*
        inline uint64_t AdvancedMovementSet = 0x1458; // UObject*
        inline uint64_t AIPerceptionAttributeSet = 0x1460; // UObject*
        inline uint64_t pad_0x1468 = 0x1468; // uint8_t[0x8]
        inline uint64_t OnAbilityDecisionWindowStackUpdated = 0x1470; // FMulticastInlineDelegate
        inline uint64_t pad_0x1480 = 0x1480; // uint8_t[0x30]
        inline uint64_t OnAbilityTargetingBlocked = 0x14b0; // FMulticastInlineDelegate
        inline uint64_t AbilitySystemComponent = 0x14c0; // UFortAbilitySystemComponent*
        inline uint64_t DecisionWindowStack = 0x14c8; // TArray<FFortActiveMontageDecisionWindow>
        inline uint64_t GameplayTags = 0x14d8; // FGameplayTagContainer
        inline uint64_t DisplayName = 0x14f8; // FText
        inline uint64_t Damagers = 0x1508; // TArray<FDamagerInfo>
        inline uint64_t TotalDamageDoneTrackers = 0x1518; // TArray<FDamageDoneSourceInfo>
        inline uint64_t TargetDamageDoneTrackers = 0x1528; // TArray<FDamageDoneTargetInfo>
        inline uint64_t TotalDamageTakenTrackers = 0x1538; // TArray<FDamageDoneSourceInfo>
        inline uint64_t TargetDamageTakenTrackers = 0x1548; // TArray<FDamageDoneTargetInfo>
        inline uint64_t DamageDoneLastAtTime = 0x1558; // float
        inline uint64_t DamageTakenLastAtTime = 0x155c; // float
        inline uint64_t LastHitTime = 0x1560; // float
        inline uint64_t TotalPlayerDamageDealt = 0x1564; // float
        inline uint64_t TotalPlayerDamageTaken = 0x1568; // float
        inline uint64_t pad_0x156C = 0x156c; // uint8_t[0x4]
        inline uint64_t HealthBarIndicator = 0x1570; // UFortHealthBarIndicator*
        inline uint64_t CurrentCalloutTag = 0x1578; // FGameplayTag
        inline uint64_t pad_0x157C = 0x157c; // uint8_t[0x4]
        inline uint64_t CalloutEntries = 0x1580; // TArray<FCalloutEntry>
        inline uint64_t HealthBarWidth = 0x1590; // float
        inline uint64_t HealthBarHeightMultiplier = 0x1594; // float
        inline uint64_t pad_0x1598 = 0x1598; // uint8_t[0x18]
        inline uint64_t SpottedBrush = 0x15b0; // FSlateBrush
        inline uint64_t SpottedIconOffset = 0x1660; // FVector
        inline uint64_t ClientNonRenderedAnimUpdateRate = 0x1678; // int32_t
        inline uint64_t MaxEvalRateForInterpolation = 0x167c; // int32_t
        inline uint64_t AnimUpdateRateVisibleMaxDistanceFactor = 0x1680; // TArray<float>
        inline uint64_t LODToFrameSkipMap = 0x1690; // TMap<int32_t, int32_t>
        inline uint64_t LODToFrameSkipMapPerPlatform = 0x16a0; // TMap<int32_t, FPerPlatformInt>
        inline uint64_t pad_0x16B0 = 0x16b0; // uint8_t[0x20]
        inline uint64_t OnNpcHired = 0x16d0; // FMulticastInlineDelegate
        inline uint64_t CurrentSentence = 0x16e0; // FFortConversationSentence
        inline uint64_t pad_0x1778 = 0x1778; // uint8_t[0x20]
        inline uint64_t OnPawnHealthChanged = 0x1798; // FMulticastInlineDelegate
        inline uint64_t OnPawnMaxOvershieldChanged = 0x17a8; // FMulticastInlineDelegate
        inline uint64_t AccumulatedBatchData_Shared = 0x17b8; // FAthenaBatchedDamageGameplayCues_Shared
        inline uint64_t AccumulatedBatchData_NonShared = 0x1868; // FAthenaBatchedDamageGameplayCues_NonShared
        inline uint64_t pad_0x1888 = 0x1888; // uint8_t[0x10]
        inline uint64_t BatchedGameplayCueParameters = 0x1898; // FGameplayCueParameters
        inline uint64_t ReplayItemActions = 0x1968; // FGameplayTagContainer
        inline uint64_t pad_0x1988 = 0x1988; // uint8_t[0x20]
        inline uint64_t HidingVisibilityTags = 0x19a8; // FGameplayTagContainer
        inline uint64_t HidingTransitionVisibilityTags = 0x19c8; // FGameplayTagContainer
        inline uint64_t PegasusTimelineCollector = 0x19e8; // UPegasusGameEventCollector*
        inline uint64_t AILODComponent = 0x19f0; // UFortAthenaAILODComponent*
        inline uint64_t pad_0x19F8 = 0x19f8; // uint8_t[0x20]
        inline uint64_t ClientAILODSettings = 0x1a18; // FClientAILODSettings
        inline uint64_t FallbackTag = 0x1d08; // FGameplayTag
        inline uint64_t pad_0x1D0C = 0x1d0c; // uint8_t[0x4]
        inline uint64_t DebugType = 0x1d10; // FString
        inline uint64_t RecordedGunshots = 0x1d20; // TMap<uint32_t, FRecordedGunshot>
        inline uint64_t pad_0x1D30 = 0x1d30; // uint8_t[0x40]
        inline uint64_t OnPawnComponentAttachedEvent = 0x1d70; // FMulticastInlineDelegate
        inline uint64_t pad_0x1D80 = 0x1d80; // uint8_t[0x30]
        inline uint64_t OverlappingBuildings = 0x1db0; // TArray<UObject*>
        inline uint64_t ActiveMovementModeExtensionRuntimeData = 0x1dc0; // UFortMovementMode_BaseExtRuntimeData*
        inline uint64_t ActiveLayeredMovementModeExtensionRuntimeData = 0x1dc8; // TArray<UFortMovementMode_BaseExtRuntimeData*>
        inline uint64_t PushedMovementModeExtensionRuntimeData = 0x1dd8; // TArray<UFortMovementMode_BaseExtRuntimeData*>
        inline uint64_t RepMovementModeExtension = 0x1de8; // FRepMovementModeExtension
        inline uint64_t ReplicatedMovementPool = 0x1e20; // TArray<UFortMovementMode_BaseExtRuntimeData*>
        inline uint64_t RegisteredMovementModeExtensionLogic = 0x1e30; // TMap<FMovementMode_ExtID, UFortMovementMode_BaseExtLogic*>
        inline uint64_t pad_0x1E40 = 0x1e40; // uint8_t[0x48]
        inline uint64_t CapsuleRadiusFortPawn = 0x1e88; // float
        inline uint64_t CapsuleHalfHeightFortPawn = 0x1e8c; // float
        inline uint64_t pad_0x1E90 = 0x1e90; // uint8_t[0x10]
        inline uint64_t MeshHeightAdjustFortPawn = 0x1ea0; // double
        inline uint64_t CurrentEmoteGatingParams = 0x1ea8; // FGatingParams
        inline uint64_t CachedEmoteGatingParams = 0x1ed0; // FGatingParams
        inline uint64_t pad_0x1EF8 = 0x1ef8; // uint8_t[0x10]
        inline uint64_t LastFallDamageBlocked = 0x1f08; // FFallDamageBlockedData
        inline uint64_t OverrideFallDamageSpecs = 0x1f38; // TArray<FGameplayEffectSpecHandle>
        inline uint64_t pad_0x1F48 = 0x1f48; // uint8_t[0x30]
        inline uint64_t DamageMessages = 0x1f78; // TArray<FFortVerbMessage_DamageDone>
        inline uint64_t HitMessages = 0x1f88; // TArray<FFortVerbMessage_Hit>
        inline uint64_t PendingOverrideFallDamageClassesToRemove = 0x1f98; // TArray<FFallDamageGEPendingRemoveData>
        inline uint64_t OnItemDroppedLocally = 0x1fa8; // FMulticastInlineDelegate
        inline uint64_t pad_0x1FB8 = 0x1fb8; // uint8_t[0x78]
    }

    namespace FortPickup {
        inline uint64_t pad_0x278 = 0x278; // uint8_t[0x18]
        inline uint64_t PickupSourceTypeFlags = 0x290; // EFortPickupSourceTypeFlag
        inline uint64_t PickupSpawnSource = 0x291; // EFortPickupSpawnSource
        inline uint64_t ServerImpactSoundFlash = 0x292; // uint8_t
        inline uint64_t bBlockedFromAutoPickup = 0x293; // bool : 0
        inline uint64_t bCanBeMarked = 0x294; // bool : 1
        inline uint64_t bPickedUp = 0x294; // bool : 2
        inline uint64_t bSplitOnPickup = 0x294; // bool : 3
        inline uint64_t bTossedFromContainer = 0x294; // bool : 4
        inline uint64_t bForceHideMinimapIndicator = 0x294; // bool : 5
        inline uint64_t bCombinePickupsWhenTossCompletes = 0x294; // bool : 6
        inline uint64_t bRandomRotation = 0x294; // bool : 7
        inline uint64_t bServerStoppedSimulation = 0x295; // bool : 0
        inline uint64_t bClientUseInterpolationOnly = 0x295; // bool : 1
        inline uint64_t bForceDefaultFlyTime = 0x295; // bool : 2
        inline uint64_t bUsePickupWidget = 0x295; // bool : 3
        inline uint64_t bSuppressInteractionWidget = 0x295; // bool : 4
        inline uint64_t bWeaponsCanBeAutoPickups = 0x295; // bool : 5
        inline uint64_t bAutoUpgradeWeapons = 0x295; // bool : 6
        inline uint64_t bDoServerHandlePickupTrace = 0x295; // bool : 7
        inline uint64_t pad_0x296 = 0x296; // uint8_t[0x2]
        inline uint64_t SimulatingTooLongLength = 0x298; // float
        inline uint64_t SimulatingTooLongLengthInWaterMoving = 0x29c; // float
        inline uint64_t SimulatingTooLongLengthInWaterBobbing = 0x2a0; // float
        inline uint64_t SimulatingTooLongLengthInWaterVelocityThreshold = 0x2a4; // float
        inline uint64_t OnPickup = 0x2a8; // FMulticastInlineDelegate
        inline uint64_t pad_0x2B8 = 0x2b8; // uint8_t[0x18]
        inline uint64_t OnPickupAttempted = 0x2d0; // FMulticastInlineDelegate
        inline uint64_t pad_0x2E0 = 0x2e0; // uint8_t[0x18]
        inline uint64_t OnPickupDespawned = 0x2f8; // FMulticastInlineDelegate
        inline uint64_t OnPickupDestroyed = 0x308; // FMulticastInlineDelegate
        inline uint64_t OnPickupCombined = 0x318; // FMulticastInlineDelegate
        inline uint64_t OnPickupCombinedOverflow = 0x328; // FMulticastInlineDelegate
        inline uint64_t OnSetPawnWhoDroppedPickup = 0x338; // FMulticastInlineDelegate
        inline uint64_t BP_OnPickupBlueprintEffectPopulated = 0x348; // FMulticastInlineDelegate
        inline uint64_t pad_0x358 = 0x358; // uint8_t[0x18]
        inline uint64_t PrimaryPickupItemEntry = 0x370; // FFortItemEntry
        inline uint64_t MultiItemPickupEntries = 0x408; // TArray<FFortItemEntry>
        inline uint64_t PickupLocationData = 0x418; // FFortPickupLocationData
        inline uint64_t OwnerInstigator = 0x4f0; // TWeakObjectPtr<UActor>
        inline uint64_t OptionalOwnerID = 0x4f8; // int16_t
        inline uint64_t DropperID = 0x4fa; // int16_t
        inline uint64_t OptionalMissionGuid = 0x4fc; // FGuid
        inline uint64_t pad_0x50C = 0x50c; // uint8_t[0x4]
        inline uint64_t PrimaryPickupDummyItem = 0x510; // UFortItem*
        inline uint64_t PickupEffectBlueprint = 0x518; // TWeakObjectPtr<UFortPickupEffect>
        inline uint64_t PickupEffectComponent = 0x520; // TWeakObjectPtr<UFortPickupEffectComponent>
        inline uint64_t TouchCapsule = 0x528; // UFortPickupCapsuleComponent*
        inline uint64_t MovementComponent = 0x530; // UFortProjectileMovementComponent*
        inline uint64_t WaterInteractionComponent = 0x538; // UFortWaterInteractionComponent*
        inline uint64_t LinkToActorComponent = 0x540; // UFortLinkToActorComponent*
        inline uint64_t TosserContainer = 0x548; // TWeakObjectPtr<UActor>
        inline uint64_t LastLandedSoundPlayTime = 0x550; // float
        inline uint64_t OverrideInteractAimRadius = 0x554; // float
        inline uint64_t LandSoundZForceThreshold = 0x558; // float
        inline uint64_t DefaultFlyTime = 0x55c; // float
        inline uint64_t DroppedLoopingSoundComps = 0x560; // TArray<TWeakObjectPtr<UAudioComponent>>
        inline uint64_t LandedSoundOverride = 0x570; // USoundBase*
        inline uint64_t PawnWhoDroppedPickup = 0x578; // TWeakObjectPtr<UFortPawn>
        inline uint64_t CachedSpecialActorIdx = 0x580; // int32_t
        inline uint64_t SpecialActorId = 0x584; // FName
        inline uint64_t MiniMapIndicator = 0x588; // UFortSimpleMiniMapIndicator*
        inline uint64_t HUDLabel = 0x590; // UFortSlateHUDIndicator*
        inline uint64_t pad_0x598 = 0x598; // uint8_t[0x11C]
        inline uint64_t StartSimulatingTime = 0x6b4; // float
        inline uint64_t VolumeAtSpawn = 0x6b8; // TScriptInterface<IFortSpatialGameplayInterface>
        inline uint64_t pad_0x6C8 = 0x6c8; // uint8_t[0x28]
        inline uint64_t DespawnTime = 0x6f0; // float
        inline uint64_t StormDespawnTime = 0x6f4; // float
        inline uint64_t DefaultDespawnTime = 0x6f8; // float
        inline uint64_t DefaultStormDespawnTime = 0x6fc; // float
        inline uint64_t DefaultNetworkCullDistance = 0x700; // float
        inline uint64_t pad_0x704 = 0x704; // uint8_t[0x4C]
    }

    namespace FortWeapon {
        inline uint64_t pad_0x278 = 0x278; // uint8_t[0x48]
        inline uint64_t OnWeaponRateOfFireChanged = 0x2c0; // FMulticastInlineDelegate
        inline uint64_t OnWeaponRateOfFireScaleChanged = 0x2d0; // FMulticastInlineDelegate
        inline uint64_t pad_0x2E0 = 0x2e0; // uint8_t[0x10]
        inline uint64_t OnPressTrigger = 0x2f0; // FMulticastInlineDelegate
        inline uint64_t OnReleaseTrigger = 0x300; // FMulticastInlineDelegate
        inline uint64_t pad_0x310 = 0x310; // uint8_t[0x48]
        inline uint64_t TimeToEquip = 0x358; // float
        inline uint64_t bNeverUpdateLastFireTimeOnImpactForLocalClient = 0x35c; // bool
        inline uint64_t pad_0x35D = 0x35d; // uint8_t[0x1B]
        inline uint64_t bIsEquippingWeapon = 0x378; // bool
        inline uint64_t pad_0x379 = 0x379; // uint8_t[0x7]
        inline uint64_t IsEquippingWeaponChanged = 0x380; // FMulticastInlineDelegate
        inline uint64_t bIsChargingWeapon = 0x390; // bool
        inline uint64_t bIsReloadingWeapon = 0x391; // bool : 0
        inline uint64_t bDisableEquipAnimation = 0x391; // bool : 1
        inline uint64_t bCheckCollisionsWithoutAbility = 0x391; // bool : 2
        inline uint64_t pad_0x392 = 0x392; // uint8_t[0x26]
        inline uint64_t bIsAimingConsumable = 0x3b8; // bool : 0
        inline uint64_t pad_0x3B9 = 0x3b9; // uint8_t[0x6F]
        inline uint64_t OnLocalAmmoChanged = 0x428; // FMulticastInlineDelegate
        inline uint64_t OnLocalReloadStarted = 0x438; // FMulticastInlineDelegate
        inline uint64_t OnReloadStarted = 0x448; // FMulticastInlineDelegate
        inline uint64_t pad_0x458 = 0x458; // uint8_t[0x18]
        inline uint64_t OnLocalReloadCancelled = 0x470; // FMulticastInlineDelegate
        inline uint64_t pad_0x480 = 0x480; // uint8_t[0x18]
        inline uint64_t OnLocalTargetingChanged = 0x498; // FMulticastInlineDelegate
        inline uint64_t OnTargetingChanged = 0x4a8; // FMulticastInlineDelegate
        inline uint64_t OnSecondaryAbilityToggled = 0x4b8; // FMulticastInlineDelegate
        inline uint64_t OnVisibilityChanged = 0x4c8; // FMulticastInlineDelegate
        inline uint64_t pad_0x4D8 = 0x4d8; // uint8_t[0x18]
        inline uint64_t OnWeaponSetActorHiddenInGame = 0x4f0; // FMulticastInlineDelegate
        inline uint64_t OnWeaponFireAudio = 0x500; // FMulticastInlineDelegate
        inline uint64_t OnWeaponFireAudioVisuals = 0x510; // FMulticastInlineDelegate
        inline uint64_t OnModAddedToWeapon = 0x520; // FMulticastInlineDelegate
        inline uint64_t OnModRemovedFromWeapon = 0x530; // FMulticastInlineDelegate
        inline uint64_t OnWeaponModSlotsEquipped = 0x540; // FMulticastInlineDelegate
        inline uint64_t OnWeaponModSlotsUnequipped = 0x550; // FMulticastInlineDelegate
        inline uint64_t pad_0x560 = 0x560; // uint8_t[0x38]
        inline uint64_t OnConsumeAmmo = 0x598; // FMulticastInlineDelegate
        inline uint64_t OnTryReload = 0x5a8; // FMulticastInlineDelegate
        inline uint64_t pad_0x5B8 = 0x5b8; // uint8_t[0x10]
        inline uint64_t OnReticleColorChanged = 0x5c8; // FMulticastInlineDelegate
        inline uint64_t pad_0x5D8 = 0x5d8; // uint8_t[0x70]
        inline uint64_t bUseAttributeCaching = 0x648; // bool : 0
        inline uint64_t bPreventRuntimeChangeToReticleDisplays = 0x648; // bool : 2
        inline uint64_t bShouldDrawReticleForFirstPersonCamera = 0x648; // bool : 3
        inline uint64_t bShouldDrawAmmoCountForFirstPersonCamera = 0x648; // bool : 4
        inline uint64_t pad_0x649 = 0x649; // uint8_t[0x7]
        inline uint64_t WeaponData = 0x650; // UFortWeaponItemDefinition*
        inline uint64_t CosmeticOverrideWeaponData = 0x658; // UFortWeaponItemDefinition*
        inline uint64_t bImpactFXAttachedToHitActor = 0x660; // bool : 0
        inline uint64_t pad_0x661 = 0x661; // uint8_t[0x1F]
        inline uint64_t GameplayAbilityBehaviorDistanceData = 0x680; // TArray<FFortGameplayAbilityBehaviorDistanceData>
        inline uint64_t HitNotifyAudioBank = 0x690; // UWeaponHitNotifyAudioBank*
        inline uint64_t SoundLibraryComponent = 0x698; // UFortSoundLibraryComponent*
        inline uint64_t pad_0x6A0 = 0x6a0; // uint8_t[0x4]
        inline uint64_t bRemoveAbilitiesWhenRemovedFromInventory = 0x6a4; // bool
        inline uint64_t GrantedAbilityRemovalPolicy = 0x6a5; // EFortWeaponAbilityRemovalPolicy[3]
        inline uint64_t pad_0x6A8 = 0x6a8; // uint8_t[0x28]
        inline uint64_t BP_OnWeaponCosmeticsReady = 0x6d0; // FMulticastInlineDelegate
        inline uint64_t pad_0x6E0 = 0x6e0; // uint8_t[0x18]
        inline uint64_t EquippedWeaponDestroyWrapperRepCounter = 0x6f8; // uint8_t
        inline uint64_t pad_0x6F9 = 0x6f9; // uint8_t[0x3]
        inline uint64_t EquippedWeaponDestroyedGameplayCue = 0x6fc; // FGameplayTag
        inline uint64_t FireModeOverride = 0x700; // EFortWeaponRuntimeFireMode
        inline uint64_t pad_0x701 = 0x701; // uint8_t[0x7]
        inline uint64_t OnFireModeChanged = 0x708; // FMulticastInlineDelegate
        inline uint64_t pad_0x718 = 0x718; // uint8_t[0x38]
        inline uint64_t OnPlayImpactFXDelegate = 0x750; // FMulticastInlineDelegate
        inline uint64_t OnBeamFiredDelegate = 0x760; // FDelegate
        inline uint64_t pad_0x76C = 0x76c; // uint8_t[0x54]
        inline uint64_t CachedImpactDetails = 0x7c0; // TMap<EPhysicalSurface, FFortWeaponImpactFXDetails>
        inline uint64_t pad_0x7D0 = 0x7d0; // uint8_t[0x5C]
        inline uint64_t MuzzleFlashDelayForAnimationTime = 0x82c; // float
        inline uint64_t PersistentFXStartTime = 0x830; // float
        inline uint64_t PersistentSFXStartTime = 0x834; // float
        inline uint64_t MinimumTimeForPersistentFX = 0x838; // float
        inline uint64_t pad_0x83C = 0x83c; // uint8_t[0x4]
        inline uint64_t OverrideItemWrapSoftPtr = 0x840; // TSoftObjectPtr<UAthenaItemWrapDefinition>
        inline uint64_t DevicePropertyHandles = 0x860; // TSet<FInputDevicePropertyHandle>
        inline uint64_t ApplicableDeviceProperties = 0x870; // TArray<FFortWeaponInputDevicePropertyPair>
        inline uint64_t pad_0x880 = 0x880; // uint8_t[0x60]
        inline uint64_t WeaponReduceMeshWorkSetting = 0x8e0; // EFortWeaponReduceMeshWorkSetting
        inline uint64_t pad_0x8E1 = 0x8e1; // uint8_t[0x17]
        inline uint64_t bShouldDrawNativeReticle = 0x8f8; // bool
        inline uint64_t bShouldAlwaysDrawNativeMuzzleBlockedIndicator = 0x8f9; // bool
        inline uint64_t bShouldForceCheckCollisions = 0x8fa; // bool
        inline uint64_t pad_0x8FB = 0x8fb; // uint8_t[0x5]
        inline uint64_t ReticleImage = 0x900; // UTexture2D*
        inline uint64_t AutoFireReticleImage = 0x908; // UTexture2D*
        inline uint64_t ReticleDefaultColor = 0x910; // FColor
        inline uint64_t ReticleEnemyColor = 0x914; // FColor
        inline uint64_t ReticleEnemyDefaultColor = 0x918; // FColor
        inline uint64_t ReticleBuildingColor = 0x91c; // FColor
        inline uint64_t ReticleNoTargetColor = 0x920; // FColor
        inline uint64_t pad_0x924 = 0x924; // uint8_t[0x4]
        inline uint64_t HitNotifyReticleImage = 0x928; // UTexture2D*
        inline uint64_t HitNotifyLocationReticleImage = 0x930; // UTexture2D*
        inline uint64_t CriticalHitNotifyLocationReticleImage = 0x938; // UTexture2D*
        inline uint64_t ReticleCenterImage = 0x940; // UTexture2D*
        inline uint64_t ReticleCenterPerfectAimImage = 0x948; // UTexture2D*
        inline uint64_t ReticleInvalidTargetImage = 0x950; // UTexture2D*
        inline uint64_t MuzzleBlockedReticleImage = 0x958; // UTexture2D*
        inline uint64_t ReticleAltCenterImage = 0x960; // UTexture2D*
        inline uint64_t ReticleOuterImage = 0x968; // UTexture2D*
        inline uint64_t ReticleAltOuterImage = 0x970; // UTexture2D*
        inline uint64_t ReticleDefaultPrimaryStrikeAngle = 0x978; // float
        inline uint64_t ReticleDefaultSecondaryStrikeAngle = 0x97c; // float
        inline uint64_t bSupportsAutofireAtReticleTarget = 0x980; // bool
        inline uint64_t bEnableAutofireForAnyWeaponItemDefinition = 0x981; // bool
        inline uint64_t bSupportsTapToFireMode = 0x982; // bool
        inline uint64_t pad_0x983 = 0x983; // uint8_t[0x5]
        inline uint64_t CameraBase3PClass = 0x988; // TSubclassOf<UFortCameraMode>
        inline uint64_t CameraTargeting3PClass = 0x990; // TSubclassOf<UFortCameraMode>
        inline uint64_t CameraTargeting3PReloadClass = 0x998; // TSubclassOf<UFortCameraMode>
        inline uint64_t CameraBase1PClass = 0x9a0; // TSubclassOf<UFortCameraMode>
        inline uint64_t CameraTargeting1PClass = 0x9a8; // TSubclassOf<UFortCameraMode>
        inline uint64_t DestroyedSound = 0x9b0; // USoundBase*
        inline uint64_t OutOfAmmoSound = 0x9b8; // USoundBase*
        inline uint64_t ReloadSounds = 0x9c0; // USoundBase*[3]
        inline uint64_t PrimaryFireSound1P = 0x9d8; // USoundBase*
        inline uint64_t PrimaryFireSound = 0x9e0; // USoundBase*[3]
        inline uint64_t PrimaryFireStopSound1P = 0x9f8; // USoundBase*
        inline uint64_t PrimaryFireStopSound = 0xa00; // USoundBase*[3]
        inline uint64_t SecondaryFireSound = 0xa18; // USoundBase*[3]
        inline uint64_t SecondaryFireStopSound = 0xa30; // USoundBase*[3]
        inline uint64_t ChargeFireSound1P = 0xa48; // USoundBase*[3]
        inline uint64_t ChargeFireSound = 0xa60; // USoundBase*[3]
        inline uint64_t TargetingStartSound = 0xa78; // USoundBase*
        inline uint64_t TargetingEndSound = 0xa80; // USoundBase*
        inline uint64_t PrimaryFireSoundFadeOutTime = 0xa88; // float
        inline uint64_t pad_0xA8C = 0xa8c; // uint8_t[0x4]
        inline uint64_t IndestructibleHitSound = 0xa90; // USoundBase*
        inline uint64_t ImpactPhysicalSurfaceSounds = 0xa98; // USoundBase*[35]
        inline uint64_t pad_0xBB0 = 0xbb0; // uint8_t[0x8]
        inline uint64_t ImpactPhysicalSurfaceEffects = 0xbb8; // UParticleSystem*[35]
        inline uint64_t ImpactNiagaraPhysicalSurfaceEffectAssets = 0xcd0; // TArray<UNiagaraSystem*>
        inline uint64_t NDCImpactFX = 0xce0; // FFortNDCImpactInfo
        inline uint64_t pad_0xEB8 = 0xeb8; // uint8_t[0x8]
        inline uint64_t ImpactArraySupportData = 0xec0; // TArray<FWeaponImpactArraySupportData>
        inline uint64_t ImpactCameraShake = 0xed0; // TSubclassOf<ULegacyCameraShake>
        inline uint64_t PrimaryForceFeedbackEffect = 0xed8; // UForceFeedbackEffect*
        inline uint64_t SecondaryForceFeedbackEffect = 0xee0; // UForceFeedbackEffect*
        inline uint64_t PrimaryImpactForceFeedbackEffect = 0xee8; // UForceFeedbackEffect*
        inline uint64_t SecondaryImpactForceFeedbackEffect = 0xef0; // UForceFeedbackEffect*
        inline uint64_t ImpactNiagaraPhysicalSurfaceEffectInstances = 0xef8; // TArray<UNiagaraSystem*>
        inline uint64_t DataStoreManager = 0xf08; // UFortGenericDataStoreManagerComponent*
        inline uint64_t FireAudioChannels = 0xf10; // UAudioComponent*[4]
        inline uint64_t ReloadAudioChannels = 0xf30; // UAudioComponent*[3]
        inline uint64_t TargetingAudioChannels = 0xf48; // UAudioComponent*[2]
        inline uint64_t SoundIndicatorComponent = 0xf58; // UFortSoundIndicatorComponent*
        inline uint64_t CurrentGunFireIndex = 0xf60; // int32_t
        inline uint64_t pad_0xF64 = 0xf64; // uint8_t[0x4]
        inline uint64_t WeaponMesh = 0xf68; // USkeletalMeshComponentBudgeted*
        inline uint64_t AllWeaponMeshes = 0xf70; // TArray<USkeletalMeshComponentBudgeted*>
        inline uint64_t DefaultWeaponMaterials = 0xf80; // TArray<UMaterialInterface*>
        inline uint64_t OriginalMaterialMap = 0xf90; // TMap<USkeletalMeshComponentBudgeted*, FMaterialInterfaceArray>
        inline uint64_t FireAudioChannelWantsToPlay = 0xfa0; // int32_t[4]
        inline uint64_t ProtoWeaponParentMaterial = 0xfb0; // TSoftObjectPtr<UMaterialInterface>
        inline uint64_t WrapSectionMask = 0xfd0; // int32_t
        inline uint64_t bUsingSecondaryFireAudio = 0xfd4; // bool
        inline uint64_t bHasCachedAdditionalMeshes = 0xfd5; // bool
        inline uint64_t pad_0xFD6 = 0xfd6; // uint8_t[0x2]
        inline uint64_t CurrentReticleColor = 0xfd8; // FColor
        inline uint64_t OpticRuntimeData = 0xfdc; // FFortWeaponOpticRuntimeData
        inline uint64_t pad_0xFE4 = 0xfe4; // uint8_t[0x4]
        inline uint64_t CurrentDamageStartLocation = 0xfe8; // FVector
        inline uint64_t CurrentAdjustedAimDirection = 0x1000; // FVector
        inline uint64_t CurrentProjectedImpactDistance = 0x1018; // float
        inline uint64_t FireFXSignificance = 0x101c; // FFortEffectDistanceQuality
        inline uint64_t LastFireTime = 0x1034; // float
        inline uint64_t LastSecondaryFireTime = 0x1038; // float
        inline uint64_t LastFireTimeVerified = 0x103c; // float
        inline uint64_t pad_0x1040 = 0x1040; // uint8_t[0x10]
        inline uint64_t bIsPlayingFireFX = 0x1050; // bool : 0
        inline uint64_t bFireFXTriggered = 0x1050; // bool : 1
        inline uint64_t bWeaponFireCustomAudioTriggered = 0x1050; // bool : 2
        inline uint64_t bUsesMetaSoundForMuzzleFireFx = 0x1050; // bool : 3
        inline uint64_t bAllowTargeting = 0x1050; // bool : 4
        inline uint64_t bExitTargetingWhenPrimaryIsFired = 0x1050; // bool : 5
        inline uint64_t bIsTargeting = 0x1050; // bool : 6
        inline uint64_t bForceCameraTargetSource = 0x1050; // bool : 7
        inline uint64_t bTraceThroughPawns = 0x1051; // bool : 0
        inline uint64_t bTraceThroughWorld = 0x1051; // bool : 1
        inline uint64_t bUseProjectileTrace = 0x1051; // bool : 2
        inline uint64_t bUseVariableFocalDistanceTargeting = 0x1051; // bool : 3
        inline uint64_t bUseWeaponTraceForReticle = 0x1051; // bool : 4
        inline uint64_t bWeaponTraceCanBeBlockedByPassthroughTag = 0x1051; // bool : 5
        inline uint64_t bAllowReloadWhenFull = 0x1051; // bool : 6
        inline uint64_t bClientWaitForServerMagazineAmmo = 0x1051; // bool : 7
        inline uint64_t bIsTryingAutoReload = 0x1052; // bool : 0
        inline uint64_t bIsTryingCheckAmmoOnTryToFireReload = 0x1052; // bool : 1
        inline uint64_t pad_0x1053 = 0x1053; // uint8_t[0x5]
        inline uint64_t BlendingOutPawnMontage = 0x1058; // UAnimMontage*
        inline uint64_t bIsInReleaseSecondaryFireScope = 0x1060; // bool
        inline uint64_t pad_0x1061 = 0x1061; // uint8_t[0x3]
        inline uint64_t TimerIntervalAdjustment = 0x1064; // float
        inline uint64_t InputQueueTimePercent = 0x1068; // float
        inline uint64_t LastTargetingTransitionTime = 0x106c; // float
        inline uint64_t TargetSourceOffset = 0x1070; // FVector
        inline uint64_t TargetSourceOffsetWhileCrouched = 0x1088; // FVector
        inline uint64_t TargetSourceOffsetWhileTargeting = 0x10a0; // FVector
        inline uint64_t TraceThroughPawnsLimit = 0x10b8; // int32_t
        inline uint64_t TraceThroughBuildingsLimit = 0x10bc; // int32_t
        inline uint64_t TraceThroughLandscapeLimit = 0x10c0; // int32_t
        inline uint64_t ProjectilePitchOffset = 0x10c4; // float
        inline uint64_t LastReloadTime = 0x10c8; // float
        inline uint64_t LastSuccessfulReloadTime = 0x10cc; // float
        inline uint64_t CurrentReloadDuration = 0x10d0; // float
        inline uint64_t pad_0x10D4 = 0x10d4; // uint8_t[0x4]
        inline uint64_t ItemEntryGuid = 0x10d8; // FGuid
        inline uint64_t TrackerGuid = 0x10e8; // FGuid
        inline uint64_t WeaponLevel = 0x10f8; // int32_t
        inline uint64_t pad_0x10FC = 0x10fc; // uint8_t[0x4]
        inline uint64_t CachedForcedLeanComponent = 0x1100; // UFortWeaponComponent_VehicleLeanWithPrimaryFire*
        inline uint64_t pad_0x1108 = 0x1108; // uint8_t[0x30]
        inline uint64_t AmmoCount = 0x1138; // int32_t
        inline uint64_t PhantomReserveAmmo = 0x113c; // int32_t
        inline uint64_t pad_0x1140 = 0x1140; // uint8_t[0x20]
        inline uint64_t BurstFireCounter = 0x1160; // int32_t
        inline uint64_t ChargeTime = 0x1164; // float
        inline uint64_t AccumulatedChargeTime = 0x1168; // float
        inline uint64_t LastChargeTime = 0x116c; // float
        inline uint64_t StartChargeGameplayCue = 0x1170; // FGameplayTag
        inline uint64_t MaxChargeGameplayCue = 0x1174; // FGameplayTag
        inline uint64_t OutOfAmmoTextOverrideFailTag = 0x1178; // FGameplayTag
        inline uint64_t NoSpareAmmoToReloadTextOverrideFailTag = 0x117c; // FGameplayTag
        inline uint64_t FireCanInterruptEquipQuery = 0x1180; // FGameplayTagQuery
        inline uint64_t bIsFireDepthEnabled = 0x11c8; // bool
        inline uint64_t pad_0x11C9 = 0x11c9; // uint8_t[0x7]
        inline uint64_t FireDepthAnimData = 0x11d0; // UFortFireDepthAnimData*
        inline uint64_t CurrentShotLogIndex = 0x11d8; // int32_t
        inline uint64_t pad_0x11DC = 0x11dc; // uint8_t[0x4]
        inline uint64_t ShotLogFlags = 0x11e0; // TArray<uint32_t>
        inline uint64_t bInitializedWeaponItem = 0x11f0; // bool : 0
        inline uint64_t bPendingDestroyDueToDurabilityOrStackCount = 0x11f0; // bool : 6
        inline uint64_t bNeedsReapplyMaterialOverrides = 0x11f1; // bool : 2
        inline uint64_t bCosmeticOverlayApplied = 0x11f1; // bool : 3
        inline uint64_t bCompletedAppliedAlterationsLoad = 0x11f1; // bool : 4
        inline uint64_t bCompletedWeaponLoad = 0x11f1; // bool : 5
        inline uint64_t bIsCosmeticLimited = 0x11f1; // bool : 6
        inline uint64_t bIsCosmeticGatedLocally = 0x11f1; // bool : 7
        inline uint64_t bReplicatedAppliedAlterationsWithNoInstigator = 0x11f2; // bool : 0
        inline uint64_t bShouldFullyApplyVariantsOnEquip = 0x11f2; // bool : 1
        inline uint64_t bSecondaryFireAlwaysCancelSwimSprint = 0x11f2; // bool : 2
        inline uint64_t bCanDeferSecondaryFireInput = 0x11f2; // bool : 3
        inline uint64_t bEnableNativeChargeUp = 0x11f2; // bool : 4
        inline uint64_t bHideWeaponOnDestruction = 0x11f3; // bool : 2
        inline uint64_t bAttachToRootOnDestruction = 0x11f3; // bool : 3
        inline uint64_t bUseOriginForDestructionInterpolation = 0x11f3; // bool : 4
        inline uint64_t pad_0x11F4 = 0x11f4; // uint8_t[0x4]
        inline uint64_t AttachToRootOnDestructionOffset = 0x11f8; // FVector
        inline uint64_t AttachToRootOnDestructionInterpSpeed = 0x1210; // float
        inline uint64_t bShowWhenHolstered = 0x1214; // bool : 0
        inline uint64_t pad_0x1215 = 0x1215; // uint8_t[0x3]
        inline uint64_t CustomPartsToShowWhenHolstered = 0x1218; // TArray<EFortCustomPartType>
        inline uint64_t ChargeStatusPack = 0x1228; // int16_t
        inline uint64_t pad_0x122A = 0x122a; // uint8_t[0x12]
        inline uint64_t AttachedTrajectoryIndicator = 0x123c; // TWeakObjectPtr<UFortProjectileTrajectory>
        inline uint64_t pad_0x1244 = 0x1244; // uint8_t[0x4]
        inline uint64_t ActiveAbility = 0x1248; // UFortGameplayAbility*
        inline uint64_t PrimaryAbilitySpecHandle = 0x1250; // FGameplayAbilitySpecHandle
        inline uint64_t SecondaryAbilitySpecHandle = 0x1268; // FGameplayAbilitySpecHandle
        inline uint64_t ReloadAbilitySpecHandle = 0x1280; // FGameplayAbilitySpecHandle
        inline uint64_t ImpactAbilitySpecHandle = 0x1298; // FGameplayAbilitySpecHandle
        inline uint64_t ReticleTraceOverrideSpecHandle = 0x12b0; // FGameplayAbilitySpecHandle
        inline uint64_t EquippedAbilityHandles = 0x12c8; // TArray<FGameplayAbilitySpecHandle>
        inline uint64_t EquippedAbilitySetHandles = 0x12d8; // TArray<FFortAbilitySetHandle>
        inline uint64_t AppliedAlterations = 0x12e8; // TArray<UFortAlterationItemDefinition*>
        inline uint64_t WeaponModSlots = 0x12f8; // TArray<FFortWeaponModSlot>
        inline uint64_t ItemOverrideData = 0x1308; // FFortItemDataOverrideRuntimeData
        inline uint64_t EquippedWeaponModSlots = 0x1358; // TArray<FFortEquippedWeaponModSlot>
        inline uint64_t ModRuntimeDataCache = 0x1368; // UFortWeaponModRuntimeData*
        inline uint64_t ModDebugComp = 0x1370; // UFortWeaponModDebugComponent*
        inline uint64_t OpticDefinition = 0x1378; // UFortWeaponOpticDefinition*
        inline uint64_t OpticConfig = 0x1380; // FFortOpticConfig
        inline uint64_t PreviousWeaponVariants = 0x13c0; // FCosmeticVariantCache
        inline uint64_t pad_0x13D8 = 0x13d8; // uint8_t[0x38]
        inline uint64_t AppliedItemWrap = 0x1410; // UAthenaItemWrapDefinition*
        inline uint64_t CachedFXManager = 0x1418; // UFortFXManager*
        inline uint64_t CachedSignificanceManager = 0x1420; // UFortSignificanceManager*
        inline uint64_t pad_0x1428 = 0x1428; // uint8_t[0xC8]
        inline uint64_t MuzzleSocketName = 0x14f0; // FName
        inline uint64_t MuzzleFalloffSocketName = 0x14f4; // FName
        inline uint64_t WeaponHandSocketNameOverride = 0x14f8; // FName
        inline uint64_t LeftHandWeaponHandSocketNameOverride = 0x14fc; // FName
        inline uint64_t WeaponHandSocketPartOverrides = 0x1500; // TArray<EFortCustomPartType>
        inline uint64_t pad_0x1510 = 0x1510; // uint8_t[0x18]
        inline uint64_t bForceOverrideGenerateOverlapEvents = 0x1528; // bool : 0
        inline uint64_t pad_0x1529 = 0x1529; // uint8_t[0x137]
        inline uint64_t MaxWeaponSwitchNetworkWaitTime = 0x1660; // float
        inline uint64_t pad_0x1664 = 0x1664; // uint8_t[0x4]
        inline uint64_t MaxWeaponSwitchNetworkWaitTimeHotfix = 0x1668; // FScalableFloat
        inline uint64_t MaxWeaponAttackNetworkWaitTime = 0x1690; // float
        inline uint64_t LastFireAbilityTime = 0x1694; // float
        inline uint64_t pad_0x1698 = 0x1698; // uint8_t[0x38]
        inline uint64_t OnGetAimRotOverride = 0x16d0; // FDelegate
        inline uint64_t pad_0x16DC = 0x16dc; // uint8_t[0x4]
        inline uint64_t OnAlterationAdded = 0x16e0; // FMulticastInlineDelegate
        inline uint64_t ModLeftHandPoseOffsets = 0x16f0; // TMap<FGameplayTag, UAnimSequence*>
        inline uint64_t ModReloadAnimData = 0x1700; // TMap<FGameplayTag, FWeaponModReloadAnimData>
        inline uint64_t EquipAnimation = 0x1710; // UAnimMontage*
        inline uint64_t FirstTimeEquipAnimation = 0x1718; // UAnimMontage*
        inline uint64_t WeaponFirstTimeEquipAnimation = 0x1720; // UAnimMontage*
        inline uint64_t FirstTimeEquipTag = 0x1728; // FGameplayTag
        inline uint64_t bResetOnItemRemoval = 0x172c; // bool
        inline uint64_t pad_0x172D = 0x172d; // uint8_t[0x3]
        inline uint64_t ReloadAnimation = 0x1730; // UAnimMontage*
        inline uint64_t pad_0x1738 = 0x1738; // uint8_t[0x38]
        inline uint64_t CustomReloadAnimationPerAmmoToFill = 0x1770; // TArray<UAnimMontage*>
        inline uint64_t PrimaryAbilityAnimation = 0x1780; // UAnimMontage*
        inline uint64_t SecondaryAbilityAnimation = 0x1788; // UAnimMontage*
        inline uint64_t WeaponEquipMontage = 0x1790; // UAnimMontage*
        inline uint64_t WeaponReloadMontage = 0x1798; // UAnimMontage*
        inline uint64_t CustomWeaponReloadMontagePerAmmoToFill = 0x17a0; // TArray<UAnimMontage*>
        inline uint64_t WeaponPrimaryAbilityMontage = 0x17b0; // UAnimMontage*
        inline uint64_t WeaponSecondaryAbilityMontage = 0x17b8; // UAnimMontage*
        inline uint64_t FirstPersonData = 0x17c0; // UFortWeaponFirstPersonData*
        inline uint64_t pad_0x17C8 = 0x17c8; // uint8_t[0x10]
        inline uint64_t PoseOffsetAnimSequence = 0x17d8; // UAnimSequence*
        inline uint64_t PoseOffsetAnimSequenceFemaleOverride = 0x17e0; // UAnimSequence*
        inline uint64_t WeaponCoreAnimation = 0x17e8; // EFortWeaponCoreAnimation
        inline uint64_t WeaponCoreAnimationOverride = 0x17e9; // EFortWeaponCoreAnimation
        inline uint64_t HandGripType = 0x17ea; // EFortWeaponHandGripType
        inline uint64_t pad_0x17EB = 0x17eb; // uint8_t[0x5]
        inline uint64_t WeaponPawnAnimSet = 0x17f0; // UFortWeaponAnimSet*
        inline uint64_t PlayerAnimAssets = 0x17f8; // FFortPlayerAnimAssets
        inline uint64_t ProceduralLayeringData = 0x1808; // FFortProceduralLayeringWeaponData
        inline uint64_t PlayerAnimAssetsOverride = 0x1838; // FFortPlayerAnimAssets
        inline uint64_t bResetAnimAssetsOverrideOnUnEquip = 0x1848; // bool
        inline uint64_t pad_0x1849 = 0x1849; // uint8_t[0x7]
        inline uint64_t WeaponPawnAnimLayerOverlayClass = 0x1850; // TSubclassOf<UAnimInstance>
        inline uint64_t WeaponAdditiveAnimSet = 0x1858; // UFortWeaponAdditiveAnimSet*
        inline uint64_t PlayerAnimProxyTable = 0x1860; // UProxyTable*
        inline uint64_t HitReactionProxyTable = 0x1868; // UProxyTable*
        inline uint64_t bEnableTickAnimMontagesOnlyWhenOffscreen = 0x1870; // bool
        inline uint64_t pad_0x1871 = 0x1871; // uint8_t[0x3]
        inline uint64_t MaxRangeToEnableTickAnimMontagesWhenOffscreen = 0x1874; // float
        inline uint64_t WeaponPawnAnimsetOverride = 0x1878; // UFortWeaponAnimSet*
        inline uint64_t WeaponAdditiveAnimsetOverride = 0x1880; // UFortWeaponAdditiveAnimSet*
        inline uint64_t pad_0x1888 = 0x1888; // uint8_t[0x40]
        inline uint64_t UnableToPerformActionMontageOverride = 0x18c8; // UAnimMontage*
        inline uint64_t ActiveFireMode = 0x18d0; // TSoftObjectPtr<UFortWeaponFireModeData>
        inline uint64_t FireModeData_HipFire = 0x18f0; // TSoftObjectPtr<UFortWeaponFireModeData>
        inline uint64_t FireModeData_AimDownSight = 0x1910; // TSoftObjectPtr<UFortWeaponFireModeData>
        inline uint64_t FireModeData_Override = 0x1930; // TSoftObjectPtr<UFortWeaponFireModeData>
        inline uint64_t pad_0x1950 = 0x1950; // uint8_t[0x28]
        inline uint64_t ItemWrapModifier = 0x1978; // UCustomItemWrapModifier*
        inline uint64_t pad_0x1980 = 0x1980; // uint8_t[0x28]
        inline uint64_t LockOnTargetCandidate = 0x19a8; // UActor*
        inline uint64_t pad_0x19B0 = 0x19b0; // uint8_t[0x1]
        inline uint64_t bIgnoreTryToFireSlotCooldownRestriction = 0x19b1; // bool
        inline uint64_t pad_0x19B2 = 0x19b2; // uint8_t[0x1]
        inline uint64_t bFireConsumableAnalyticEvent = 0x19b3; // bool
        inline uint64_t pad_0x19B4 = 0x19b4; // uint8_t[0x4]
        inline uint64_t OnWeaponHudKeyActionUpdated = 0x19b8; // FMulticastInlineDelegate
        inline uint64_t FeedbackLineActionIdsToDim = 0x19c8; // TArray<FString>
        inline uint64_t HudKeyActionData = 0x19d8; // TArray<FWeaponHudData>
        inline uint64_t pad_0x19E8 = 0x19e8; // uint8_t[0x88]
        inline uint64_t CachedReloadComponent = 0x1a70; // UFortWeaponComponent*
    }

    namespace FortGameMode {
        inline uint64_t bDisableCloudStorage = 0x390; // bool : 0
        inline uint64_t bTravelInitiated = 0x390; // bool : 1
        inline uint64_t pad_0x391 = 0x391; // uint8_t[0x7]
        inline uint64_t CurrentWUID = 0x398; // FString
        inline uint64_t CurrentBucketId = 0x3a8; // FString
        inline uint64_t CurrentPlaylistId = 0x3b8; // int32_t
        inline uint64_t CurrentPlaylistName = 0x3bc; // FName
        inline uint64_t pad_0x3C0 = 0x3c0; // uint8_t[0x10]
        inline uint64_t MatchmakingRegionId = 0x3d0; // FString
        inline uint64_t CurrentZoneInstanceId = 0x3e0; // FString
        inline uint64_t pad_0x3F0 = 0x3f0; // uint8_t[0x4]
        inline uint64_t ZoneIndex = 0x3f4; // int32_t
        inline uint64_t bPlayersInvincible = 0x3f8; // bool : 0
        inline uint64_t pad_0x3F9 = 0x3f9; // uint8_t[0x3]
        inline uint64_t bKickIdlers = 0x3fc; // bool
        inline uint64_t pad_0x3FD = 0x3fd; // uint8_t[0x3]
        inline uint64_t MaxIdleTime = 0x400; // float
        inline uint64_t NoScoreKickTime = 0x404; // float
        inline uint64_t bEnableNotifications = 0x408; // bool
        inline uint64_t bEnableReplicationGraph = 0x409; // bool
        inline uint64_t bSendPreLoginAnalyticsOnSuccess = 0x40a; // bool
        inline uint64_t pad_0x40B = 0x40b; // uint8_t[0x5]
        inline uint64_t DefaultDeathPenaltyData = 0x410; // TSoftObjectPtr<UFortGameDeathPenalty>
        inline uint64_t DeathPenaltyData = 0x430; // UFortGameDeathPenalty*
        inline uint64_t PlayerDeathPenaltyOverrides = 0x438; // TMap<FUniqueNetIdRepl, UFortGameDeathPenalty*>
        inline uint64_t DeathPenaltyDataOverride = 0x448; // UFortGameDeathPenalty*
        inline uint64_t FortGameSession = 0x450; // UFortGameSession*
        inline uint64_t GameModeSessionString = 0x458; // FString
        inline uint64_t bIsAutomatedTest = 0x468; // bool : 0
        inline uint64_t pad_0x469 = 0x469; // uint8_t[0x7]
        inline uint64_t DefaultPawnClassStringRef = 0x470; // TSoftClassPtr<UPawn>
        inline uint64_t MissionManagerClass = 0x490; // TSubclassOf<UFortMissionManager>
        inline uint64_t OnPlayerSpawnDelegate = 0x498; // FMulticastInlineDelegate
        inline uint64_t GameModeGameplayTags = 0x4a8; // FGameplayTagContainer
        inline uint64_t pad_0x4C8 = 0x4c8; // uint8_t[0x18]
        inline uint64_t bContainersForceTossLoot = 0x4e0; // bool
        inline uint64_t pad_0x4E1 = 0x4e1; // uint8_t[0x17]
        inline uint64_t bOverrideRotationOnRestartPlayer = 0x4f8; // bool
        inline uint64_t PendingTimerState = 0x4f9; // EFortGameplayState
        inline uint64_t pad_0x4FA = 0x4fa; // uint8_t[0x6]
        inline uint64_t bDBNOEnabled = 0x500; // bool
        inline uint64_t pad_0x501 = 0x501; // uint8_t[0x3]
        inline uint64_t bWorldIsReady = 0x504; // bool : 0
        inline uint64_t bTheaterDataIsReady = 0x504; // bool : 1
        inline uint64_t bInstanceInventoryDropsForPersistentInventories = 0x504; // bool : 2
        inline uint64_t bInstanceLootDrops = 0x504; // bool : 3
        inline uint64_t pad_0x505 = 0x505; // uint8_t[0x3]
        inline uint64_t TheaterSlot = 0x508; // int32_t
        inline uint64_t GameplayServerHitchThreshold = 0x50c; // float
        inline uint64_t MovementTimeDiscrepancyHitchCooldown = 0x510; // float
        inline uint64_t AbilityRefireHitchCooldown = 0x514; // float
        inline uint64_t MatchHeartbeatManager = 0x518; // UMatchHeartbeatManager*
        inline uint64_t pad_0x520 = 0x520; // uint8_t[0x10]
        inline uint64_t GameContextTags = 0x530; // FGameplayTagContainer
        inline uint64_t SharedMissionLists = 0x550; // UFortSharedMissionLists*
        inline uint64_t pad_0x558 = 0x558; // uint8_t[0x18]
        inline uint64_t TeamInfoClass = 0x570; // TSubclassOf<UFortTeamInfo>
        inline uint64_t FrameTimeWithoutSleepHistogramBucketsMs = 0x578; // TArray<double>
        inline uint64_t CumulativeFrameTimeWithoutSleepLimits = 0x588; // TArray<FCumulativeFrameTimeWithoutSleepLimits>
        inline uint64_t GameNetDriverTickFlushCostPerClientBucketsMicroSec = 0x598; // TArray<double>
        inline uint64_t DemoNetDriverTickFlushTimeHistogramBucketsMs = 0x5a8; // TArray<double>
        inline uint64_t CPUTimeBuckets = 0x5b8; // TArray<double>
        inline uint64_t CPUPercentPerCoreBuckets = 0x5c8; // TArray<double>
        inline uint64_t ActorsStarvedByClassTimeHistogramBuckets = 0x5d8; // TArray<double>
        inline uint64_t StarvedActorClassList = 0x5e8; // TArray<FString>
        inline uint64_t pad_0x5F8 = 0x5f8; // uint8_t[0x28]
        inline uint64_t MissionGenerationManager = 0x620; // UFortMissionGenerationManager*
        inline uint64_t FlushManager = 0x628; // UBuildingFlushManager*
        inline uint64_t pad_0x630 = 0x630; // uint8_t[0x60]
        inline uint64_t bAlwaysFlushMMREndZoneEvents = 0x690; // bool
        inline uint64_t bOverrideQuickBars = 0x691; // bool
        inline uint64_t pad_0x692 = 0x692; // uint8_t[0x6]
        inline uint64_t QuickBarDefinitions = 0x698; // FQuickBarData[3]
        inline uint64_t pad_0x6C8 = 0x6c8; // uint8_t[0x18]
        inline uint64_t ConnectedPlayerControllers = 0x6e0; // TArray<UFortPlayerControllerGameplay*>
        inline uint64_t pad_0x6F0 = 0x6f0; // uint8_t[0x10]
        inline uint64_t IrisRepGraphConverter = 0x700; // UFortIrisRepGraphConverter*
    }

    namespace BuildingActor {
        inline uint64_t pad_0x278 = 0x278; // uint8_t[0xF8]
        inline uint64_t MyGuid = 0x370; // FGuid
        inline uint64_t SavedHealthPct = 0x380; // float
        inline uint64_t OwnerPersistentID = 0x384; // int16_t
        inline uint64_t pad_0x386 = 0x386; // uint8_t[0x2]
        inline uint64_t AreaClass = 0x388; // TSoftClassPtr<UNavArea>
        inline uint64_t pad_0x3A8 = 0x3a8; // uint8_t[0x18]
        inline uint64_t InitialOverlappingVehicles = 0x3c0; // TArray<UFortAthenaVehicle*>
        inline uint64_t CurrentBuildingLevel = 0x3d0; // int32_t
        inline uint64_t HealthBarIndicatorDifficultyRating = 0x3d4; // int32_t
        inline uint64_t BuildingAttributeSetClass = 0x3d8; // TSubclassOf<UFortBuildingActorSet>
        inline uint64_t BuildingAttributeSet = 0x3e0; // UFortBuildingActorSet*
        inline uint64_t DamageAttributeSet = 0x3e8; // UFortDamageSet*
        inline uint64_t ReplicatedBuildingAttributeSet = 0x3f0; // UFortBuildingActorSet*
        inline uint64_t pad_0x3F8 = 0x3f8; // uint8_t[0x10]
        inline uint64_t OnAbilitySystemComponentInitialized = 0x408; // FMulticastInlineDelegate
        inline uint64_t AbilitySystemComponent = 0x418; // UFortAbilitySystemComponent*
        inline uint64_t ReplicatedAbilitySystemComponent = 0x420; // UFortAbilitySystemComponent*
        inline uint64_t PendingDamageImpactCues = 0x428; // TArray<FGameplayCueParameters>
        inline uint64_t HealthBarIndicator = 0x438; // UFortHealthBarIndicator*
        inline uint64_t ForceMetadataRelevant = 0x440; // uint8_t
        inline uint64_t LastMetadataRelevant = 0x441; // uint8_t
        inline uint64_t DynamicBuildingPlacementType = 0x442; // EDynamicBuildingPlacementType
        inline uint64_t NavigationObstacleOverride = 0x443; // ENavigationObstacleOverride
        inline uint64_t BuildingNavigationDataResolutionOverrideMode = 0x444; // EBuildingNavigationDataResolutionOverrideMode
        inline uint64_t AbilitySystemComponentCreationPolicy = 0x445; // EBuildingActorComponentCreationPolicy
        inline uint64_t PrimarySurfaceType = 0x446; // EPhysicalSurface
        inline uint64_t WeaponResponseType = 0x447; // EFortBaseWeaponDamage
        inline uint64_t CullDistance = 0x448; // float
        inline uint64_t bIsInvulnerable = 0x44c; // bool : 1
        inline uint64_t bPreviewBuildingActor = 0x44c; // bool : 2
        inline uint64_t bLockedFromGameEditing = 0x44c; // bool : 3
        inline uint64_t bPlayedDying = 0x44c; // bool : 4
        inline uint64_t bHasRegisteredActorStateAtLeastOnce = 0x44c; // bool : 5
        inline uint64_t bDirtyForLevelRecordSave = 0x44c; // bool : 6
        inline uint64_t bSavedMetaPropertiesProcessed = 0x44c; // bool : 7
        inline uint64_t bUpgradeUsesSameClass = 0x44d; // bool : 0
        inline uint64_t bDisplayLevelInInfoWidget = 0x44d; // bool : 1
        inline uint64_t bAllowUpgradeRegardlessOfPlayerBuildLevel = 0x44d; // bool : 2
        inline uint64_t bAlwaysExportNavRelevantComponent = 0x44d; // bool : 3
        inline uint64_t bDisplayDamageNumbersInAthena = 0x44d; // bool : 4
        inline uint64_t bUseFortHealthBarIndicator = 0x44d; // bool : 5
        inline uint64_t bSurpressHealthBar = 0x44d; // bool : 6
        inline uint64_t bCreateVerboseHealthLogs = 0x44d; // bool : 7
        inline uint64_t bIsIndestructibleForTargetSelection = 0x44e; // bool : 0
        inline uint64_t bPropagateDrawDistanceOnAdditionalComponent = 0x44e; // bool : 1
        inline uint64_t bCreatePhysicsObjectComponent = 0x44e; // bool : 2
        inline uint64_t bCreateNavigationPhysicsObjectComponent = 0x44e; // bool : 3
        inline uint64_t bIsGameFrameworkComponentReceiver = 0x44e; // bool : 5
        inline uint64_t bDestroyed = 0x44e; // bool : 6
        inline uint64_t bPersistToWorld = 0x44e; // bool : 7
        inline uint64_t bRefreshFullSaveDataBeforeZoneSave = 0x44f; // bool : 0
        inline uint64_t bBeingDragged = 0x44f; // bool : 1
        inline uint64_t bRotateInPlaceGame = 0x44f; // bool : 2
        inline uint64_t bBeingOneHitDisassembled = 0x44f; // bool : 4
        inline uint64_t bBoundsAreInvalidForMelee = 0x44f; // bool : 5
        inline uint64_t bIsNavigationModifier = 0x44f; // bool : 6
        inline uint64_t bBlockNavigationLinks = 0x44f; // bool : 7
        inline uint64_t bCanExportNavigationCollisions = 0x450; // bool : 0
        inline uint64_t bCanExportNavigationObstacle = 0x450; // bool : 1
        inline uint64_t bCreateObstacleNavModifierForEachComponent = 0x450; // bool : 2
        inline uint64_t bMirrorNavLinksX = 0x450; // bool : 3
        inline uint64_t bMirrorNavLinksY = 0x450; // bool : 4
        inline uint64_t bIgnoreMoveGoalCollisionRadius = 0x450; // bool : 5
        inline uint64_t bForceDisableRootNavigationRelevance = 0x450; // bool : 6
        inline uint64_t bForceAutomationPass = 0x450; // bool : 7
        inline uint64_t bForceAutomationPass_NavmeshOnTop = 0x451; // bool : 0
        inline uint64_t bForceAutomationPass_SmashableFlat = 0x451; // bool : 1
        inline uint64_t bCanBeSavedInCreativeVolume = 0x451; // bool : 2
        inline uint64_t bIsNavigationRelevant = 0x451; // bool : 3
        inline uint64_t bIsNavigationIndestructible = 0x451; // bool : 4
        inline uint64_t bBlockNavLinksInCell = 0x451; // bool : 5
        inline uint64_t bUseHotSpotAsMoveGoalReplacement = 0x451; // bool : 6
        inline uint64_t bHasCustomAttackLocation = 0x451; // bool : 7
        inline uint64_t bWorldReadyCalled = 0x452; // bool : 0
        inline uint64_t bBeingTranslated = 0x452; // bool : 1
        inline uint64_t bBeingRotated = 0x452; // bool : 2
        inline uint64_t bBeingScaled = 0x452; // bool : 3
        inline uint64_t bRotateInPlaceEditor = 0x452; // bool : 4
        inline uint64_t bEditorPlaced = 0x452; // bool : 5
        inline uint64_t bPlayerPlaced = 0x452; // bool : 6
        inline uint64_t bPlayerPlacedForDestruction = 0x452; // bool : 7
        inline uint64_t bShouldTick = 0x453; // bool : 0
        inline uint64_t bUsesDayPhaseChange = 0x453; // bool : 1
        inline uint64_t bIsDynamic = 0x453; // bool : 2
        inline uint64_t bIsDynamicOnDedicatedServer = 0x453; // bool : 3
        inline uint64_t bIsDedicatedServer = 0x453; // bool : 4
        inline uint64_t bIsTemporarilyTicking = 0x453; // bool : 5
        inline uint64_t bUseTickManager = 0x453; // bool : 6
        inline uint64_t bIsMovable = 0x453; // bool : 7
        inline uint64_t bRegisteredForDayPhaseChange = 0x454; // bool : 0
        inline uint64_t bForceDamagePing = 0x454; // bool : 1
        inline uint64_t bDestroyFoliageWhenPlaced = 0x454; // bool : 2
        inline uint64_t bObstructTrapTargeting = 0x454; // bool : 3
        inline uint64_t bInstantDeath = 0x454; // bool : 5
        inline uint64_t bDoNotBlockBuildings = 0x454; // bool : 6
        inline uint64_t bForceBlockBuildings = 0x454; // bool : 7
        inline uint64_t bDestroyOnPlayerBuildingPlacement = 0x455; // bool : 0
        inline uint64_t bUseCentroidForBlockBuildingsCheck = 0x455; // bool : 1
        inline uint64_t bPredictedBuildingActor = 0x455; // bool : 2
        inline uint64_t bIgnoreCollisionWithCriticalActors = 0x455; // bool : 3
        inline uint64_t bIsPlayerBuildable = 0x455; // bool : 4
        inline uint64_t bFireBuiltAndDestroyedEvents = 0x455; // bool : 5
        inline uint64_t bStructurallySupportOverlappingActors = 0x455; // bool : 6
        inline uint64_t bAllowInteract = 0x455; // bool : 7
        inline uint64_t bShowFirstInteractPrompt = 0x456; // bool : 0
        inline uint64_t bShowSecondInteractPrompt = 0x456; // bool : 1
        inline uint64_t bAllowHostileBlueprintInteraction = 0x456; // bool : 2
        inline uint64_t bEndAbilitiesOnDeath = 0x456; // bool : 3
        inline uint64_t bSkipNavigationDirtinessOnNextEvaluation = 0x456; // bool : 4
        inline uint64_t bAllowHighlight = 0x456; // bool : 5
        inline uint64_t bAlwaysUseNetCullDistanceSquaredForRelevancy = 0x456; // bool : 6
        inline uint64_t bHighlightDirty = 0x456; // bool : 7
        inline uint64_t bCollisionBlockedByPawns = 0x457; // bool : 0
        inline uint64_t bAllowTeamDamage = 0x457; // bool : 2
        inline uint64_t bShouldClearMarkerOnInteract = 0x457; // bool : 3
        inline uint64_t bIgnoreAffiliationInteractHighlight = 0x457; // bool : 4
        inline uint64_t bSuppressInteractionWidget = 0x457; // bool : 5
        inline uint64_t bAutoReleaseCurieContainerOnDestroyed = 0x457; // bool : 6
        inline uint64_t bSpawnIntoGridSublevel = 0x457; // bool : 7
        inline uint64_t bUseMinLifeSpan = 0x458; // bool : 0
        inline uint64_t bIgnoreDeterminePhysicsObjectImpactDataAutomatically = 0x458; // bool : 1
        inline uint64_t bContainsMaxHealthOverrideComponent = 0x458; // bool : 3
        inline uint64_t BuildingType = 0x459; // EFortBuildingType
        inline uint64_t Team = 0x45a; // EFortTeam
        inline uint64_t TeamIndex = 0x45b; // uint8_t
        inline uint64_t ActorTemplateID = 0x45c; // FName
        inline uint64_t ConstTags = 0x460; // FGameplayTagContainer
        inline uint64_t StaticGameplayTags = 0x480; // FGameplayTagContainer
        inline uint64_t DeviceTrackingGUID = 0x4a0; // int32_t
        inline uint64_t DeviceNameIndex = 0x4a4; // int32_t
        inline uint64_t OnDied = 0x4a8; // FMulticastInlineDelegate
        inline uint64_t OnOutOfHealthNotDestroyed = 0x4b8; // FMulticastInlineDelegate
        inline uint64_t OnDamaged = 0x4c8; // FMulticastInlineDelegate
        inline uint64_t OnDeathPlayEffectsDelegate = 0x4d8; // FMulticastInlineDelegate
        inline uint64_t AssociatedMissionParam = 0x4e8; // UFortMission*
        inline uint64_t OriginatingPlacementActor = 0x4f0; // UFortPlacementActor*
        inline uint64_t BRMinDrawDistance = 0x4f8; // float
        inline uint64_t BRMaxDrawDistance = 0x4fc; // float
        inline uint64_t StWMinDrawDistance = 0x500; // float
        inline uint64_t StWMaxDrawDistance = 0x504; // float
        inline uint64_t OnInteract = 0x508; // FMulticastInlineDelegate
        inline uint64_t InteractionSpeed = 0x518; // FCurveTableRowHandle
        inline uint64_t pad_0x528 = 0x528; // uint8_t[0x60]
        inline uint64_t DataVersion = 0x588; // int32_t
        inline uint64_t PlaysetPackagePathName = 0x58c; // FName
        inline uint64_t PlayHitSound = 0x590; // USoundBase*
        inline uint64_t SnapGridSize = 0x598; // float
        inline uint64_t VertSnapGridSize = 0x59c; // float
        inline uint64_t SnapOffset = 0x5a0; // FVector3f
        inline uint64_t CentroidOffset = 0x5ac; // FVector3f
        inline uint64_t BaseLocToPivotOffset = 0x5b8; // FVector3f
        inline uint64_t BaselineScale = 0x5c4; // float
        inline uint64_t CustomState = 0x5c8; // FString
        inline uint64_t ComponentTypesWhitelistedForReplication = 0x5d8; // TArray<TSubclassOf<UActorComponent>>
        inline uint64_t RuntimeAddedComponentTypesWhitelistedForReplication = 0x5e8; // TArray<TSubclassOf<UActorComponent>>
        inline uint64_t OverridePrimitivesToExcludeFoliage = 0x5f8; // TArray<UPrimitiveComponent*>
        inline uint64_t HotSpotConfig = 0x608; // UBuildingActorHotSpotConfig*
        inline uint64_t OnBuildingHealthChanged = 0x610; // FMulticastInlineDelegate
        inline uint64_t OnActorHealthChanged = 0x620; // FMulticastInlineDelegate
        inline uint64_t SavedActorGuid = 0x630; // FGuid
        inline uint64_t pad_0x640 = 0x640; // uint8_t[0x18]
        inline uint64_t TransientOverrides = 0x658; // TArray<FTransientOverride>
        inline uint64_t GeneratedTransientOverrides = 0x668; // TArray<FTransientOverride>
        inline uint64_t ProjectileMovementComponent = 0x678; // UProjectileMovementComponent*
        inline uint64_t OnTeamIndexChangedDelegate = 0x680; // FMulticastInlineDelegate
        inline uint64_t PhysicsObjectPresetTag = 0x690; // FGameplayTag
        inline uint64_t PhysicsObjectPhysicalDataTag = 0x694; // FGameplayTag
        inline uint64_t PhysicsObjectBuoyancyDataTag = 0x698; // FGameplayTag
        inline uint64_t PhysicsObjectImpactDamageDataTag = 0x69c; // FGameplayTag
        inline uint64_t PhysicsObjectComponent = 0x6a0; // UFortPhysicsObjectComponent*
        inline uint64_t LabelOverride = 0x6a8; // FString
    }

    namespace FortGameState {
        inline uint64_t CurrentWUID = 0x368; // FString
        inline uint64_t CurrentZoneInstanceId = 0x378; // FString
        inline uint64_t ParTime = 0x388; // int32_t
        inline uint64_t WorldLevel = 0x38c; // int32_t
        inline uint64_t CraftingBonus = 0x390; // int32_t
        inline uint64_t CurrentReadyToContinueTimer = 0x394; // float
        inline uint64_t TeamCount = 0x398; // int32_t
        inline uint64_t pad_0x39C = 0x39c; // uint8_t[0x4]
        inline uint64_t MatchmakingLinkId = 0x3a0; // FOnlineLinkId
        inline uint64_t MatchmakingLinkType = 0x3b8; // FString
        inline uint64_t AnalyticsSessionInfo = 0x3c8; // FAnalyticsSessionInfo
        inline uint64_t POIManager = 0x400; // UFortPoiManager*
        inline uint64_t pad_0x408 = 0x408; // uint8_t[0x14]
        inline uint64_t bDBNOEnabledForGameMode = 0x41c; // bool : 0
        inline uint64_t bSkipWorldSave = 0x41c; // bool : 1
        inline uint64_t bShowLoadingScreenUntilAllLevelAreLoaded = 0x41c; // bool : 2
        inline uint64_t pad_0x41D = 0x41d; // uint8_t[0x1B]
        inline uint64_t bFishingCollectionEnabled = 0x438; // bool
        inline uint64_t bCharacterCollectionEnabled = 0x439; // bool
        inline uint64_t bAccoladeCollectionEnabled = 0x43a; // bool
        inline uint64_t pad_0x43B = 0x43b; // uint8_t[0x1]
        inline uint64_t MatchStartTime = 0x43c; // float
        inline uint64_t RealMatchStartTime = 0x440; // double
        inline uint64_t bPlayerRespawningBlocked_Temporarily = 0x448; // bool
        inline uint64_t pad_0x449 = 0x449; // uint8_t[0x7]
        inline uint64_t ReplicatedWorldRealTimeSecondsDouble = 0x450; // double
        inline uint64_t ServerWorldRealTimeSecondsDelta = 0x458; // double
        inline uint64_t pad_0x460 = 0x460; // uint8_t[0x30]
        inline uint64_t AdditionalPlaylistLevelsStreamed = 0x490; // TArray<FAdditionalLevelStreamed>
        inline uint64_t pad_0x4A0 = 0x4a0; // uint8_t[0x50]
        inline uint64_t WorldDaysElapsed = 0x4f0; // int32_t
        inline uint64_t pad_0x4F4 = 0x4f4; // uint8_t[0x1C]
        inline uint64_t FeedbackManager = 0x510; // UFortFeedbackManager*
        inline uint64_t MissionManager = 0x518; // UFortMissionManager*
        inline uint64_t AnnouncementManager = 0x520; // UFortClientAnnouncementManager*
        inline uint64_t ScriptedActionManager = 0x528; // UFortScriptedActionManager*
        inline uint64_t LobbyGameState = 0x530; // UFortLobbyBeaconState*
        inline uint64_t WorldManager = 0x538; // UFortWorldManager*
        inline uint64_t GameplayState = 0x540; // EFortGameplayState
        inline uint64_t pad_0x541 = 0x541; // uint8_t[0x7]
        inline uint64_t MusicManagerSubclass = 0x548; // TSubclassOf<UFortMusicManager>
        inline uint64_t MusicManagerBank = 0x550; // UFortMusicManagerBank*
        inline uint64_t FortAmbientAudioControllerClass = 0x558; // TSubclassOf<UFortAmbientAudioController>
        inline uint64_t FortStreamingSourcesComponentClassOverride = 0x560; // TSubclassOf<UFortControllerComponent_StreamingSources>
        inline uint64_t GameSessionId = 0x568; // FString
        inline uint64_t ManagedCharMovementComponents = 0x578; // TArray<UFortMovementComp_Character*>
        inline uint64_t ManagedAnimPawns = 0x588; // TArray<UFortAIPawn*>
        inline uint64_t PawnForReplayRelevancy = 0x598; // UFortPawn*
        inline uint64_t RecorderPlayerState = 0x5a0; // UFortPlayerState*
        inline uint64_t pad_0x5A8 = 0x5a8; // uint8_t[0x30]
        inline uint64_t ManagedCharMovementComponentsCopyPrimary = 0x5d8; // TArray<UFortMovementComp_Character*>
        inline uint64_t ManagedCharMovementComponentsCopyDelayed = 0x5e8; // TArray<UFortMovementComp_Character*>
        inline uint64_t TimeOfDayCallbacks = 0x5f8; // TArray<FOnTimeHitInfo>
        inline uint64_t FXManager = 0x608; // UFortFXManager*
        inline uint64_t WindManager = 0x610; // UFortWindManager*
        inline uint64_t DestructionGraph = 0x618; // UFortDestructionGraph*
        inline uint64_t Teams = 0x620; // TArray<UFortTeamInfo*>
        inline uint64_t bSkipTeamReplication = 0x630; // bool
        inline uint64_t pad_0x631 = 0x631; // uint8_t[0x37]
        inline uint64_t OnPoiManagerReplicatedEvent = 0x668; // FMulticastInlineDelegate
        inline uint64_t pad_0x678 = 0x678; // uint8_t[0x48]
        inline uint64_t GlobalAbilityTargetingActor = 0x6c0; // UFortGlobalAbilityTargetingActor*
        inline uint64_t pad_0x6C8 = 0x6c8; // uint8_t[0x28]
        inline uint64_t AppliedHomebaseDataArray = 0x6f0; // TArray<FAppliedHomebaseData>
        inline uint64_t pad_0x700 = 0x700; // uint8_t[0x60]
        inline uint64_t OnAllAdditionalPlaylistLevelsLoadedDynamicDelegate = 0x760; // FMulticastInlineDelegate
        inline uint64_t pad_0x770 = 0x770; // uint8_t[0x18]
        inline uint64_t OnAllAdditionalPlaylistLevelsVisibleDynamicDelegate = 0x788; // FMulticastInlineDelegate
        inline uint64_t LootInfo = 0x798; // FGameStateLootInfo
        inline uint64_t TreasureChestInfos = 0x7b8; // TArray<FBuildingContainerDebugInfo>
        inline uint64_t AmmoBoxInfos = 0x7c8; // TArray<FBuildingContainerDebugInfo>
        inline uint64_t pad_0x7D8 = 0x7d8; // uint8_t[0x18]
        inline uint64_t UnplayableHitchThresholdInMs = 0x7f0; // float
        inline uint64_t MaxUnplayableHitchesToTolerate = 0x7f4; // int32_t
        inline uint64_t pad_0x7F8 = 0x7f8; // uint8_t[0x10]
        inline uint64_t CreativeQuestManager = 0x808; // UCreativeQuestManager*
        inline uint64_t SkinWeightManager = 0x810; // UFortSkinWeightOverrideManager*
    }

    namespace FortWorldItem {
        inline uint64_t pad_0xA8 = 0xa8; // uint8_t[0x48]
        inline uint64_t OnItemDurabilityCooldownStart = 0xf0; // FMulticastInlineDelegate
        inline uint64_t pad_0x100 = 0x100; // uint8_t[0x18]
        inline uint64_t OnItemDurabilityCooldownEnd = 0x118; // FMulticastInlineDelegate
        inline uint64_t pad_0x128 = 0x128; // uint8_t[0x18]
        inline uint64_t bIsTemporaryItem = 0x140; // bool
        inline uint64_t bNeedsPersistentUpdate = 0x141; // bool
        inline uint64_t bPendingPersistentDelete = 0x142; // bool
        inline uint64_t pad_0x143 = 0x143; // uint8_t[0x15]
        inline uint64_t ItemEntry = 0x158; // FFortItemEntry
        inline uint64_t pad_0x1F0 = 0x1f0; // uint8_t[0x8]
        inline uint64_t BaseRegenCooldown = 0x1f8; // float
        inline uint64_t pad_0x1FC = 0x1fc; // uint8_t[0x74]
    }

    namespace FortPawn_Taker {
        inline uint64_t SlowShackleScale = 0x39b0; // float
        inline uint64_t bUseClimbLinks = 0x39b4; // bool : 0
        inline uint64_t pad_0x39B5 = 0x39b5; // uint8_t[0xB]
        inline uint64_t BuildingCollisions = 0x39c0; // TArray<FBuildingHitTime>
    }

    namespace FortPlayerPawn {
        inline uint64_t pad_0x2030 = 0x2030; // uint8_t[0xF8]
        inline uint64_t VehicleInputStateReliable = 0x2128; // FFortAthenaVehicleInputStateReliable
        inline uint64_t bIsNearSafeZoneEdge = 0x212a; // bool : 0
        inline uint64_t bPlayingSafeZoneEffects = 0x212a; // bool : 1
        inline uint64_t bDoSafeZoneCleanup = 0x212a; // bool : 2
        inline uint64_t bIsSwimmingAnimLayerLinked = 0x212a; // bool : 3
        inline uint64_t bIsSwimmingAnimLayerPendingRemove = 0x212a; // bool : 4
        inline uint64_t bIsSprintJump = 0x212a; // bool : 5
        inline uint64_t bHasDisableSprintTag = 0x212a; // bool : 6
        inline uint64_t bIsTacticalSprinting = 0x212a; // bool : 7
        inline uint64_t bDisableSwimSprintCancel = 0x212b; // bool : 0
        inline uint64_t bIsWaterJump = 0x212b; // bool : 1
        inline uint64_t bIsWaterSprintBoost = 0x212b; // bool : 2
        inline uint64_t bIsWaterSprintBoostPending = 0x212b; // bool : 3
        inline uint64_t bPlayingPassengerToPassengerAnimation = 0x212b; // bool : 7
        inline uint64_t bPlayingDriverToPassengerAnimation = 0x212c; // bool : 0
        inline uint64_t bIsTargeting = 0x212c; // bool : 1
        inline uint64_t bIsTargetingConsumableThrow = 0x212c; // bool : 2
        inline uint64_t bIsSwappingCharacterParts = 0x212c; // bool : 3
        inline uint64_t bBalloonMovementActivated = 0x212c; // bool : 4
        inline uint64_t bIsScriptedBot = 0x212c; // bool : 5
        inline uint64_t bForceAllowClothingActor = 0x212c; // bool : 6
        inline uint64_t bBuildHotfix = 0x212c; // bool : 7
        inline uint64_t pad_0x212D = 0x212d; // uint8_t[0x1]
        inline uint64_t FortPlayerPawnLightingChannels = 0x212e; // FLightingChannels
        inline uint64_t pad_0x212F = 0x212f; // uint8_t[0x1]
        inline uint64_t StasisModes = 0x2130; // TArray<EFortPawnStasisMode>
        inline uint64_t OnBuildingStateChangedDelegate = 0x2140; // FMulticastInlineDelegate
        inline uint64_t BuildingState = 0x2150; // EFortBuildingState
        inline uint64_t AccelerationZPack = 0x2151; // int8_t
        inline uint64_t pad_0x2152 = 0x2152; // uint8_t[0x1E]
        inline uint64_t ParachuteDirectionalSpeedMultiplierCurve = 0x2170; // UCurveFloat*
        inline uint64_t SkydivingDirectionalSpeedMultiplierCurve = 0x2178; // UCurveFloat*
        inline uint64_t BallooningDirectionalSpeedMultiplierCurve = 0x2180; // UCurveFloat*
        inline uint64_t DirectionalSpeedMultiplierCurve = 0x2188; // UCurveFloat*
        inline uint64_t ThirdPersonSpeedMultiplierCurve = 0x2190; // UCurveFloat*
        inline uint64_t SideScrollerSpeedMultiplierCurve = 0x2198; // UCurveFloat*
        inline uint64_t OverrideWalkDirectionalSpeedMultiplierCurve = 0x21a0; // UCurveFloat*
        inline uint64_t OverrideRunDirectionalSpeedMultiplierCurve = 0x21a8; // UCurveFloat*
        inline uint64_t OverrideCrouchDirectionalSpeedMultiplierCurve = 0x21b0; // UCurveFloat*
        inline uint64_t ADSWalkingDirectionalSpeedMultiplierCurve = 0x21b8; // UCurveFloat*
        inline uint64_t ADSCrouchDirectionalSpeedMultiplierCurve = 0x21c0; // UCurveFloat*
        inline uint64_t WeaponADSStandingSpeedMultiplierTable = 0x21c8; // UCurveTable*
        inline uint64_t WeaponADSCrouchingSpeedMultiplierTable = 0x21d0; // UCurveTable*
        inline uint64_t WeaponNonADSStandingSpeedMultiplierTable = 0x21d8; // UCurveTable*
        inline uint64_t WeaponNonADSCrouchingSpeedMultiplierTable = 0x21e0; // UCurveTable*
        inline uint64_t pad_0x21E8 = 0x21e8; // uint8_t[0x4]
        inline uint64_t bIsThirdPersonModeEnabled = 0x21ec; // bool
        inline uint64_t bIsSideScrollerModeEnabled = 0x21ed; // bool
        inline uint64_t pad_0x21EE = 0x21ee; // uint8_t[0x2]
        inline uint64_t LastCustomizationTimestamp = 0x21f0; // float
        inline uint64_t MinimumTimeBetweenSteps = 0x21f4; // float
        inline uint64_t LastStepTime = 0x21f8; // float
        inline uint64_t pad_0x21FC = 0x21fc; // uint8_t[0x4]
        inline uint64_t OnFootstepEvent = 0x2200; // FMulticastInlineDelegate
        inline uint64_t OnPawnEnterWater = 0x2210; // FMulticastInlineDelegate
        inline uint64_t OnPawnExitWater = 0x2220; // FMulticastInlineDelegate
        inline uint64_t pad_0x2230 = 0x2230; // uint8_t[0x30]
        inline uint64_t OnPawnExitSwinging = 0x2260; // FMulticastInlineDelegate
        inline uint64_t pad_0x2270 = 0x2270; // uint8_t[0x30]
        inline uint64_t CurrentPawnSquaredSpeedXY = 0x22a0; // float
        inline uint64_t pad_0x22A4 = 0x22a4; // uint8_t[0x4]
        inline uint64_t CurrentPawnVelXYRot = 0x22a8; // FRotator
        inline uint64_t CurrentPawnSquaredSpeed = 0x22c0; // float
        inline uint64_t bIsInWaterVolume = 0x22c4; // bool
        inline uint64_t pad_0x22C5 = 0x22c5; // uint8_t[0x3]
        inline uint64_t ShallowWaterVolumeSurfaceTraceStartOffsetZ = 0x22c8; // FScalableFloat
        inline uint64_t ShallowWaterVolumeSurfaceTraceEndOffsetZ = 0x22f0; // FScalableFloat
        inline uint64_t pad_0x2318 = 0x2318; // uint8_t[0x8]
        inline uint64_t ShallowWaterVolumeData = 0x2320; // FPlayerPawnShallowWaterVolumeData
        inline uint64_t pad_0x2328 = 0x2328; // uint8_t[0x18]
        inline uint64_t bNotifyBlueprintWhenLandscapeTeleporting = 0x2340; // bool
        inline uint64_t pad_0x2341 = 0x2341; // uint8_t[0xB]
        inline uint64_t CachedTeamControllingRC = 0x234c; // uint8_t
        inline uint64_t BalloonActiveCount = 0x234d; // uint8_t
        inline uint64_t bParachuteDeployFixedVerticalDistance = 0x234e; // bool : 0
        inline uint64_t bIsSkydiving = 0x234f; // bool
        inline uint64_t bIsParachuteOpen = 0x2350; // bool
        inline uint64_t bLocalIsSkydiving = 0x2351; // bool : 0
        inline uint64_t bLocalIsParachuteForcedOpen = 0x2351; // bool : 1
        inline uint64_t bIsParachuteForcedOpen = 0x2351; // bool : 2
        inline uint64_t bIsSkydivingFromBus = 0x2351; // bool : 3
        inline uint64_t bIsSkydivingFromLaunchPad = 0x2351; // bool : 4
        inline uint64_t bPendingSkydiveLaunch = 0x2351; // bool : 5
        inline uint64_t bAllowPickupInteractionWhileSkydiving = 0x2351; // bool : 6
        inline uint64_t bIsBelowAutoDeployTestHeight = 0x2351; // bool : 7
        inline uint64_t bIsProxySimulationTimedOut = 0x2352; // bool : 0
        inline uint64_t bIsPedestalHero = 0x2352; // bool : 1
        inline uint64_t bInGliderRedeploy = 0x2352; // bool : 2
        inline uint64_t bLocalInGliderRedeploy = 0x2352; // bool : 3
        inline uint64_t bDestructionGuard = 0x2352; // bool : 7
        inline uint64_t bBeingRepossessed = 0x2353; // bool : 0
        inline uint64_t bForceCleanUpOnUnPossessed = 0x2353; // bool : 1
        inline uint64_t bUnbindHealthSetEventsOnUnpossessed = 0x2353; // bool : 2
        inline uint64_t bInitAbilitySystemComponentFromPlayerState = 0x2353; // bool : 3
        inline uint64_t bStartedInteractSearch = 0x2353; // bool : 4
        inline uint64_t bSignificanceLODDirty = 0x2353; // bool : 5
        inline uint64_t bIsUsingJetpack = 0x2353; // bool : 6
        inline uint64_t bIsPlayingEmote = 0x2353; // bool : 7
        inline uint64_t pad_0x2354 = 0x2354; // uint8_t[0x99]
        inline uint64_t bShowingOverdriveEffect = 0x23ed; // bool : 0
        inline uint64_t bIsRespawning = 0x23ed; // bool : 1
        inline uint64_t bIsRespawningInAir = 0x23ed; // bool : 2
        inline uint64_t bInitializedPostRepPlayerState = 0x23ed; // bool : 3
        inline uint64_t bHasWaterParticleSystem = 0x23ed; // bool : 4
        inline uint64_t bCanShowDefaultSkin = 0x23ed; // bool : 5
        inline uint64_t bDisabledTetheringSupport = 0x23ed; // bool : 6
        inline uint64_t bAllowDefaultCharacterParts = 0x23ed; // bool : 7
        inline uint64_t bIsInFrontEndHologram = 0x23ee; // bool : 0
        inline uint64_t pad_0x23EF = 0x23ef; // uint8_t[0x4D]
        inline uint64_t HeldObject = 0x243c; // TWeakObjectPtr<UActor>
        inline uint64_t pad_0x2444 = 0x2444; // uint8_t[0x1]
        inline uint64_t bForceMoveRelativeToCameraRotation = 0x2445; // bool : 0
        inline uint64_t bIsWaitingForEmoteInteraction = 0x2445; // bool : 1
        inline uint64_t bIsEmoteLeader = 0x2445; // bool : 2
        inline uint64_t bShouldSyncAnimationWithEmoteLeader = 0x2445; // bool : 3
        inline uint64_t bShouldJitterAnimationSyncWithEmoteLeader = 0x2445; // bool : 4
        inline uint64_t bDoubleFileEmoteSecondLine = 0x2445; // bool : 5
        inline uint64_t bEmoteUsesSecondaryFire = 0x2445; // bool : 6
        inline uint64_t bLockGroupEmoteLeaderRotation = 0x2445; // bool : 7
        inline uint64_t pad_0x2446 = 0x2446; // uint8_t[0x6]
        inline uint64_t EmoteBandLeaderIndex = 0x244c; // int32_t
        inline uint64_t GroupEmoteLookTarget = 0x2450; // UFortPlayerPawn*
        inline uint64_t GroupEmoteTailTarget = 0x2458; // UFortPlayerPawn*
        inline uint64_t GroupEmoteFollowers = 0x2460; // TArray<UFortPlayerPawn*>
        inline uint64_t pad_0x2470 = 0x2470; // uint8_t[0x60]
        inline uint64_t GroupEmoteAnimOffset = 0x24d0; // float
        inline uint64_t GroupEmoteLeaderRotationYawOffset = 0x24d4; // float
        inline uint64_t pad_0x24D8 = 0x24d8; // uint8_t[0x8]
        inline uint64_t GroupEmoteLookTargetRotationLeader = 0x24e0; // FRotator
        inline uint64_t pad_0x24F8 = 0x24f8; // uint8_t[0x18]
        inline uint64_t GroupEmoteMaximumZDifference = 0x2510; // float
        inline uint64_t pad_0x2514 = 0x2514; // uint8_t[0x4]
        inline uint64_t OnGroupEmoteSyncValueChanged = 0x2518; // FMulticastInlineDelegate
        inline uint64_t OnGroupEmoteFollowerJoined = 0x2528; // FMulticastInlineDelegate
        inline uint64_t OnGroupEmoteFollowerLeft = 0x2538; // FMulticastInlineDelegate
        inline uint64_t OnGroupEmotePartnerStopped = 0x2548; // FMulticastInlineDelegate
        inline uint64_t OnGroupEmoteSecondaryFirePressed = 0x2558; // FMulticastInlineDelegate
        inline uint64_t GroupEmoteSyncValue = 0x2568; // uint8_t
        inline uint64_t pad_0x2569 = 0x2569; // uint8_t[0x3]
        inline uint64_t EmoteRandomSeed = 0x256c; // int32_t
        inline uint64_t GroupEmoteSoundValue = 0x2570; // uint8_t
        inline uint64_t GroupEmoteParticleValue = 0x2571; // uint8_t
        inline uint64_t pad_0x2572 = 0x2572; // uint8_t[0x6]
        inline uint64_t TransformationMontage = 0x2578; // UAnimMontage*
        inline uint64_t TransformationMontageStartTime = 0x2580; // float
        inline uint64_t pad_0x2584 = 0x2584; // uint8_t[0x8C]
        inline uint64_t CurrentMontagerLeader = 0x2610; // UAnimMontage*
        inline uint64_t CurrentSyncedMontage = 0x2618; // UAnimMontage*
        inline uint64_t bCharacterPartsCastIndirectShadows = 0x2620; // bool : 3
        inline uint64_t pad_0x2621 = 0x2621; // uint8_t[0x1]
        inline uint64_t CharacterGender = 0x2622; // EFortCustomGender
        inline uint64_t CharacterBodyType = 0x2623; // EFortCustomBodyType
        inline uint64_t bAlwaysUseMoverComp = 0x2624; // bool
        inline uint64_t pad_0x2625 = 0x2625; // uint8_t[0x13]
        inline uint64_t JumpLastActivatedTime = 0x2638; // float
        inline uint64_t pad_0x263C = 0x263c; // uint8_t[0x4]
        inline uint64_t PreviousPosition = 0x2640; // FVector
        inline uint64_t PreviousVelocity = 0x2658; // FVector
        inline uint64_t pad_0x2670 = 0x2670; // uint8_t[0x48]
        inline uint64_t CrouchStartTime = 0x26b8; // float
        inline uint64_t CrouchEndTime = 0x26bc; // float
        inline uint64_t CrouchLerpTime = 0x26c0; // float
        inline uint64_t pad_0x26C4 = 0x26c4; // uint8_t[0x4]
        inline uint64_t OnCrouchStartSound = 0x26c8; // USoundBase*
        inline uint64_t OnCrouchEndSound = 0x26d0; // USoundBase*
        inline uint64_t pad_0x26D8 = 0x26d8; // uint8_t[0x8]
        inline uint64_t ReplicatedCustomMeshHeightAdjustTarget = 0x26e0; // uint16_t
        inline uint64_t pad_0x26E2 = 0x26e2; // uint8_t[0x2]
        inline uint64_t UnburrowLaunchXYSpeed = 0x26e4; // float
        inline uint64_t UnburrowLaunchZSpeed = 0x26e8; // float
        inline uint64_t pad_0x26EC = 0x26ec; // uint8_t[0x8C]
        inline uint64_t bIsInAnyStorm = 0x2778; // bool : 0
        inline uint64_t bIsInsideSafeZone = 0x2778; // bool : 1
        inline uint64_t pad_0x2779 = 0x2779; // uint8_t[0x1F]
        inline uint64_t SafeZoneAppliedGE = 0x2798; // TSubclassOf<UGameplayEffect>
        inline uint64_t pad_0x27A0 = 0x27a0; // uint8_t[0x18]
        inline uint64_t SelfReviveGameplayEffect = 0x27b8; // TSubclassOf<UGameplayEffect>
        inline uint64_t TeammateReviveGameplayEffect = 0x27c0; // TSubclassOf<UGameplayEffect>
        inline uint64_t SetByCallerReviveHealth = 0x27c8; // FScalableFloat
        inline uint64_t DBNOInteractionCollisionProfile = 0x27f0; // FName
        inline uint64_t pad_0x27F4 = 0x27f4; // uint8_t[0x4]
        inline uint64_t DBNOInteractionBoxExtent = 0x27f8; // FVector
        inline uint64_t pad_0x2810 = 0x2810; // uint8_t[0x20]
        inline uint64_t DBNODeferTime = 0x2830; // float
        inline uint64_t DBNOHoisterBaseBoneName = 0x2834; // FName
        inline uint64_t DBNOInteractCollisionComponent = 0x2838; // UBoxComponent*
        inline uint64_t EventReviveTag = 0x2840; // FGameplayTag
        inline uint64_t AggroRangeOverride = 0x2844; // float
        inline uint64_t SetByCallerReviveSignalInStorm = 0x2848; // float
        inline uint64_t pad_0x284C = 0x284c; // uint8_t[0x4]
        inline uint64_t DBNOHorizontalTetherMultiplier = 0x2850; // FScalableFloat
        inline uint64_t DBNOVerticalTetherMultiplier = 0x2878; // FScalableFloat
        inline uint64_t pad_0x28A0 = 0x28a0; // uint8_t[0x10]
        inline uint64_t StasisAbilityHandles = 0x28b0; // TArray<FGameplayAbilitySpecHandle>
        inline uint64_t ArmoredInterface = 0x28c0; // TScriptInterface<IFortArmoredInterface>
        inline uint64_t LastBuildingMetadata = 0x28d0; // UBuildingEditModeMetadata*
        inline uint64_t pad_0x28D8 = 0x28d8; // uint8_t[0x20]
        inline uint64_t SprintCancelTime = 0x28f8; // float
        inline uint64_t pad_0x28FC = 0x28fc; // uint8_t[0x4]
        inline uint64_t bIsTouchingTouchpadSimple = 0x2900; // bool
        inline uint64_t pad_0x2901 = 0x2901; // uint8_t[0x3]
        inline uint64_t WaterSprintBoostAllowedTimer = 0x2904; // float
        inline uint64_t pad_0x2908 = 0x2908; // uint8_t[0x94]
        inline uint64_t bHasStartedFloating = 0x299c; // bool
        inline uint64_t pad_0x299D = 0x299d; // uint8_t[0x3]
        inline uint64_t ZiplineState = 0x29a0; // FZiplinePawnState
        inline uint64_t ZiplineRentryProtectionDelay = 0x2a10; // FScalableFloat
        inline uint64_t ZiplineMotorOffset = 0x2a38; // FVector
        inline uint64_t ZiplineStateChanged = 0x2a50; // FMulticastInlineDelegate
        inline uint64_t ZiplinePostBegin = 0x2a60; // FMulticastInlineDelegate
        inline uint64_t ZiplineSpeedFactorTarget = 0x2a70; // float
        inline uint64_t ZiplineSpeedFactor = 0x2a74; // float
        inline uint64_t pad_0x2A78 = 0x2a78; // uint8_t[0x10]
        inline uint64_t EnableSwimSprintDiveCooldown = 0x2a88; // FScalableFloat
        inline uint64_t SwimSprintDiveCooldown = 0x2ab0; // FScalableFloat
        inline uint64_t SwimDiveBoostTimeThreshold = 0x2ad8; // FScalableFloat
        inline uint64_t ClientSwimDiveInputTime = 0x2b00; // float
        inline uint64_t bCanPredictJumpApex = 0x2b04; // bool
        inline uint64_t pad_0x2B05 = 0x2b05; // uint8_t[0x1B]
        inline uint64_t OnAbilityFailedDelegate = 0x2b20; // FMulticastInlineDelegate
        inline uint64_t pad_0x2B30 = 0x2b30; // uint8_t[0x28]
        inline uint64_t UnableToPerformActionMontage = 0x2b58; // UAnimMontage*
        inline uint64_t UnableToPerformActionSound = 0x2b60; // USoundBase*
        inline uint64_t MoveSoundStimulusBroadcastInterval = 0x2b68; // float
        inline uint64_t pad_0x2B6C = 0x2b6c; // uint8_t[0x108]
        inline uint64_t EmoteStartTime = 0x2c74; // float
        inline uint64_t EmoteRandomNum = 0x2c78; // float
        inline uint64_t RandomEmoteIntFrontEnd = 0x2c7c; // int32_t
        inline uint64_t pad_0x2C80 = 0x2c80; // uint8_t[0x20]
        inline uint64_t bPlayingPassengerToDriverAnimation = 0x2ca0; // bool
        inline uint64_t pad_0x2CA1 = 0x2ca1; // uint8_t[0x37]
        inline uint64_t VehicleSpeedAtTimeOfJump = 0x2cd8; // float
        inline uint64_t pad_0x2CDC = 0x2cdc; // uint8_t[0x4]
        inline uint64_t CurrentVehicle = 0x2ce0; // UActor*
        inline uint64_t CurrentSeatProvider = 0x2ce8; // UObject*
        inline uint64_t InteractingPCRep = 0x2cf0; // UFortPlayerControllerGameplay*
        inline uint64_t VehicleLastTick = 0x2cf8; // UActor*
        inline uint64_t pad_0x2D00 = 0x2d00; // uint8_t[0x18]
        inline uint64_t OnVehicleStateChangedEvent = 0x2d18; // FMulticastInlineDelegate
        inline uint64_t pad_0x2D28 = 0x2d28; // uint8_t[0x10]
        inline uint64_t OnUIGameplayCue = 0x2d38; // FMulticastInlineDelegate
        inline uint64_t OnPetAddedOrRemoved = 0x2d48; // FMulticastInlineDelegate
        inline uint64_t TetherComponent = 0x2d58; // UFortPawnComponent_Tether*
        inline uint64_t PendingTetherLaunch = 0x2d60; // float
        inline uint64_t pad_0x2D64 = 0x2d64; // uint8_t[0x4C]
        inline uint64_t TetherJumpLastTime = 0x2db0; // float
        inline uint64_t bSupportsTetheredMovement = 0x2db4; // bool
        inline uint64_t pad_0x2DB5 = 0x2db5; // uint8_t[0x3]
        inline uint64_t BalloonRope = 0x2db8; // UBuildingGameplayActor*
        inline uint64_t OnPossessedProp = 0x2dc0; // FMulticastInlineDelegate
        inline uint64_t PossessedProp = 0x2dd0; // UBuildingGameplayActorPlayerPropAttachment*
        inline uint64_t ChaosSwimmingUnderwaterJumpHoldTime = 0x2dd8; // float
        inline uint64_t pad_0x2DDC = 0x2ddc; // uint8_t[0x6C]
        inline uint64_t SlopeCameraOffsetFrameCounter = 0x2e48; // int64_t
        inline uint64_t SlopeCameraOffsetInterpolator = 0x2e50; // FVectorRK4SpringInterpolator
        inline uint64_t pad_0x2E58 = 0x2e58; // uint8_t[0x60]
        inline uint64_t LargeBodyTypeTargetingOffset = 0x2eb8; // FVector
        inline uint64_t pad_0x2ED0 = 0x2ed0; // uint8_t[0xB0]
        inline uint64_t VehicleInputComponent = 0x2f80; // UInputComponent*
        inline uint64_t pad_0x2F88 = 0x2f88; // uint8_t[0x8]
        inline uint64_t BluePrintPlaceAnimation = 0x2f90; // UAnimMontage*
        inline uint64_t BluePrintEditAnimation = 0x2f98; // UAnimMontage*
        inline uint64_t pad_0x2FA0 = 0x2fa0; // uint8_t[0x8]
        inline uint64_t OnStartedInteractSearch = 0x2fa8; // FMulticastInlineDelegate
        inline uint64_t OnEndedInteractSearch = 0x2fb8; // FMulticastInlineDelegate
        inline uint64_t OnAttemptedInstantInteractSearch = 0x2fc8; // FMulticastInlineDelegate
        inline uint64_t pad_0x2FD8 = 0x2fd8; // uint8_t[0x18]
        inline uint64_t EmoteInteractionCollisionProfile = 0x2ff0; // FName
        inline uint64_t pad_0x2FF4 = 0x2ff4; // uint8_t[0x4]
        inline uint64_t EmoteInteractionBoxExtent = 0x2ff8; // FVector
        inline uint64_t EmoteInteractCollisionComponent = 0x3010; // UBoxComponent*
        inline uint64_t pad_0x3018 = 0x3018; // uint8_t[0x18]
        inline uint64_t OnPartChanged = 0x3030; // FMulticastInlineDelegate
        inline uint64_t pad_0x3040 = 0x3040; // uint8_t[0x18]
        inline uint64_t OnManagedPartVisibilityChanged = 0x3058; // FMulticastInlineDelegate
        inline uint64_t pad_0x3068 = 0x3068; // uint8_t[0x30]
        inline uint64_t OnPostResIn = 0x3098; // FMulticastInlineDelegate
        inline uint64_t pad_0x30A8 = 0x30a8; // uint8_t[0x30]
        inline uint64_t BlueprintPaperMID = 0x30d8; // UMaterialInstanceDynamic*
        inline uint64_t BlueprintPaperPulseTimeline = 0x30e0; // FTimeline
        inline uint64_t Hero = 0x3170; // UFortHero*
        inline uint64_t DisplayContext = 0x3178; // EFortPawnDisplayContext
        inline uint64_t pad_0x3179 = 0x3179; // uint8_t[0x27]
        inline uint64_t HACK_CustomPRIComponent = 0x31a0; // UCustomPlayerComponent*
        inline uint64_t CosmeticDataComponent = 0x31a8; // UCosmeticDataComponent*
        inline uint64_t CosmeticLoadoutComponent = 0x31b0; // UFortCosmeticLoadoutComponent*
        inline uint64_t BaseAthenaLoadout = 0x31b8; // FFortAthenaLoadout
        inline uint64_t BaseCosmeticLoadout = 0x32b8; // FCosmeticLoadout
        inline uint64_t AppliedAthenaLoadout = 0x32e0; // FFortAthenaLoadout
        inline uint64_t AppliedCosmeticLoadout = 0x33e0; // FCosmeticLoadout
        inline uint64_t AppliedSwaps = 0x3408; // TArray<FFortAppliedSwapItemAndVariantData>
        inline uint64_t pad_0x3418 = 0x3418; // uint8_t[0x10]
        inline uint64_t AppliedSwapsSoft = 0x3428; // FFortSwapItemAndVariantDataSoftArray
        inline uint64_t pad_0x3448 = 0x3448; // uint8_t[0x8]
        inline uint64_t BaseAthenaLoadoutReplicator = 0x3450; // FFortAthenaLoadoutReplicator
        inline uint64_t pad_0x35A0 = 0x35a0; // uint8_t[0x18]
        inline uint64_t HACK_EmoteOverride = 0x35b8; // UFortMontageItemDefinitionBase*
        inline uint64_t AthenaLoadout = 0x35c0; // FFortAthenaLoadout
        inline uint64_t CosmeticLoadout = 0x36c0; // FCosmeticLoadout
        inline uint64_t ServerLoadoutChangeSync = 0x36e8; // uint32_t
        inline uint64_t pad_0x36EC = 0x36ec; // uint8_t[0x4]
        inline uint64_t bAllowClientLoadoutChangeSync = 0x36f0; // bool
        inline uint64_t pad_0x36F1 = 0x36f1; // uint8_t[0x1F]
        inline uint64_t OnMaterialOverrideApplied = 0x3710; // FMulticastInlineDelegate
        inline uint64_t OnMaterialOverrideCleared = 0x3720; // FMulticastInlineDelegate
        inline uint64_t pad_0x3730 = 0x3730; // uint8_t[0x18]
        inline uint64_t MaterialOverrides = 0x3748; // TArray<FFortPawnMaterialOverride>
        inline uint64_t LocalMaterialOverrides = 0x3758; // TArray<FFortPawnMaterialOverride>
        inline uint64_t pad_0x3768 = 0x3768; // uint8_t[0x10]
        inline uint64_t MaterialOverrideStateMap = 0x3778; // TMap<USceneComponent*, FFortPawnMaterialOverrideState>
        inline uint64_t RepCharPartAnimMontageInfo = 0x3788; // FFortCharacterPartsRepMontageInfo
        inline uint64_t ClientObservedStats = 0x37a8; // FFortClientObservedStatArray
        inline uint64_t SkeletalMeshContext = 0x3820; // UFortPawnSkeletalMeshContext*
        inline uint64_t NPCCustomizationInfo = 0x3828; // UFortAIPawnCustomizationDefinition*
        inline uint64_t pad_0x3830 = 0x3830; // uint8_t[0x30]
        inline uint64_t AnimBPOverride = 0x3860; // TSubclassOf<UAnimInstance>
        inline uint64_t OriginalAnimBP = 0x3868; // TSubclassOf<UAnimInstance>
        inline uint64_t FootstepBankOverride = 0x3870; // UFortFootstepAudioBank*
        inline uint64_t OriginalFootstepBank = 0x3878; // UFortFootstepAudioBank*
        inline uint64_t CachedFootStepIndex = 0x3880; // int32_t
        inline uint64_t pad_0x3884 = 0x3884; // uint8_t[0x4]
        inline uint64_t WeaponAnimSetOverride = 0x3888; // UFortWeaponAnimSet*
        inline uint64_t AnimLayersOverride = 0x3890; // TArray<TSubclassOf<UAnimInstance>>
        inline uint64_t PreviousAnimLayersOverride = 0x38a0; // TArray<TSubclassOf<UAnimInstance>>
        inline uint64_t QueuedAutoPickups = 0x38b0; // TArray<UFortPickup*>
        inline uint64_t IgnoreActors = 0x38c0; // TArray<FIgnoreCollisionActor>
        inline uint64_t pad_0x38D0 = 0x38d0; // uint8_t[0x10]
        inline uint64_t AutoPickupDropRepickupDelay = 0x38e0; // FScalableFloat
        inline uint64_t pad_0x3908 = 0x3908; // uint8_t[0x20]
        inline uint64_t AutoPickupRadius = 0x3928; // FScalableFloat
        inline uint64_t pad_0x3950 = 0x3950; // uint8_t[0x30]
        inline uint64_t CarriedObjectAttachmentSocket = 0x3980; // FName
        inline uint64_t PickupSpeedMultiplier = 0x3984; // float
        inline uint64_t PositionCaptureIntervalForDistanceTraveledAccumulation = 0x3988; // float
        inline uint64_t pad_0x398C = 0x398c; // uint8_t[0x34]
        inline uint64_t MiniMapIconBrush = 0x39c0; // FSlateBrush
        inline uint64_t AboveBelowMiniMapIconBrush = 0x3a70; // FSlateBrush
        inline uint64_t FarOffMiniMapIconBrush = 0x3b20; // FSlateBrush
        inline uint64_t DBNOMiniMapIconBrush = 0x3bd0; // FSlateBrush
        inline uint64_t MinimapIconColorSelf = 0x3c80; // FLinearColor
        inline uint64_t MinimapIconColorTeammate = 0x3c90; // FLinearColor
        inline uint64_t MinimapIconColorEnemy = 0x3ca0; // FLinearColor
        inline uint64_t MaxIndicatorVisibilityDistForEnemies = 0x3cb0; // float
        inline uint64_t MaxIndicatorVisibilityDistForAllies = 0x3cb4; // float
        inline uint64_t OnPreventDeathOnOutOfHealth = 0x3cb8; // FMulticastInlineDelegate
        inline uint64_t pad_0x3CC8 = 0x3cc8; // uint8_t[0x38]
        inline uint64_t OnBackblingBoneSetsHidden = 0x3d00; // FMulticastInlineDelegate
        inline uint64_t bLeftArmHidden = 0x3d10; // bool : 0
        inline uint64_t bRightArmHidden = 0x3d10; // bool : 1
        inline uint64_t bLeftLegHidden = 0x3d10; // bool : 2
        inline uint64_t bRightLegHidden = 0x3d10; // bool : 3
        inline uint64_t bHeadHidden = 0x3d10; // bool : 4
        inline uint64_t pad_0x3D11 = 0x3d11; // uint8_t[0x7]
        inline uint64_t OnItemDroppedDelegate = 0x3d18; // FMulticastInlineDelegate
        inline uint64_t pad_0x3D28 = 0x3d28; // uint8_t[0x18]
        inline uint64_t DBNOHoisterData = 0x3d40; // FFortDBNOCarryHoisterData
        inline uint64_t DBNOHoistee = 0x3d50; // UFortPlayerPawn*
        inline uint64_t DBNOHoisterAnimSet = 0x3d58; // UFortWeaponAnimSet*
        inline uint64_t ThrowCarriedPlayerStrengthXY = 0x3d60; // float
        inline uint64_t ThrowCarriedPlayerStrengthZ = 0x3d64; // float
        inline uint64_t DropCarriedPlayerForwardOffset = 0x3d68; // float
        inline uint64_t DropCarriedPlayerHeightOffset = 0x3d6c; // float
        inline uint64_t DropCarriedPlayerTraceHeight = 0x3d70; // float
        inline uint64_t bShouldTouchShowSecondaryInteract = 0x3d74; // bool
        inline uint64_t bAllowDBNOCarry = 0x3d75; // bool
        inline uint64_t bAllowDBNOCarryEnemies = 0x3d76; // bool
        inline uint64_t bIsBeingDBNOCarried = 0x3d77; // bool
        inline uint64_t bIsDBNOCarrying = 0x3d78; // bool
        inline uint64_t bDBNOCarryHidHoisterBackpack = 0x3d79; // bool
        inline uint64_t bActorHiddenHidCharacterParts = 0x3d7a; // bool
        inline uint64_t bRequestedThrowCarriedPlayer = 0x3d7b; // bool
        inline uint64_t pad_0x3D7C = 0x3d7c; // uint8_t[0x14]
        inline uint64_t OnDBNOHoisterChangedDelegate = 0x3d90; // FMulticastInlineDelegate
        inline uint64_t OnRevivedFromDBNODelegate = 0x3da0; // FMulticastInlineDelegate
        inline uint64_t OnRevivePlayerFromDBNODelegate = 0x3db0; // FMulticastInlineDelegate
        inline uint64_t OnNewPlayerState = 0x3dc0; // FMulticastInlineDelegate
        inline uint64_t pad_0x3DD0 = 0x3dd0; // uint8_t[0x18]
        inline uint64_t OnAbilitySystemComponentInitialized = 0x3de8; // FMulticastInlineDelegate
        inline uint64_t OnPreInvalidateAbilitySystemComponent = 0x3df8; // FMulticastInlineDelegate
        inline uint64_t pad_0x3E08 = 0x3e08; // uint8_t[0x48]
        inline uint64_t OnFinishedCharacterCustomization = 0x3e50; // FMulticastInlineDelegate
        inline uint64_t pad_0x3E60 = 0x3e60; // uint8_t[0x18]
        inline uint64_t OnCrouchInputJustPressed = 0x3e78; // FMulticastInlineDelegate
        inline uint64_t pad_0x3E88 = 0x3e88; // uint8_t[0x48]
        inline uint64_t CustomizationAssetLoader = 0x3ed0; // UFortCustomizationAssetLoader*
        inline uint64_t pad_0x3ED8 = 0x3ed8; // uint8_t[0x78]
        inline uint64_t SpawnParticles = 0x3f50; // UParticleSystem*
        inline uint64_t SpawnSound = 0x3f58; // USoundBase*
        inline uint64_t pad_0x3F60 = 0x3f60; // uint8_t[0x4]
        inline uint64_t bIsLocalPlayer = 0x3f64; // bool : 1
        inline uint64_t bDamagedEnemy = 0x3f64; // bool : 3
        inline uint64_t pad_0x3F65 = 0x3f65; // uint8_t[0x2B]
        inline uint64_t OnDamageComboIncrement = 0x3f90; // FMulticastInlineDelegate
        inline uint64_t OnDamageComboReset = 0x3fa0; // FMulticastInlineDelegate
        inline uint64_t pad_0x3FB0 = 0x3fb0; // uint8_t[0x10]
        inline uint64_t PlayerStatus = 0x3fc0; // uint32_t
        inline uint64_t AccelerationPack = 0x3fc4; // uint16_t
        inline uint64_t pad_0x3FC6 = 0x3fc6; // uint8_t[0x2]
        inline uint64_t RepAnimMontageInfo = 0x3fc8; // FGameplayAbilityRepAnimMontage
        inline uint64_t ReplicatedEmoteInfo = 0x4000; // FFortEmoteRepInfo
        inline uint64_t RepAnimMontageStartSection = 0x4028; // int32_t
        inline uint64_t bNetMovementPrioritized = 0x402c; // bool : 0
        inline uint64_t pad_0x402D = 0x402d; // uint8_t[0x3]
        inline uint64_t LandingMontagePair = 0x4030; // FReplicatedMontagePair
        inline uint64_t PriorVariantData = 0x4050; // FPreviouslyAppliedVariantData
        inline uint64_t TempWeaponsStack = 0x4098; // TArray<UFortWorldItemDefinition*>
        inline uint64_t RootMotionInterruptNotifyStack = 0x40a8; // TArray<UFortAnimNotifyState_RootMotionInterrupt*>
        inline uint64_t RootMotionInterruptMontageStack = 0x40b8; // TArray<UAnimMontage*>
        inline uint64_t pad_0x40C8 = 0x40c8; // uint8_t[0xE8]
        inline uint64_t VisibilityComponent = 0x41b0; // UFortVisibilityComponent*
        inline uint64_t BlendablesPostProcessComp = 0x41b8; // UPostProcessComponent*
        inline uint64_t pad_0x41C0 = 0x41c0; // uint8_t[0x4]
        inline uint64_t bUseControllerRotationYawToRestore = 0x41c4; // bool : 0
        inline uint64_t pad_0x41C5 = 0x41c5; // uint8_t[0x3]
        inline uint64_t OnBeginSkydivingEvent = 0x41c8; // FMulticastInlineDelegate
        inline uint64_t OnEndSkydivingEvent = 0x41d8; // FMulticastInlineDelegate
        inline uint64_t OnBeginParachuteMovementEvent = 0x41e8; // FMulticastInlineDelegate
        inline uint64_t OnParachuteSpawned = 0x41f8; // FMulticastInlineDelegate
        inline uint64_t OnEndParachuteMovementEvent = 0x4208; // FMulticastInlineDelegate
        inline uint64_t OnParachuteForceOpenStart = 0x4218; // FMulticastInlineDelegate
        inline uint64_t OnBallooningGravityCeilingChanged = 0x4228; // FMulticastInlineDelegate
        inline uint64_t OnEnteredAircraft = 0x4238; // FMulticastInlineDelegate
        inline uint64_t OnStopSliding = 0x4248; // FMulticastInlineDelegate
        inline uint64_t OnPawnPossessed = 0x4258; // FMulticastInlineDelegate
        inline uint64_t OnPawnUnpossessed = 0x4268; // FMulticastInlineDelegate
        inline uint64_t OnEmoteInteracted = 0x4278; // FMulticastInlineDelegate
        inline uint64_t OnSafeZoneOccupancyChangedEvent = 0x4288; // FMulticastInlineDelegate
        inline uint64_t CustomMovementIndicators = 0x4298; // TMap<EFortCustomMovement, UTexture*>
        inline uint64_t pad_0x42A8 = 0x42a8; // uint8_t[0x20]
        inline uint64_t CurrentGliderOpenSound = 0x42c8; // USoundBase*
        inline uint64_t CurrentGliderOpenAudioComponent = 0x42d0; // TWeakObjectPtr<UAudioComponent>
        inline uint64_t CurrentGliderCloseSound = 0x42d8; // USoundBase*
        inline uint64_t CurrentGliderCloseAudioComponent = 0x42e0; // TWeakObjectPtr<UAudioComponent>
        inline uint64_t pad_0x42E8 = 0x42e8; // uint8_t[0x14]
        inline uint64_t bParachuteLockedOpen = 0x42fc; // bool
        inline uint64_t bLocalParachuteLockedOpen = 0x42fd; // bool
        inline uint64_t pad_0x42FE = 0x42fe; // uint8_t[0x2]
        inline uint64_t AttachmentMesh = 0x4300; // FRepFortMeshAttachment
        inline uint64_t AttachmentMeshComponent = 0x4310; // USkeletalMeshComponentBudgeted*
        inline uint64_t PersonalVehicleWrapModifier = 0x4318; // UCustomItemWrapModifier*
        inline uint64_t BotScriptedBehavior = 0x4320; // UFortPawnScriptedBehavior*
        inline uint64_t pad_0x4328 = 0x4328; // uint8_t[0x20]
        inline uint64_t IgnoredWaterBodies = 0x4348; // TArray<UFortWaterBodyActor*>
        inline uint64_t UnderwaterDamageComponent = 0x4358; // UFortUnderwaterDamageComponent*
        inline uint64_t pad_0x4360 = 0x4360; // uint8_t[0x10]
        inline uint64_t SlipperySlopeParams = 0x4370; // FSlipperySlopeParams
        inline uint64_t pad_0x45F0 = 0x45f0; // uint8_t[0x10]
        inline uint64_t PetState = 0x4600; // UFortPlayerPetRepState*
        inline uint64_t CosmeticPetInstance = 0x4608; // UFortPlayerPet*
        inline uint64_t pad_0x4610 = 0x4610; // uint8_t[0x10]
        inline uint64_t GliderSpawnComponent = 0x4620; // UFortGliderSpawnComponent*
        inline uint64_t ParachuteAttachment = 0x4628; // UFortPlayerParachute*
        inline uint64_t pad_0x4630 = 0x4630; // uint8_t[0x8]
        inline uint64_t GliderOverrideStack = 0x4638; // TArray<UAthenaGliderItemDefinition*>
        inline uint64_t bResetGliderOverrideOnLanding = 0x4648; // bool
        inline uint64_t pad_0x4649 = 0x4649; // uint8_t[0x3]
        inline uint64_t ParachuteClearanceCollisionProfile = 0x464c; // FName
        inline uint64_t ParachuteDeployTraceForGroundDistance = 0x4650; // FScalableFloat
        inline uint64_t LaunchPadParachuteDeployTraceForGroundDistance = 0x4678; // FScalableFloat
        inline uint64_t LaunchPadParachuteDeployTraceForDownwardSpeed = 0x46a0; // FScalableFloat
        inline uint64_t ParachuteDeployVelocityBlend = 0x46c8; // FScalableFloat
        inline uint64_t ParachuteCooldownToOpen = 0x46f0; // float
        inline uint64_t ParachuteCooldownToClose = 0x46f4; // float
        inline uint64_t GliderRedeployAllowedRow = 0x46f8; // FScalableFloat
        inline uint64_t GliderRedeployLateralVelocityMultiplierRow = 0x4720; // FScalableFloat
        inline uint64_t GliderRedeployHeighLimitRow = 0x4748; // FScalableFloat
        inline uint64_t AllowGliderRedeployHeighLimitRow = 0x4770; // FScalableFloat
        inline uint64_t FallOnCloseParachuteRow = 0x4798; // FScalableFloat
        inline uint64_t AllowCloseAfterForceDeploy = 0x47c0; // FScalableFloat
        inline uint64_t pad_0x47E8 = 0x47e8; // uint8_t[0x8]
        inline uint64_t BalloonFallDamageThresholdVelocityZ = 0x47f0; // FScalableFloat
        inline uint64_t PreDrivingAnimBP = 0x4818; // TSubclassOf<UAnimInstance>
        inline uint64_t CurrentVehicleAnimLayerOverlayClass = 0x4820; // TSubclassOf<UAnimInstance>
        inline uint64_t CurrentSwimmingAnimLayerOverlayClass = 0x4828; // TSubclassOf<UAnimInstance>
        inline uint64_t DefaultSwimmingAnimLayerOverlayClass = 0x4830; // TSubclassOf<UAnimInstance>
        inline uint64_t OverrideSwimmingAnimLayerOverlayClass = 0x4838; // TSubclassOf<UAnimInstance>
        inline uint64_t pad_0x4840 = 0x4840; // uint8_t[0x10]
        inline uint64_t TimeBeforeSwimmingLayerDeactivated = 0x4850; // float
        inline uint64_t pad_0x4854 = 0x4854; // uint8_t[0x4]
        inline uint64_t LinkedAnimGraphComponent = 0x4858; // UFortLinkedAnimGraphComponent*
        inline uint64_t AnimationComponent = 0x4860; // UFortPlayerAnimationComponent*
        inline uint64_t ParachuteAudioLoop = 0x4868; // UAudioComponent*
        inline uint64_t ParachuteAndSkydiveAudioFadeInTime = 0x4870; // float
        inline uint64_t ParachuteAndSkydiveAudioFadeOutTime = 0x4874; // float
        inline uint64_t SkydiveAudioLoop = 0x4878; // UAudioComponent*
        inline uint64_t SoundOnParachuteForcedOpen = 0x4880; // USoundBase*
        inline uint64_t SkydivingLoop1P = 0x4888; // USoundBase*
        inline uint64_t SkydivingLoop3P = 0x4890; // USoundBase*
        inline uint64_t ParachuteOpenLoop1P = 0x4898; // USoundBase*
        inline uint64_t ParachuteOpenLoop3P = 0x48a0; // USoundBase*
        inline uint64_t SwimmingAudioLoop = 0x48a8; // UAudioComponent*
        inline uint64_t SwimmingAudioFadeOutTime = 0x48b0; // float
        inline uint64_t SwimmingAudioInterpSpeed = 0x48b4; // float
        inline uint64_t SoundOnSwimmingLoop = 0x48b8; // USoundBase*
        inline uint64_t pad_0x48C0 = 0x48c0; // uint8_t[0x48]
        inline uint64_t RemoteViewData32 = 0x4908; // uint32_t
        inline uint64_t PreRecoilInputDeltaPacked = 0x490c; // uint32_t
        inline uint64_t pad_0x4910 = 0x4910; // uint8_t[0x18]
        inline uint64_t bSendReplayInputToServer = 0x4928; // bool : 0
        inline uint64_t pad_0x4929 = 0x4929; // uint8_t[0x1F]
        inline uint64_t MovementInputPacked = 0x4948; // uint32_t
        inline uint64_t pad_0x494C = 0x494c; // uint8_t[0x34]
        inline uint64_t LastQuickBarSwitchRequestTime = 0x4980; // float
        inline uint64_t MeleeAbilityCooldown = 0x4984; // float
        inline uint64_t bHideBodyOnDeathRequested = 0x4988; // bool : 0
        inline uint64_t pad_0x4989 = 0x4989; // uint8_t[0x3]
        inline uint64_t ControlledRCPawn = 0x498c; // TWeakObjectPtr<UFortRemoteControlledPawnAthena>
        inline uint64_t pad_0x4994 = 0x4994; // uint8_t[0x4]
        inline uint64_t StoredControlRotation = 0x4998; // FRotator
        inline uint64_t pad_0x49B0 = 0x49b0; // uint8_t[0x4]
        inline uint64_t UICameraFramingFaceSocketName = 0x49b4; // FName
        inline uint64_t FacialTypeOverride = 0x49b8; // EFortFacialAnimTypes
        inline uint64_t pad_0x49B9 = 0x49b9; // uint8_t[0x3]
        inline uint64_t GhostModeExitStartTime = 0x49bc; // float
        inline uint64_t GhostModeExitDuration = 0x49c0; // float
        inline uint64_t pad_0x49C4 = 0x49c4; // uint8_t[0x114]
        inline uint64_t CachedReferencesByName = 0x4ad8; // TMap<FName, FFortPlayerPawnObjectReference>
        inline uint64_t bFXPlayDustOnMovement = 0x4ae8; // bool
        inline uint64_t pad_0x4AE9 = 0x4ae9; // uint8_t[0x7]
        inline uint64_t PSC_PlayerInWater = 0x4af0; // UParticleSystemComponent*
        inline uint64_t PSC_PlayerInWaterSurfaceSwimming = 0x4af8; // UParticleSystemComponent*
        inline uint64_t NiagaraPlayerInWaterBasicAsset = 0x4b00; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerInWaterSwimmingAsset = 0x4b08; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWaterHandSplashAsset = 0x4b10; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWaterFootSplashAsset = 0x4b18; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWaterLargePlayerSplashAsset = 0x4b20; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWaterBoostAsset = 0x4b28; // UNiagaraSystem*
        inline uint64_t FootSplashLeftSocketName = 0x4b30; // FName
        inline uint64_t FootSplashRightSocketName = 0x4b34; // FName
        inline uint64_t NiagaraPlayerStandingInWater = 0x4b38; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerSwimmingInWater = 0x4b40; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerHandSplashInWater = 0x4b48; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerFootSplashInWaterLeft = 0x4b50; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerFootSplashInWaterRight = 0x4b58; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerJumpSplashInWater = 0x4b60; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerWaterBoost = 0x4b68; // UFXSystemComponent*
        inline uint64_t bWaterFootSplashActive = 0x4b70; // bool : 0
        inline uint64_t bEnableWaterInteractionEffects = 0x4b70; // bool : 1
        inline uint64_t pad_0x4B71 = 0x4b71; // uint8_t[0x7]
        inline uint64_t SlidingAudioComp = 0x4b78; // UAudioComponent*
        inline uint64_t SlidingIntensitySound3P = 0x4b80; // USoundBase*
        inline uint64_t SlidingIntensitySound1P = 0x4b88; // USoundBase*
        inline uint64_t SlideAudioIntensity = 0x4b90; // float
        inline uint64_t pad_0x4B94 = 0x4b94; // uint8_t[0x4]
        inline uint64_t PSC_PlayerSlideLand = 0x4b98; // UParticleSystemComponent*
        inline uint64_t OnActivateAbility = 0x4ba0; // FMulticastInlineDelegate
        inline uint64_t OnFiringRangedWeapon = 0x4bb0; // FMulticastInlineDelegate
        inline uint64_t ConsecutiveWeakSpotResourceBonus = 0x4bc0; // FScalableFloat
        inline uint64_t LastHitWeakSpotResourceBonus = 0x4be8; // FScalableFloat
        inline uint64_t pad_0x4C10 = 0x4c10; // uint8_t[0x8]
        inline uint64_t CustomInteractionWidget = 0x4c18; // UWidget*
        inline uint64_t pad_0x4C20 = 0x4c20; // uint8_t[0x20]
        inline uint64_t ConvertComponent = 0x4c40; // UFortPawnComponent_Convert*
        inline uint64_t AffiliationComponent = 0x4c48; // UFortActorComponent_Affiliation*
        inline uint64_t ReplacedByPawn = 0x4c50; // TWeakObjectPtr<UFortStandInPlayerPawn>
        inline uint64_t pad_0x4C58 = 0x4c58; // uint8_t[0x1]
        inline uint64_t bUseViewRotationForCameraOrigin = 0x4c59; // bool : 0
        inline uint64_t pad_0x4C5A = 0x4c5a; // uint8_t[0xEE]
        inline uint64_t CosmeticPortInformationComponent = 0x4d48; // UCosmeticPortInformationComponent*
        inline uint64_t CosmeticApplicatorComponent = 0x4d50; // UCosmeticApplicatorComponent*
        inline uint64_t CurrentQuickChatIcon = 0x4d58; // UTexture2D*
        inline uint64_t pad_0x4D60 = 0x4d60; // uint8_t[0x30]
    }

    namespace FortGameModePvE {
        inline uint64_t bIdleKickEnabledByConfig = 0xad0; // bool
        inline uint64_t bIdleKickEnabledByBlueprint = 0xad1; // bool
        inline uint64_t bOnlyIdleKickPublicMatches = 0xad2; // bool
        inline uint64_t bResetDefaultIdleTimeWhenNoLongerSolo = 0xad3; // bool
        inline uint64_t bAnyMovementNotIdleWhilePrivate = 0xad4; // bool
        inline uint64_t bRestrictMaxIdleTime = 0xad5; // bool
        inline uint64_t pad_0xAD6 = 0xad6; // uint8_t[0x2]
        inline uint64_t RestrictedMaxIdleTime = 0xad8; // float
        inline uint64_t bSendIdleAnalytics = 0xadc; // bool
        inline uint64_t bShouldClampFortStats = 0xadd; // bool
        inline uint64_t bWaitForAircraft = 0xade; // bool
        inline uint64_t bBuildingContainersStartAlreadySearched = 0xadf; // bool
        inline uint64_t bSpawnLootForBuildingContainersThatStartAlreadySearched = 0xae0; // bool
        inline uint64_t pad_0xAE1 = 0xae1; // uint8_t[0x7]
        inline uint64_t BuildingContainersThatRequireSearching = 0xae8; // TArray<TSubclassOf<?>>
        inline uint64_t pad_0xAF8 = 0xaf8; // uint8_t[0x38]
        inline uint64_t bSpawnWeaponsWithMaxPerks = 0xb30; // bool : 0
        inline uint64_t bSpawnTrapsWithMaxPerks = 0xb30; // bool : 1
        inline uint64_t bUseHighPerkSlotValues = 0xb30; // bool : 2
        inline uint64_t pad_0xB31 = 0xb31; // uint8_t[0x53]
        inline uint64_t bEnableBigBenPvE = 0xb84; // bool
        inline uint64_t pad_0xB85 = 0xb85; // uint8_t[0x3]
        inline uint64_t BigBenPvE = 0xb88; // FDateTime
        inline uint64_t BigBenPvEAdjust = 0xb90; // float
        inline uint64_t CheckNumDefendersInterval = 0xb94; // float
        inline uint64_t pad_0xB98 = 0xb98; // uint8_t[0x28]
    }

    namespace FortPlayerState {
        inline uint64_t pad_0x368 = 0x368; // uint8_t[0x28]
        inline uint64_t bIsWorldDataOwner = 0x390; // bool : 0
        inline uint64_t bIsGameSessionOwner = 0x390; // bool : 1
        inline uint64_t bIsGameSessionAdmin = 0x390; // bool : 2
        inline uint64_t bIsReadyToContinue = 0x390; // bool : 3
        inline uint64_t bHasFinishedLoading = 0x390; // bool : 4
        inline uint64_t bHasStartedPlaying = 0x390; // bool : 5
        inline uint64_t bRepFlag1 = 0x390; // bool : 6
        inline uint64_t pad_0x391 = 0x391; // uint8_t[0x3]
        inline uint64_t PlayerRole = 0x394; // EFortPlayerRole
        inline uint64_t pad_0x395 = 0x395; // uint8_t[0x1]
        inline uint64_t WorldPlayerId = 0x396; // int16_t
        inline uint64_t PartyOwnerUniqueId = 0x398; // FUniqueNetIdRepl
        inline uint64_t HeroId = 0x3c8; // FString
        inline uint64_t HeroType = 0x3d8; // UFortHeroType*
        inline uint64_t CurrentCharXP = 0x3e0; // int32_t
        inline uint64_t MyBackpackPickup = 0x3e4; // TWeakObjectPtr<UFortPickup>
        inline uint64_t InitialExperienceLevel = 0x3ec; // int32_t
        inline uint64_t InitialExperienceAmount = 0x3f0; // int32_t
        inline uint64_t pad_0x3F4 = 0x3f4; // uint8_t[0x4]
        inline uint64_t ExperienceDeltas = 0x3f8; // TArray<FFortExperienceDelta>
        inline uint64_t Platform = 0x408; // FString
        inline uint64_t Banner = 0x418; // FPlayerBannerInfo
        inline uint64_t CachedLoadoutCharacterInfo = 0x440; // FCachedLoadoutCharacterInfo
        inline uint64_t CachedLoadoutCharacterGated = 0x450; // UAthenaCharacterItemDefinition*
        inline uint64_t bIsSimulatingDamage = 0x458; // bool
        inline uint64_t pad_0x459 = 0x459; // uint8_t[0x13F]
        inline uint64_t OnTeamIndexChangedDelegate = 0x598; // FMulticastInlineDelegate
        inline uint64_t CharacterData = 0x5a8; // FCustomCharacterData
        inline uint64_t ActiveVariantOverrides = 0x600; // TArray<FMcpVariantChannelInfo>
        inline uint64_t ActiveCosmeticItemSwaps = 0x610; // TArray<FFortAppliedSwapItemAndVariantData>
        inline uint64_t AdditionalCharacterPartOverrides = 0x620; // TArray<UCustomCharacterPart*>
        inline uint64_t CustomPRIComponent = 0x630; // UCustomPlayerComponent*
        inline uint64_t pad_0x638 = 0x638; // uint8_t[0x18]
        inline uint64_t PlayerTeam = 0x650; // TWeakObjectPtr<UFortTeamInfo>
        inline uint64_t PlayerTeamPrivate = 0x658; // TWeakObjectPtr<UFortTeamPrivateInfo>
        inline uint64_t pad_0x660 = 0x660; // uint8_t[0x18]
        inline uint64_t bSkipReplicatedStats = 0x678; // bool
        inline uint64_t pad_0x679 = 0x679; // uint8_t[0x3]
        inline uint64_t ReplicatedStats_Campaign = 0x67c; // FReplicatedStatValues[35]
        inline uint64_t ReplicatedStats_Zone = 0x794; // FReplicatedStatValues[35]
        inline uint64_t pad_0x8AC = 0x8ac; // uint8_t[0x4]
        inline uint64_t bAreZoneStatsFinalized = 0x8b0; // bool
        inline uint64_t ReadyCheckState = 0x8b1; // EReadyCheckState
        inline uint64_t pad_0x8B2 = 0x8b2; // uint8_t[0x6]
        inline uint64_t HomeActor = 0x8b8; // UActor*
        inline uint64_t AttributeSets = 0x8c0; // FFortPlayerAttributeSets
        inline uint64_t AbilitySystemComponent = 0x918; // UFortAbilitySystemComponent*
        inline uint64_t HabaneroComponent = 0x920; // UFortPlayerStateComponent_Habanero*
        inline uint64_t PlayerOSSName = 0x928; // FName
        inline uint64_t TrustedPlatformType = 0x92c; // ETrustedPlatformType
        inline uint64_t pad_0x92D = 0x92d; // uint8_t[0x3]
        inline uint64_t AnalyticsPlatform = 0x930; // FString
        inline uint64_t PlatformUniqueNetId = 0x940; // FUniqueNetIdRepl
        inline uint64_t pad_0x970 = 0x970; // uint8_t[0x10]
        inline uint64_t bInitializedPlayerCustomizationOptionsFromClientSettings = 0x980; // bool
        inline uint64_t pad_0x981 = 0x981; // uint8_t[0x4F]
        inline uint64_t PawnDeathLocation = 0x9d0; // FVector
        inline uint64_t CachedPreviousWorldPlayerId = 0x9e8; // int32_t
        inline uint64_t pad_0x9EC = 0x9ec; // uint8_t[0xC]
        inline uint64_t bInGhostMode = 0x9f8; // bool
        inline uint64_t pad_0x9F9 = 0x9f9; // uint8_t[0x1F]
        inline uint64_t OnPawnDiedDelegate = 0xa18; // FMulticastInlineDelegate
        inline uint64_t OnPawnDamaged = 0xa28; // FMulticastInlineDelegate
        inline uint64_t OnMutatorListUpdatedDelegate = 0xa38; // FMulticastInlineDelegate
        inline uint64_t pad_0xA48 = 0xa48; // uint8_t[0x48]
    }

    namespace FortWeaponWheel {
        inline uint64_t pad_0x4A0 = 0x4a0; // uint8_t[0x34]
        inline uint64_t bRememberLastItem = 0x4d4; // bool
        inline uint64_t pad_0x4D5 = 0x4d5; // uint8_t[0x3]
        inline uint64_t NumOfQuickBarItems = 0x4d8; // int32_t
        inline uint64_t pad_0x4DC = 0x4dc; // uint8_t[0x4]
        inline uint64_t VirtualAcceptInputAction = 0x4e0; // FDataTableRowHandle
        inline uint64_t RadialMenu_Picker = 0x4f0; // UFortSlottedRadialMenu*
        inline uint64_t Text_ItemName = 0x4f8; // UCommonTextBlock*
        inline uint64_t Keybind_Confirm = 0x500; // UFortKeyBindWidget*
        inline uint64_t Button_Cancel = 0x508; // UCommonButtonLegacy*
        inline uint64_t Image_RadialHighlight = 0x510; // UImage*
    }

    namespace FortWeaponWings {
        inline uint64_t pad_0x1A78 = 0x1a78; // uint8_t[0x38]
        inline uint64_t WingsMaterialInstance = 0x1ab0; // UMaterialInstanceDynamic*
        inline uint64_t IsFlyingGameplayTag = 0x1ab8; // FGameplayTag
        inline uint64_t IsFallingAudioParamName = 0x1abc; // FName
        inline uint64_t FeatherDissolveName = 0x1ac0; // FName
        inline uint64_t ReplenishAnimationName = 0x1ac4; // FName
        inline uint64_t OutOfEnergy2DSound = 0x1ac8; // USoundBase*
        inline uint64_t OwnedGameplayTags = 0x1ad0; // FGameplayTagContainer
        inline uint64_t AbilitySystemComponent = 0x1af0; // UFortAbilitySystemComponent*
        inline uint64_t HealthSet = 0x1af8; // UObject*
        inline uint64_t PrimarySurfaceType = 0x1b00; // EPhysicalSurface
        inline uint64_t WeaponResponseType = 0x1b01; // EFortBaseWeaponDamage
        inline uint64_t pad_0x1B02 = 0x1b02; // uint8_t[0x6]
        inline uint64_t DamageGameplayEffectClass = 0x1b08; // TSubclassOf<UGameplayEffect>
        inline uint64_t SetByCallerDamageTag = 0x1b10; // FGameplayTag
        inline uint64_t pad_0x1B14 = 0x1b14; // uint8_t[0x4]
        inline uint64_t TagsToPreventReload = 0x1b18; // FGameplayTagContainer
        inline uint64_t ServerMeshRelativeRotationRoll = 0x1b38; // FScalableFloat
        inline uint64_t ServerMeshRelativeLocationY = 0x1b60; // FScalableFloat
        inline uint64_t ServerMeshRelativeLocationZ = 0x1b88; // FScalableFloat
    }

    namespace FortGameModeZone {
        inline uint64_t pad_0x708 = 0x708; // uint8_t[0x28]
        inline uint64_t OnPlayerLogin = 0x730; // FMulticastInlineDelegate
        inline uint64_t bSpawnAllStuff = 0x740; // bool : 0
        inline uint64_t bDisableAI = 0x740; // bool : 1
        inline uint64_t bInitBeaconAtInitGame = 0x740; // bool : 2
        inline uint64_t pad_0x741 = 0x741; // uint8_t[0x3]
        inline uint64_t OverrideAIDirectorIndex = 0x744; // int32_t
        inline uint64_t ActiveSpawnPad = 0x748; // UBuildingSMActor*
        inline uint64_t pad_0x750 = 0x750; // uint8_t[0x38]
        inline uint64_t bDisableVoiceChat = 0x788; // bool
        inline uint64_t pad_0x789 = 0x789; // uint8_t[0x7]
        inline uint64_t ReplayStreamerOverride = 0x790; // FString
        inline uint64_t pad_0x7A0 = 0x7a0; // uint8_t[0x8]
        inline uint64_t AIDirector = 0x7a8; // UFortAIDirector*
        inline uint64_t AIGoalManager = 0x7b0; // UFortAIGoalManager*
        inline uint64_t EndOfZoneRemainTime = 0x7b8; // int32_t
        inline uint64_t pad_0x7BC = 0x7bc; // uint8_t[0x4]
        inline uint64_t TaggedActorsManager = 0x7c0; // UFortTaggedActorsManager*
        inline uint64_t BuildingOctreeManager = 0x7c8; // UObject*
        inline uint64_t SimpleDestructiblePropOctreeManager = 0x7d0; // UObject*
        inline uint64_t bUseAllSocketsInSpawnPad = 0x7d8; // bool
        inline uint64_t bCheckHeroTypeForPawnClass = 0x7d9; // bool
        inline uint64_t bAllowSpectateAfterDeath = 0x7da; // bool
        inline uint64_t bForceSpectateAfterDeathRegardlessOfRespawnTime = 0x7db; // bool
        inline uint64_t pad_0x7DC = 0x7dc; // uint8_t[0x4]
        inline uint64_t SpectateAfterDeath_DelayFirst = 0x7e0; // FScalableFloat
        inline uint64_t SpectateAfterDeath_DelayRepeating = 0x808; // float
        inline uint64_t pad_0x80C = 0x80c; // uint8_t[0x4]
        inline uint64_t HotfixBehaviorVolumes = 0x810; // TArray<FHotfixVolumePlacement>
        inline uint64_t bCriticalMissionEligible = 0x820; // bool
        inline uint64_t pad_0x821 = 0x821; // uint8_t[0x47]
        inline uint64_t ZoneLootNamedWeightsMapOverride = 0x868; // TMap<FName, float>
        inline uint64_t PetManager = 0x878; // UFortPetManager*
        inline uint64_t StartingItems = 0x880; // TArray<FItemAndCount>
        inline uint64_t bAllowEnemyAIWorldItemLootDrops = 0x890; // bool : 0
        inline uint64_t bAllowEnemyAIItemCacheLootDrops = 0x890; // bool : 1
        inline uint64_t bAllowContainerItemCacheLootDrops = 0x890; // bool : 2
        inline uint64_t pad_0x891 = 0x891; // uint8_t[0x7]
        inline uint64_t OnHandleZonePeriodicReport = 0x898; // FMulticastInlineDelegate
        inline uint64_t OnHandleMatchHasStarted = 0x8a8; // FMulticastInlineDelegate
        inline uint64_t bTrustXboxPlatformId = 0x8b8; // bool
        inline uint64_t AssociatedSubGame = 0x8b9; // ESubGame
        inline uint64_t pad_0x8BA = 0x8ba; // uint8_t[0x6]
        inline uint64_t BluGloMiniMapIconBrushOverride = 0x8c0; // FSlateBrush
        inline uint64_t DefaultBluGloMiniMapIconBrush = 0x970; // FSlateBrush
        inline uint64_t pad_0xA20 = 0xa20; // uint8_t[0x10]
        inline uint64_t bEnableLandscapeFailsafeKillForBots = 0xa30; // bool
        inline uint64_t bTryToSpawnWithinStormShield = 0xa31; // bool
        inline uint64_t bSupportOneHitBuildingActorRecycling = 0xa32; // bool
        inline uint64_t bOneHitResourcesGoToOwner = 0xa33; // bool
        inline uint64_t DefaultFailsafeMode = 0xa34; // EUnderLandscapeFailsafe
        inline uint64_t pad_0xA35 = 0xa35; // uint8_t[0x3]
        inline uint64_t StormWindInactiveMagnitudeScalar = 0xa38; // float
        inline uint64_t StormWindActiveMagnitudeScalar = 0xa3c; // float
        inline uint64_t PlayerStartLocationOverrides = 0xa40; // TArray<FVector>
        inline uint64_t pad_0xA50 = 0xa50; // uint8_t[0x30]
        inline uint64_t bEnableLongRangeAutoPickup = 0xa80; // bool
        inline uint64_t pad_0xA81 = 0xa81; // uint8_t[0x3]
        inline uint64_t LongRangeAutoPickupInterval = 0xa84; // float
        inline uint64_t LongRangeAutoPickupRadius = 0xa88; // float
        inline uint64_t pad_0xA8C = 0xa8c; // uint8_t[0x44]
    }

    namespace FortGameStatePvE {
        inline uint64_t bAllowMulching = 0x1090; // bool
        inline uint64_t bIsConsideredFrontend = 0x1091; // bool
        inline uint64_t pad_0x1092 = 0x1092; // uint8_t[0x1E]
        inline uint64_t Aircraft = 0x10b0; // UFortAircraft*
        inline uint64_t pad_0x10B8 = 0x10b8; // uint8_t[0x18]
        inline uint64_t bUseMoonbeamHUD = 0x10d0; // bool
        inline uint64_t pad_0x10D1 = 0x10d1; // uint8_t[0x3]
        inline uint64_t PickupsAllowedMax = 0x10d4; // uint32_t
        inline uint64_t PickupsDesiredSlack = 0x10d8; // uint32_t
        inline uint64_t PickupDespawnDelaySeconds = 0x10dc; // float
        inline uint64_t bDebugPickupManagement = 0x10e0; // bool
        inline uint64_t bEnablePickupManagement = 0x10e1; // bool
        inline uint64_t ImportantPickupThreshold = 0x10e2; // EFortRarity
        inline uint64_t pad_0x10E3 = 0x10e3; // uint8_t[0xD]
        inline uint64_t bWeaponSwappingEnabled = 0x10f0; // bool
        inline uint64_t pad_0x10F1 = 0x10f1; // uint8_t[0x1F]
        inline uint64_t OnMaxMatchWarningTimerComplete = 0x1110; // FMulticastInlineDelegate
        inline uint64_t MaxMatchLength = 0x1120; // float
        inline uint64_t EndMatchWarningTime = 0x1124; // float
        inline uint64_t pad_0x1128 = 0x1128; // uint8_t[0x20]
    }

    namespace FortPickupAthena {
        inline uint64_t pad_0x750 = 0x750; // uint8_t[0x18]
        inline uint64_t StaticGameplayTags = 0x768; // FGameplayTagContainer
    }

    namespace FortPickupEffect {
        inline uint64_t StaticMesh = 0x278; // UStaticMesh*
        inline uint64_t SkeletalMesh = 0x280; // USkeletalMesh*
        inline uint64_t MaterialOverrides = 0x288; // TArray<UMaterialInterface*>
        inline uint64_t ParentPickupActor = 0x298; // UFortPickup*
        inline uint64_t ActiveAlterations = 0x2a0; // TArray<UFortAlterationItemDefinition*>
        inline uint64_t ItemDefinition = 0x2b0; // UFortWorldItemDefinition*
        inline uint64_t pad_0x2B8 = 0x2b8; // uint8_t[0x8]
        inline uint64_t bDoNotShowSpawnParticles = 0x2c0; // bool
        inline uint64_t bDoNotTickSkeletalMeshComponents = 0x2c1; // bool
        inline uint64_t pad_0x2C2 = 0x2c2; // uint8_t[0x6]
        inline uint64_t PickupColor = 0x2c8; // FVector
        inline uint64_t BackpackWorldPosition = 0x2e0; // FLinearColor
        inline uint64_t bOwnedByALocalPlayer = 0x2f0; // bool : 0
        inline uint64_t bOwnedByPlayer = 0x2f0; // bool : 1
        inline uint64_t pad_0x2F1 = 0x2f1; // uint8_t[0x3]
        inline uint64_t bRandomRotation = 0x2f4; // bool
        inline uint64_t pad_0x2F5 = 0x2f5; // uint8_t[0x3]
        inline uint64_t PickupByNearbyPawnSound = 0x2f8; // USoundBase*
        inline uint64_t pad_0x300 = 0x300; // uint8_t[0x8]
        inline uint64_t bTossed = 0x308; // bool
        inline uint64_t pad_0x309 = 0x309; // uint8_t[0x7]
    }

    namespace FortWeaponRanged {
        inline uint64_t OnProjectileSpawned = 0x1a78; // FMulticastInlineDelegate
        inline uint64_t OnRecoilAdded = 0x1a88; // FMulticastInlineDelegate
        inline uint64_t OnBulletTracerNiagaraDataSent = 0x1a98; // FMulticastInlineDelegate
        inline uint64_t OnBulletTracerBeamFXActivated = 0x1aa8; // FMulticastInlineDelegate
        inline uint64_t pad_0x1AB8 = 0x1ab8; // uint8_t[0x18]
        inline uint64_t ReplayActivationCue = 0x1ad0; // FWeaponCueReplicationStruct
        inline uint64_t ReplayImpactCue = 0x1ba8; // FWeaponCueReplicationStruct
        inline uint64_t pad_0x1C80 = 0x1c80; // uint8_t[0x8]
        inline uint64_t PlayDelayedRecoilTimerHandle = 0x1c88; // FTimerHandle
        inline uint64_t PlayDelayedFiringAnimationTimerHandle = 0x1c98; // FTimerHandle
        inline uint64_t PlayDelayedSpreadTimerHandle = 0x1ca8; // FTimerHandle
        inline uint64_t bLWPNudgeHitOrigin = 0x1cb8; // bool
        inline uint64_t pad_0x1CB9 = 0x1cb9; // uint8_t[0x7]
        inline uint64_t LWPNudgeHitDistance = 0x1cc0; // FFortCachedScalableFloat
        inline uint64_t TracerFXDataChannel = 0x1cf0; // UNiagaraDataChannelAsset*
        inline uint64_t NDCTracerFx = 0x1cf8; // FFortNDCTracerInfo
        inline uint64_t MuzzleFXData = 0x1e30; // FFortWeaponMuzzleFXData
        inline uint64_t HitscanTracerFakeVelocity = 0x1ee0; // float
        inline uint64_t pad_0x1EE4 = 0x1ee4; // uint8_t[0x4]
        inline uint64_t TracerTemplate = 0x1ee8; // TSubclassOf<UFortTracerBase>
        inline uint64_t bAllowAutomaticWeaponCatchup = 0x1ef0; // bool : 0
        inline uint64_t pad_0x1EF1 = 0x1ef1; // uint8_t[0xB]
        inline uint64_t LocalFireRateModification = 0x1efc; // float
        inline uint64_t CurrentNumBullets = 0x1f00; // int32_t
        inline uint64_t pad_0x1F04 = 0x1f04; // uint8_t[0x4]
        inline uint64_t ScopeTargetingMuzzleOffset = 0x1f08; // FVector
        inline uint64_t CurrentMuzzleBlockedLocation = 0x1f20; // FVector
        inline uint64_t CurrentDamageStart = 0x1f38; // EFortAbilityTargetingSource
        inline uint64_t pad_0x1F39 = 0x1f39; // uint8_t[0x7]
        inline uint64_t MaxTargetingAimAdjustment = 0x1f40; // FRotator
        inline uint64_t bAnchorReticleCenter = 0x1f58; // bool : 0
        inline uint64_t bShouldDisplayAmmoCounter = 0x1f58; // bool : 1
        inline uint64_t bShouldDisplayReticleAmmoCounter = 0x1f58; // bool : 2
        inline uint64_t bHideAmmoCounterDuringTargeting = 0x1f58; // bool : 3
        inline uint64_t bShouldDisplayAmmoCounterDuringSecondaryFire = 0x1f58; // bool : 4
        inline uint64_t bShouldHideReserveAmmo = 0x1f58; // bool : 5
        inline uint64_t bShouldHideMagazineAmmo = 0x1f58; // bool : 6
        inline uint64_t bAimFromMuzzleAtCloseRange = 0x1f58; // bool : 7
        inline uint64_t bShouldAimFromMuzzleAtCloseRange = 0x1f59; // bool : 0
        inline uint64_t bAlwaysAimFromMuzzle = 0x1f59; // bool : 1
        inline uint64_t bAutoReloadBlocksManualReload = 0x1f59; // bool : 2
        inline uint64_t bAllowTrySecondaryFireDuringReload = 0x1f5a; // bool
        inline uint64_t bMaintainAimLocationDuringTargeting = 0x1f5b; // bool : 0
        inline uint64_t bUseScopeTargeting = 0x1f5b; // bool : 1
        inline uint64_t bUseFirstPersonTargeting = 0x1f5b; // bool : 2
        inline uint64_t bDisableTargetingForHipFireFirstPerson = 0x1f5b; // bool : 3
        inline uint64_t HipFireFirstPersonMeshFOV = 0x1f5c; // float
        inline uint64_t pad_0x1F60 = 0x1f60; // uint8_t[0xC]
        inline uint64_t bUseScopedThirdPersonTargeting = 0x1f6c; // bool : 0
        inline uint64_t pad_0x1F6D = 0x1f6d; // uint8_t[0x13]
        inline uint64_t ADSFireHeadToHandDistance = 0x1f80; // float
        inline uint64_t bPersistentFireFX = 0x1f84; // bool : 0
        inline uint64_t bSendSingleFireEventForLoopingMetaSoundWeapons = 0x1f84; // bool : 1
        inline uint64_t bUseBeamParticles = 0x1f84; // bool : 2
        inline uint64_t bActivateRangeAbilityPerBurstShot = 0x1f84; // bool : 3
        inline uint64_t bUseImpactFXForProjectiles = 0x1f84; // bool : 4
        inline uint64_t bUseImpactFXForProjectileOverlaps = 0x1f84; // bool : 5
        inline uint64_t bUseImpactDecals = 0x1f84; // bool : 6
        inline uint64_t bUsePersistentBeam = 0x1f84; // bool : 7
        inline uint64_t bUseShellsParticles = 0x1f85; // bool : 0
        inline uint64_t bUseTracers = 0x1f85; // bool : 1
        inline uint64_t bUseOverrideBaseSpread = 0x1f85; // bool : 6
        inline uint64_t bUseOverrideSpreadDownsightsMultiplier = 0x1f85; // bool : 7
        inline uint64_t bIsMuzzleTraceNearWall = 0x1f86; // bool : 2
        inline uint64_t pad_0x1F87 = 0x1f87; // uint8_t[0x1]
        inline uint64_t MaxMuzzleAimCameraAimHeadingAngleDifferenceDegrees = 0x1f88; // float
        inline uint64_t AimPitchMin = 0x1f8c; // float
        inline uint64_t AimPitchMax = 0x1f90; // float
        inline uint64_t MuzzleTraceNearWallThreshold = 0x1f94; // float
        inline uint64_t pad_0x1F98 = 0x1f98; // uint8_t[0x30]
        inline uint64_t BeamSignificance = 0x1fc8; // FFortEffectDistanceQuality
        inline uint64_t ImpactSignificance = 0x1fe0; // FFortEffectDistanceQuality
        inline uint64_t DecalSignificance = 0x1ff8; // FFortEffectDistanceQuality
        inline uint64_t ScopeImpactEffectDistanceOffset = 0x2010; // float
        inline uint64_t pad_0x2014 = 0x2014; // uint8_t[0x4]
        inline uint64_t MuzzlePSC = 0x2018; // UFXSystemComponent*
        inline uint64_t ShellPSCMap = 0x2020; // TMap<FName, UFXSystemComponent*>
        inline uint64_t BeamParticleSystem = 0x2030; // UParticleSystem*
        inline uint64_t BeamNiagaraSystemAsset = 0x2038; // TSoftObjectPtr<UNiagaraSystem>
        inline uint64_t BeamSourceSocketName = 0x2058; // FName
        inline uint64_t pad_0x205C = 0x205c; // uint8_t[0x4]
        inline uint64_t FortSpawnPropOverride = 0x2060; // USkeletalMesh*
        inline uint64_t FortSpawnPropAnimOverride = 0x2068; // UAnimationAsset*
        inline uint64_t DecalSizeMin = 0x2070; // FVector
        inline uint64_t DecalSizeMax = 0x2088; // FVector
        inline uint64_t DecalLifespanMin = 0x20a0; // float
        inline uint64_t DecalLifespanMax = 0x20a4; // float
        inline uint64_t DecalColorStart = 0x20a8; // FLinearColor
        inline uint64_t DecalColorEnd = 0x20b8; // FLinearColor
        inline uint64_t DecalMaterial = 0x20c8; // UMaterialInterface*
        inline uint64_t DecalTexture = 0x20d0; // UTexture2D*
        inline uint64_t SurfaceAcceptingDecals = 0x20d8; // TArray<EPhysicalSurface>
        inline uint64_t pad_0x20E8 = 0x20e8; // uint8_t[0x4]
        inline uint64_t ShellReloadCounter = 0x20ec; // int32_t
        inline uint64_t pad_0x20F0 = 0x20f0; // uint8_t[0xD8]
        inline uint64_t MaxTargetingAimAdjustPerSecond = 0x21c8; // FRotator
        inline uint64_t pad_0x21E0 = 0x21e0; // uint8_t[0x218]
        inline uint64_t ScopePostProcessEnabled = 0x23f8; // bool : 0
        inline uint64_t pad_0x23F9 = 0x23f9; // uint8_t[0x3]
        inline uint64_t ScopePostProcessBlendWeight = 0x23fc; // float
        inline uint64_t ScopePostProcessMaterial = 0x2400; // TArray<FWeightedBlendable>
        inline uint64_t ScopePostProcessMaterialFromOptic = 0x2410; // TArray<FWeightedBlendable>
        inline uint64_t pad_0x2420 = 0x2420; // uint8_t[0x20]
        inline uint64_t LWPSpawnDirectionAdjustmentStrengthOverride = 0x2440; // float
        inline uint64_t LWPDirectionAdjustmentMaxAngleOverride = 0x2444; // float
        inline uint64_t BulletPattern = 0x2448; // TArray<FFortBulletPatternEntry>
        inline uint64_t AltBulletPattern = 0x2458; // TArray<FFortBulletPatternEntry>
        inline uint64_t RampingFireRateData = 0x2468; // FFortWeaponRampingData
        inline uint64_t pad_0x2528 = 0x2528; // uint8_t[0x50]
        inline uint64_t EnemyWarningWeaponImpactSFX = 0x2578; // USoundBase*
        inline uint64_t pad_0x2580 = 0x2580; // uint8_t[0xCC]
        inline uint64_t LastFiredInterval = 0x264c; // float
        inline uint64_t BeamNiagaraSystem = 0x2650; // UNiagaraSystem*
        inline uint64_t pad_0x2658 = 0x2658; // uint8_t[0x7C]
        inline uint64_t bUseAthenaRecoil = 0x26d4; // bool : 7
        inline uint64_t bUseAthenaPerfectADSAim = 0x26d5; // bool : 0
        inline uint64_t bFirstShotAccuracyCheckVehicleMovement = 0x26d5; // bool : 1
        inline uint64_t pad_0x26D6 = 0x26d6; // uint8_t[0x2]
        inline uint64_t FirstShotAccuracyMinWaitTime = 0x26d8; // float
        inline uint64_t BulletCountForPerBulletRecoil = 0x26dc; // float
        inline uint64_t RecoilProcessingShotCounter = 0x26e0; // float
        inline uint64_t RecoilTimingCounter = 0x26e4; // float
        inline uint64_t BulletCountForPerBulletSpread = 0x26e8; // float
        inline uint64_t TimeRemainingForBulletSpread = 0x26ec; // float
        inline uint64_t pad_0x26F0 = 0x26f0; // uint8_t[0x80]
        inline uint64_t FireAnimation = 0x2770; // UAnimMontage*
        inline uint64_t FireDownsightsAnimation = 0x2778; // UAnimMontage*
        inline uint64_t bShouldOverrideFireAnimation = 0x2780; // bool
        inline uint64_t pad_0x2781 = 0x2781; // uint8_t[0x7]
        inline uint64_t FireFromCrouchWalkAnimation = 0x2788; // UAnimMontage*
        inline uint64_t CockingAnimation = 0x2790; // UAnimMontage*
        inline uint64_t WeaponFireMontage = 0x2798; // UAnimMontage*
        inline uint64_t WeaponFireDownsightsMontage = 0x27a0; // UAnimMontage*
        inline uint64_t WeaponFireFromCrouchWalkMontage = 0x27a8; // UAnimMontage*
        inline uint64_t WeaponCockingMontage = 0x27b0; // UAnimMontage*
        inline uint64_t BeamPSC = 0x27b8; // UFXSystemComponent*
        inline uint64_t bTracerFXSupportsMultipleSimultaneousTracers = 0x27c0; // bool : 0
        inline uint64_t bTracerFXSupportsMultipleSequentialTracers = 0x27c0; // bool : 1
        inline uint64_t pad_0x27C1 = 0x27c1; // uint8_t[0x1F]
        inline uint64_t TracerBeamFX = 0x27e0; // UNiagaraComponent*
        inline uint64_t CrouchWalkSpeedThreshold = 0x27e8; // float
        inline uint64_t bEnableRecoilDelay = 0x27ec; // bool
        inline uint64_t pad_0x27ED = 0x27ed; // uint8_t[0x3]
        inline uint64_t ReticleSpreadZeroingDistanceFromMuzzle = 0x27f0; // float
        inline uint64_t pad_0x27F4 = 0x27f4; // uint8_t[0x14]
        inline uint64_t OnScopedThirdPersonTargetingChanged = 0x2808; // FMulticastInlineDelegate
        inline uint64_t pad_0x2818 = 0x2818; // uint8_t[0x40]
        inline uint64_t OnOverheatValueChanged = 0x2858; // FMulticastInlineDelegate
        inline uint64_t OverheatState = 0x2868; // EFortWeaponOverheatState
        inline uint64_t pad_0x2869 = 0x2869; // uint8_t[0x3]
        inline uint64_t OverheatSyncData = 0x286c; // FOverheatSync
        inline uint64_t OverheatedAnimation = 0x2878; // UAnimMontage*
        inline uint64_t WeaponOverheatedAnimation = 0x2880; // UAnimMontage*
        inline uint64_t bCooldownWhileOverheated = 0x2888; // bool
        inline uint64_t bShouldDisplayReticleOverheatIndicator = 0x2889; // bool
        inline uint64_t bAllowAutoProxyOverheatSimulation = 0x288a; // bool
        inline uint64_t pad_0x288B = 0x288b; // uint8_t[0x1]
        inline uint64_t OverheatValue = 0x288c; // float
        inline uint64_t pad_0x2890 = 0x2890; // uint8_t[0x8]
        inline uint64_t TimeHeatWasLastAdded = 0x2898; // float
        inline uint64_t TimeOverheatedBegan = 0x289c; // float
        inline uint64_t OverheatValueWhenVentingBegan = 0x28a0; // float
        inline uint64_t bIsManuallyVentingWeapon = 0x28a4; // bool : 0
        inline uint64_t pad_0x28A5 = 0x28a5; // uint8_t[0x13]
        inline uint64_t LWProjectile_DamageStart = 0x28b8; // FVector
        inline uint64_t LWProjectile_DamageDirection = 0x28d0; // FVector
        inline uint64_t LWProjectile_ActivateRemovedTimestamp = 0x28e8; // float
        inline uint64_t pad_0x28EC = 0x28ec; // uint8_t[0x31]
        inline uint64_t bCacheAimPointOnFire = 0x291d; // bool
        inline uint64_t pad_0x291E = 0x291e; // uint8_t[0x2]
        inline uint64_t CachedAimPoint = 0x2920; // FVector
        inline uint64_t CustomFiringSequenceLength = 0x2938; // int32_t
        inline uint64_t CustomFiringSequenceMinTimeBetween = 0x293c; // float
        inline uint64_t pad_0x2940 = 0x2940; // uint8_t[0x8]
        inline uint64_t CachedLODSettingsManager = 0x2948; // TScriptInterface<IFortAthenaAILODSettings>
        inline uint64_t pad_0x2958 = 0x2958; // uint8_t[0x8]
        inline uint64_t bUseTargetingBasedLOD = 0x2960; // bool
        inline uint64_t pad_0x2961 = 0x2961; // uint8_t[0x3]
        inline uint64_t ScopeRailMaterialIndex = 0x2964; // int32_t
        inline uint64_t HideScopeRailMaterialParameterName = 0x2968; // FName
        inline uint64_t pad_0x296C = 0x296c; // uint8_t[0x124]
    }

    namespace FortGameStateBase {
        inline uint64_t pad_0x340 = 0x340; // uint8_t[0x18]
        inline uint64_t FortTimeOfDayManager = 0x358; // TScriptInterface<IFortTimeOfDayManagerInterface>
    }

    namespace FortGameStateZone {
        inline uint64_t PawnIDCount = 0x818; // int32_t
        inline uint64_t WaitingToLeaveZoneTimeLeft = 0x81c; // int32_t
        inline uint64_t HostilityMeterPercent = 0x820; // float
        inline uint64_t IntensityPercent = 0x824; // float
        inline uint64_t SpawnPointsCap = 0x828; // int32_t
        inline uint64_t SpawnPointsAllocated = 0x82c; // int32_t
        inline uint64_t MaxTotalAI = 0x830; // int32_t
        inline uint64_t MaxEncounterAI = 0x834; // int32_t
        inline uint64_t MaxEncounterSP = 0x838; // int32_t
        inline uint64_t pad_0x83C = 0x83c; // uint8_t[0x4]
        inline uint64_t ReplicatedMontageMap = 0x840; // FReplicatedMontageMap
        inline uint64_t AllSpawnGroupUpgradeModifierDefs = 0x858; // TArray<UFortGameplayModifierItemDefinition*>
        inline uint64_t CompletionResult = 0x868; // EFortCompletionResult
        inline uint64_t pad_0x869 = 0x869; // uint8_t[0x47]
        inline uint64_t ClientNetworkAnalyticsTimerPeriod = 0x8b0; // float
        inline uint64_t PlayerBuildingSkillLevel = 0x8b4; // float
        inline uint64_t PlayerSharedMaxTrapAttributes = 0x8b8; // TArray<float>
        inline uint64_t GameplayMutatorObservers = 0x8c8; // TArray<UObject*>
        inline uint64_t pad_0x8D8 = 0x8d8; // uint8_t[0x70]
        inline uint64_t ExplicitGloballyBlockedAbilityTags = 0x948; // FGameplayTagContainer
        inline uint64_t pad_0x968 = 0x968; // uint8_t[0x20]
        inline uint64_t bInvitesRestricted = 0x988; // bool
        inline uint64_t bDBNODeathEnabled = 0x989; // bool
        inline uint64_t pad_0x98A = 0x98a; // uint8_t[0x2]
        inline uint64_t ServerGameplayTagIndexHash = 0x98c; // uint32_t
        inline uint64_t bDisconnectOnServerGameplayTagIndexHashMismatch = 0x990; // bool
        inline uint64_t pad_0x991 = 0x991; // uint8_t[0x67]
        inline uint64_t OnCompletionResultEvent = 0x9f8; // FMulticastInlineDelegate
        inline uint64_t OnServerZoneCompleteDelegate = 0xa08; // FMulticastInlineDelegate
        inline uint64_t pad_0xA18 = 0xa18; // uint8_t[0x4]
        inline uint64_t TotalPlayerStructures = 0xa1c; // int32_t
        inline uint64_t MaxPlayerStructures = 0xa20; // int32_t
        inline uint64_t bGlobalCeaseFire = 0xa24; // bool
        inline uint64_t pad_0xA25 = 0xa25; // uint8_t[0x1B]
        inline uint64_t GlobalEnvironmentAbilityActor = 0xa40; // UFortGlobalEnvironmentAbilityActor*
        inline uint64_t GlobalGameplayEventListeners = 0xa48; // TArray<UFortAbilitySystemComponent*>
        inline uint64_t ActiveGameplayModifiers = 0xa58; // FActiveGameplayModifierArray
        inline uint64_t bSupportRuntimeShutdownOfGameplayModifiers = 0xac8; // bool
        inline uint64_t pad_0xAC9 = 0xac9; // uint8_t[0x7]
        inline uint64_t StructuralSupportSystem = 0xad0; // UBuildingStructuralSupportSystem*
        inline uint64_t ZoneDifficultyInfoRow = 0xad8; // FDataTableRowHandle
        inline uint64_t ZoneTheme = 0xae8; // UFortZoneTheme*
        inline uint64_t MissionGeneratorClass = 0xaf0; // TSoftClassPtr<UFortMissionGenerator>
        inline uint64_t MissionRewards = 0xb10; // TArray<FFortItemQuantityPair>
        inline uint64_t DifficultyIncreaseRewards = 0xb20; // TArray<FFortZoneDifficultyIncreaseRewardData>
        inline uint64_t MissionAlertData = 0xb30; // FFortZoneMissionAlertData
        inline uint64_t ManagedObjectData = 0xb60; // FManagedValidationArray
        inline uint64_t pad_0xBC0 = 0xbc0; // uint8_t[0xA0]
        inline uint64_t ClientPreloadMissionClasses = 0xc60; // TArray<FSoftObjectPath>
        inline uint64_t ThreatVisualsManager = 0xc70; // UFortThreatVisualsManager*
        inline uint64_t ThreatParticleActor = 0xc78; // UFortThreatParticleActor*
        inline uint64_t bDrawRunVariationDebug = 0xc80; // bool
        inline uint64_t pad_0xC81 = 0xc81; // uint8_t[0x7]
        inline uint64_t PawnVariationList = 0xc88; // TArray<TWeakObjectPtr<UFortAIPawn>>
        inline uint64_t VariationIndex = 0xc98; // int32_t
        inline uint64_t GameDifficulty = 0xc9c; // float
        inline uint64_t pad_0xCA0 = 0xca0; // uint8_t[0x4]
        inline uint64_t bIsGroupContent = 0xca4; // bool
        inline uint64_t pad_0xCA5 = 0xca5; // uint8_t[0x3]
        inline uint64_t DifficultyIncreaseRewardTier = 0xca8; // int32_t
        inline uint64_t bAllowedToUpdateBackendDifficulty = 0xcac; // bool : 0
        inline uint64_t bAllowedToOverrideBackendRewards = 0xcac; // bool : 1
        inline uint64_t pad_0xCAD = 0xcad; // uint8_t[0x1B]
        inline uint64_t AllPlayerBuildableClasses = 0xcc8; // TArray<TSubclassOf<UBuildingActor>>
        inline uint64_t AllPlayerBuildableClassesIndexLookup = 0xcd8; // TMap<TSubclassOf<UBuildingActor>, int32_t>
        inline uint64_t PlayerBuildableClasses = 0xce8; // FPlayerBuildableClassContainer[6]
        inline uint64_t OnUIMapManagerCreated = 0xd48; // FMulticastInlineDelegate
        inline uint64_t pad_0xD58 = 0xd58; // uint8_t[0x18]
        inline uint64_t UIMapManager = 0xd70; // UFortInGameMapManager*
        inline uint64_t OnScoreTotalsChanged = 0xd78; // FMulticastInlineDelegate
        inline uint64_t ScoringTableRowName = 0xd88; // FName
        inline uint64_t TotalCombatScore = 0xd8c; // int32_t
        inline uint64_t TotalBuildingScore = 0xd90; // int32_t
        inline uint64_t TotalUtilityScore = 0xd94; // int32_t
        inline uint64_t TheaterUniqueId = 0xd98; // FString
        inline uint64_t MissionLogDebugString = 0xda8; // FString
        inline uint64_t pad_0xDB8 = 0xdb8; // uint8_t[0x18]
        inline uint64_t bAllowBuildingCostMods = 0xdd0; // bool : 0
        inline uint64_t bFreeBuildingRepairs = 0xdd0; // bool : 1
        inline uint64_t pad_0xDD1 = 0xdd1; // uint8_t[0x3]
        inline uint64_t bAllowBuildingAtLayoutRequirements = 0xdd4; // bool
        inline uint64_t bAllowBuildingWithoutLayoutRequirements = 0xdd5; // bool
        inline uint64_t bAllowLayoutRequirementsFeature = 0xdd6; // bool
        inline uint64_t pad_0xDD7 = 0xdd7; // uint8_t[0x1]
        inline uint64_t bAllowBuildingThroughBlockingObjects = 0xdd8; // bool
        inline uint64_t bShouldPreCachePlayerBuildableClasses = 0xdd9; // bool
        inline uint64_t pad_0xDDA = 0xdda; // uint8_t[0x2]
        inline uint64_t NumSurvivorsSpawned = 0xddc; // int32_t
        inline uint64_t NumSurvivorsDead = 0xde0; // int32_t
        inline uint64_t NumSurvivorsRescued = 0xde4; // int32_t
        inline uint64_t OnNumSurvivorsRescuedChangedDelegate = 0xde8; // FMulticastInlineDelegate
        inline uint64_t ServerStability = 0xdf8; // EServerStability
        inline uint64_t pad_0xDF9 = 0xdf9; // uint8_t[0x7F]
        inline uint64_t GameplayVotesArray = 0xe78; // TArray<FVoteData>
        inline uint64_t pad_0xE88 = 0xe88; // uint8_t[0x10]
        inline uint64_t CreativePortalManager = 0xe98; // UFortCreativePortalManager*
        inline uint64_t CreativeRealEstatePlotManager = 0xea0; // UFortCreativeRealEstatePlotManager*
        inline uint64_t bUseMaxBackpackSize = 0xea8; // bool
        inline uint64_t bForceClientRoutingForPurchaseCatalogEntry = 0xea9; // bool
        inline uint64_t pad_0xEAA = 0xeaa; // uint8_t[0x6]
        inline uint64_t AffiliationManager = 0xeb0; // UFortGameStateComponent_AffiliationManager*
        inline uint64_t SurfaceOverrideComponent = 0xeb8; // UFortGameStateComponent_SurfaceOverride*
        inline uint64_t ReplicatedServerTickRate = 0xec0; // EFortServerTickRate
        inline uint64_t ReplicatedPhysicsTickRate = 0xec1; // EFortPhysicsTickRate
        inline uint64_t pad_0xEC2 = 0xec2; // uint8_t[0x1CE]
    }

    namespace FortPickupsParent {
        inline uint64_t MIDs = 0x310; // TArray<UMaterialInstanceDynamic*>
        inline uint64_t CurrentMaterials = 0x320; // TArray<UMaterialInterface*>
        inline uint64_t CurrentParentMaterials = 0x330; // TArray<UMaterialInterface*>
        inline uint64_t DefaultBaseMaterial = 0x340; // UMaterialInterface*
        inline uint64_t LootGiftMaterialSkelMesh = 0x348; // UMaterialInterface*
        inline uint64_t LootGiftMaterialStaticMesh = 0x350; // UMaterialInterface*
        inline uint64_t pad_0x358 = 0x358; // uint8_t[0x8]
        inline uint64_t bEnableReplaceRootComponent = 0x360; // bool
        inline uint64_t bIsBluGloPickup = 0x361; // bool
        inline uint64_t bIsSkeletalMeshComponent = 0x362; // bool
        inline uint64_t bHasUniqueMaterialIds = 0x363; // bool
        inline uint64_t bActivateRarityParticleSystems = 0x364; // bool
        inline uint64_t bRandomRotationMaintainPitch = 0x365; // bool
        inline uint64_t bIsLootGiftForOthers = 0x366; // bool
        inline uint64_t pad_0x367 = 0x367; // uint8_t[0x1]
        inline uint64_t PickupForceFeedback = 0x368; // UForceFeedbackEffect*
        inline uint64_t NamesOfMaterialsThatShouldNotBeReparented = 0x370; // TArray<FName>
        inline uint64_t CurrentViewDistance = 0x380; // float
        inline uint64_t PickupRarityLevel = 0x384; // int32_t
        inline uint64_t PickupRarityColor = 0x388; // FLinearColor
        inline uint64_t SweepBrightness = 0x398; // TArray<float>
        inline uint64_t SweepSpeed = 0x3a8; // TArray<float>
        inline uint64_t BackgroundParticleSystem = 0x3b8; // UParticleSystemComponent*
        inline uint64_t PickedUpTrailPS = 0x3c0; // UParticleSystem*
        inline uint64_t LifetimePickedUp = 0x3c8; // TArray<float>
        inline uint64_t SparkleSpawnRatePickedUp = 0x3d8; // TArray<float>
        inline uint64_t ComponentRadiusScaled = 0x3e8; // float
        inline uint64_t CullDistanceStW = 0x3ec; // float
        inline uint64_t CullDistanceAthena = 0x3f0; // float
        inline uint64_t CullDistanceBacchus = 0x3f4; // float
        inline uint64_t BackgroundParticleSystemComponentCullDistance = 0x3f8; // float
        inline uint64_t pad_0x3FC = 0x3fc; // uint8_t[0x4]
        inline uint64_t MeshPivotOffset = 0x400; // FVector
        inline uint64_t MeshRotationBias = 0x418; // FRotator
        inline uint64_t PickedUpFadeInTime = 0x430; // float
        inline uint64_t PickedUpHoldTime = 0x434; // float
        inline uint64_t PickedUpFadeOutTime = 0x438; // float
        inline uint64_t PickedUpSweepSpeed = 0x43c; // float
        inline uint64_t PickedUpDelayBeforeGlow = 0x440; // float
        inline uint64_t pad_0x444 = 0x444; // uint8_t[0x4]
        inline uint64_t SkelMeshComponent = 0x448; // USkeletalMeshComponent*
        inline uint64_t StaticMeshComponent = 0x450; // UStaticMeshComponent*
        inline uint64_t MeshPrimitiveComponent = 0x458; // UPrimitiveComponent*
        inline uint64_t BackgroundParticleSystemComponent = 0x460; // UParticleSystemComponent*
    }

    namespace FortWeaponAnimSet {
        inline uint64_t DelayBetweenFireAndFullBodySprint = 0x28; // float
        inline uint64_t pad_0x2C = 0x2c; // uint8_t[0x4]
        inline uint64_t MaleAnimAsset = 0x30; // FFortAnimInput_PlayerAnimAsset
        inline uint64_t FemaleAnimAsset = 0x180; // FFortAnimInput_PlayerAnimAsset
    }

    namespace FortWeaponAttrSet {
        inline uint64_t WeaponChanceToNotConsumeAmmo = 0x48; // FFortGameplayAttributeData
        inline uint64_t AccumulatedWeaponChanceToNotConsumeAmmo = 0x70; // FFortGameplayAttributeData
        inline uint64_t WeaponRateOfFire = 0x98; // FFortGameplayAttributeData
        inline uint64_t WeaponHorizontalRecoil = 0xc0; // FFortGameplayAttributeData
        inline uint64_t WeaponVerticalRecoil = 0xe8; // FFortGameplayAttributeData
        inline uint64_t WeaponSpreadReduction = 0x110; // FFortGameplayAttributeData
        inline uint64_t WeaponReloadSpeed = 0x138; // FFortGameplayAttributeData
        inline uint64_t WeaponAmmoClipSize = 0x160; // FFortGameplayAttributeData
        inline uint64_t WeaponChargeRate = 0x188; // FFortGameplayAttributeData
        inline uint64_t WeaponPerBulletRecoil = 0x1b0; // FFortGameplayAttributeData
        inline uint64_t WeaponPerBulletHorizontalRecoil = 0x1d8; // FFortGameplayAttributeData
        inline uint64_t WeaponPerBulletVerticalRecoil = 0x200; // FFortGameplayAttributeData
        inline uint64_t WeaponRecoilStandingStillMultiplier = 0x228; // FFortGameplayAttributeData
        inline uint64_t WeaponRecoilMovingMultiplier = 0x250; // FFortGameplayAttributeData
        inline uint64_t WeaponChargeDownTime = 0x278; // FFortGameplayAttributeData
        inline uint64_t WeaponMaxChargeTimeUntilDischarge = 0x2a0; // FFortGameplayAttributeData
        inline uint64_t WeaponProjectileSpeed = 0x2c8; // FFortGameplayAttributeData
        inline uint64_t WeaponProjectileGravityScale = 0x2f0; // FFortGameplayAttributeData
        inline uint64_t WeaponRangePointBlank = 0x318; // FFortGameplayAttributeData
        inline uint64_t WeaponRangeMid = 0x340; // FFortGameplayAttributeData
        inline uint64_t WeaponRangeLong = 0x368; // FFortGameplayAttributeData
        inline uint64_t WeaponSpreadDownsightsMultiplier = 0x390; // FFortGameplayAttributeData
        inline uint64_t WeaponSpreadDownsightsMultiplierWhileJumping = 0x3b8; // FFortGameplayAttributeData
        inline uint64_t WeaponRecoilDownsightsMultiplier = 0x3e0; // FFortGameplayAttributeData
        inline uint64_t WeaponADSTransitionInTime = 0x408; // FFortGameplayAttributeData
        inline uint64_t WeaponADSTransitionOutTime = 0x430; // FFortGameplayAttributeData
        inline uint64_t WeaponCrouchingSpreadMultiplier = 0x458; // FFortGameplayAttributeData
        inline uint64_t WeaponSlidingSpreadMultiplier = 0x480; // FFortGameplayAttributeData
        inline uint64_t WeaponHeadshotMultiplier = 0x4a8; // FFortGameplayAttributeData
        inline uint64_t WeaponCriticalHitChance = 0x4d0; // FFortGameplayAttributeData
        inline uint64_t WeaponCriticalHitDamageMultiplier = 0x4f8; // FFortGameplayAttributeData
        inline uint64_t WeaponReticleShrinkSize = 0x520; // FFortGameplayAttributeData
        inline uint64_t WeaponRecoilRecovery = 0x548; // FFortGameplayAttributeData
        inline uint64_t WeaponSpreadRecovery = 0x570; // FFortGameplayAttributeData
        inline uint64_t WeaponEquipRate = 0x598; // FFortGameplayAttributeData
        inline uint64_t WeaponOverheatMultiplier = 0x5c0; // FFortGameplayAttributeData
        inline uint64_t WeaponOverheatMaxMultiplier = 0x5e8; // FFortGameplayAttributeData
        inline uint64_t WeaponOverheatCoolingMultiplier = 0x610; // FFortGameplayAttributeData
        inline uint64_t WeaponOverheatCooldownMultiplier = 0x638; // FFortGameplayAttributeData
        inline uint64_t CharacterItemDurabilityDecayModifier = 0x660; // FFortGameplayAttributeData
        inline uint64_t ConsumeConsumableSpeedMultiplier = 0x688; // FFortGameplayAttributeData
    }

    namespace FortWeaponJetpack {
        inline uint64_t FlyingStatus = 0x1a78; // EBarnTowelFlyingStatus
        inline uint64_t pad_0x1A79 = 0x1a79; // uint8_t[0x3]
        inline uint64_t NativeCurrentHeightAboveWorld = 0x1a7c; // float
        inline uint64_t ForwardSpeed = 0x1a80; // float
        inline uint64_t ForAnimTimeLeftInInitialHover = 0x1a84; // float
        inline uint64_t ForAnimCurrentNoiseOffset = 0x1a88; // FVector
        inline uint64_t ForAnimMovementGoalDirection = 0x1aa0; // FVector
        inline uint64_t ForAnimDodgeVelocity = 0x1ab8; // FVector
        inline uint64_t ForAnimMovementInput = 0x1ad0; // FVector2D
        inline uint64_t ForAnimGoalMoveOrientation = 0x1ae0; // FRotator
        inline uint64_t bForAnimIsStartingFlying = 0x1af8; // bool
        inline uint64_t bForAnimIsInInitialHover = 0x1af9; // bool
        inline uint64_t bForAnimIsInInitialHoverWithBuffer = 0x1afa; // bool
        inline uint64_t pad_0x1AFB = 0x1afb; // uint8_t[0x6D]
        inline uint64_t FlyingMovementModeExtension = 0x1b68; // TSubclassOf<UFortMovementMode_ExtLogicFlyingJetpack>
        inline uint64_t TagToEnableHeightCheck = 0x1b70; // FGameplayTag
        inline uint64_t pad_0x1B74 = 0x1b74; // uint8_t[0x4]
        inline uint64_t HeightCheckInterval = 0x1b78; // FScalableFloat
        inline uint64_t HeightCheckTraceLength = 0x1ba0; // FScalableFloat
    }

    namespace FortWeaponTooltip {
        inline uint64_t CachedWeapon = 0x48; // TWeakObjectPtr<UFortWorldItem>
        inline uint64_t pad_0x50 = 0x50; // uint8_t[0x60]
        inline uint64_t CachedAbilitySystemComponent = 0xb0; // TWeakObjectPtr<UFortAbilitySystemComponent>
    }

    namespace FortAthenaAircraft {
        inline uint64_t MinimapIconColorTeammate = 0x2b0; // FLinearColor
        inline uint64_t MinimapIconColorEnemy = 0x2c0; // FLinearColor
        inline uint64_t OnDropZoneExited = 0x2e0; // MulticastInlineDelegateProperty
        inline uint64_t bCanOverrideSkin = 0x300; // bool : 0
        inline uint64_t bFlightExternalAuthoritative = 0x301; // bool : 0
        inline uint64_t NumSpawnSlots = 0x304; // int32_t
        inline uint64_t SpawnOffsetRadius = 0x308; // float
        inline uint64_t FlightInfo = 0x320; // FAircraftFlightInfo
        inline uint64_t FlightStartTime = 0x368; // float
        inline uint64_t FlightEndTime = 0x36c; // float
        inline uint64_t DropStartTime = 0x370; // float
        inline uint64_t DropEndTime = 0x374; // float
        inline uint64_t bWasSpawnedForAircraftPhase = 0x378; // bool : 0
        inline uint64_t bPreventDestroyOnFlightEnd = 0x379; // bool : 0
        inline uint64_t ReplicatedFlightTimestamp = 0x37c; // float
        inline uint64_t FlightElapsedTime = 0x380; // float
        inline uint64_t ClientFlightTimerDrift = 0x384; // float
        inline uint64_t MiniMapIconScale = 0x38c; // float
        inline uint64_t MiniMapIconBrush = 0x390; // FSlateBrush
        inline uint64_t MiniMapTeamIndicatorIconScale = 0x440; // float
        inline uint64_t MiniMapTeamIndicatorIconBrush = 0x450; // FSlateBrush
        inline uint64_t DefaultBusSkin = 0x500; // UAthenaBattleBusItemDefinition*
        inline uint64_t SpawnedCosmeticActor = 0x508; // UBattleBusCosmeticInstanceBase*
        inline uint64_t AsyncLoadingSkin = 0x510; // UAthenaBattleBusItemDefinition*
        inline uint64_t AircraftIndex = 0x528; // int32_t
        inline uint64_t Indicator = 0x530; // UFortMiniMapIndicator*
        inline uint64_t TeamIndicator = 0x538; // UFortMiniMapIndicator*
        inline uint64_t pad_trailing = 0x540; // uint8[0x10]
    }

    namespace FortGameModeAthena {
        inline uint64_t OnMapInfoInitialized = 0xae0; // MulticastInlineDelegateProperty
        inline uint64_t bMapInfoInitialized = 0xaf0; // bool : 0
        inline uint64_t bAllGameplayModifiersRegistered = 0xb08; // bool : 0
        inline uint64_t MaxOpenInventoryLockFailRetries = 0xb09; // uint8_t
        inline uint64_t OpenInventoryRetryTime = 0xb0c; // float
        inline uint64_t InventoryHandleLoginTimeoutSeconds = 0xb10; // float
        inline uint64_t OnAIPawnKilled = 0xb30; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerAddedToAlivePlayers = 0xb40; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerRemovedFromAlivePlayers = 0xb50; // MulticastInlineDelegateProperty
        inline uint64_t bAlwaysDBNO = 0xb60; // bool : 0
        inline uint64_t KillStreakTime = 0xb68; // FScalableFloat
        inline uint64_t ActorsToClear = 0xb98; // TArray<UBuildingActor*>
        inline uint64_t ClearAreaIgnoreActors = 0xba8; // TArray<UActor*>
        inline uint64_t bEnableSendingIndividualTournamentScoresOnLogout = 0xbb8; // bool : 0
        inline uint64_t bPreventDuplicateMatchesForTeamTournaments = 0xbd0; // bool : 0
        inline uint64_t ZeroTimeAliveMatchPayloadRefusalTimeSeconds = 0xbd4; // float
        inline uint64_t bNeverSpawnPickupsOnPawnDeath = 0xbd8; // bool : 0
        inline uint64_t bLoadTestCosmetics = 0xbd9; // bool : 0
        inline uint64_t bDisable3DVoiceChat = 0xbda; // bool : 1
        inline uint64_t TimeOfDayOverrideList = 0xbe0; // TArray<FTimeOfDayOverride>
        inline uint64_t bDisableGCOnServerDuringMatch = 0xbf0; // bool : 0
        inline uint64_t GCSettingsOverrideList = 0xbf8; // TArray<FGCSettingsOverride>
        inline uint64_t bPlaylistHotfixChangedGCDisabling = 0xc08; // bool : 0
        inline uint64_t PlaylistHotfixOriginalGCFrequency = 0xc0c; // float
        inline uint64_t bUseSkydiveLeader = 0xc10; // bool : 0
        inline uint64_t bUseSkydiveLeaderInSplitScreen = 0xc11; // bool : 0
        inline uint64_t bUseDropMaster = 0xc12; // bool : 0
        inline uint64_t OverloadedInitialConnectTimeout = 0xc14; // float
        inline uint64_t FailedToStartMatchTimeout = 0xc18; // float
        inline uint64_t OrphanedServerCheckTime = 0xc30; // float
        inline uint64_t bEnableRecentPlayersUpdates = 0xc40; // bool : 0
        inline uint64_t PlaylistSupportsStormCapSystem = 0xc48; // FScalableFloat
        inline uint64_t PlaylistEnableBots = 0xc70; // FScalableFloat
        inline uint64_t PlaylistEnableBotSpectate = 0xc98; // FScalableFloat
        inline uint64_t PlaylistEnableBotDynamicELO = 0xcc0; // FScalableFloat
        inline uint64_t bAlwaysIncludeDisconnectedTeammates = 0xd98; // bool : 0
        inline uint64_t bIncludeDisconnectedTeammatesFromAircraftPhase = 0xd99; // bool : 0
        inline uint64_t ForceKickAfterDeathMode = 0xdc8; // EForceKickAfterDeathMode
        inline uint64_t ForceKickAfterDeathTime = 0xdcc; // float
        inline uint64_t bRemoveFromSquadOnLogout = 0xdd0; // bool : 0
        inline uint64_t bIgnoreCanSpectateAfterDeathToken = 0xdd1; // bool : 0
        inline uint64_t CreativeModeGracefulShutdownTime = 0xdd4; // int32_t
        inline uint64_t HotfixKillVolumes = 0xdd8; // TArray<FHotfixVolumePlacement>
        inline uint64_t HotfixBlockingVolumes = 0xde8; // TArray<FHotfixVolumePlacement>
        inline uint64_t HotfixUndergroundVolumes = 0xdf8; // TArray<FHotfixVolumePlacement>
        inline uint64_t HotfixComponentTagVolumes = 0xe08; // TArray<FHotfixComponentTagVolumePlacement>
        inline uint64_t DisableMatchStatsReportingPlaylists = 0xe18; // TArray<FName>
        inline uint64_t DisableProgressionReportingPlaylists = 0xe28; // TArray<FName>
        inline uint64_t MaxPlayerCount = 0xe40; // int32_t
        inline uint64_t AlivePlayers = 0xe48; // TArray<UFortPlayerControllerAthena*>
        inline uint64_t AliveBots = 0xe58; // TArray<UFortAthenaAIBotController*>
        inline uint64_t TeamAlivePlayers = 0xe68; // TArray<int32_t>
        inline uint64_t WarmupRequiredPlayerCount = 0xe7c; // int32_t
        inline uint64_t EndGameKickPlayersDelay_NoIGMM = 0xe80; // float
        inline uint64_t EndGameKickPlayersDelay_IGMM = 0xe84; // float
        inline uint64_t EventStatSubmitAttempts = 0xe88; // int32_t
        inline uint64_t VoiceChatChannelPositional = 0xe90; // FString
        inline uint64_t bUseRandomTimeOfDay = 0xea0; // bool : 0
        inline uint64_t RandomTimeOfDayDistribution = 0xea8; // TArray<FTimeOfDayRandomEntry>
        inline uint64_t AISettings = 0xeb8; // UAthenaAISettings*
        inline uint64_t LiveSpectators = 0xec0; // TArray<UFortPlayerControllerSpectating*>
        inline uint64_t SpectateAFriendPlayerControllerClass = 0xed0; // TSubclassOf<UClass>
        inline uint64_t LiveBroadcastPlayerControllerClass = 0xed8; // TSubclassOf<UClass>
        inline uint64_t ZForParachuteDeployCheck = 0xee0; // FScalableFloat
        inline uint64_t ForceDeployParachuteZ = 0xf08; // FScalableFloat
        inline uint64_t PlatformOSSNamesToUploadStatsV2 = 0xf40; // TArray<FName>
        inline uint64_t LeaderboardStatsDefaultOssInputTypes = 0xf50; // TMap<void*, void*>
        inline uint64_t BlacklistedMatchmakingBackfillPlaylists = 0xf68; // TArray<FName>
        inline uint64_t bEnableMatchmakingRatingUpdateV2 = 0xf78; // bool : 0
        inline uint64_t ScorePerMinuteAlive = 0xf7c; // float
        inline uint64_t ScoreMaxMinutesAliveCounted = 0xf80; // float
        inline uint64_t ScoreForGettingAtLeastOneKill = 0xf84; // float
        inline uint64_t ScorePerScaledTeamKill = 0xf88; // float
        inline uint64_t ScoreForFirstRevive = 0xf8c; // float
        inline uint64_t ScoreForSubsequentRevives = 0xf90; // float
        inline uint64_t MaxAdditionalRevivesToScore = 0xf94; // int32_t
        inline uint64_t ScorePlacementTables = 0xf98; // FScorePlacementTable
        inline uint64_t ScoreMultiplier = 0x1078; // float
        inline uint64_t MaxActiveAIActors = 0x107c; // int32_t
        inline uint64_t bLockMobilePlayersToTouchInSwitchPool = 0x1080; // bool : 0
        inline uint64_t bAllCosmeticsLoaded = 0x1081; // bool : 0
        inline uint64_t SkyDiveContrailCosmetics = 0x1088; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t SkyDiveContrailLoadTestIndex = 0x1098; // int32_t
        inline uint64_t GliderCosmetics = 0x10a0; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t GliderLoadTestIndex = 0x10b0; // int32_t
        inline uint64_t PickaxeCosmetics = 0x10b8; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t PickaxeLoadTestIndex = 0x10c8; // int32_t
        inline uint64_t CharacterCosmetics = 0x10d0; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t CharacterLoadTestIndex = 0x10e0; // int32_t
        inline uint64_t BackpackCosmetics = 0x10e8; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t BackpackLoadTestIndex = 0x10f8; // int32_t
        inline uint64_t DanceCosmetics = 0x1100; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t DanceLoadTestIndex = 0x1110; // int32_t
        inline uint64_t MapMarkerCosmetics = 0x1118; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t MapMarkerLoadTestIndex = 0x1128; // int32_t
        inline uint64_t LoadingScreenCosmetics = 0x1130; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t SpawningPolicyManager = 0x1140; // UFortAthenaSpawningPolicyManager*
        inline uint64_t AthenaVehicleOverrides = 0x1148; // TArray<FAthenaVehicleOverride>
        inline uint64_t ItemWrapCosmetics = 0x1158; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t MusicPacks = 0x1168; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t CharmCosmetics = 0x1178; // TArray<UAthenaCosmeticItemDefinition*>
        inline uint64_t TimeOfDayManagerGameplayOverride = 0x1188; // TSubclassOf<UClass>
        inline uint64_t MutatorListComponent = 0x1198; // UFortMutatorListComponent*
        inline uint64_t CoreGameModeModifiers = 0x11a0; // TArray<UFortGameplayModifierItemDefinition*>
        inline uint64_t SupportedAthenaLootTierGroups = 0x11f0; // TArray<FName>
        inline uint64_t RedirectAthenaLootTierGroups = 0x1200; // TMap<void*, void*>
        inline uint64_t bIsSpawningNewLootSync = 0x1228; // bool : 0
        inline uint64_t LootTierDataCache = 0x1230; // TArray<UDataTable*>
        inline uint64_t LootPackagesCache = 0x1240; // TArray<UDataTable*>
        inline uint64_t bEnableCompetitiveDDoSDetectionMatchInvalidation = 0x1250; // bool : 0
        inline uint64_t DDoSDetectionMatchInvalidationSeverity = 0x1258; // FString
        inline uint64_t DDoSDetectionMatchInvalidationCount = 0x1268; // int32_t
        inline uint64_t DDoSDetectionMatchInvalidationEvalDurationSeconds = 0x126c; // float
        inline uint64_t ReticulatedSplineDefinitions = 0x1290; // TArray<FString>
        inline uint64_t bReticulateSplineKeysOnStart = 0x12a0; // bool : 0
        inline uint64_t ReticulatedSplineIds = 0x12a8; // TArray<FAthenaStreamIdOverride>
        inline uint64_t GameFeatureLootTierData = 0x12b8; // TArray<SoftObjectProperty>
        inline uint64_t GameFeatureLootPackageData = 0x12c8; // TArray<SoftObjectProperty>
        inline uint64_t GameFeaturesStreamingRangedWeaponData = 0x12d8; // TArray<WeakObjectProperty>
        inline uint64_t OnPlaylistLootTablesAppliedDelegate = 0x12f8; // MulticastInlineDelegateProperty
        inline uint64_t AIGoalManagerBR = 0x1320; // SoftClassProperty
        inline uint64_t AIDirectorBR = 0x1340; // SoftClassProperty
        inline uint64_t pad_trailing = 0x1344; // uint8[0x1C]
    }

    namespace FortGameModePickup {
        inline uint64_t InteractionTime = 0x788; // FScalableFloat
        inline uint64_t bAllowFillContextInfoBPOverride = 0x7b0; // bool
        inline uint64_t pad_0x7B1 = 0x7b1; // uint8_t[0x7]
    }

    namespace FortPawnDiedParams {
        inline uint64_t KilledPawn = 0x28; // UFortPawn*
        inline uint64_t KilledController = 0x30; // UController*
        inline uint64_t KilledBy = 0x38; // UController*
        inline uint64_t Tags = 0x40; // FGameplayTagContainer
    }

    namespace FortPickupCreative {
        inline uint64_t CostComponent = 0x768; // UFortCreativeCostComponent*
        inline uint64_t bPickupOnTouch = 0x770; // bool : 0
        inline uint64_t CachedPickupInstigatorHandle = 0x774; // int32_t
        inline uint64_t CachedInstigatorData = 0x778; // FPickupInstigatorData
        inline uint64_t bUseOverrideDespawnTime = 0x790; // bool : 0
        inline uint64_t OverrideDespawnTime = 0x794; // float
        inline uint64_t OnAccentColorParamChanged = 0x798; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0x79c; // uint8[0xC]
    }

    namespace FortPlayerStatePvE {
        inline uint64_t pad_0xE88 = 0xe88; // uint8_t[0x30]
        inline uint64_t CampaignBackpackRating = 0xeb8; // float
        inline uint64_t CampaignCommanderLoadoutRating = 0xebc; // float
    }

    namespace FortProjectileBase {
        inline uint64_t pad_0x688 = 0x688; // uint8_t[0x28]
        inline uint64_t VerticleFireOffset = 0x6b0; // FCurveTableRowHandle
        inline uint64_t InitialSpeed = 0x6c0; // FCurveTableRowHandle
        inline uint64_t ChargeUpInitialSpeed = 0x6d0; // FCurveTableRowHandle
        inline uint64_t MaxSpeed = 0x6e0; // FCurveTableRowHandle
        inline uint64_t InitialGravityScaleOverride = 0x6f0; // FCurveTableRowHandle
        inline uint64_t ReplicatedMaxSpeed = 0x700; // float
        inline uint64_t GravityScale = 0x704; // float
        inline uint64_t OriginalTarget = 0x708; // TWeakObjectPtr<UActor>
        inline uint64_t ChargePercent = 0x710; // float
        inline uint64_t MomentumTransfer = 0x714; // float
        inline uint64_t bAddOwnerVelocity = 0x718; // bool
        inline uint64_t pad_0x719 = 0x719; // uint8_t[0x7]
        inline uint64_t MaxInitialSpeedForOwnerVelocity = 0x720; // FScalableFloat
        inline uint64_t MaxDeltaVelocityAngleToOwnerVelocity = 0x748; // FScalableFloat
        inline uint64_t bSpawnPointCanBeUsedByOtherPlayers = 0x770; // bool
        inline uint64_t pad_0x771 = 0x771; // uint8_t[0x3]
        inline uint64_t PlayerSpawnOffset = 0x774; // float
        inline uint64_t bRegisterInPerceptionSystem = 0x778; // bool
        inline uint64_t pad_0x779 = 0x779; // uint8_t[0x7]
        inline uint64_t StaticMeshPropToRemoveOnPawn = 0x780; // UStaticMesh*
        inline uint64_t bCanBePickedUpWhenStopped = 0x788; // bool
        inline uint64_t pad_0x789 = 0x789; // uint8_t[0x7]
        inline uint64_t CapsuleComponent = 0x790; // UCapsuleComponent*
        inline uint64_t ProjectileMovementComponent = 0x798; // UFortProjectileMovementComponent*
        inline uint64_t WaterInteractionComponent = 0x7a0; // UFortWaterInteractionComponent*
        inline uint64_t BulletWhipTrackerComponent = 0x7a8; // UBulletWhipTrackerComponentBase*
        inline uint64_t bDummyProjectile = 0x7b0; // bool
        inline uint64_t bStopSimulatingOnHit = 0x7b1; // bool
        inline uint64_t TouchWaterBehavior = 0x7b2; // EProjectileWaterHitBehavior
        inline uint64_t bPassThroughFriendlyPawns = 0x7b3; // bool
        inline uint64_t bApplyNewtonCharacterImpulse = 0x7b4; // bool
        inline uint64_t bDisableCollisionOnStop = 0x7b5; // bool
        inline uint64_t bStoppedSimulatingDueToHit = 0x7b6; // bool
        inline uint64_t bReplicateStopSimulationLocation = 0x7b7; // bool
        inline uint64_t bReplicateStopSimulationLocationOptimized = 0x7b8; // bool
        inline uint64_t bClientInterpMovement = 0x7b9; // bool
        inline uint64_t bClientInterpRotation = 0x7ba; // bool
        inline uint64_t bUseClientsidePrediction = 0x7bb; // bool
        inline uint64_t bIsPredictedProjectile = 0x7bc; // bool
        inline uint64_t bHasLocalPredictedCounterpart = 0x7bd; // bool
        inline uint64_t pad_0x7BE = 0x7be; // uint8_t[0x2]
        inline uint64_t PredictionKey = 0x7c0; // FFortProjectilePredictionKey
        inline uint64_t bAutoSelectAttachedForInterp = 0x7c8; // bool
        inline uint64_t pad_0x7C9 = 0x7c9; // uint8_t[0x7]
        inline uint64_t bFiredWhileTargeting = 0x7d0; // bool
        inline uint64_t pad_0x7D1 = 0x7d1; // uint8_t[0x3]
        inline uint64_t ResumeSimulationCount = 0x7d4; // int32_t
        inline uint64_t pad_0x7D8 = 0x7d8; // uint8_t[0x4]
        inline uint64_t SyncID = 0x7dc; // uint16_t
        inline uint64_t pad_0x7DE = 0x7de; // uint8_t[0x2]
        inline uint64_t SimulationStoppingHit = 0x7e0; // FHitResult
        inline uint64_t pad_0x8D8 = 0x8d8; // uint8_t[0x10]
        inline uint64_t WeaponResponseType = 0x8e8; // EFortBaseWeaponDamage
        inline uint64_t pad_0x8E9 = 0x8e9; // uint8_t[0x37]
        inline uint64_t DefaultTags = 0x920; // FGameplayTagContainer
        inline uint64_t ProjectileGameplayCues = 0x940; // FFortProjectileCues
        inline uint64_t pad_0x96C = 0x96c; // uint8_t[0x14]
        inline uint64_t CachedPassByPawn = 0x980; // USceneComponent*
        inline uint64_t pad_0x988 = 0x988; // uint8_t[0x18]
        inline uint64_t SkyTubeForceMultiplier = 0x9a0; // float
        inline uint64_t pad_0x9A4 = 0x9a4; // uint8_t[0x4]
        inline uint64_t CurrentSkyTube = 0x9a8; // UFortSkyTube*
        inline uint64_t CachedImpactResult = 0x9b0; // FHitResult
        inline uint64_t BulletWhipTrackerComponentClass = 0xaa8; // TSubclassOf<UBulletWhipTrackerComponentBase>
        inline uint64_t pad_0xAB0 = 0xab0; // uint8_t[0x1]
        inline uint64_t bResetOverlapRestrictionsOnBounce = 0xab1; // bool
        inline uint64_t pad_0xAB2 = 0xab2; // uint8_t[0x2]
        inline uint64_t MaxLifespanOnStop = 0xab4; // float
        inline uint64_t LifespanOnHitDoNotExplode = 0xab8; // float
        inline uint64_t bStopSimulationAtDistanceFromInitialLocation = 0xabc; // bool : 0
        inline uint64_t bClampLocationAtMaxSimulationDistance = 0xabc; // bool : 1
        inline uint64_t bAutoKillWhenExceedingMaxSimulationDistance = 0xabc; // bool : 2
        inline uint64_t pad_0xABD = 0xabd; // uint8_t[0x3]
        inline uint64_t MaxSimulationDistanceSquaredOverride = 0xac0; // float
        inline uint64_t pad_0xAC4 = 0xac4; // uint8_t[0x1C]
        inline uint64_t ProjectileThrownStatCategoryNames = 0xae0; // TArray<FName>
    }

    namespace FortGameModeOutpost {
        inline uint64_t OwnedZoneComponent = 0xbc0; // UFortGameModeComponent_OwnedZone*
        inline uint64_t OwnerItemRefundCache = 0xbc8; // TArray<FFortItemEntry>
        inline uint64_t CurrentCoreInfo = 0xbd8; // FFortOutpostCoreInfo
        inline uint64_t bSavePlayerBuiltStructuresAtAllTimes = 0xc00; // bool
        inline uint64_t pad_0xC01 = 0xc01; // uint8_t[0x3]
        inline uint64_t MinTotalContinuousOneHitResourcesDistributedForForcedSave = 0xc04; // int32_t
        inline uint64_t MaxContinuousOneHitResourcesDistributedBeforeForcedSave = 0xc08; // int32_t
        inline uint64_t pad_0xC0C = 0xc0c; // uint8_t[0xC]
        inline uint64_t bEnableLargeScaleDisassemblyForcedSaves = 0xc18; // bool
        inline uint64_t pad_0xC19 = 0xc19; // uint8_t[0x3]
        inline uint64_t bEnableUnsupportedStructureDisassembly = 0xc1c; // bool
        inline uint64_t pad_0xC1D = 0xc1d; // uint8_t[0x2]
        inline uint64_t bCheckNavMeshAvailability = 0xc1f; // bool
    }

    namespace FortGameStateAthena {
        inline uint64_t pad_0x1090 = 0x1090; // uint8_t[0x28]
        inline uint64_t MinigameActiveStateGeneration = 0x10b8; // uint32_t
        inline uint64_t pad_0x10BC = 0x10bc; // uint8_t[0x1C]
        inline uint64_t PostGameUIInfo = 0x10d8; // UFortPlaylistUIInfo*
        inline uint64_t bInSpawningStartup = 0x10e0; // bool : 0
        inline uint64_t pad_0x10E1 = 0x10e1; // uint8_t[0x27]
        inline uint64_t bCanBuildOnWaterGlobal = 0x1108; // bool
        inline uint64_t bBlockBuildOnWaterGlobal = 0x1109; // bool
        inline uint64_t pad_0x110A = 0x110a; // uint8_t[0x36]
        inline uint64_t OnNewContentUpdateMessageRecieved = 0x1140; // FMulticastInlineDelegate
        inline uint64_t OnNewScreenLogMessageReceived = 0x1150; // FMulticastInlineDelegate
        inline uint64_t bIsGrassFireBoundsUpdateEnabled = 0x1160; // bool
        inline uint64_t bCanSpawnLoot = 0x1161; // bool
        inline uint64_t pad_0x1162 = 0x1162; // uint8_t[0x6]
        inline uint64_t InfiniteBuildingResources = 0x1168; // FScalableFloat
        inline uint64_t InfiniteGold = 0x1190; // FScalableFloat
        inline uint64_t InfiniteWorldResources = 0x11b8; // FScalableFloat
        inline uint64_t pad_0x11E0 = 0x11e0; // uint8_t[0x28]
        inline uint64_t AthenaGameDataTable = 0x1208; // UCurveTable*
        inline uint64_t AthenaGameDataResetRows = 0x1210; // TArray<FName>
        inline uint64_t ResetAthenaGameDataTable = 0x1220; // UCurveTable*
        inline uint64_t bIsUsingDownloadOnDemand = 0x1228; // bool
        inline uint64_t bWantsHoldoverPluginOnClient = 0x1229; // bool
        inline uint64_t bDisconnectOnContentBeaconError = 0x122a; // bool
        inline uint64_t pad_0x122B = 0x122b; // uint8_t[0x3D]
        inline uint64_t OnCurrentPlaylistLoaded = 0x1268; // FMulticastInlineDelegate
        inline uint64_t pad_0x1278 = 0x1278; // uint8_t[0x60]
        inline uint64_t bPlaylistDataIsLoaded = 0x12d8; // bool
        inline uint64_t pad_0x12D9 = 0x12d9; // uint8_t[0x1]
        inline uint64_t bPlaylistDataIsActivelyLoading = 0x12da; // bool
        inline uint64_t pad_0x12DB = 0x12db; // uint8_t[0x35]
        inline uint64_t FullScreenMapBlockers = 0x1310; // TSet<TWeakObjectPtr<UObject>>
        inline uint64_t AllWinnersAnnounced = 0x1320; // FMulticastInlineDelegate
        inline uint64_t pad_0x1330 = 0x1330; // uint8_t[0x18]
        inline uint64_t WinnerInfoDisplayReadyCN = 0x1348; // FMulticastInlineDelegate
        inline uint64_t CountdownTick = 0x1358; // FMulticastInlineDelegate
        inline uint64_t CountdownStarted = 0x1368; // FMulticastInlineDelegate
        inline uint64_t CountdownFinished = 0x1378; // FMulticastInlineDelegate
        inline uint64_t CountdownStopped = 0x1388; // FMulticastInlineDelegate
        inline uint64_t FinalCountdownTick = 0x1398; // FMulticastInlineDelegate
        inline uint64_t FinalCountdownStarted = 0x13a8; // FMulticastInlineDelegate
        inline uint64_t FinalCountdownFinished = 0x13b8; // FMulticastInlineDelegate
        inline uint64_t CurrentHighScoreUpdated = 0x13c8; // FMulticastInlineDelegate
        inline uint64_t OnGoalScoreChanged = 0x13d8; // FMulticastInlineDelegate
        inline uint64_t OnPickupSpawnedAndReady = 0x13e8; // FMulticastInlineDelegate
        inline uint64_t OnPickupDestroy = 0x13f8; // FMulticastInlineDelegate
        inline uint64_t GameModeMessageRequest = 0x1408; // FMulticastInlineDelegate
        inline uint64_t ContextTutorialGameModeMessageRequest = 0x1418; // FMulticastInlineDelegate
        inline uint64_t HideGameModeMessageRequest = 0x1428; // FMulticastInlineDelegate
        inline uint64_t GameModeMessageSuccess = 0x1438; // FMulticastInlineDelegate
        inline uint64_t ShowGameModeMessage = 0x1448; // FMulticastInlineDelegate
        inline uint64_t HideGameModeMessage = 0x1458; // FMulticastInlineDelegate
        inline uint64_t ShowMarkerGameMode = 0x1468; // FMulticastInlineDelegate
        inline uint64_t HideMarkerGameMode = 0x1478; // FMulticastInlineDelegate
        inline uint64_t RepositionGameModeMessage = 0x1488; // FMulticastInlineDelegate
        inline uint64_t SetDefaultPositionGameModeMessage = 0x1498; // FMulticastInlineDelegate
        inline uint64_t OnPlayerLeftCreativeIsland = 0x14a8; // FMulticastInlineDelegate
        inline uint64_t OnPlayerJoinedCreativeIsland = 0x14b8; // FMulticastInlineDelegate
        inline uint64_t MutatorGenericIntegerUpdated = 0x14c8; // FMulticastInlineDelegate
        inline uint64_t MutatorGameplayEvent = 0x14d8; // FMulticastInlineDelegate
        inline uint64_t pad_0x14E8 = 0x14e8; // uint8_t[0x80]
        inline uint64_t bForceTeamScorePlacementOnDeath = 0x1568; // bool
        inline uint64_t bSkyTubesShuttingDown = 0x1569; // bool
        inline uint64_t bSkyTubesDisabled = 0x156a; // bool
        inline uint64_t pad_0x156B = 0x156b; // uint8_t[0x9]
        inline uint64_t ServerChangelistNumber = 0x1574; // int32_t
        inline uint64_t ServerType = 0x1578; // FString
        inline uint64_t SpecialActorData = 0x1588; // UFortSpecialActorReplicationInfo*
        inline uint64_t ReplOverrideData = 0x1590; // UFortPropertyOverrideReplShared*
        inline uint64_t pad_0x1598 = 0x1598; // uint8_t[0x8]
        inline uint64_t BuildingActorClasses = 0x15a0; // TArray<TSubclassOf<UBuildingActor>>
        inline uint64_t WinnerAnnounced = 0x15b0; // FMulticastInlineDelegate
        inline uint64_t WinningTeamAnnounced = 0x15c0; // FMulticastInlineDelegate
        inline uint64_t WinningScoreDetermined = 0x15d0; // FMulticastInlineDelegate
        inline uint64_t ActiveTeamArrayBuiltEvent = 0x15e0; // FMulticastInlineDelegate
        inline uint64_t OnPlayersLeftChanged = 0x15f0; // FMulticastInlineDelegate
        inline uint64_t pad_0x1600 = 0x1600; // uint8_t[0x20]
        inline uint64_t OnTeamsLeftChanged = 0x1620; // FMulticastInlineDelegate
        inline uint64_t OnWinConditionMetCN = 0x1630; // FMulticastInlineDelegate
        inline uint64_t UpdateNamedPoiColorDelegate = 0x1640; // FMulticastInlineDelegate
        inline uint64_t bSkipWinnerAnnounced = 0x1650; // bool
        inline uint64_t bStopBuildingHealingOnDamage = 0x1651; // bool
        inline uint64_t pad_0x1652 = 0x1652; // uint8_t[0x2]
        inline uint64_t EndGameStartTime = 0x1654; // float
        inline uint64_t EndGameKickPlayerTime = 0x1658; // float
        inline uint64_t TotalPlayers = 0x165c; // int32_t
        inline uint64_t PlayersLeft = 0x1660; // int32_t
        inline uint64_t PlayersLoaded = 0x1664; // int32_t
        inline uint64_t ClientVehicleClassesToLoad = 0x1668; // TArray<TSubclassOf<UObject>>
        inline uint64_t ClientItemDefsToLoad = 0x1678; // TArray<UItemDefinitionBase*>
        inline uint64_t PredictedProjectiles = 0x1688; // TArray<UFortProjectileBase*>
        inline uint64_t RemainingFocalPointActorDuration = 0x1698; // float
        inline uint64_t pad_0x169C = 0x169c; // uint8_t[0x4]
        inline uint64_t FocalPointActor = 0x16a0; // UActor*
        inline uint64_t FocalPointRotationInterpSpeed = 0x16a8; // float
        inline uint64_t pad_0x16AC = 0x16ac; // uint8_t[0x4]
        inline uint64_t FocalPointOffset = 0x16b0; // FVector_NetQuantize
        inline uint64_t FocalPointFOV = 0x16c8; // float
        inline uint64_t pad_0x16CC = 0x16cc; // uint8_t[0x50]
        inline uint64_t bCheatRespawnEnabled = 0x171c; // bool
        inline uint64_t pad_0x171D = 0x171d; // uint8_t[0x3]
        inline uint64_t TeamXPlayersLeft = 0x1720; // TArray<int32_t>
        inline uint64_t WinningPlayerList = 0x1730; // TArray<FFortWinnerPlayerData>
        inline uint64_t TeamsLeft = 0x1740; // int32_t
        inline uint64_t pad_0x1744 = 0x1744; // uint8_t[0x4]
        inline uint64_t ServerToClientPreloadList = 0x1748; // TArray<UObject*>
        inline uint64_t DefaultBattleBus = 0x1758; // UAthenaBattleBusItemDefinition*
        inline uint64_t TeamFlightPaths = 0x1760; // TArray<FAircraftFlightInfo>
        inline uint64_t FlightPathMidLine = 0x1770; // FAircraftFlightInfo
        inline uint64_t DropZoneCenter = 0x17b8; // FVector2D
        inline uint64_t FlightPathSelectionCenter = 0x17c8; // FVector2D
        inline uint64_t UtcTimeStartedMatch = 0x17d8; // FDateTime
        inline uint64_t bIsLargeTeamGame = 0x17e0; // bool
        inline uint64_t pad_0x17E1 = 0x17e1; // uint8_t[0x7]
        inline uint64_t WinningPlayerState = 0x17e8; // UPlayerState*
        inline uint64_t pad_0x17F0 = 0x17f0; // uint8_t[0x18]
        inline uint64_t WinningTeam = 0x1808; // int32_t
        inline uint64_t WinningScore = 0x180c; // int32_t
        inline uint64_t CurrentHighScore = 0x1810; // int32_t
        inline uint64_t CurrentHighScoreTeam = 0x1814; // int32_t
        inline uint64_t SupplyDropWaveStartedSoundCue = 0x1818; // USoundCue*
        inline uint64_t pad_0x1820 = 0x1820; // uint8_t[0x20]
        inline uint64_t bApplyHomebaseEffectsOnPlayerSetup = 0x1840; // bool
        inline uint64_t pad_0x1841 = 0x1841; // uint8_t[0x7]
        inline uint64_t KillFeedEntry = 0x1848; // TArray<FText>
        inline uint64_t pad_0x1858 = 0x1858; // uint8_t[0x10]
        inline uint64_t KillFeedUpdated = 0x1868; // FMulticastInlineDelegate
        inline uint64_t pad_0x1878 = 0x1878; // uint8_t[0x8]
        inline uint64_t SpectatorArray = 0x1880; // TArray<UFortPlayerState*>
        inline uint64_t PartyMemberSpectatorArray = 0x1890; // TArray<UFortPlayerState*>
        inline uint64_t pad_0x18A0 = 0x18a0; // uint8_t[0x1]
        inline uint64_t bStormReachedFinalPosition = 0x18a1; // bool
        inline uint64_t FriendlyFireType = 0x18a2; // EFriendlyFireType
        inline uint64_t pad_0x18A3 = 0x18a3; // uint8_t[0x1D]
        inline uint64_t SpectateAPartyMemberAvailable = 0x18c0; // bool
        inline uint64_t pad_0x18C1 = 0x18c1; // uint8_t[0x97]
        inline uint64_t GameMemberInfoArray = 0x1958; // FGameMemberInfoArray
        inline uint64_t pad_0x19B8 = 0x19b8; // uint8_t[0x90]
        inline uint64_t ActiveTeamNums = 0x1a48; // TArray<uint8_t>
        inline uint64_t CurrentPlaylistId = 0x1a58; // int32_t
        inline uint64_t pad_0x1A5C = 0x1a5c; // uint8_t[0x4]
        inline uint64_t MinimapBackgroundMID = 0x1a60; // UMaterialInstanceDynamic*
        inline uint64_t MinimapCircleMID = 0x1a68; // UMaterialInstanceDynamic*
        inline uint64_t MinimapNextCircleMID = 0x1a70; // UMaterialInstanceDynamic*
        inline uint64_t FullMapCircleMID = 0x1a78; // UMaterialInstanceDynamic*
        inline uint64_t FullMapNextCircleMID = 0x1a80; // UMaterialInstanceDynamic*
        inline uint64_t pad_0x1A88 = 0x1a88; // uint8_t[0x8]
        inline uint64_t MinimapSafeZoneBrush = 0x1a90; // FSlateBrush
        inline uint64_t MinimapCircleBrush = 0x1b40; // FSlateBrush
        inline uint64_t MinimapNextCircleBrush = 0x1bf0; // FSlateBrush
        inline uint64_t FullMapCircleBrush = 0x1ca0; // FSlateBrush
        inline uint64_t FullMapNextCircleBrush = 0x1d50; // FSlateBrush
        inline uint64_t MinimapSafeZoneFinalPosBrush = 0x1e00; // FSlateBrush
        inline uint64_t AircraftPathBrush = 0x1eb0; // FSlateBrush
        inline uint64_t AircraftMidlinePathBrush = 0x1f60; // FSlateBrush
        inline uint64_t AircraftPathTeamIndicatorBrush = 0x2010; // FSlateBrush
        inline uint64_t MiniMapBackgroundDrawingMaterialOverride = 0x20c0; // UMaterialInterface*
        inline uint64_t MiniMapRadiusTrackerCircleOffscreenDrawingIcon = 0x20c8; // UTexture2D*
        inline uint64_t MiniMapRadiusTrackerCircleOffscreenBackgroundDrawingIcon = 0x20d0; // UTexture2D*
        inline uint64_t MiniMapBackgroundDrawingMaterial = 0x20d8; // UMaterialInterface*
        inline uint64_t MiniMapCircleDrawingMaterial = 0x20e0; // UMaterialInterface*
        inline uint64_t MiniMapNextCircleDrawingMaterial = 0x20e8; // UMaterialInterface*
        inline uint64_t MiniMapRadiusTrackerCircleDrawingMaterial = 0x20f0; // UMaterialInterface*
        inline uint64_t RadiusTrackerCircleCenterAndRadiusParameterName = 0x20f8; // FName
        inline uint64_t RadiusTrackerCircleColorParameterName = 0x20fc; // FName
        inline uint64_t bDrawSafeZone = 0x2100; // bool
        inline uint64_t pad_0x2101 = 0x2101; // uint8_t[0x7]
        inline uint64_t DynamicShadows = 0x2108; // TArray<FDynamicLandData>
        inline uint64_t DynamicLands = 0x2118; // TArray<FDynamicLandData>
        inline uint64_t MapInfo = 0x2128; // UFortAthenaMapInfo*
        inline uint64_t MinimapMPC = 0x2130; // UMaterialParameterCollection*
        inline uint64_t BroadcastSpectatorInfo = 0x2138; // UFortBroadcastSpectatorInfo*
        inline uint64_t SplatterGridSystem = 0x2140; // USplatterGridSystem*
        inline uint64_t pad_0x2148 = 0x2148; // uint8_t[0x50]
        inline uint64_t CustomizationsPreloader = 0x2198; // UFortCustomizationsPreloader*
        inline uint64_t AICharacterPartsPreloadData = 0x21a0; // TArray<FAICharacterPartsPreloadData>
        inline uint64_t AIAnimationSpawnerDataProxyTables = 0x21b0; // TArray<TSoftObjectPtr<UProxyTable>>
        inline uint64_t AIPawnCustomizationPreloadData = 0x21c0; // TArray<FAIPawnCustomizationPreloadData>
        inline uint64_t pad_0x21D0 = 0x21d0; // uint8_t[0x40]
        inline uint64_t ReasonWereInSetupPhase = 0x2210; // FString
        inline uint64_t CustomKeyMatchOwner = 0x2220; // FString
        inline uint64_t CustomMatchKey = 0x2230; // FString
        inline uint64_t EventTournamentRound = 0x2240; // EEventTournamentRound
        inline uint64_t bIsCustomMatch = 0x2241; // bool
        inline uint64_t bIsTournamentMatch = 0x2242; // bool
        inline uint64_t TournamentMatchPointState = 0x2243; // EFortTournamentMatchPointState
        inline uint64_t TournamentInputFilter = 0x2244; // EFortInputFilterLevel
        inline uint64_t pad_0x2245 = 0x2245; // uint8_t[0x3]
        inline uint64_t CurrentPlaylistInfo = 0x2248; // FPlaylistPropertyArray
        inline uint64_t pad_0x22F0 = 0x22f0; // uint8_t[0x28]
        inline uint64_t LobbySoundMix = 0x2318; // USoundMix*
        inline uint64_t TotalPlayersBots = 0x2320; // int32_t
        inline uint64_t PlayerBotsLeft = 0x2324; // int32_t
        inline uint64_t pad_0x2328 = 0x2328; // uint8_t[0x10]
        inline uint64_t LobbyAction = 0x2338; // int32_t
        inline uint64_t MutatorEventData = 0x233c; // FGameplayMutatorEventData
        inline uint64_t pad_0x234C = 0x234c; // uint8_t[0x4]
        inline uint64_t MutatorObjectDataArray = 0x2350; // FGameplayMutatorObjectDataArray
        inline uint64_t MutatorGenericInt_0 = 0x23a8; // int32_t
        inline uint64_t MutatorGenericInt_1 = 0x23ac; // int32_t
        inline uint64_t MutatorGenericInt_2 = 0x23b0; // int32_t
        inline uint64_t pad_0x23B4 = 0x23b4; // uint8_t[0x4]
        inline uint64_t GameplayMutator_AI = 0x23b8; // UFortAthenaMutator_AI*
        inline uint64_t MutatorListComponent = 0x23c0; // UFortMutatorListComponent*
        inline uint64_t DefaultGliderRedeployCanRedeploy = 0x23c8; // float
        inline uint64_t DefaultRedeployGliderLateralVelocityMult = 0x23cc; // float
        inline uint64_t DefaultRedeployGliderHeightLimit = 0x23d0; // float
        inline uint64_t DefaultParachuteDeployTraceForGroundDistance = 0x23d4; // float
        inline uint64_t DefaultAllowNeutralWallEditing = 0x23d8; // float
        inline uint64_t SignalInStormRegenSpeed = 0x23dc; // float
        inline uint64_t SignalInStormLostSpeed = 0x23e0; // float
        inline uint64_t StormCNDamageVulnerabilityLevel0 = 0x23e4; // float
        inline uint64_t StormCNDamageVulnerabilityLevel1 = 0x23e8; // float
        inline uint64_t StormCNDamageVulnerabilityLevel2 = 0x23ec; // float
        inline uint64_t StormCNDamageVulnerabilityLevel3 = 0x23f0; // float
        inline uint64_t MeshNetworkStatus = 0x23f4; // FMeshNetworkStatus
        inline uint64_t pad_0x23F7 = 0x23f7; // uint8_t[0x1]
        inline uint64_t OnClientVolumeManagerReplicated = 0x23f8; // FMulticastInlineDelegate
        inline uint64_t VolumeManagerToUse = 0x2408; // TSubclassOf<UFortVolumeManager>
        inline uint64_t PartyRiftPortalManagerToUse = 0x2410; // TSubclassOf<UFortPartyRiftPortalManager>
        inline uint64_t BattleRoyaleGamePhaseLogicClass = 0x2418; // TSubclassOf<UFortGameStateComponent_BattleRoyaleGamePhaseLogic>
        inline uint64_t bUseUEFNProjects = 0x2420; // bool
        inline uint64_t pad_0x2421 = 0x2421; // uint8_t[0x17]
        inline uint64_t VolumeManager = 0x2438; // UFortVolumeManager*
        inline uint64_t PartyRiftPortalManager = 0x2440; // UFortPartyRiftPortalManager*
        inline uint64_t LocalizationService = 0x2448; // UFortLocalizationService*
        inline uint64_t SanitizationService = 0x2450; // UFortSanitizationService*
        inline uint64_t HermesLoadContext = 0x2458; // UFortHermesLoadContext*
        inline uint64_t ResurrectionEnabledRow = 0x2460; // FScalableFloat
        inline uint64_t pad_0x2488 = 0x2488; // uint8_t[0x8]
        inline uint64_t SpawnMachineIconBrush = 0x2490; // FSlateBrush
        inline uint64_t SpawnCardIconBrush = 0x2540; // FSlateBrush
        inline uint64_t SpawnMachineMapLegendTag = 0x25f0; // FGameplayTag
        inline uint64_t SpawnCardMapLegendTag = 0x25f4; // FGameplayTag
        inline uint64_t pad_0x25F8 = 0x25f8; // uint8_t[0x8]
        inline uint64_t TeammateIconBrush = 0x2600; // FSlateBrush
        inline uint64_t pad_0x26B0 = 0x26b0; // uint8_t[0x20]
        inline uint64_t EliminationSelfIconBrush = 0x26d0; // FSlateBrush
        inline uint64_t EliminationSelfClampedIconBrush = 0x2780; // FSlateBrush
        inline uint64_t EliminationSquadmateIconBrush = 0x2830; // FSlateBrush
        inline uint64_t EliminationSquadmateClampedIconBrush = 0x28e0; // FSlateBrush
        inline uint64_t EliminationTeammateIconBrush = 0x2990; // FSlateBrush
        inline uint64_t EliminationTeammateClampedIconBrush = 0x2a40; // FSlateBrush
        inline uint64_t EliminationEnemyIconBrush = 0x2af0; // FSlateBrush
        inline uint64_t EliminationEnemyClampedIconBrush = 0x2ba0; // FSlateBrush
        inline uint64_t EliminationFadeInCurve = 0x2c50; // TSoftObjectPtr<UCurveFloat>
        inline uint64_t EliminationFadeOutCurve = 0x2c70; // TSoftObjectPtr<UCurveFloat>
        inline uint64_t EliminationScaleInCurve = 0x2c90; // TSoftObjectPtr<UCurveVector>
        inline uint64_t EliminationScaleOutCurve = 0x2cb0; // TSoftObjectPtr<UCurveVector>
        inline uint64_t EliminationMarkerHUDMaxDistance = 0x2cd0; // float
        inline uint64_t EliminationMarkerHUDZOffset = 0x2cd4; // float
        inline uint64_t pad_0x2CD8 = 0x2cd8; // uint8_t[0x20]
        inline uint64_t GoldenPoiLocationTags = 0x2cf8; // FGameplayTagContainer
        inline uint64_t pad_0x2D18 = 0x2d18; // uint8_t[0x60]
        inline uint64_t UnicornDriver = 0x2d78; // UUnicornDriver*
        inline uint64_t ActiveEventNamesAtPlaylistLoad = 0x2d80; // TArray<FString>
        inline uint64_t NewItemDuringWarmupWeightAddMod = 0x2d90; // FScalableFloat
        inline uint64_t SmoothedWorldTimeSeconds = 0x2db8; // float
        inline uint64_t SmoothedWorldTimeSecondsDrift = 0x2dbc; // float
        inline uint64_t RolledLootGroupTags = 0x2dc0; // FGameplayTagContainer
        inline uint64_t bEnvironmentDamageBlocked = 0x2de0; // bool
        inline uint64_t pad_0x2DE1 = 0x2de1; // uint8_t[0x7]
        inline uint64_t ReticulatedSplineDefinitions = 0x2de8; // TArray<FString>
        inline uint64_t ReticulatedSplineIds = 0x2df8; // TArray<FAthenaStreamIdOverride>
        inline uint64_t StormShields = 0x2e08; // TArray<UFortMissionStormShield*>
        inline uint64_t pad_0x2E18 = 0x2e18; // uint8_t[0x10]
        inline uint64_t bDamageComboHUDEnabled = 0x2e28; // bool
        inline uint64_t pad_0x2E29 = 0x2e29; // uint8_t[0x3]
        inline uint64_t DamageComboHUDMinHits = 0x2e2c; // int32_t
        inline uint64_t bEnableMatchesProxy = 0x2e30; // bool
        inline uint64_t pad_0x2E31 = 0x2e31; // uint8_t[0x7]
        inline uint64_t MatchesProxyMatchId = 0x2e38; // FString
        inline uint64_t EndGameTimeDilationCompleteDelegate = 0x2e48; // FMulticastInlineDelegate
        inline uint64_t DelayMovementInput = 0x2e58; // FScalableFloat
        inline uint64_t DelayMovementInputReplicated = 0x2e80; // float
        inline uint64_t bCraftingEnabled = 0x2e84; // bool
        inline uint64_t pad_0x2E85 = 0x2e85; // uint8_t[0x1B]
        inline uint64_t BusDriverMessages = 0x2ea0; // TMap<FString, FText>
        inline uint64_t pad_0x2EB0 = 0x2eb0; // uint8_t[0x40]
    }

    namespace FortPlayerStateZone {
        inline uint64_t pad_0xA90 = 0xa90; // uint8_t[0x8]
        inline uint64_t OnCurrentPawnChanged = 0xa98; // FMulticastInlineDelegate
        inline uint64_t pad_0xAA8 = 0xaa8; // uint8_t[0x18]
        inline uint64_t SpectatingTarget = 0xac0; // TWeakObjectPtr<UFortPlayerStateZone>
        inline uint64_t Spectators = 0xac8; // FFortSpectatorZoneArray
        inline uint64_t OnSpectatorsAddedEvent = 0xb28; // FMulticastInlineDelegate
        inline uint64_t OnSpectatingPlayerAddedEvent = 0xb38; // FMulticastInlineDelegate
        inline uint64_t OnSpectatingPlayerRemovedEvent = 0xb48; // FMulticastInlineDelegate
        inline uint64_t OnSpectatorsRemovedEvent = 0xb58; // FMulticastInlineDelegate
        inline uint64_t OnSpectatorCountChangedEvent = 0xb68; // FMulticastInlineDelegate
        inline uint64_t OnSpectatingTargetChangedEvent = 0xb78; // FMulticastInlineDelegate
        inline uint64_t OnBeginSpectatingEvent = 0xb88; // FMulticastInlineDelegate
        inline uint64_t pad_0xB98 = 0xb98; // uint8_t[0x28]
        inline uint64_t KickedFromSessionReason = 0xbc0; // EFortKickReason
        inline uint64_t pad_0xBC1 = 0xbc1; // uint8_t[0x3]
        inline uint64_t RS_Zone_Old = 0xbc4; // FReplicatedStatValues[35]
        inline uint64_t pad_0xCDC = 0xcdc; // uint8_t[0x4]
        inline uint64_t OtherPlayersSpectatingCurrentTarget = 0xce0; // TArray<UFortPlayerStateZone*>
        inline uint64_t CarriedObject = 0xcf0; // UFortCarriedObject*
        inline uint64_t NumRejoins = 0xcf8; // int32_t
        inline uint64_t OldTotalScoreStat = 0xcfc; // int32_t
        inline uint64_t pad_0xD00 = 0xd00; // uint8_t[0x18]
        inline uint64_t bInvincibleDueToUI = 0xd18; // bool
        inline uint64_t pad_0xD19 = 0xd19; // uint8_t[0x3]
        inline uint64_t CurrentHealth = 0xd1c; // float
        inline uint64_t MaxHealth = 0xd20; // float
        inline uint64_t CurrentShield = 0xd24; // float
        inline uint64_t MaxShield = 0xd28; // float
        inline uint64_t CurrentOvershield = 0xd2c; // float
        inline uint64_t MaxOvershield = 0xd30; // float
        inline uint64_t CurrentSignalInStorm = 0xd34; // float
        inline uint64_t MaxSignalInStorm = 0xd38; // float
        inline uint64_t bOvershieldBarVisible = 0xd3c; // bool
        inline uint64_t pad_0xD3D = 0xd3d; // uint8_t[0x3]
        inline uint64_t OnOvershieldVisibilityChanged = 0xd40; // FMulticastInlineDelegate
        inline uint64_t OnSkydivedFromBusAndLanded = 0xd50; // FMulticastInlineDelegate
        inline uint64_t pad_0xD60 = 0xd60; // uint8_t[0x8]
        inline uint64_t AccumulatedItems = 0xd68; // TArray<FAccumulatedItemEntry>
        inline uint64_t OnAccumulatedItemsChanged = 0xd78; // FMulticastInlineDelegate
        inline uint64_t SimulatedAttributes = 0xd88; // FSimulatedAttributeArray
        inline uint64_t pad_0xDF0 = 0xdf0; // uint8_t[0x28]
        inline uint64_t PendingDestroyedGadgetItemDefinition = 0xe18; // UFortGadgetItemDefinition*
        inline uint64_t bInAircraft = 0xe20; // bool : 0
        inline uint64_t bHasEverSkydivedFromBus = 0xe20; // bool : 1
        inline uint64_t bHasEverSkydivedFromBusAndLanded = 0xe20; // bool : 2
        inline uint64_t pad_0xE21 = 0xe21; // uint8_t[0x7]
        inline uint64_t QuickbarEquippedItems = 0xe28; // TArray<UFortItemDefinition*>
        inline uint64_t pad_0xE38 = 0xe38; // uint8_t[0x18]
        inline uint64_t TeamMemberState = 0xe50; // ETeamMemberState
        inline uint64_t pad_0xE51 = 0xe51; // uint8_t[0x3]
        inline uint64_t TeamMemberStateRepTime = 0xe54; // float
        inline uint64_t pad_0xE58 = 0xe58; // uint8_t[0x10]
        inline uint64_t ReplicatedTeamMemberState = 0xe68; // ETeamMemberState
        inline uint64_t pad_0xE69 = 0xe69; // uint8_t[0x1F]
    }

    namespace FortWeaponBoardBase {
        inline uint64_t pad_0x278 = 0x278; // uint8_t[0x8]
        inline uint64_t RangedWeaponDisplaySlots = 0x280; // TArray<FFortWeaponBoardDisplaySlot>
        inline uint64_t MeleeWeaponDisplaySlots = 0x290; // TArray<FFortWeaponBoardDisplaySlot>
        inline uint64_t DisplaySlotItemList = 0x2a0; // TArray<FFortWeaponBoardDisplaySlotItem>
        inline uint64_t WeaponLists = 0x2b0; // FFortWeaponBoardWeaponLists
        inline uint64_t pad_0x2D0 = 0x2d0; // uint8_t[0x10]
    }

    namespace FortWeaponKeepScore {
        inline uint64_t OnFireFailed = 0x2a90; // FMulticastInlineDelegate
        inline uint64_t bCurrentAttackOffhand = 0x2aa0; // bool
        inline uint64_t pad_0x2AA1 = 0x2aa1; // uint8_t[0x23]
        inline uint64_t BulletPatternNumber = 0x2ac4; // int32_t
        inline uint64_t bGateFireCall = 0x2ac8; // bool
        inline uint64_t pad_0x2AC9 = 0x2ac9; // uint8_t[0x3]
        inline uint64_t IsFiringGameplayTag = 0x2acc; // FGameplayTag
        inline uint64_t MuzzleLocationOffset = 0x2ad0; // FVector
        inline uint64_t ReloadingTag = 0x2ae8; // FGameplayTag
        inline uint64_t ReloadAbilityEventTag = 0x2aec; // FGameplayTag
        inline uint64_t FireAbilityEventTag = 0x2af0; // FGameplayTag
        inline uint64_t pad_0x2AF4 = 0x2af4; // uint8_t[0x4]
        inline uint64_t bAllowAutoReload = 0x2af8; // FScalableFloat
        inline uint64_t pad_0x2B20 = 0x2b20; // uint8_t[0x8]
    }

    namespace BuildingActorManager {
        inline uint64_t pad_0x38 = 0x38; // uint8_t[0x28]
        inline uint64_t BuildingsToTick = 0x60; // TArray<FInstancedStruct>
        inline uint64_t BuildingsToRemoveFromTick = 0x70; // TArray<FInstancedStruct>
        inline uint64_t LastBuildingTickIndex = 0x80; // int32_t
        inline uint64_t BuildingTickIndex = 0x84; // int32_t
        inline uint64_t MaxBuildingTickIndex = 0x88; // int32_t
        inline uint64_t BuildingsDestroyedThisFrame = 0x8c; // int32_t
        inline uint64_t DefaultMaxHealthAttributeCache = 0x90; // TMap<FBuildingActorMaxHealthCacheKey, float>
        inline uint64_t bCachedIsBattleRoyalePlaylist = 0xa0; // bool
        inline uint64_t pad_0xA1 = 0xa1; // uint8_t[0x7]
    }

    namespace FortGameModeFrontEnd {
        inline uint64_t TheaterMapViewer = 0x708; // UFortTheaterMapViewer*
        inline uint64_t pad_0x710 = 0x710; // uint8_t[0x50]
    }

    namespace FortGameStateEndless {
        inline uint64_t WaveNumber = 0x1148; // int32_t
        inline uint64_t pad_0x114C = 0x114c; // uint8_t[0x4]
    }

    namespace FortGameStateOutpost {
        inline uint64_t bOutpostDefenseActive = 0x1148; // bool
        inline uint64_t bWargameActive = 0x1149; // bool
        inline uint64_t StormShieldDefenseType = 0x114a; // EStormShieldDefense
        inline uint64_t bOutpostStatusAllowsMissionStart = 0x114b; // bool
        inline uint64_t pad_0x114C = 0x114c; // uint8_t[0x4]
        inline uint64_t IronCityEarlyPlayerInfos = 0x1150; // TArray<UFortRegisteredPlayerInfo*>
        inline uint64_t IronCityLowestPlayerAccountLevel = 0x1160; // int32_t
        inline uint64_t IronCityMinPowerLevel = 0x1164; // float
        inline uint64_t IronCityMaxPowerLevel = 0x1168; // float
        inline uint64_t pad_0x116C = 0x116c; // uint8_t[0x4]
        inline uint64_t IronCityDifficultyInfo = 0x1170; // FIronCityDifficultyInfo
        inline uint64_t PlayerWeaponSkillLevel = 0x1198; // float
        inline uint64_t PrepTimeErrorOffset = 0x119c; // float
        inline uint64_t pad_0x11A0 = 0x11a0; // uint8_t[0x8]
        inline uint64_t OwnedZoneComponent = 0x11a8; // UFortGameStateComponent_OwnedZone*
        inline uint64_t pad_0x11B0 = 0x11b0; // uint8_t[0x10]
    }

    namespace FortInventoryContext {
        inline uint64_t OnMcpWorldItemsChanged = 0x30; // FMulticastInlineDelegate
        inline uint64_t OnMcpOutpostItemsChanged = 0x40; // FMulticastInlineDelegate
        inline uint64_t OnWorldItemListChanged = 0x50; // FMulticastInlineDelegate
        inline uint64_t OnOutpostItemListChanged = 0x60; // FMulticastInlineDelegate
        inline uint64_t OnItemPickedUp = 0x70; // FMulticastInlineDelegate
        inline uint64_t OnQuickbarContentsChanged = 0x80; // FMulticastInlineDelegate
        inline uint64_t OnQuickbarRecordsChanged = 0x90; // FMulticastInlineDelegate
        inline uint64_t OnQuickbarSlotFocusChanged = 0xa0; // FMulticastInlineDelegate
        inline uint64_t OnQuickbarSecondarySlotFocusChanged = 0xb0; // FMulticastInlineDelegate
        inline uint64_t OnQuickbarForceFullUpdate = 0xc0; // FMulticastInlineDelegate
        inline uint64_t OnWorldItemsChanged = 0xd0; // FMulticastInlineDelegate
        inline uint64_t pad_0xE0 = 0xe0; // uint8_t[0x20]
        inline uint64_t OnCraftItemFailed = 0x100; // FMulticastInlineDelegate
        inline uint64_t pad_0x110 = 0x110; // uint8_t[0x10]
        inline uint64_t OnVaultItemLimitStateChangedEvent = 0x120; // FMulticastInlineDelegate
        inline uint64_t pad_0x130 = 0x130; // uint8_t[0xD8]
    }

    namespace FortInventoryManager {
        inline uint64_t PersistenceManager = 0x28; // UVkPersistenceManager*
        inline uint64_t VkProjectId = 0x30; // FString
        inline uint64_t pad_0x40 = 0x40; // uint8_t[0x20]
    }

    namespace FortInventoryOutpost {
        inline uint64_t UnavailableItemInstances = 0x400; // TArray<UFortWorldItem*>
        inline uint64_t bHasUnavailableItems = 0x410; // bool
        inline uint64_t pad_0x411 = 0x411; // uint8_t[0x7]
    }

    namespace FortPlayerCameraBase {
        inline uint64_t CameraBlendStack = 0x28f0; // TArray<FActiveFortCamera>
        inline uint64_t CameraInstances = 0x2900; // TArray<FFortCameraInstanceEntry>
        inline uint64_t CameraOverridesStack = 0x2910; // TArray<FFortAbilityCameraOverrideSettings>
        inline uint64_t UICamera = 0x2920; // UFortUICameraManagerComponent*
        inline uint64_t Base3PClass = 0x2928; // TSubclassOf<UFortCameraMode>
        inline uint64_t Targeting3PClass = 0x2930; // TSubclassOf<UFortCameraMode>
        inline uint64_t OverrideCameraClass = 0x2938; // TSubclassOf<UFortCameraMode>
        inline uint64_t CinematicCameraClass = 0x2940; // TSubclassOf<UFortCinematicCamera>
        inline uint64_t DBNOCameraClass = 0x2948; // TSubclassOf<UFortCameraMode>
        inline uint64_t DBNOCarriedCameraClass = 0x2950; // TSubclassOf<UFortCameraMode>
        inline uint64_t DeathCameraClass = 0x2958; // TSubclassOf<UFortCameraMode>
        inline uint64_t RespawnedInAirCameraClass = 0x2960; // TSubclassOf<UFortCameraMode>
        inline uint64_t SkydiveGlideCameraClass = 0x2968; // TSubclassOf<UFortCameraMode>
        inline uint64_t SkydiveDiveCameraClass = 0x2970; // TSubclassOf<UFortCameraMode>
        inline uint64_t SkydiveParachuteCameraClass = 0x2978; // TSubclassOf<UFortCameraMode>
        inline uint64_t HoverboardCameraClass = 0x2980; // TSubclassOf<UFortCameraMode>
        inline uint64_t WaterSprintBoostCameraClass = 0x2988; // TSubclassOf<UFortCameraMode>
        inline uint64_t FocalPointCameraClass = 0x2990; // TSubclassOf<UFortCameraMode>
        inline uint64_t TetheredTargeting3PClass = 0x2998; // TSubclassOf<UFortCameraMode>
        inline uint64_t RCActorCameraClass = 0x29a0; // TSubclassOf<UFortCameraMode>
        inline uint64_t CameraPrototypes = 0x29a8; // TArray<FFortCameraPrototype>
        inline uint64_t bCanDeathCameraBlendOut = 0x29b8; // bool
        inline uint64_t pad_0x29B9 = 0x29b9; // uint8_t[0x8F]
        inline uint64_t ZoomPostProcessVolume = 0x2a48; // UPostProcessVolume*
        inline uint64_t TaggedOverrideStack = 0x2a50; // TArray<FCameraModeTaggedOverrideEntry>
        inline uint64_t pad_0x2A60 = 0x2a60; // uint8_t[0x920]
        inline uint64_t bLockCameraWhileInactiveForNextTransition = 0x3380; // bool
        inline uint64_t pad_0x3381 = 0x3381; // uint8_t[0x7F]
    }

    namespace FortPlayerController {
        inline uint64_t pad_0x728 = 0x728; // uint8_t[0x38]
        inline uint64_t bUnlockAllZones = 0x760; // bool
        inline uint64_t pad_0x761 = 0x761; // uint8_t[0x2F]
        inline uint64_t OnPlayerPawnPossessed = 0x790; // FMulticastInlineDelegate
        inline uint64_t OnEnteredEditMode = 0x7a0; // FMulticastInlineDelegate
        inline uint64_t OnPickupCreated = 0x7b0; // FMulticastInlineDelegate
        inline uint64_t pad_0x7C0 = 0x7c0; // uint8_t[0x30]
        inline uint64_t OnViewTargetChanged = 0x7f0; // FMulticastInlineDelegate
        inline uint64_t pad_0x800 = 0x800; // uint8_t[0x30]
        inline uint64_t OnPlayerStateReady = 0x830; // FMulticastInlineDelegate
        inline uint64_t OnInputFiltered = 0x840; // FMulticastInlineDelegate
        inline uint64_t OnTouchDirectionTriggered = 0x850; // FMulticastInlineDelegate
        inline uint64_t pad_0x860 = 0x860; // uint8_t[0x18]
        inline uint64_t bTrapsInNoBuild = 0x878; // bool : 0
        inline uint64_t pad_0x879 = 0x879; // uint8_t[0x7]
        inline uint64_t OnFortPawnChangedEvent = 0x880; // FMulticastInlineDelegate
        inline uint64_t pad_0x890 = 0x890; // uint8_t[0x18]
        inline uint64_t OnControllerComponentAttachedEvent = 0x8a8; // FMulticastInlineDelegate
        inline uint64_t pad_0x8B8 = 0x8b8; // uint8_t[0x111]
        inline uint64_t bInPossession = 0x9c9; // bool
        inline uint64_t pad_0x9CA = 0x9ca; // uint8_t[0x46]
        inline uint64_t HybridControlsComponentComponent = 0xa10; // UFortControllerComponent_HybridMouseControls*
        inline uint64_t pad_0xA18 = 0xa18; // uint8_t[0x20]
        inline uint64_t AircraftInputComponent = 0xa38; // UInputComponent*
        inline uint64_t SprintOverrideComponent = 0xa40; // UActorComponent*
        inline uint64_t SkydiveMusicAudioComp = 0xa48; // UAudioComponent*
        inline uint64_t bIsDisconnecting = 0xa50; // bool : 0
        inline uint64_t bIsBeingKicked = 0xa50; // bool : 1
        inline uint64_t bHasInitiallySpawned = 0xa50; // bool : 2
        inline uint64_t bAssignedStartSpawn = 0xa50; // bool : 3
        inline uint64_t bReadyToStartMatch = 0xa50; // bool : 4
        inline uint64_t bClientPawnIsLoaded = 0xa50; // bool : 5
        inline uint64_t bWantsWeaponAutoPickup = 0xa50; // bool : 6
        inline uint64_t bAutoPickUpEnabled = 0xa50; // bool : 7
        inline uint64_t pad_0xA51 = 0xa51; // uint8_t[0x7]
        inline uint64_t SpawnLoc = 0xa58; // FVector
        inline uint64_t NumPreviousSpawns = 0xa70; // int32_t
        inline uint64_t bCanSpectateBot = 0xa74; // bool
        inline uint64_t pad_0xA75 = 0xa75; // uint8_t[0x3]
        inline uint64_t OnBlueprintReadyCheckCompleted = 0xa78; // FMulticastInlineDelegate
        inline uint64_t OnDelayForPreServerTransitionAnimationEvent = 0xa88; // FMulticastInlineDelegate
        inline uint64_t pad_0xA98 = 0xa98; // uint8_t[0x30]
        inline uint64_t SimpleLoadingScreenSoundMix = 0xac8; // USoundMix*
        inline uint64_t pad_0xAD0 = 0xad0; // uint8_t[0xC]
        inline uint64_t SprintOverrideAbilityGameplayTag = 0xadc; // FGameplayTag
        inline uint64_t HandledReturnToMainMenuReasons = 0xae0; // TArray<FString>
        inline uint64_t pad_0xAF0 = 0xaf0; // uint8_t[0x10]
        inline uint64_t ManagedAIs = 0xb00; // TArray<UFortAIPawn*>
        inline uint64_t MyFortPawn = 0xb10; // UFortPlayerPawn*
        inline uint64_t CachedFortPawn = 0xb18; // UFortPawn*
        inline uint64_t MyFortPawnBeforeTakeoverOfScriptedPawn = 0xb20; // UFortPlayerPawn*
        inline uint64_t ScriptedPawnControllerBeforeTakeover = 0xb28; // UController*
        inline uint64_t bHasClientFinishedLoading = 0xb30; // bool
        inline uint64_t bHasServerFinishedLoading = 0xb31; // bool
        inline uint64_t pad_0xB32 = 0xb32; // uint8_t[0x2]
        inline uint64_t TimeStartedWaiting = 0xb34; // float
        inline uint64_t TimeFinishedNavigationBuild = 0xb38; // float
        inline uint64_t pad_0xB3C = 0xb3c; // uint8_t[0x4]
        inline uint64_t MaterialParameterCollection = 0xb40; // UMaterialParameterCollection*
        inline uint64_t pad_0xB48 = 0xb48; // uint8_t[0x9]
        inline uint64_t bLoadingScreenDropped = 0xb51; // bool
        inline uint64_t pad_0xB52 = 0xb52; // uint8_t[0x6]
        inline uint64_t PendingSpectatorLocation = 0xb58; // FVector
        inline uint64_t ActorUnderReticle = 0xb70; // TWeakObjectPtr<UActor>
        inline uint64_t WeakspotUnderReticle = 0xb78; // TWeakObjectPtr<?>
        inline uint64_t ActiveWeakSpots = 0xb80; // TArray<FStruct>
        inline uint64_t IdleKickLastTimeActive = 0xb90; // float
        inline uint64_t LastTimeActive = 0xb94; // float
        inline uint64_t pad_0xB98 = 0xb98; // uint8_t[0x18]
        inline uint64_t CachedCoreInputComponent = 0xbb0; // TWeakObjectPtr<UFortControllerComponent_CoreInput>
        inline uint64_t pad_0xBB8 = 0xbb8; // uint8_t[0x18]
        inline uint64_t bRevertPlayerListenerChange = 0xbd0; // bool
        inline uint64_t pad_0xBD1 = 0xbd1; // uint8_t[0x87]
        inline uint64_t VehicleInputComponent = 0xc58; // UInputComponent*
        inline uint64_t VehicleInputContexts = 0xc60; // TArray<UInputMappingContext*>
        inline uint64_t pad_0xC70 = 0xc70; // uint8_t[0x8]
        inline uint64_t bHoldingPrimaryFireFromTouch = 0xc78; // bool
        inline uint64_t bHoldingSecondaryFire = 0xc79; // bool
        inline uint64_t bSupportNextPieceAssist = 0xc7a; // bool
        inline uint64_t bAutoBuildForTrapPlacement = 0xc7b; // bool
        inline uint64_t bAutoBuildForFloorTrapPlacement = 0xc7c; // bool
        inline uint64_t bAutoBuildForWallTrapPlacement = 0xc7d; // bool
        inline uint64_t bAutoBuildForCeilingTrapPlacement = 0xc7e; // bool
        inline uint64_t bNoControllerLighting = 0xc7f; // bool
        inline uint64_t ReturnToMainMenuTimeoutDelay = 0xc80; // float
        inline uint64_t pad_0xC84 = 0xc84; // uint8_t[0x4]
        inline uint64_t OnQuestObjectiveStateChanged = 0xc88; // FMulticastInlineDelegate
        inline uint64_t pad_0xC98 = 0xc98; // uint8_t[0x18]
        inline uint64_t LastDamager = 0xcb0; // UFortPlayerController*
        inline uint64_t pad_0xCB8 = 0xcb8; // uint8_t[0x8]
        inline uint64_t LastFallInstigator = 0xcc0; // UFortPlayerController*
        inline uint64_t pad_0xCC8 = 0xcc8; // uint8_t[0x4]
        inline uint64_t LastDamagerCreditThresholdDropElim = 0xccc; // float
        inline uint64_t LastDamagerCreditThresholdSelfElim = 0xcd0; // float
        inline uint64_t LastDamagerCreditThresholdStormElim = 0xcd4; // float
        inline uint64_t bGiveLastDamagerElimCreditOnDrop = 0xcd8; // bool
        inline uint64_t bGiveLastDamagerElimCreditOnSelfDamage = 0xcd9; // bool
        inline uint64_t bGiveLastDamagerElimCreditOnStormDamage = 0xcda; // bool
        inline uint64_t pad_0xCDB = 0xcdb; // uint8_t[0x4D]
        inline uint64_t OnMcpProfilesInitializedEvent = 0xd28; // FMulticastInlineDelegate
        inline uint64_t pad_0xD38 = 0xd38; // uint8_t[0x150]
        inline uint64_t OnEnterVehicleDriver = 0xe88; // FMulticastInlineDelegate
        inline uint64_t OnEnterVehiclePassenger = 0xe98; // FMulticastInlineDelegate
        inline uint64_t OnExitVehicle = 0xea8; // FMulticastInlineDelegate
        inline uint64_t OnFullyExitVehicle = 0xeb8; // FMulticastInlineDelegate
        inline uint64_t OnVehicleSeatChanged = 0xec8; // FMulticastInlineDelegate
        inline uint64_t OnVehicleSeatChangedComplete = 0xed8; // FMulticastInlineDelegate
        inline uint64_t OnVehicleAbilitiesRemoved = 0xee8; // FMulticastInlineDelegate
        inline uint64_t OnTetherChanged = 0xef8; // FMulticastInlineDelegate
        inline uint64_t OnClientRefreshHUDForRespawn = 0xf08; // FMulticastInlineDelegate
        inline uint64_t pad_0xF18 = 0xf18; // uint8_t[0x2C]
        inline uint64_t bHoldingObject = 0xf44; // bool : 0
        inline uint64_t pad_0xF45 = 0xf45; // uint8_t[0x3]
        inline uint64_t SecondaryInteractInputComponent = 0xf48; // UInputComponent*
        inline uint64_t DBNOCarryInputComponent = 0xf50; // UInputComponent*
        inline uint64_t HeldObjectsInputComponent = 0xf58; // UInputComponent*
        inline uint64_t OnInventoryActiveChangedEvent = 0xf60; // FMulticastInlineDelegate
        inline uint64_t pad_0xF70 = 0xf70; // uint8_t[0x30]
        inline uint64_t bEnableProcessGamepadInput = 0xfa0; // bool : 0
        inline uint64_t pad_0xFA1 = 0xfa1; // uint8_t[0xF]
        inline uint64_t bWantsToSprint = 0xfb0; // bool : 0
        inline uint64_t bHoldingSprint = 0xfb0; // bool : 1
        inline uint64_t bSprintToggleable = 0xfb0; // bool : 2
        inline uint64_t bForcingWalkFromToggleInput = 0xfb0; // bool : 3
        inline uint64_t bForceWalkHeldInput = 0xfb0; // bool : 4
        inline uint64_t bForceWalkFromSavedMove = 0xfb0; // bool : 5
        inline uint64_t bIgnoreForceWalk = 0xfb0; // bool : 6
        inline uint64_t bForceBinaryForward = 0xfb0; // bool : 7
        inline uint64_t bSprintBehaviorIsOverridden = 0xfb1; // bool : 0
        inline uint64_t bSprintByDefaultWhenSprintIsOverridden = 0xfb1; // bool : 1
        inline uint64_t bSprintByDefault = 0xfb1; // bool : 2
        inline uint64_t bAutoRunOn = 0xfb1; // bool : 3
        inline uint64_t bUseHoldToSwapPickup = 0xfb1; // bool : 4
        inline uint64_t bTargetingToggleable = 0xfb1; // bool : 5
        inline uint64_t bTargetingToggleableWithTouch = 0xfb1; // bool : 6
        inline uint64_t bMovementDisabledDueToCancellableAction = 0xfb1; // bool : 7
        inline uint64_t bIsPlayerActivelyMoving = 0xfb2; // bool : 0
        inline uint64_t bPlaceHeldObjectPressed = 0xfb2; // bool : 1
        inline uint64_t bJumpInputPressed = 0xfb2; // bool : 2
        inline uint64_t bIsRunningAllowedByMoveKeys = 0xfb2; // bool : 3
        inline uint64_t bShowDamageNumbersOfConvertedNPC = 0xfb2; // bool : 4
        inline uint64_t pad_0xFB3 = 0xfb3; // uint8_t[0x1]
        inline uint64_t InMovementCancellableAction = 0xfb4; // int32_t
        inline uint64_t pad_0xFB8 = 0xfb8; // uint8_t[0x4]
        inline uint64_t bAllowHoldForAmmoCrafting = 0xfbc; // bool
        inline uint64_t bIsClientTimingOut = 0xfbd; // bool
        inline uint64_t pad_0xFBE = 0xfbe; // uint8_t[0x2]
        inline uint64_t ClientTimeoutBlockInputTime = 0xfc0; // float
        inline uint64_t pad_0xFC4 = 0xfc4; // uint8_t[0xC]
        inline uint64_t LastMoveInputFrame = 0xfd0; // uint64_t
        inline uint64_t LastPressGamepadSprintTime = 0xfd8; // float
        inline uint64_t LastToggleAutoRunTime = 0xfdc; // float
        inline uint64_t bAutoRunWasHoldingForward = 0xfe0; // bool
        inline uint64_t bAtNameBaseScreen = 0xfe1; // bool
        inline uint64_t pad_0xFE2 = 0xfe2; // uint8_t[0x6]
        inline uint64_t GameplaySettingsTags = 0xfe8; // FGameplayTagContainer
        inline uint64_t pad_0x1008 = 0x1008; // uint8_t[0x8]
        inline uint64_t OnSetFirstPersonCamera = 0x1010; // FMulticastInlineDelegate
        inline uint64_t pad_0x1020 = 0x1020; // uint8_t[0x20]
        inline uint64_t OnCameraShoulderSwapChanged = 0x1040; // FMulticastInlineDelegate
        inline uint64_t pad_0x1050 = 0x1050; // uint8_t[0x18]
        inline uint64_t CinematicCameraClassOverride = 0x1068; // TSubclassOf<UFortCinematicCamera>
        inline uint64_t bOnPressExecuteJetpack = 0x1070; // bool
        inline uint64_t pad_0x1071 = 0x1071; // uint8_t[0x3F]
        inline uint64_t bShowHitMarkersForFriendlyFire = 0x10b0; // bool
        inline uint64_t bServerSideHitMarkers = 0x10b1; // bool
        inline uint64_t pad_0x10B2 = 0x10b2; // uint8_t[0x2E]
        inline uint64_t OnTextChatRequestedDelegate = 0x10e0; // FMulticastInlineDelegate
        inline uint64_t OnToggleMainMenuDelegate = 0x10f0; // FMulticastInlineDelegate
        inline uint64_t OnBuildingActorsIndestructibleChangedEvent = 0x1100; // FMulticastInlineDelegate
        inline uint64_t OnRegainedFocus = 0x1110; // FMulticastInlineDelegate
        inline uint64_t OnReloadCancelingSprint = 0x1120; // FMulticastInlineDelegate
        inline uint64_t pad_0x1130 = 0x1130; // uint8_t[0x18]
        inline uint64_t OnOpenVoteDialog = 0x1148; // FMulticastInlineDelegate
        inline uint64_t pad_0x1158 = 0x1158; // uint8_t[0x140]
        inline uint64_t bToggleMainMenuEnabled = 0x1298; // bool
        inline uint64_t pad_0x1299 = 0x1299; // uint8_t[0x3]
        inline uint64_t FlooredDamageZeroValue = 0x129c; // int32_t
        inline uint64_t bGamepadAbilityPending = 0x12a0; // bool
        inline uint64_t bForceAllowCursorMode = 0x12a1; // bool
        inline uint64_t bForceAllowCameraMode = 0x12a2; // bool
        inline uint64_t pad_0x12A3 = 0x12a3; // uint8_t[0x1]
        inline uint64_t bSuppressEventNotifications = 0x12a4; // bool
        inline uint64_t pad_0x12A5 = 0x12a5; // uint8_t[0x3]
        inline uint64_t CachedUIFeedbackBank = 0x12a8; // UFortUIFeedbackBank*
        inline uint64_t pad_0x12B0 = 0x12b0; // uint8_t[0x18]
        inline uint64_t LastSpotTime = 0x12c8; // float
        inline uint64_t pad_0x12CC = 0x12cc; // uint8_t[0x4]
        inline uint64_t LastPlayerLocalMoveInput = 0x12d0; // FVector2D
        inline uint64_t CurrentMarks = 0x12e0; // TArray<TWeakObjectPtr<UFortMarkActor>>
        inline uint64_t LoopingUIFeedbackComponents = 0x12f0; // TMap<FName, UAudioComponent*>
        inline uint64_t PreviewAbility = 0x1300; // UFortGameplayAbility*
        inline uint64_t bDisableNativeHitMarker = 0x1308; // bool
        inline uint64_t bDisableNativeDamageNumbers = 0x1309; // bool
        inline uint64_t pad_0x130A = 0x130a; // uint8_t[0x6]
        inline uint64_t DummyCamera = 0x1310; // UActor*
        inline uint64_t pad_0x1318 = 0x1318; // uint8_t[0x18]
        inline uint64_t IntensityGraphInfo = 0x1330; // FAIDirectorDebugInfo
        inline uint64_t PIDValuesGraphInfo = 0x1358; // FAIDirectorDebugInfo
        inline uint64_t PIDContributionsGraphInfo = 0x1380; // FAIDirectorDebugInfo
        inline uint64_t AIDirectorDataManager = 0x13a8; // UFortAIDirectorDataManager*
        inline uint64_t MusicManager = 0x13b0; // UFortMusicManager*
        inline uint64_t OnBuildPreviewMarkerVisibilityChanged = 0x13b8; // FMulticastInlineDelegate
        inline uint64_t OnWeakSpotReset = 0x13c8; // FMulticastInlineDelegate
        inline uint64_t pad_0x13D8 = 0x13d8; // uint8_t[0x10]
        inline uint64_t bUsePredictedBuildingActors = 0x13e8; // bool
        inline uint64_t bRegisterPredictedBuildingActorsWithGrid = 0x13e9; // bool
        inline uint64_t bPredictedBuildingWallsHaveNoCollision = 0x13ea; // bool
        inline uint64_t pad_0x13EB = 0x13eb; // uint8_t[0x1]
        inline uint64_t PredictedActorLifespan = 0x13ec; // float
        inline uint64_t PredictedBuildingSMActors = 0x13f0; // TArray<TWeakObjectPtr<UBuildingSMActor>>
        inline uint64_t pad_0x1400 = 0x1400; // uint8_t[0x200]
        inline uint64_t BuildPreviewModeInputComponent = 0x1600; // UInputComponent*
        inline uint64_t SimpleBuildInputComponent = 0x1608; // UInputComponent*
        inline uint64_t BaseBuildInputComponent = 0x1610; // UInputComponent*
        inline uint64_t UnblockedInputComponent = 0x1618; // UFortEnhancedInputComponent*
        inline uint64_t BuildPreviewMarker = 0x1620; // UObject*
        inline uint64_t BuildPreviewMarkerExtraPiece = 0x1628; // UObject*
        inline uint64_t pad_0x1630 = 0x1630; // uint8_t[0x60]
        inline uint64_t bAllowBuildingPreviewAutoRotation = 0x1690; // bool
        inline uint64_t bRequireTraceToExistingBuildingToSetContext = 0x1691; // bool
        inline uint64_t bAllowTraceToExistingBuildingToSetContextToRedirectToBlockingBuilding = 0x1692; // bool
        inline uint64_t bRequireTraceToExistingBuildingToSetContextExcludeCurrentContext = 0x1693; // bool
        inline uint64_t pad_0x1694 = 0x1694; // uint8_t[0x9C]
        inline uint64_t TargetedBuilding = 0x1730; // UObject*
        inline uint64_t TargetedVehicle = 0x1738; // UActor*
        inline uint64_t TargetedFortPawn = 0x1740; // UFortPawn*
        inline uint64_t StartUpgradeSound = 0x1748; // TSoftObjectPtr<USoundBase>
        inline uint64_t HighlightedPrimaryBuildings = 0x1768; // TArray<UObject*>
        inline uint64_t HighlightedInteractionBuildings = 0x1778; // TArray<UObject*>
        inline uint64_t BuildPreviewMarkerMIDs = 0x1788; // TArray<UMaterialInstanceDynamic*>
        inline uint64_t BuildPreviewRotationIterations = 0x1798; // uint8_t
        inline uint64_t pad_0x1799 = 0x1799; // uint8_t[0x3]
        inline uint64_t bBuildPreviewMirrored = 0x179c; // bool : 0
        inline uint64_t pad_0x179D = 0x179d; // uint8_t[0x3]
        inline uint64_t BuildPreviewMarkerOptionalAdjustment = 0x17a0; // EFortBuildPreviewMarkerOptionalAdjustment
        inline uint64_t pad_0x17A1 = 0x17a1; // uint8_t[0x3]
        inline uint64_t bBuildFree = 0x17a4; // bool : 0
        inline uint64_t pad_0x17A5 = 0x17a5; // uint8_t[0x4B]
        inline uint64_t IMC_PushToTalk = 0x17f0; // FFortEnhancedInputScalableData
        inline uint64_t IA_PushToTalk = 0x1838; // FFortEnhancedInputActionScalableData
        inline uint64_t pad_0x1860 = 0x1860; // uint8_t[0x18]
        inline uint64_t bCraftFree = 0x1878; // bool : 0
        inline uint64_t pad_0x1879 = 0x1879; // uint8_t[0x7]
        inline uint64_t CurrentBuildableClass = 0x1880; // TSubclassOf<UBuildingSMActor>
        inline uint64_t CurrentResourceLevel = 0x1888; // uint8_t
        inline uint64_t CurrentResourceType = 0x1889; // uint8_t
        inline uint64_t pad_0x188A = 0x188a; // uint8_t[0x6]
        inline uint64_t LastBuildableStateData = 0x1890; // FLastBuildableState[14]
        inline uint64_t pad_0x1970 = 0x1970; // uint8_t[0x10]
        inline uint64_t QueuedDamageNumbers = 0x1980; // TArray<FFortDamageNumberInfo>
        inline uint64_t DamageNumbersInterface = 0x1990; // TScriptInterface<IFortDamageNumbersInterface>
        inline uint64_t EditModeInputComponent = 0x19a0; // UInputComponent*
        inline uint64_t EditBuildingActor = 0x19a8; // UBuildingSMActor*
        inline uint64_t EditModeDistance = 0x19b0; // float
        inline uint64_t pad_0x19B4 = 0x19b4; // uint8_t[0x4]
        inline uint64_t LastBuildPreviewGridSnapLoc = 0x19b8; // FVector
        inline uint64_t LastBuildPreviewGridSnapRot = 0x19d0; // FRotator
        inline uint64_t LastBuildPreviewGridSnapCentroid = 0x19e8; // FVector
        inline uint64_t PickerInputComponent = 0x1a00; // UInputComponent*
        inline uint64_t TrapPickerDecoHelper = 0x1a08; // UFortDecoHelper*
        inline uint64_t TouchEditResults = 0x1a10; // TArray<FHitResult>
        inline uint64_t pad_0x1A20 = 0x1a20; // uint8_t[0x1]
        inline uint64_t bBuildingPlacementTraceSkipInitialPenetrationOfBuildingSMActor = 0x1a21; // bool
        inline uint64_t bBuildingPlacementTraceSkipInitialPenetrationOfStaticMesh = 0x1a22; // bool
        inline uint64_t pad_0x1A23 = 0x1a23; // uint8_t[0x45]
        inline uint64_t ClientQuickBars = 0x1a68; // UFortQuickBars*
        inline uint64_t pad_0x1A70 = 0x1a70; // uint8_t[0x8]
        inline uint64_t RecentlyRemovedQuickbarInfo = 0x1a78; // TArray<FRecentlyRemovedQuickbarInfo>
        inline uint64_t pad_0x1A88 = 0x1a88; // uint8_t[0x50]
        inline uint64_t DelayedQuickBarActions = 0x1ad8; // FDelayedQuickBarActionContainer
        inline uint64_t ClientProcessedQuickBarActions = 0x1b38; // TSet<uint32_t>
        inline uint64_t bShouldForceDeleteDroppedItems = 0x1b48; // bool
        inline uint64_t pad_0x1B49 = 0x1b49; // uint8_t[0x38]
        inline uint64_t bUsePickUpFlagToCheckPreviouslyGathered = 0x1b81; // bool
        inline uint64_t pad_0x1B82 = 0x1b82; // uint8_t[0x6]
        inline uint64_t QueuedItemsToDrop = 0x1b88; // FQueuedItemsToDropViaPickup
        inline uint64_t PawnDeathPickupTossDistMin = 0x1ba8; // float
        inline uint64_t PawnDeathPickupTossDistMax = 0x1bac; // float
        inline uint64_t PawnDeathPickupTossHalfAngle = 0x1bb0; // float
        inline uint64_t pad_0x1BB4 = 0x1bb4; // uint8_t[0x4]
        inline uint64_t PawnDeathPickupSpawnLocationAdjustment = 0x1bb8; // FVector
        inline uint64_t pad_0x1BD0 = 0x1bd0; // uint8_t[0x78]
        inline uint64_t bAutoEquipBetterItems = 0x1c48; // bool : 0
        inline uint64_t pad_0x1C49 = 0x1c49; // uint8_t[0x3]
        inline uint64_t bShouldConstructReplicatedInventories = 0x1c4c; // bool
        inline uint64_t pad_0x1C4D = 0x1c4d; // uint8_t[0x3]
        inline uint64_t WorldInventoryClass = 0x1c50; // TSubclassOf<UFortInventory>
        inline uint64_t WorldInventory = 0x1c58; // TScriptInterface<IFortInventoryInterface>
        inline uint64_t OutpostInventory = 0x1c68; // UFortInventory*
        inline uint64_t ViewTargetInventory = 0x1c70; // TScriptInterface<IFortInventoryInterface>
        inline uint64_t pad_0x1C80 = 0x1c80; // uint8_t[0x4C]
        inline uint64_t bHasInitializedWorldInventory = 0x1ccc; // bool : 0
        inline uint64_t bHasInitializedHeroInventory = 0x1ccc; // bool : 1
        inline uint64_t bAccountInventoryWasUpdated = 0x1ccc; // bool : 2
        inline uint64_t bForceWorldInventoryUpdate = 0x1ccc; // bool : 3
        inline uint64_t pad_0x1CCD = 0x1ccd; // uint8_t[0x12B]
        inline uint64_t CosmeticLoadoutPC = 0x1df8; // FFortAthenaLoadout
        inline uint64_t LocalPawnCustomizationAssetLoader = 0x1ef8; // UFortCustomizationAssetLoader*
        inline uint64_t bDropWeaponsDuringAllMissionStates = 0x1f00; // bool
        inline uint64_t pad_0x1F01 = 0x1f01; // uint8_t[0x1F]
        inline uint64_t LatestRewardReport = 0x1f20; // FFortRewardReport
        inline uint64_t MyPlayerInfo = 0x1f78; // UFortRegisteredPlayerInfo*
        inline uint64_t UpdatedObjectiveStats = 0x1f80; // TArray<FFortUpdatedObjectiveStat>
        inline uint64_t bHasUnsavedPrimaryMissionProgress = 0x1f90; // bool
        inline uint64_t pad_0x1F91 = 0x1f91; // uint8_t[0x1F]
        inline uint64_t StatManager = 0x1fb0; // UStatManager*
        inline uint64_t HeartbeatManager = 0x1fb8; // UHeartbeatManager*
        inline uint64_t StatEventManager = 0x1fc0; // UFortStatEventManager*
        inline uint64_t CachedPersistentGameplayStats = 0x1fc8; // FFortPersistentGameplayStatContainer
        inline uint64_t pad_0x1FD8 = 0x1fd8; // uint8_t[0x10]
        inline uint64_t LastEmotePlayed = 0x1fe8; // UFortMontageItemDefinitionBase*
        inline uint64_t EmoteUsageCounts = 0x1ff0; // TMap<UFortMontageItemDefinitionBase*, int32_t>
        inline uint64_t AnalyticsBuildingWallTooLowLocations = 0x2000; // TArray<FVector>
        inline uint64_t NearbyEmotingPawns = 0x2010; // TSet<UFortPlayerPawn*>
        inline uint64_t NearbyEmotingPawnCount = 0x2020; // TMap<FName, int32_t>
        inline uint64_t McpProfileGroup = 0x2030; // UMcpProfileGroup*
        inline uint64_t CommonPublicMcpProfile = 0x2038; // UFortMcpProfileCommonPublic*
        inline uint64_t CommonCoreMcpProfile = 0x2040; // UFortMcpProfileCommonCore*
        inline uint64_t MainMcpProfile = 0x2048; // UFortMcpProfileCampaign*
        inline uint64_t AthenaProfile = 0x2050; // UObject*
        inline uint64_t MetadataProfile = 0x2058; // UFortMcpProfileMetadata*
        inline uint64_t CreativeModeMCPProfile = 0x2060; // UFortMcpProfileCreative*
        inline uint64_t FortProfileFNE = 0x2068; // UFortProfileFNE*
        inline uint64_t bShouldReceiveCriticalMatchBonus = 0x2070; // bool
        inline uint64_t bIgnoreExperienceOwnership = 0x2071; // bool
        inline uint64_t pad_0x2072 = 0x2072; // uint8_t[0x6]
        inline uint64_t OnPlayerChangedBuildMode = 0x2078; // FMulticastInlineDelegate
        inline uint64_t OnAutoRunEnabled = 0x2088; // FMulticastInlineDelegate
        inline uint64_t pad_0x2098 = 0x2098; // uint8_t[0x60]
        inline uint64_t CustomVoicePriorityListPlayers = 0x20f8; // TArray<TWeakObjectPtr<UPlayerState>>
        inline uint64_t pad_0x2108 = 0x2108; // uint8_t[0x78]
        inline uint64_t VoiceInputSourceEffectPresetChain = 0x2180; // USoundEffectSourcePresetChain*
        inline uint64_t ProximityVoiceChatAttenuation = 0x2188; // USoundAttenuation*
        inline uint64_t ProximityChatSettingsProviderClass = 0x2190; // TSubclassOf<UFortProximityChatSettingsProviderBase>
        inline uint64_t ProximityChatSettingsProvider = 0x2198; // UFortProximityChatSettingsProviderBase*
        inline uint64_t bLocalEnableCustomProximityChatPriorityList = 0x21a0; // bool
        inline uint64_t bLocalEnableCustomPriorityList = 0x21a1; // bool
        inline uint64_t bHasAttemptedGameServerVoiceChatConnectOrDisconnect = 0x21a2; // bool
        inline uint64_t pad_0x21A3 = 0x21a3; // uint8_t[0x5]
        inline uint64_t ProximityChatPriorityListProviderClass = 0x21a8; // TSubclassOf<UFortProximityChatPriorityListProviderBase>
        inline uint64_t LocalProximityChatPriorityListProviderClass = 0x21b0; // TSubclassOf<UFortProximityChatPriorityListProviderBase>
        inline uint64_t ProximityChatPriorityListProvider = 0x21b8; // UFortProximityChatPriorityListProviderBase*
        inline uint64_t VoiceChatRenderMode = 0x21c0; // EFortVoiceChatRenderMode
        inline uint64_t pad_0x21C4 = 0x21c4; // uint8_t[0x44]
        inline uint64_t LocationUnderReticle = 0x2208; // FVector
        inline uint64_t VoiceChatMethod = 0x2220; // EFortVoiceChatMethod
        inline uint64_t pad_0x2221 = 0x2221; // uint8_t[0x3]
        inline uint64_t bVoiceChatOpenMicSelfMuted = 0x2224; // bool : 0
        inline uint64_t bVoiceChatPTTTransmit = 0x2224; // bool : 1
        inline uint64_t bInfiniteAmmo = 0x2224; // bool : 2
        inline uint64_t bInfiniteConsumables = 0x2224; // bool : 3
        inline uint64_t bInfiniteMagazine = 0x2224; // bool : 4
        inline uint64_t bInfiniteCharges = 0x2224; // bool : 5
        inline uint64_t bInfiniteLoadedEnergy = 0x2224; // bool : 6
        inline uint64_t bInfiniteReserveEnergy = 0x2224; // bool : 7
        inline uint64_t bNoCoolDown = 0x2225; // bool : 0
        inline uint64_t bInfiniteDurability = 0x2225; // bool : 1
        inline uint64_t bUsePickers = 0x2225; // bool : 2
        inline uint64_t bPickerOpen = 0x2225; // bool : 3
        inline uint64_t bPickerEnabled = 0x2225; // bool : 4
        inline uint64_t bCheatGhost = 0x2225; // bool : 5
        inline uint64_t bCheatFly = 0x2225; // bool : 6
        inline uint64_t bEnableShotLogging = 0x2226; // bool : 0
        inline uint64_t bIsNearActiveEncounters = 0x2226; // bool : 1
        inline uint64_t pad_0x2227 = 0x2227; // uint8_t[0x1]
        inline uint64_t OverriddenBackpackSize = 0x2228; // int32_t
        inline uint64_t pad_0x222C = 0x222c; // uint8_t[0x4]
        inline uint64_t CurrentReplaySpotLight = 0x2230; // UFortReplayMovableSpotLight*
        inline uint64_t AimHelpMode = 0x2238; // uint32_t
        inline uint64_t JumpStaminaCost = 0x223c; // EFortJumpStaminaCost
        inline uint64_t pad_0x223D = 0x223d; // uint8_t[0x3]
        inline uint64_t CameraPrototypeName = 0x2240; // FName
        inline uint64_t pad_0x2244 = 0x2244; // uint8_t[0x24]
        inline uint64_t OnActorUnderReticleSetBP = 0x2268; // FMulticastInlineDelegate
        inline uint64_t bAllowPawnHealthPostProcess = 0x2278; // bool
        inline uint64_t pad_0x2279 = 0x2279; // uint8_t[0x37]
        inline uint64_t bHideHudEnglishText = 0x22b0; // bool
        inline uint64_t bAutoChangeMaterial = 0x22b1; // bool
        inline uint64_t bServerAutoChangeMaterial = 0x22b2; // bool
        inline uint64_t bPeripheralLightingEnabled = 0x22b3; // bool
        inline uint64_t bRudderControlEnabled = 0x22b4; // bool
        inline uint64_t pad_0x22B5 = 0x22b5; // uint8_t[0x3]
        inline uint64_t RudderDeadZone = 0x22b8; // float
        inline uint64_t RudderMaxThrottle = 0x22bc; // float
        inline uint64_t FOVMinimum = 0x22c0; // float
        inline uint64_t FOVMaximum = 0x22c4; // float
        inline uint64_t FrontendScriptedBehavior = 0x22c8; // UFortFrontendScriptedBehavior*
        inline uint64_t ActiveSprayInstances = 0x22d0; // TArray<UFortSprayDecalInstance*>
        inline uint64_t ActiveToyInstances = 0x22e0; // TArray<UActor*>
        inline uint64_t ToySummonCounts = 0x22f0; // TMap<TSubclassOf<UObject>, int32_t>
        inline uint64_t pad_0x2300 = 0x2300; // uint8_t[0x28]
        inline uint64_t bSyncPeripheralLightingWithEmoteMusic = 0x2328; // bool
        inline uint64_t bPushEmoteAudioDataToCosmeticMaterials = 0x2329; // bool
        inline uint64_t pad_0x232A = 0x232a; // uint8_t[0x2]
        inline uint64_t LastEmoteMusicFFT100hz = 0x232c; // float
        inline uint64_t LastEmoteMusicFFT2000hz = 0x2330; // float
        inline uint64_t EmoteMusicBeatThreshold = 0x2334; // float
        inline uint64_t EmoteMusicEnvelopeBeatCount = 0x2338; // float
        inline uint64_t pad_0x233C = 0x233c; // uint8_t[0x4]
        inline uint64_t AimAssistOffset = 0x2340; // FQuat
        inline uint64_t AdditionalAimOffset = 0x2360; // FRotator
        inline uint64_t LastAdditionalAimOffset = 0x2378; // FRotator
        inline uint64_t PlayerAimOffset = 0x2390; // FRotator
        inline uint64_t WeaponRecoilOffset = 0x23a8; // FRotator
        inline uint64_t WeaponOffsetCorrection = 0x23c0; // FRotator
        inline uint64_t pad_0x23D8 = 0x23d8; // uint8_t[0x2B8]
        inline uint64_t bZeroingCameraRoll = 0x2690; // bool
        inline uint64_t bTryPickupSwap = 0x2691; // bool
        inline uint64_t bClientSideEditPrediction = 0x2692; // bool
        inline uint64_t pad_0x2693 = 0x2693; // uint8_t[0x1]
        inline uint64_t ClientSideEditPredictionTimeout = 0x2694; // float
        inline uint64_t pad_0x2698 = 0x2698; // uint8_t[0x24]
        inline uint64_t PendingEnterEditModeActor = 0x26bc; // TWeakObjectPtr<UBuildingSMActor>
        inline uint64_t AntiAddictionPlayTimeMultiplier = 0x26c4; // float
        inline uint64_t bUsesWidgetForFPSDisplay = 0x26c8; // bool
        inline uint64_t bShowFPS = 0x26c9; // bool
        inline uint64_t pad_0x26CA = 0x26ca; // uint8_t[0x6]
        inline uint64_t OnShowFPSChange = 0x26d0; // FMulticastInlineDelegate
        inline uint64_t OnPlayerPawnForcedRestartDelegate = 0x26e0; // FMulticastInlineDelegate
        inline uint64_t OnCheatListReceived = 0x26f0; // FMulticastInlineDelegate
        inline uint64_t bShowTemperature = 0x2700; // bool
        inline uint64_t pad_0x2701 = 0x2701; // uint8_t[0x7]
        inline uint64_t OnShowTemperatureChange = 0x2708; // FMulticastInlineDelegate
        inline uint64_t pad_0x2718 = 0x2718; // uint8_t[0x90]
        inline uint64_t LockOnInfo = 0x27a8; // FLockOnInfo
        inline uint64_t pad_0x27F8 = 0x27f8; // uint8_t[0x54]
        inline uint64_t bLockPrimaryInputMethodToMouse = 0x284c; // bool
        inline uint64_t bUseActionRouterIgnoreLookInput = 0x284d; // bool
        inline uint64_t pad_0x284E = 0x284e; // uint8_t[0x12]
        inline uint64_t IndicatorManager = 0x2860; // UFortIndicatorManager*
        inline uint64_t pad_0x2868 = 0x2868; // uint8_t[0x20]
        inline uint64_t bFinalXPUpdateFailed = 0x2888; // bool
        inline uint64_t pad_0x2889 = 0x2889; // uint8_t[0x7]
        inline uint64_t BattleMapSpectatorClass = 0x2890; // TSubclassOf<?>
        inline uint64_t pad_0x2898 = 0x2898; // uint8_t[0x68]
        inline uint64_t bReleaseBuildingContextOnPlace = 0x2900; // bool
        inline uint64_t pad_0x2901 = 0x2901; // uint8_t[0x3]
        inline uint64_t TurboPlaceFirstInterval = 0x2904; // float
        inline uint64_t TurboPlaceInterval = 0x2908; // float
        inline uint64_t bCreativeTurboDelete = 0x290c; // bool
        inline uint64_t pad_0x290D = 0x290d; // uint8_t[0x3]
        inline uint64_t TurboDeleteFirstInterval = 0x2910; // float
        inline uint64_t TurboDeleteInterval = 0x2914; // float
        inline uint64_t pad_0x2918 = 0x2918; // uint8_t[0x1]
        inline uint64_t bTurboBuild = 0x2919; // bool
        inline uint64_t pad_0x291A = 0x291a; // uint8_t[0x2]
        inline uint64_t TurboBuildFirstInterval = 0x291c; // float
        inline uint64_t TurboBuildRequestFailedInterval = 0x2920; // float
        inline uint64_t TurboBuildInterval = 0x2924; // float
        inline uint64_t pad_0x2928 = 0x2928; // uint8_t[0x10]
        inline uint64_t FortControllerComponent_Telemetry = 0x2938; // UFortControllerComponent_Telemetry*
        inline uint64_t InventoryNetworkManagementComponent = 0x2940; // UFortControllerComponent_InventoryNetworkManagement*
        inline uint64_t InteractionComponent = 0x2948; // UFortControllerComponent_Interaction*
        inline uint64_t QuestsComponent = 0x2950; // UFortControllerComponent_Quests*
        inline uint64_t SharedQuestsComponent = 0x2958; // UFortControllerComponent_SharedQuests*
        inline uint64_t MiniMapComponent = 0x2960; // UFortControllerComponent_Minimap*
        inline uint64_t AutofireComponent = 0x2968; // UFortControllerComponent_Autofire*
        inline uint64_t StreamingSourcesComponentClass = 0x2970; // TSubclassOf<UFortControllerComponent_StreamingSources>
        inline uint64_t StreamingSourcesComponent = 0x2978; // UFortControllerComponent_StreamingSources*
        inline uint64_t CollectionsComponent = 0x2980; // UFortControllerComponent_Collections*
        inline uint64_t CosmeticLoadoutComponent = 0x2988; // UFortControllerComponent_CosmeticLoadout*
        inline uint64_t InventorySwitcherComponent = 0x2990; // UFortControllerComponent_InventorySwitcher*
        inline uint64_t EnhancedInputControllerComp = 0x2998; // UFortControllerComponent_Input*
        inline uint64_t ControllerComponentsRegisteredForPlayerTick = 0x29a0; // TArray<UControllerComponent*>
        inline uint64_t PendingExecuteInventoryItemHandle = 0x29b0; // FItemVariantHandle
        inline uint64_t pad_0x29D0 = 0x29d0; // uint8_t[0x20]
        inline uint64_t QuickHealItemPickerClass = 0x29f0; // TSubclassOf<UQuickHealItemPicker>
        inline uint64_t OnPlayerSpawnedBuildingActor = 0x29f8; // FMulticastInlineDelegate
        inline uint64_t MeshParentIds = 0x2a08; // TArray<FString>
        inline uint64_t pad_0x2A18 = 0x2a18; // uint8_t[0x28]
        inline uint64_t OnBoundActionFreed = 0x2a40; // FMulticastInlineDelegate
        inline uint64_t pad_0x2A50 = 0x2a50; // uint8_t[0x50]
        inline uint64_t OnFortControllerTick = 0x2aa0; // FMulticastInlineDelegate
        inline uint64_t ForcedInputRotationSpeed = 0x2ab0; // float
        inline uint64_t ClampedInputRotationSpeed = 0x2ab4; // float
        inline uint64_t PendingClientRestartPawn = 0x2ab8; // UPawn*
        inline uint64_t pad_0x2AC0 = 0x2ac0; // uint8_t[0x28]
        inline uint64_t CachedPlayerSpawningComponent = 0x2ae8; // TWeakObjectPtr<UPlayspaceControllerComponent_PlayerSpawning>
        inline uint64_t CachedViewTarget = 0x2af0; // TWeakObjectPtr<UActor>
        inline uint64_t pad_0x2AF8 = 0x2af8; // uint8_t[0x18]
        inline uint64_t IgnoreSignifanceBasedCustomDepthRendering = 0x2b10; // FCompositeBool
        inline uint64_t HideSquadmateOutlines = 0x2b28; // FCompositeBool
        inline uint64_t PickupInteractOverrides = 0x2b40; // TArray<UFortPickupInteractOverrideComponent*>
        inline uint64_t pad_0x2B50 = 0x2b50; // uint8_t[0x78]
        inline uint64_t PlayerAbilitySetBR = 0x2bc8; // TSoftObjectPtr<UFortAbilitySet>
        inline uint64_t PreloadedPlayerAbilitySetBR = 0x2be8; // UFortAbilitySet*
        inline uint64_t DamageNumbersActorClass = 0x2bf0; // TSubclassOf<UActor>
        inline uint64_t pad_0x2BF8 = 0x2bf8; // uint8_t[0x8]
    }

    namespace FortPlayerPawnAthena {
        inline uint64_t pad_0x4D90 = 0x4d90; // uint8_t[0x30]
        inline uint64_t OnInteractionFailedCallback = 0x4dc0; // FMulticastInlineDelegate
        inline uint64_t ItemInteractionActor = 0x4dd0; // UActor*
        inline uint64_t pad_0x4DD8 = 0x4dd8; // uint8_t[0x28]
        inline uint64_t PreviousVelocityXY = 0x4e00; // FVector
        inline uint64_t OnReviveSound = 0x4e18; // USoundBase*
        inline uint64_t ReviveFromDBNOTime = 0x4e20; // float
        inline uint64_t CanBeDamagedInDBNO = 0x4e24; // bool
        inline uint64_t bEnableHideBodyOnDeath = 0x4e25; // bool
        inline uint64_t pad_0x4E26 = 0x4e26; // uint8_t[0x2]
        inline uint64_t DBNOStartTime = 0x4e28; // float
        inline uint64_t pad_0x4E2C = 0x4e2c; // uint8_t[0x4]
        inline uint64_t DBNOStartLocation = 0x4e30; // FVector
        inline uint64_t DeathTime = 0x4e48; // float
        inline uint64_t DBNOInvulnerableTime = 0x4e4c; // float
        inline uint64_t bNeverHideDBNOHoisterBackpack = 0x4e50; // bool
        inline uint64_t pad_0x4E51 = 0x4e51; // uint8_t[0x3]
        inline uint64_t CachedDBNOInvulnerableTime = 0x4e54; // float
        inline uint64_t ConvertFromDBNOTime = 0x4e58; // float
        inline uint64_t ServerWorldTimeRevivalTime = 0x4e5c; // float
        inline uint64_t pad_0x4E60 = 0x4e60; // uint8_t[0x10]
        inline uint64_t bWasCrouchedBeforeDBNO = 0x4e70; // bool : 0
        inline uint64_t pad_0x4E71 = 0x4e71; // uint8_t[0x7]
        inline uint64_t LastCrouchUpdateTime = 0x4e78; // int64_t
        inline uint64_t ItemSpecialActorID = 0x4e80; // FName
        inline uint64_t ItemSpecialActorCategoryTag = 0x4e84; // FGameplayTag
        inline uint64_t pad_0x4E88 = 0x4e88; // uint8_t[0x4]
        inline uint64_t BecameSpecialActorTime = 0x4e8c; // float
        inline uint64_t bPlaytestWithNoMouse = 0x4e90; // bool
        inline uint64_t pad_0x4E91 = 0x4e91; // uint8_t[0xF]
        inline uint64_t LandEmitterTemplate = 0x4ea0; // UParticleSystem*
        inline uint64_t CustomDepthComponent = 0x4ea8; // UFortPawnComponent_CustomDepth*
        inline uint64_t IgnoreLandGhostModeTags = 0x4eb0; // FGameplayTagContainer
        inline uint64_t LandWindEmitterTemplate = 0x4ed0; // UParticleSystem*
        inline uint64_t LandFXLocationOffset = 0x4ed8; // FVector
        inline uint64_t LandFXRotateYawMaxDegrees = 0x4ef0; // float
        inline uint64_t LandFXMaxDrawDistance = 0x4ef4; // float
        inline uint64_t LandForceIntensityVelocityZFactor = 0x4ef8; // float
        inline uint64_t MinLandForceIntensity = 0x4efc; // float
        inline uint64_t MaxLandForceIntensity = 0x4f00; // float
        inline uint64_t MinLandForceDuration = 0x4f04; // float
        inline uint64_t MaxLandForceDuration = 0x4f08; // float
        inline uint64_t LandFXCoolDownTime = 0x4f0c; // float
        inline uint64_t LandFXPawnRecentRenderTolerance = 0x4f10; // float
        inline uint64_t pad_0x4F14 = 0x4f14; // uint8_t[0x1C]
        inline uint64_t bShouldPawnInstantDie = 0x4f30; // bool
        inline uint64_t bShouldPawnDBNODisplayOnKillFeed = 0x4f31; // bool
        inline uint64_t bShouldPawnDeathDisplayOnKillFeed = 0x4f32; // bool
        inline uint64_t bShouldPawnLeaveEliminationIndicator = 0x4f33; // bool
        inline uint64_t bShouldPawnAwardPoints = 0x4f34; // bool
        inline uint64_t bShouldTriggerDeathAnalytics = 0x4f35; // bool
        inline uint64_t bShouldDropItemsOnDeath = 0x4f36; // bool
        inline uint64_t bShouldSkipMovementFullSimulation = 0x4f37; // bool
        inline uint64_t bShouldForceMovementFullSimulationWhenFallingAndDead = 0x4f38; // bool
        inline uint64_t bEnableGroundInteractionEffects = 0x4f39; // bool : 0
        inline uint64_t bEnableUpdateHealthPostProcess = 0x4f39; // bool : 1
        inline uint64_t bCanPawnUseAimAssist = 0x4f39; // bool : 2
        inline uint64_t pad_0x4F3A = 0x4f3a; // uint8_t[0x2]
        inline uint64_t AbilityRangeCheckOverride = 0x4f3c; // float
        inline uint64_t QuickChatRequestBankOverride = 0x4f40; // UAthenaQuickChatBank*
        inline uint64_t ResurrectionPlayerStartActorComponent = 0x4f48; // UChildActorComponent*
        inline uint64_t ResurrectionPlayerStart = 0x4f50; // UFortPlayerStart*
        inline uint64_t CachedCustomMinimapTeamIndicator = 0x4f58; // TWeakObjectPtr<UFortCustomMinimapTeamIndicator>
        inline uint64_t AttributeReplicationProxy = 0x4f60; // FFortPlayerAthenaAttributeReplicationProxy
        inline uint64_t GravityAttributeReplicationProxy = 0x4f8c; // FFortPlayerAthenaGravityAttributeReplicationProxy
        inline uint64_t pad_0x4F9C = 0x4f9c; // uint8_t[0x4]
        inline uint64_t ReplayRepAnimMontageInfo = 0x4fa0; // FGameplayAbilityRepAnimMontage
        inline uint64_t pad_0x4FD8 = 0x4fd8; // uint8_t[0x8]
        inline uint64_t SimulatedProxyActiveGameplayCues = 0x4fe0; // FMinimalGameplayCueReplicationProxy
        inline uint64_t SimulatedProxyMinimalReplicationGameplayCues = 0x52a0; // FMinimalGameplayCueReplicationProxy
        inline uint64_t FastReplicationMinimalReplicationTags = 0x5560; // FMinimalReplicationTagCountMap
        inline uint64_t pad_0x5588 = 0x5588; // uint8_t[0x290]
        inline uint64_t FastReplicationReplicatedLooseTags = 0x5818; // FMinimalReplicationTagCountMap
        inline uint64_t bEnableMinimalReplicationTagsAndCues = 0x5840; // bool
        inline uint64_t bADSWhileNotOnGround = 0x5841; // bool
        inline uint64_t pad_0x5842 = 0x5842; // uint8_t[0x6]
        inline uint64_t DefaultCrouchedFootstepSound = 0x5848; // USoundBase*
        inline uint64_t DefaultCrouchSprintFootstepSound = 0x5850; // USoundBase*
        inline uint64_t OnFortPlayerDied = 0x5858; // FMulticastInlineDelegate
        inline uint64_t OnFortDeathCause = 0x5868; // FMulticastInlineDelegate
        inline uint64_t OnFortPlayerHitByVehicle = 0x5878; // FMulticastInlineDelegate
        inline uint64_t KillerForSpectatorRotation = 0x5888; // UPawn*
        inline uint64_t pad_0x5890 = 0x5890; // uint8_t[0x1]
        inline uint64_t bCheckVisibilityViaSmartObjectPhysicsRoot = 0x5891; // bool
        inline uint64_t bDelaySimProxyCollisionInAircraftPhase = 0x5892; // bool
        inline uint64_t pad_0x5893 = 0x5893; // uint8_t[0x1]
        inline uint64_t TimeToDelaySkydiveCollision = 0x5894; // float
        inline uint64_t pad_0x5898 = 0x5898; // uint8_t[0x18]
        inline uint64_t SkydiveAudioMovementVolumeInterpSpeed = 0x58b0; // float
        inline uint64_t pad_0x58B4 = 0x58b4; // uint8_t[0xC]
        inline uint64_t SkydiveAudioForwardDotInterpSpeed = 0x58c0; // float
        inline uint64_t SkydiveAudioRightDotInterpSpeed = 0x58c4; // float
        inline uint64_t pad_0x58C8 = 0x58c8; // uint8_t[0x4]
        inline uint64_t DamageFXSignificance = 0x58cc; // FFortEffectDistanceQuality
        inline uint64_t pad_0x58E4 = 0x58e4; // uint8_t[0xC]
        inline uint64_t ScreenEffectHealthDamage = 0x58f0; // TSubclassOf<UFortEmitterCameraLensEffectDirectional>
        inline uint64_t ScreenEffectShieldDamage = 0x58f8; // TSubclassOf<UFortEmitterCameraLensEffectDirectional>
        inline uint64_t AdditiveHitReactsMontage = 0x5900; // UAnimMontage*
        inline uint64_t DamageTagsToNotDisplayDirectionDamage = 0x5908; // FGameplayTagContainer
        inline uint64_t DamageTagsToNotAddCameraShake = 0x5928; // FGameplayTagContainer
        inline uint64_t TagsToNotPlayCircleAndStreakFX = 0x5948; // FGameplayTagContainer
        inline uint64_t OnPlayerLootedContainer = 0x5968; // FMulticastInlineDelegate
        inline uint64_t DisplayHitNotify = 0x5978; // FMulticastInlineDelegate
        inline uint64_t OnShieldBreak = 0x5988; // FMulticastInlineDelegate
        inline uint64_t OnCurrentMovementStyleChanged = 0x5998; // FMulticastInlineDelegate
        inline uint64_t pad_0x59A8 = 0x59a8; // uint8_t[0x30]
        inline uint64_t bIsPlayerPawnReady = 0x59d8; // bool
        inline uint64_t pad_0x59D9 = 0x59d9; // uint8_t[0x7]
        inline uint64_t LastFiredLocation = 0x59e0; // FVector
        inline uint64_t LastFiredDirection = 0x59f8; // FVector
        inline uint64_t LastFiredTime = 0x5a10; // float
        inline uint64_t pad_0x5A14 = 0x5a14; // uint8_t[0x1C]
        inline uint64_t PrototypeShootingModel = 0x5a30; // UDataTable*
        inline uint64_t FallInstigator = 0x5a38; // UController*
        inline uint64_t FallDamageTags = 0x5a40; // FGameplayTagContainer
        inline uint64_t LastFloorBeforeFalling = 0x5a60; // UBuildingSMActor*
        inline uint64_t LastFallDistance = 0x5a68; // float
        inline uint64_t SkydiveDebugTimer = 0x5a6c; // float
        inline uint64_t MeleeCombatSlowSpeedMultiplier = 0x5a70; // float
        inline uint64_t pad_0x5A74 = 0x5a74; // uint8_t[0x8]
        inline uint64_t MeleeCombatSlowDuration = 0x5a7c; // float
        inline uint64_t EncryptedPawnReplayData = 0x5a80; // FAthenaPawnReplayData
        inline uint64_t InAirAudioComp = 0x5ab0; // UAudioComponent*
        inline uint64_t PSC_PlayerWalkLand = 0x5ab8; // UParticleSystemComponent*
        inline uint64_t PSC_PlayerRunLand = 0x5ac0; // UParticleSystemComponent*
        inline uint64_t PSC_HitDamage = 0x5ac8; // UParticleSystemComponent*
        inline uint64_t UseNiagaraPlayerHitDamageTags = 0x5ad0; // FGameplayTagContainer
        inline uint64_t pad_0x5AF0 = 0x5af0; // uint8_t[0x8]
        inline uint64_t NiagaraPlayerRunDustKickupComp = 0x5af8; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerWalkDustKickupComp = 0x5b00; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerHitDamageComp = 0x5b08; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerLandDustPuffComp = 0x5b10; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerRunDustKickup = 0x5b18; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWalkDustKickup = 0x5b20; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerHitDamage = 0x5b28; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerLandDustPuff = 0x5b30; // UNiagaraSystem*
        inline uint64_t PlayerKickupFXSocketName = 0x5b38; // FName
        inline uint64_t PlayerKickupSurfaceParameterName = 0x5b3c; // FName
        inline uint64_t PlayerKickupSurfaceParamList = 0x5b40; // TArray<EFortFootstepSurfaceType>
        inline uint64_t PlayerFootstepKickupSurfaceParamList = 0x5b50; // TArray<EFortFootstepSurface>
        inline uint64_t ContrailsComponent = 0x5b60; // UFortContrailsComponent*
        inline uint64_t MobileInteractionComponents = 0x5b68; // TArray<UFortMobileInteractionComponent*>
        inline uint64_t MinimapIconColorFiftyFiftyPlayer = 0x5b78; // FLinearColor
        inline uint64_t MaxIndicatorVisibilityDistForReplays = 0x5b88; // float
        inline uint64_t pad_0x5B8C = 0x5b8c; // uint8_t[0x4]
        inline uint64_t ConsumableUseAudio = 0x5b90; // UAudioComponent*
        inline uint64_t InAirAudioParameterValue = 0x5b98; // float
        inline uint64_t InAirAudioFallDistanceThreshold = 0x5b9c; // float
        inline uint64_t pad_0x5BA0 = 0x5ba0; // uint8_t[0x4]
        inline uint64_t WalkDustActivateSpeed = 0x5ba4; // float
        inline uint64_t pad_0x5BA8 = 0x5ba8; // uint8_t[0x4]
        inline uint64_t WalkDustResetSpeed = 0x5bac; // float
        inline uint64_t pad_0x5BB0 = 0x5bb0; // uint8_t[0x4]
        inline uint64_t RunParticleActivateSpeed = 0x5bb4; // float
        inline uint64_t pad_0x5BB8 = 0x5bb8; // uint8_t[0x14]
        inline uint64_t ImmersionDepthToSplashScaleInput_Min = 0x5bcc; // float
        inline uint64_t ImmersionDepthToSplashScaleInput_Max = 0x5bd0; // float
        inline uint64_t ImmersionDepthToSplashScaleOutput_Min = 0x5bd4; // float
        inline uint64_t ImmersionDepthToSplashScaleOutput_Max = 0x5bd8; // float
        inline uint64_t pad_0x5BDC = 0x5bdc; // uint8_t[0x4]
        inline uint64_t SoundFX_WaterExit_3P = 0x5be0; // USoundBase*
        inline uint64_t SoundFX_WaterExit_1P = 0x5be8; // USoundBase*
        inline uint64_t SoundFX_WaterEntry_3P = 0x5bf0; // USoundBase*
        inline uint64_t SoundFX_WaterEntry_1P = 0x5bf8; // USoundBase*
        inline uint64_t WaterAudioLocationOffset = 0x5c00; // FVector
        inline uint64_t WaterAudioVolumeMultiplier_Local = 0x5c18; // float
        inline uint64_t WaterAudioVolumeMultiplier_Remote = 0x5c1c; // float
        inline uint64_t VelocityToWaterEntrySpeedParamInput_Min = 0x5c20; // float
        inline uint64_t VelocityToWaterEntrySpeedParamInput_Max = 0x5c24; // float
        inline uint64_t VelocityToWaterEntrySpeedParamOutput_Min = 0x5c28; // float
        inline uint64_t VelocityToWaterEntrySpeedParamOutput_Max = 0x5c2c; // float
        inline uint64_t EntrySpeedParameterName = 0x5c30; // FName
        inline uint64_t LastHealthPostProcessWeight = 0x5c34; // float
        inline uint64_t HealthPostProcessStartTime = 0x5c38; // float
        inline uint64_t HealthPostProcessMuteTime = 0x5c3c; // float
        inline uint64_t pad_0x5C40 = 0x5c40; // uint8_t[0x40]
        inline uint64_t bIsCreativeGhostModeActivated = 0x5c80; // bool
        inline uint64_t bIsCreativeModeratorModeActivated = 0x5c81; // bool
        inline uint64_t pad_0x5C82 = 0x5c82; // uint8_t[0x6]
        inline uint64_t OnCreativeModeratorModeActivatedChanged = 0x5c88; // FMulticastInlineDelegate
        inline uint64_t pad_0x5C98 = 0x5c98; // uint8_t[0x48]
        inline uint64_t SkinWeightManager = 0x5ce0; // UFortSkinWeightOverrideManager*
        inline uint64_t pad_0x5CE8 = 0x5ce8; // uint8_t[0x70]
        inline uint64_t InvulnerabilityTags = 0x5d58; // FGameplayTagContainer
        inline uint64_t pad_0x5D78 = 0x5d78; // uint8_t[0xE0]
        inline uint64_t UnicornPawnSampler = 0x5e58; // UUnicornAthenaPawnSampler*
        inline uint64_t bShowMarkerIcon = 0x5e60; // bool : 0
        inline uint64_t pad_0x5E61 = 0x5e61; // uint8_t[0x7]
        inline uint64_t MarkerDisplay = 0x5e68; // FMarkedActorDisplayInfo
        inline uint64_t MarkerPositionOffset = 0x5f18; // FVector
        inline uint64_t bCanBeMarkedAsTeammate = 0x5f30; // bool
        inline uint64_t pad_0x5F31 = 0x5f31; // uint8_t[0x17]
        inline uint64_t DamageForceFeedback = 0x5f48; // UForceFeedbackEffect*
        inline uint64_t DamageCameraShakeClass = 0x5f50; // TSubclassOf<ULegacyCameraShake>
        inline uint64_t DamageTagsExcludedFromCameraShake = 0x5f58; // FGameplayTagContainer
        inline uint64_t pad_0x5F78 = 0x5f78; // uint8_t[0x18]
        inline uint64_t UpdateSharedReplicationWhileAttachedCount = 0x5f90; // int32_t
        inline uint64_t BP_RotationSpeedWhenTurnedOffByAnim = 0x5f94; // float
        inline uint64_t BP_RotationSpeedOnDetach = 0x5f98; // float
        inline uint64_t BP_MaxRotationSpeedWhenAttached = 0x5f9c; // float
        inline uint64_t BP_TimeToReachMaxRotationSpeed = 0x5fa0; // float
        inline uint64_t BP_AddedRotationInfluenceFromForwardVectorOnAttach = 0x5fa4; // float
        inline uint64_t YawNegative90 = 0x5fa8; // FRotator
        inline uint64_t CallerID_update_mesh_rotation = 0x5fc0; // FString
        inline uint64_t AttachPointNormalizeTolerance = 0x5fd0; // float
        inline uint64_t ForwardProjectedNormalizeTolerance = 0x5fd4; // float
        inline uint64_t Swinging_AttachBGA = 0x5fd8; // UBuildingGameplayActor*
        inline uint64_t Swinging_RightVec = 0x5fe0; // FVector
        inline uint64_t Swinging_LastAttachTime = 0x5ff8; // float
        inline uint64_t bSwingingShouldRotateMesh = 0x5ffc; // bool
        inline uint64_t bSwinging_UseProgrammaticRotation = 0x5ffd; // bool
        inline uint64_t bImprovedDBNOEnabled = 0x5ffe; // bool
        inline uint64_t DBNORevivingActorsCount = 0x5fff; // uint8_t
        inline uint64_t pad_0x6000 = 0x6000; // uint8_t[0x8]
        inline uint64_t RimLightComponent = 0x6008; // UFortPlayerPawnAthenaRimLight*
        inline uint64_t TornOffLifespan = 0x6010; // float
        inline uint64_t pad_0x6014 = 0x6014; // uint8_t[0x4]
        inline uint64_t VoiceChatComp = 0x6018; // UAudioComponent*
        inline uint64_t pad_0x6020 = 0x6020; // uint8_t[0x8]
        inline uint64_t OnVoiceChatComponetCreated = 0x6028; // FMulticastInlineDelegate
        inline uint64_t OnVoiceChatComponentCreated = 0x6038; // FMulticastInlineDelegate
        inline uint64_t OnVoiceChatComponentStopped = 0x6048; // FMulticastInlineDelegate
        inline uint64_t OnVoiceChatSoundAttenuationSettingsChanged = 0x6058; // FMulticastInlineDelegate
        inline uint64_t pad_0x6068 = 0x6068; // uint8_t[0x38]
    }

    namespace FortWeaponModManager {
        inline uint64_t WeaponModBucketRegistryType = 0x48; // FDataRegistryType
        inline uint64_t pad_0x4C = 0x4c; // uint8_t[0x4]
        inline uint64_t WorldMeshActor = 0x50; // UWeaponModManagerMeshActor*
        inline uint64_t WeaponInstanceData = 0x58; // TArray<FFortWeaponModManagerWeaponInstanceData>
        inline uint64_t PickupInstanceData = 0x68; // TArray<FFortWeaponModManagerPickupInstanceData>
        inline uint64_t TrackedPickupSMComps = 0x78; // TMap<UFortPickup*, FFortWeaponModTrackedPickupSMCompData>
        inline uint64_t WeaponModPriorityList = 0x88; // TArray<FFortWeaponModPriorityEntry>
        inline uint64_t PerfMeshDataCache = 0x98; // TMap<int32_t, FWeaponModStaticMeshData>
        inline uint64_t pad_0xA8 = 0xa8; // uint8_t[0x8]
        inline uint64_t AutonomousProxyPlayers = 0xb0; // TArray<UFortPlayerControllerAthena*>
        inline uint64_t pad_0xC0 = 0xc0; // uint8_t[0x8]
        inline uint64_t AutoApplyModDataAsset = 0xc8; // UFortWeaponPickupSpawnModData*
        inline uint64_t pad_0xD0 = 0xd0; // uint8_t[0x38]
        inline uint64_t ApplyWeaponModData = 0x108; // TArray<FAutoApplyWeaponModData>
        inline uint64_t TagToBucketDataCache = 0x118; // TMap<FGameplayTag, FFortWeaponModBucket>
    }

    namespace FortWeaponModSetData {
        inline uint64_t pad_0x28 = 0x28; // uint8_t[0x8]
        inline uint64_t ModSetName = 0x30; // FText
        inline uint64_t CommonRarityMods = 0x40; // TArray<FFortModSetModEntry>
        inline uint64_t UncommonRarityMods = 0x50; // TArray<FFortModSetModEntry>
        inline uint64_t RareRarityMods = 0x60; // TArray<FFortModSetModEntry>
        inline uint64_t EpicRarityMods = 0x70; // TArray<FFortModSetModEntry>
        inline uint64_t LegendaryRarityMods = 0x80; // TArray<FFortModSetModEntry>
    }

    namespace FortWeaponRangedDual {
        inline uint64_t LeftHandWeaponMesh = 0x2a90; // USkeletalMeshComponentBudgeted*
        inline uint64_t bSyncFiringHand = 0x2a98; // bool : 0
        inline uint64_t bCustomHandChanging = 0x2a98; // bool : 1
        inline uint64_t bStopBothHandsOnMontageBlendingOut = 0x2a98; // bool : 2
        inline uint64_t pad_0x2A99 = 0x2a99; // uint8_t[0x7]
        inline uint64_t LeftHandFireAnimation = 0x2aa0; // UAnimMontage*
        inline uint64_t LeftCockingAnimation = 0x2aa8; // UAnimMontage*
        inline uint64_t LeftHandFireDownsightsAnimation = 0x2ab0; // UAnimMontage*
        inline uint64_t LeftWeaponFireMontage = 0x2ab8; // UAnimMontage*
        inline uint64_t LeftWeaponFireDownsightsMontage = 0x2ac0; // UAnimMontage*
        inline uint64_t LeftWeaponCockingMontage = 0x2ac8; // UAnimMontage*
        inline uint64_t LeftWeaponReloadMontage = 0x2ad0; // UAnimMontage*
        inline uint64_t OnHandFired = 0x2ad8; // FMulticastInlineDelegate
        inline uint64_t ParticleSystem_SpawnedShells_Right = 0x2ae8; // UParticleSystemComponent*
        inline uint64_t ParticleSystem_SpawnedShells_Left = 0x2af0; // UParticleSystemComponent*
        inline uint64_t Niagara_SpawnedShells_Right = 0x2af8; // UNiagaraComponent*
        inline uint64_t Niagara_SpawnedShells_Left = 0x2b00; // UNiagaraComponent*
        inline uint64_t LastFireHand = 0x2b08; // EDualWeaponHand
        inline uint64_t pad_0x2B09 = 0x2b09; // uint8_t[0x37]
    }

    namespace FortGameModeSummaryVM {
        inline uint64_t FakeData = 0x68; // ?
        inline uint64_t LocalPlayer = 0x88; // ULocalPlayer*
        inline uint64_t GameModeName = 0x90; // FName
        inline uint64_t pad_0x94 = 0x94; // uint8_t[0x4]
        inline uint64_t SeasonInfos = 0x98; // TArray<UFortGameModeSeasonInfoVM*>
    }

    namespace FortGameStateFrontEnd {
        inline uint64_t MiniMapInterface = 0x818; // TScriptInterface<IFortMiniMapInterface>
        inline uint64_t MiniMapManagerClass = 0x828; // TSubclassOf<UFortFrontEndMiniMapManager>
        inline uint64_t RegisteredSTWComponents = 0x830; // TArray<UGameStateComponent*>
        inline uint64_t pad_0x840 = 0x840; // uint8_t[0x48]
    }

    namespace FortGameStateSurvival {
        inline uint64_t bFireEndOfDayDelegate = 0x1148; // bool
        inline uint64_t pad_0x1149 = 0x1149; // uint8_t[0x3]
        inline uint64_t TimeToDelayEndOfDayZoneScoreWidgetDisplay = 0x114c; // float
    }

    namespace FortPawnComponent_Mud {
        inline uint64_t CurieFireTag = 0xc8; // FGameplayTag
        inline uint64_t SlidingTag = 0xcc; // FGameplayTag
        inline uint64_t SprintingTag = 0xd0; // FGameplayTag
        inline uint64_t AttachParentCoveredEventTag = 0xd4; // FGameplayTag
        inline uint64_t CreatureSprintingTag = 0xd8; // FGameplayTag
        inline uint64_t pad_0xDC = 0xdc; // uint8_t[0x2C]
    }

    namespace FortPawnDamagedParams {
        inline uint64_t DamagedPawn = 0x28; // UFortPawn*
        inline uint64_t DamagedController = 0x30; // UController*
        inline uint64_t DamagedBy = 0x38; // UController*
        inline uint64_t pad_0x40 = 0x40; // uint8_t[0x8]
        inline uint64_t Tags = 0x48; // FGameplayTagContainer
    }

    namespace FortPawnSpinParamsObj {
        inline uint64_t bReplicatedFlag = 0x28; // bool : 0
        inline uint64_t pad_0x29 = 0x29; // uint8_t[0x3]
        inline uint64_t SpinParams = 0x2c; // FFortPawnSpinParams
        inline uint64_t pad_0x34 = 0x34; // uint8_t[0x4]
    }

    namespace FortPawnTickSubsystem {
        inline uint64_t pad_0x38 = 0x38; // uint8_t[0x28]
        inline uint64_t Pawns = 0x60; // TArray<UFortPlayerPawn*>
        inline uint64_t pad_0x70 = 0x70; // uint8_t[0x18]
    }

    namespace FortPlayerStateAthena {
        inline uint64_t pad_0xE88 = 0xe88; // uint8_t[0x1C]
        inline uint64_t PersonalLobbyAction = 0xea4; // int32_t
        inline uint64_t RespawnData = 0xea8; // FFortRespawnData
        inline uint64_t pad_0xEE8 = 0xee8; // uint8_t[0x30]
        inline uint64_t OnSquadIdChangedDelegate = 0xf18; // FMulticastInlineDelegate
        inline uint64_t pad_0xF28 = 0xf28; // uint8_t[0x30]
        inline uint64_t bHasWonAGame = 0xf58; // bool
        inline uint64_t pad_0xF59 = 0xf59; // uint8_t[0x3]
        inline uint64_t TeamKillScore = 0xf5c; // int32_t
        inline uint64_t KillsWhileAthenaGadgetEquippedMap = 0xf60; // TMap<UAthenaGadgetItemDefinition*, int32_t>
        inline uint64_t DamageDealtToBigHealthProps = 0xf70; // TMap<FString, float>
        inline uint64_t AlwaysIncludeTeamAsAllies = 0xf80; // bool
        inline uint64_t TeamIndex = 0xf81; // uint8_t
        inline uint64_t pad_0xF82 = 0xf82; // uint8_t[0x2]
        inline uint64_t TeamScorePlacement = 0xf84; // int32_t
        inline uint64_t TeamScore = 0xf88; // int32_t
        inline uint64_t bTeamPlacementLocked = 0xf8c; // bool
        inline uint64_t pad_0xF8D = 0xf8d; // uint8_t[0x3]
        inline uint64_t Place = 0xf90; // int32_t
        inline uint64_t DownScore = 0xf94; // int32_t
        inline uint64_t KillScore = 0xf98; // int32_t
        inline uint64_t SeasonLevelUIDisplay = 0xf9c; // int32_t
        inline uint64_t pad_0xFA0 = 0xfa0; // uint8_t[0x4]
        inline uint64_t HumanKillScore = 0xfa4; // int32_t
        inline uint64_t pad_0xFA8 = 0xfa8; // uint8_t[0x44]
        inline uint64_t AIKillCount = 0xfec; // int32_t
        inline uint64_t pad_0xFF0 = 0xff0; // uint8_t[0x4]
        inline uint64_t NumChestsOpened = 0xff4; // int32_t
        inline uint64_t pad_0xFF8 = 0xff8; // uint8_t[0x4]
        inline uint64_t NumAmmoCansOpened = 0xffc; // int32_t
        inline uint64_t pad_0x1000 = 0x1000; // uint8_t[0x4]
        inline uint64_t NumSupplyDropsOpened = 0x1004; // int32_t
        inline uint64_t pad_0x1008 = 0x1008; // uint8_t[0x4]
        inline uint64_t NumLlamasOpened = 0x100c; // int32_t
        inline uint64_t pad_0x1010 = 0x1010; // uint8_t[0x4]
        inline uint64_t NumForagedItemsConsumed = 0x1014; // int32_t
        inline uint64_t pad_0x1018 = 0x1018; // uint8_t[0x4]
        inline uint64_t NumMinutesAlive = 0x101c; // int32_t
        inline uint64_t pad_0x1020 = 0x1020; // uint8_t[0x4]
        inline uint64_t NumBronzeCoinsCollected = 0x1024; // int32_t
        inline uint64_t pad_0x1028 = 0x1028; // uint8_t[0x4]
        inline uint64_t NumSilverCoinsCollected = 0x102c; // int32_t
        inline uint64_t pad_0x1030 = 0x1030; // uint8_t[0x4]
        inline uint64_t NumGoldCoinsCollected = 0x1034; // int32_t
        inline uint64_t pad_0x1038 = 0x1038; // uint8_t[0x4]
        inline uint64_t TotalPlayerScore = 0x103c; // int32_t
        inline uint64_t PointsAddedToScore = 0x1040; // FMulticastInlineDelegate
        inline uint64_t TeamScoreChanged = 0x1050; // FMulticastInlineDelegate
        inline uint64_t TeamPlacementChanged = 0x1060; // FMulticastInlineDelegate
        inline uint64_t TeamPlacementLockChanged = 0x1070; // FMulticastInlineDelegate
        inline uint64_t PlaceChanged = 0x1080; // FMulticastInlineDelegate
        inline uint64_t TeamAverageDamageChanged = 0x1090; // FMulticastInlineDelegate
        inline uint64_t MatchAbandonStateChanged = 0x10a0; // FMulticastInlineDelegate
        inline uint64_t OnRespawnTimeReplicated = 0x10b0; // FMulticastInlineDelegate
        inline uint64_t ActiveBeingRebootedChanged = 0x10c0; // FMulticastInlineDelegate
        inline uint64_t pad_0x10D0 = 0x10d0; // uint8_t[0x10]
        inline uint64_t StormSurgeEffectCount = 0x10e0; // uint8_t
        inline uint64_t pad_0x10E1 = 0x10e1; // uint8_t[0x1]
        inline uint64_t TeamAverageDamage = 0x10e2; // int16_t
        inline uint64_t SquadId = 0x10e4; // uint8_t
        inline uint64_t bThankedBusDriver = 0x10e5; // bool : 0
        inline uint64_t bDidNotThankBusDriver = 0x10e5; // bool : 1
        inline uint64_t bUsingAnonymousMode = 0x10e5; // bool : 2
        inline uint64_t bUsingAnonymousCharacterMode = 0x10e5; // bool : 3
        inline uint64_t bShowingSeasonLevel = 0x10e5; // bool : 4
        inline uint64_t pad_0x10E6 = 0x10e6; // uint8_t[0x2]
        inline uint64_t PlayerNameCustomOverride = 0x10e8; // FText
        inline uint64_t bHidingOtherPlayersNames = 0x10f8; // bool : 0
        inline uint64_t pad_0x10F9 = 0x10f9; // uint8_t[0x7F]
        inline uint64_t bIsTalking = 0x1178; // bool
        inline uint64_t bIsMuted = 0x1179; // bool
        inline uint64_t pad_0x117A = 0x117a; // uint8_t[0x1FE]
        inline uint64_t OnPersistenceErrorTypeChanged = 0x1378; // FMulticastInlineDelegate
        inline uint64_t OnOvershieldStateChanged = 0x1388; // FMulticastInlineDelegate
        inline uint64_t pad_0x1398 = 0x1398; // uint8_t[0x28]
        inline uint64_t MetricInformation = 0x13c0; // FDetailedMetricInformation
        inline uint64_t SimpleMetricInformation = 0x13d0; // FSimpleMetricInformation
        inline uint64_t SecondsAlive = 0x1448; // int32_t
        inline uint64_t TimeOfPawnCreation = 0x144c; // int32_t
        inline uint64_t bActiveBeingRebooted = 0x1450; // bool
        inline uint64_t pad_0x1451 = 0x1451; // uint8_t[0x1]
        inline uint64_t bIsDisconnected = 0x1452; // bool
        inline uint64_t pad_0x1453 = 0x1453; // uint8_t[0x35]
        inline uint64_t GameModeIcon = 0x1488; // UTexture2D*
        inline uint64_t pad_0x1490 = 0x1490; // uint8_t[0x18]
        inline uint64_t DeathInfo = 0x14a8; // FDeathInfo
        inline uint64_t ChangeTeamInfo = 0x1568; // FChangeTeamInfo
        inline uint64_t ServerTimeForRespawn = 0x1590; // float
        inline uint64_t pad_0x1594 = 0x1594; // uint8_t[0x64]
        inline uint64_t ResurrectionChipAvailable = 0x15f8; // FFortResurrectionData
        inline uint64_t bResurrectingNow = 0x1620; // bool
        inline uint64_t bRespawningFromRespawnData = 0x1621; // bool
        inline uint64_t pad_0x1622 = 0x1622; // uint8_t[0x2]
        inline uint64_t RebootCounter = 0x1624; // int32_t
        inline uint64_t FreeRebootCardCooldownEndTime = 0x1628; // float
        inline uint64_t pad_0x162C = 0x162c; // uint8_t[0x4]
        inline uint64_t InteractingRebootVan = 0x1630; // TScriptInterface<ISpawnMachineInterface>
        inline uint64_t InteractingRebootVanCheck = 0x1640; // FTimerHandle
        inline uint64_t InteractingRebootVanTimeout = 0x1650; // FTimerHandle
        inline uint64_t pad_0x1660 = 0x1660; // uint8_t[0x4]
        inline uint64_t MatchAbandonState = 0x1664; // EMatchAbandonState
        inline uint64_t pad_0x1665 = 0x1665; // uint8_t[0x1]
        inline uint64_t bIsAModerationBot = 0x1666; // bool
        inline uint64_t bIsAnAthenaGameParticipant = 0x1667; // bool : 0
        inline uint64_t bIsContributingToOverbudgetHeatmap = 0x1667; // bool : 1
        inline uint64_t VerseVoiceChannelName = 0x1668; // FString
        inline uint64_t pad_0x1678 = 0x1678; // uint8_t[0x8]
        inline uint64_t EOSProductUserId = 0x1680; // FString
        inline uint64_t BotUniqueId = 0x1690; // FUniqueNetIdRepl
        inline uint64_t pad_0x16C0 = 0x16c0; // uint8_t[0x10]
        inline uint64_t bPreserveSquad = 0x16d0; // bool
        inline uint64_t pad_0x16D1 = 0x16d1; // uint8_t[0x1F]
        inline uint64_t KeepPlayingTogetherVotingStatus = 0x16f0; // EKeepPlayingTogetherVotingStatus
        inline uint64_t pad_0x16F1 = 0x16f1; // uint8_t[0x1F]
        inline uint64_t KeepPlayingTogetherMatchmakingRegion = 0x1710; // FString
        inline uint64_t pad_0x1720 = 0x1720; // uint8_t[0x18]
        inline uint64_t KeepPlayingTogetherMatchmakingId = 0x1738; // FString
        inline uint64_t pad_0x1748 = 0x1748; // uint8_t[0x18]
        inline uint64_t InitialSquadSize = 0x1760; // uint8_t
        inline uint64_t SquadSizeIncrements = 0x1761; // uint8_t
        inline uint64_t SquadSizeDecrements = 0x1762; // uint8_t
        inline uint64_t pad_0x1763 = 0x1763; // uint8_t[0x4D]
        inline uint64_t PersistenceErrorType = 0x17b0; // ECreativePersistenceErrorTypes
        inline uint64_t pad_0x17B1 = 0x17b1; // uint8_t[0x7]
        inline uint64_t LocalSpecialActorData = 0x17b8; // UFortSpecialActorReplicationInfo*
        inline uint64_t pad_0x17C0 = 0x17c0; // uint8_t[0x8]
    }

    namespace FortWeaponRangedProxy {
        inline uint64_t HostPawn = 0x2a90; // TWeakObjectPtr<UFortPawn>
        inline uint64_t bIsHostWeaponDisabled = 0x2a98; // bool
        inline uint64_t bDisablePreviousWeaponStowOnEquip = 0x2a99; // bool
        inline uint64_t pad_0x2A9A = 0x2a9a; // uint8_t[0x6]
    }

    namespace BuildingActorViewModel {
        inline uint64_t CurrentHealth = 0x68; // float
        inline uint64_t CurrentHealthPercent = 0x6c; // float
        inline uint64_t pad_0x70 = 0x70; // uint8_t[0x8]
    }

    namespace FortGameModePickup_Wax {
        inline uint64_t bIsFirstGeneration = 0x7b8; // bool
        inline uint64_t pad_0x7B9 = 0x7b9; // uint8_t[0x3]
        inline uint64_t AmountOfTokens = 0x7bc; // int32_t
        inline uint64_t pad_0x7C0 = 0x7c0; // uint8_t[0x8]
        inline uint64_t HeightAboveTerrianDropPickupAt = 0x7c8; // FScalableFloat
        inline uint64_t HeightAboveTerrainPickupLandAt = 0x7f0; // FScalableFloat
        inline uint64_t RandomTossAngleTowardsCenter = 0x818; // FScalableFloat
        inline uint64_t TimeUntilDespawn_OutsideStorm = 0x840; // FScalableFloat
        inline uint64_t TimeUntilDespawn_InsideStorm = 0x868; // FScalableFloat
        inline uint64_t DrawOnCompassDistance = 0x890; // FScalableFloat
        inline uint64_t pad_0x8B8 = 0x8b8; // uint8_t[0x8]
        inline uint64_t DrawOnCompassBrush = 0x8c0; // FSlateBrush
        inline uint64_t DrawOnMapBrush = 0x970; // FSlateBrush
        inline uint64_t UseInteractText_SingleCoin = 0xa20; // FText
        inline uint64_t UseInteractText_MultipleCoins = 0xa30; // FText
    }

    namespace FortInventorySubsystem {
        inline uint64_t OnItemAddedDelegate = 0x30; // FMulticastInlineDelegate
        inline uint64_t OnItemRemovedDelegate = 0x40; // FMulticastInlineDelegate
        inline uint64_t OnViewTargetInventoryUpdatedDelegate = 0x50; // FMulticastInlineDelegate
    }

    namespace FortPlayerStateEndless {
        inline uint64_t BluGloActivityScore = 0xec0; // int32_t
        inline uint64_t pad_0xEC4 = 0xec4; // uint8_t[0x4]
    }

    namespace FortPlayerStateOutpost {
        inline uint64_t bHasPermissionToEditOutpost = 0xec0; // bool
        inline uint64_t pad_0xEC1 = 0xec1; // uint8_t[0x7]
    }

    namespace FortWeaponAnimInstance {
        inline uint64_t pad_0x330 = 0x330; // uint8_t[0x8]
        inline uint64_t bWantsReducedWork = 0x338; // bool
        inline uint64_t bIsTargeting = 0x339; // bool
        inline uint64_t bCurrentlyShooting = 0x33a; // bool
        inline uint64_t bIsCrouched = 0x33b; // bool
        inline uint64_t bIsMovingOnFoot = 0x33c; // bool
        inline uint64_t pad_0x33D = 0x33d; // uint8_t[0x3]
        inline uint64_t AmmoRemaining = 0x340; // int32_t
        inline uint64_t bIsReloading = 0x344; // bool
        inline uint64_t pad_0x345 = 0x345; // uint8_t[0x3]
        inline uint64_t FireRate = 0x348; // double
        inline uint64_t BulletsPerClip = 0x350; // int32_t
        inline uint64_t OwnerPawnLODLevel = 0x354; // int32_t
        inline uint64_t pad_0x358 = 0x358; // uint8_t[0x8]
    }

    namespace FortWeaponFireModeData {
        inline uint64_t FireModeDataDelay = 0x28; // float
        inline uint64_t pad_0x2C = 0x2c; // uint8_t[0x4]
        inline uint64_t TracerTemplate = 0x30; // TSubclassOf<UFortTracerBase>
        inline uint64_t bOverrideImpactSurfaceEffects = 0x38; // bool
        inline uint64_t pad_0x39 = 0x39; // uint8_t[0x7]
        inline uint64_t ImpactPhysicalSurfaceEffects = 0x40; // UParticleSystem*[35]
        inline uint64_t ImpactNiagaraPhysicalSurfaceEffectAssets = 0x158; // TArray<UNiagaraSystem*>
        inline uint64_t BeamParticleSystem = 0x168; // UParticleSystem*
        inline uint64_t BeamNiagaraSystemAsset = 0x170; // UNiagaraSystem*
        inline uint64_t bOverrideImpactSurfaceSounds = 0x178; // bool
        inline uint64_t pad_0x179 = 0x179; // uint8_t[0x7]
        inline uint64_t ImpactPhysicalSurfaceSounds = 0x180; // USoundBase*[35]
        inline uint64_t MuzzleParticleSystem = 0x298; // UParticleSystem*
        inline uint64_t MuzzleNiagaraSystem = 0x2a0; // UNiagaraSystem*
        inline uint64_t WeaponSoundLibraries = 0x2a8; // TArray<USoundLibrary*>
        inline uint64_t PrimaryFireSound1P = 0x2b8; // USoundBase*
        inline uint64_t bOverridePrimaryFireSoundArray = 0x2c0; // bool
        inline uint64_t pad_0x2C1 = 0x2c1; // uint8_t[0x7]
        inline uint64_t PrimaryFireSound = 0x2c8; // USoundBase*[3]
        inline uint64_t OverrideWeaponFireMontage = 0x2e0; // UAnimMontage*
        inline uint64_t OverrideWeaponFireDownsightsMontage = 0x2e8; // UAnimMontage*
        inline uint64_t OverrideWeaponFireFromCrouchWalkMontage = 0x2f0; // UAnimMontage*
        inline uint64_t OverrideWeaponReloadMontage = 0x2f8; // UAnimMontage*
        inline uint64_t OverridePawnReloadMontage = 0x300; // UAnimMontage*
        inline uint64_t bShouldOverrideReloadType = 0x308; // bool
        inline uint64_t OverrideReloadType = 0x309; // EFortWeaponReloadType
        inline uint64_t pad_0x30A = 0x30a; // uint8_t[0x2]
        inline uint64_t OverrideReloadDuration = 0x30c; // float
    }

    namespace FortWeaponModAudioData {
        inline uint64_t SoundLibraries = 0x28; // TArray<TSoftObjectPtr<USoundLibrary>>
        inline uint64_t MetaSoundPatch1P = 0x38; // TSoftObjectPtr<UMetaSoundPatch>
        inline uint64_t MetaSoundPatch3P = 0x58; // TSoftObjectPtr<UMetaSoundPatch>
        inline uint64_t SortOrder = 0x78; // int32_t
        inline uint64_t pad_0x7C = 0x7c; // uint8_t[0x4]
    }

    namespace FortGameModeSummariesVM {
        inline uint64_t FakeData = 0x68; // ?
        inline uint64_t LocalPlayer = 0x80; // ULocalPlayer*
        inline uint64_t GameModeSummaries = 0x88; // TArray<UFortGameModeSummaryVM*>
        inline uint64_t pad_0x98 = 0x98; // uint8_t[0x10]
    }

    namespace FortPawnComponent_Focus {
        inline uint64_t FocusTargetStack = 0xc8; // FFocusTargetStack
        inline uint64_t pad_0x120 = 0x120; // uint8_t[0x8]
    }

    namespace FortPawnComponent_Scale {
        inline uint64_t ScaleParams = 0xc8; // FFortPawnScaleComponentParams
    }

    namespace FortPawnComponent_Sleep {
        inline uint64_t OnBeginSleepEffects = 0xc8; // FMulticastInlineDelegate
        inline uint64_t OnEndSleepEffects = 0xd8; // FMulticastInlineDelegate
        inline uint64_t pad_0xE8 = 0xe8; // uint8_t[0x30]
        inline uint64_t bCanSleep = 0x118; // bool : 0
        inline uint64_t bIsSleeping = 0x118; // bool : 1
        inline uint64_t bShouldStartSleeping = 0x118; // bool : 2
        inline uint64_t pad_0x119 = 0x119; // uint8_t[0x7]
        inline uint64_t SleepForTheseGoalActorsQuery = 0x120; // FGameplayTagQuery
    }

    namespace FortPickupManagerWidget {
        inline uint64_t Panel_AllResources = 0x370; // UPanelWidget*
        inline uint64_t CurrentSpendableVisibleWidget = 0x378; // TWeakObjectPtr<UFortResourceWidget>
        inline uint64_t GoldSpendablesActorTags = 0x380; // FGameplayTagContainer
        inline uint64_t OverlapGoldSpendableSphereRadius = 0x3a0; // float
        inline uint64_t pad_0x3A4 = 0x3a4; // uint8_t[0x4]
        inline uint64_t ResourceWidgets = 0x3a8; // TArray<UFortResourceWidget*>
        inline uint64_t pad_0x3B8 = 0x3b8; // uint8_t[0x30]
    }

    namespace FortPlayerControllerPvE {
        inline uint64_t pad_0x3A20 = 0x3a20; // uint8_t[0x34]
        inline uint64_t bForceAutoSlotWeaponsAtStart = 0x3a54; // bool
        inline uint64_t bRecycleBrokenWeapons = 0x3a55; // bool
        inline uint64_t pad_0x3A56 = 0x3a56; // uint8_t[0x16]
        inline uint64_t MinTimeBetweenReinitProfileUpdateHero = 0x3a6c; // float
        inline uint64_t MinTimeBetweenCosmeticRefresh = 0x3a70; // float
        inline uint64_t pad_0x3A74 = 0x3a74; // uint8_t[0x1C]
        inline uint64_t AutoImproveBuildingActor = 0x3a90; // UBuildingSMActor*
        inline uint64_t pad_0x3A98 = 0x3a98; // uint8_t[0x10]
        inline uint64_t CachedPrimaryQuickBarRecord = 0x3aa8; // FQuickBar
        inline uint64_t CachedSecondaryQuickBarRecord = 0x3b18; // FQuickBar
        inline uint64_t HeroLoadoutGadgets = 0x3b88; // TArray<UFortGadgetItemDefinition*>
        inline uint64_t HeroAbilityGadgets = 0x3b98; // TArray<UFortGadgetItemDefinition*>
        inline uint64_t IdleWarningAnnouncement = 0x3ba8; // UObject*
        inline uint64_t IdleWarningUpdateTimerHandle = 0x3bb0; // FTimerHandle
        inline uint64_t IdleKickEstimatedTime = 0x3bc0; // float
        inline uint64_t pad_0x3BC4 = 0x3bc4; // uint8_t[0x4]
        inline uint64_t OnPostTeleportPlayerVictoryScreen = 0x3bc8; // FMulticastInlineDelegate
        inline uint64_t SquadCommsBank = 0x3bd8; // UFortSquadCommsBank_STW*
        inline uint64_t SquadCommsBankPath = 0x3be0; // FSoftObjectPath
        inline uint64_t MarkerWidgetClass = 0x3bf8; // TSoftClassPtr<UUserWidget>
        inline uint64_t MarkerActorClass = 0x3c18; // TSoftClassPtr<UFortPlayerMarkerBase>
        inline uint64_t pad_0x3C38 = 0x3c38; // uint8_t[0x30]
        inline uint64_t bEnableSTWAccoladeRedeem = 0x3c68; // bool
        inline uint64_t pad_0x3C69 = 0x3c69; // uint8_t[0x7]
    }

    namespace FortWeaponPickaxeAthena {
        inline uint64_t pad_0x1A78 = 0x1a78; // uint8_t[0x8]
        inline uint64_t SwingVFX = 0x1a80; // UFXSystemComponent*
        inline uint64_t IdleVFX = 0x1a88; // UFXSystemComponent*
        inline uint64_t AnimTrailsPSC = 0x1a90; // UFXSystemComponent*
        inline uint64_t AnimTrailsPSCTemplate = 0x1a98; // UParticleSystem*
        inline uint64_t AnimTrailsNiagaraAsset = 0x1aa0; // UNiagaraSystem*
        inline uint64_t bUseAnimTrailsPSC = 0x1aa8; // bool
        inline uint64_t pad_0x1AA9 = 0x1aa9; // uint8_t[0x3]
        inline uint64_t AnimTrailsFirstSocketName = 0x1aac; // FName
        inline uint64_t AnimTrailsSecondSocketName = 0x1ab0; // FName
        inline uint64_t AnimTrailsWidth = 0x1ab4; // float
        inline uint64_t IdleFXSocketName = 0x1ab8; // FName
        inline uint64_t SwingFXSocketName = 0x1abc; // FName
        inline uint64_t GenericImpactSound = 0x1ac0; // USoundBase*
        inline uint64_t Material0MID = 0x1ac8; // UMaterialInstanceDynamic*
        inline uint64_t bWatchKills = 0x1ad0; // bool
        inline uint64_t pad_0x1AD1 = 0x1ad1; // uint8_t[0x3]
        inline uint64_t WatchedKills = 0x1ad4; // float
        inline uint64_t bCandyCaneKillReaction = 0x1ad8; // bool
        inline uint64_t pad_0x1AD9 = 0x1ad9; // uint8_t[0x7]
        inline uint64_t CQCEnemyAudio = 0x1ae0; // USoundBase*
        inline uint64_t PokeAnimationsToCheckForOnImpact = 0x1ae8; // TArray<UAnimMontage*>
        inline uint64_t PickaxeHarvestingMontage = 0x1af8; // UAnimMontage*
        inline uint64_t pad_0x1B00 = 0x1b00; // uint8_t[0x8]
        inline uint64_t ImpactFXInternal = 0x1b08; // UFXSystemComponent*
        inline uint64_t HitWeakSpotFXParameterResetTimer = 0x1b10; // FTimerHandle
        inline uint64_t CachedCosmeticItemDefinition = 0x1b20; // UAthenaPickaxeItemDefinition*
        inline uint64_t pad_0x1B28 = 0x1b28; // uint8_t[0x8]
        inline uint64_t SoftFallbackMesh = 0x1b30; // TSoftObjectPtr<USkeletalMesh>
        inline uint64_t LoadedFallbackMesh = 0x1b50; // USkeletalMesh*
        inline uint64_t SoftFallbackFireSound = 0x1b58; // TSoftObjectPtr<USoundBase>
        inline uint64_t LoadedFallbackFireSound = 0x1b78; // USoundBase*
        inline uint64_t CosmeticData = 0x1b80; // FFortAthenaLoadout
        inline uint64_t CosmeticLoadoutData = 0x1c80; // FCosmeticLoadout
        inline uint64_t pad_0x1CA8 = 0x1ca8; // uint8_t[0x18]
        inline uint64_t CosmeticLoadoutReplicator = 0x1cc0; // FFortAthenaLoadoutReplicator
        inline uint64_t CosmeticDataComponent = 0x1e10; // UCosmeticDataComponent*
        inline uint64_t pad_0x1E18 = 0x1e18; // uint8_t[0x8]
        inline uint64_t WeaponMeshTransformOffset = 0x1e20; // FTransform
        inline uint64_t FrontendFXParameterName = 0x1e80; // FName
        inline uint64_t IdleFXAttachmentRules = 0x1e84; // FPickaxeFXAttachmentRules
        inline uint64_t SwingFXAttachmentRules = 0x1e87; // FPickaxeFXAttachmentRules
        inline uint64_t bUseWeakpointImpactFX = 0x1e8a; // bool : 0
        inline uint64_t pad_0x1E8B = 0x1e8b; // uint8_t[0x15]
    }

    namespace FortWeaponRangedTowHook {
        inline uint64_t TowHook = 0x2a90; // UFortPhysicsTowHook*
        inline uint64_t TowHookParams = 0x2a98; // FTowHookParams
        inline uint64_t pad_0x2B68 = 0x2b68; // uint8_t[0x30]
    }

    namespace FortGameModeHestiaBeauty {
        inline uint64_t OwnedZoneComponent = 0xbc0; // UFortGameModeComponent_OwnedZone*
        inline uint64_t pad_0xBC8 = 0xbc8; // uint8_t[0x18]
    }

    namespace FortGameModeSeasonInfoVM {
        inline uint64_t FakeData = 0x68; // ?
        inline uint64_t LocalPlayer = 0x80; // ULocalPlayer*
        inline uint64_t GameModeName = 0x88; // FName
        inline uint64_t pad_0x8C = 0x8c; // uint8_t[0x4]
        inline uint64_t SeasonId = 0x90; // FString
        inline uint64_t pad_0xA0 = 0xa0; // uint8_t[0x10]
    }

    namespace FortPawnComponent_AIJump {
        inline uint64_t pad_0xC8 = 0xc8; // uint8_t[0x52]
        inline uint64_t UpAction = 0x11a; // EGeneratedJumpVerticalLinkAction
        inline uint64_t DownAction = 0x11b; // EGeneratedJumpVerticalLinkAction
        inline uint64_t pad_0x11C = 0x11c; // uint8_t[0x4]
    }

    namespace FortPawnComponent_BaseCC {
        inline uint64_t pad_0xC8 = 0xc8; // uint8_t[0x30]
        inline uint64_t ActiveOptions = 0xf8; // UCustomControlOptions_Base*
        inline uint64_t HighestPriorityOptions = 0x100; // UCustomControlOptions_Base*
        inline uint64_t pad_0x108 = 0x108; // uint8_t[0x10]
        inline uint64_t OwnedOptions = 0x118; // TArray<UCustomControlOptions_Base*>
    }

    namespace FortPawnComponent_LookAt {
        inline uint64_t CurrentTarget = 0xc8; // TWeakObjectPtr<UActor>
    }

    namespace FortPawnComponent_Tether {
        inline uint64_t pad_0xC8 = 0xc8; // uint8_t[0x8]
        inline uint64_t TetherPawn = 0xd0; // TWeakObjectPtr<UPawn>
        inline uint64_t TetherPawnSavedCullDistanceSquared = 0xd8; // float
        inline uint64_t bTetheredWithoutWeapon = 0xdc; // bool
        inline uint64_t bPressedTetheredBoost = 0xdd; // bool
        inline uint64_t pad_0xDE = 0xde; // uint8_t[0x1E]
        inline uint64_t bAllowVehicleTether = 0xfc; // bool
        inline uint64_t pad_0xFD = 0xfd; // uint8_t[0x3]
        inline uint64_t TetherSweetSpotRange = 0x100; // FVector2D
        inline uint64_t TetherAccelerationRange = 0x110; // FVector2D
        inline uint64_t TetherSlackLength = 0x120; // float
        inline uint64_t TetherCatchupLength = 0x124; // float
        inline uint64_t TetherViewPlayerLength = 0x128; // float
        inline uint64_t TetherBreakLength = 0x12c; // float
        inline uint64_t TetheredSpeedToBackOff = 0x130; // float
        inline uint64_t TetheredMaxSpeed = 0x134; // float
        inline uint64_t TetheredMovementAccelBackOff = 0x138; // float
        inline uint64_t TetheredMovementAccelNudge = 0x13c; // float
        inline uint64_t TetheredMovementGroundFrictionMultiplier = 0x140; // float
        inline uint64_t TetheredMovementWaterFrictionMultiplier = 0x144; // float
        inline uint64_t TetheredMovementMaxAccel = 0x148; // float
        inline uint64_t SetViewTargetToTetherPawnDelayTime = 0x14c; // float
        inline uint64_t SetViewTargetToTetherPawnBlendTime = 0x150; // float
        inline uint64_t TetherJumpServerCorrectionExpansionTime = 0x154; // float
        inline uint64_t TetherInitialYankLaunchZ = 0x158; // float
        inline uint64_t pad_0x15C = 0x15c; // uint8_t[0x4]
        inline uint64_t TetherRopeMesh = 0x160; // UStaticMesh*
        inline uint64_t TetherRopeMaterial = 0x168; // UMaterialInterface*
        inline uint64_t TetherRopeComp = 0x170; // UStaticMeshComponent*
        inline uint64_t TetherRopeRodMesh = 0x178; // USkeletalMesh*
        inline uint64_t TetherRopeRodComp = 0x180; // USkeletalMeshComponent*
        inline uint64_t TetherRightInput = 0x188; // float
        inline uint64_t pad_0x18C = 0x18c; // uint8_t[0x4]
        inline uint64_t TetheredInputComponent = 0x190; // UInputComponent*
        inline uint64_t pad_0x198 = 0x198; // uint8_t[0x10]
        inline uint64_t TetheredExitHoldTime = 0x1a8; // float
        inline uint64_t pad_0x1AC = 0x1ac; // uint8_t[0x2C]
    }

    namespace FortPawnScriptedBehavior {
        inline uint64_t ActionTemplates = 0x28; // TArray<FScriptedAction>
        inline uint64_t ScriptedBehaviors = 0x38; // TArray<FScriptedBehavior>
        inline uint64_t CurrentBehavior = 0x48; // FScriptedBehavior
        inline uint64_t ScriptComplete = 0x68; // FMulticastInlineDelegate
        inline uint64_t pad_0x78 = 0x78; // uint8_t[0x38]
    }

    namespace FortPlayerControllerBoss {
        inline uint64_t LastPossessedPawn = 0x3c70; // FName
        inline uint64_t pad_0x3C74 = 0x3c74; // uint8_t[0xC]
    }

    namespace FortPlayerControllerZone {
        inline uint64_t pad_0x3310 = 0x3310; // uint8_t[0x10]
        inline uint64_t OnBeginSkydiving = 0x3320; // FMulticastInlineDelegate
        inline uint64_t OnEndSkydiving = 0x3330; // FMulticastInlineDelegate
        inline uint64_t OnBeginSkydivingFromBus = 0x3340; // FMulticastInlineDelegate
        inline uint64_t OnEndSkydivingFromBus = 0x3350; // FMulticastInlineDelegate
        inline uint64_t OnVehicleSeatTransitionTargetIndexChange = 0x3360; // FMulticastInlineDelegate
        inline uint64_t OnStartedRespawn = 0x3370; // FMulticastInlineDelegate
        inline uint64_t LastVehicleSeatSwitchTime = 0x3380; // float
        inline uint64_t pad_0x3384 = 0x3384; // uint8_t[0x14]
        inline uint64_t PlayerToSpectateOnDeath = 0x3398; // UPawn*
        inline uint64_t pad_0x33A0 = 0x33a0; // uint8_t[0x4]
        inline uint64_t NumRefundForceQueryProfileRequestsInFlight = 0x33a4; // int32_t
        inline uint64_t GadgetTrackedAttributeItemInstanceIds = 0x33a8; // TSet<FGuid>
        inline uint64_t pad_0x33B8 = 0x33b8; // uint8_t[0x58]
        inline uint64_t TriggerHapticsComponent = 0x3410; // UFortControllerComponent_TriggerHaptics*
        inline uint64_t SpectatorModeComponent = 0x3418; // UFortControllerComponent_SpectatorMode*
        inline uint64_t PurchaseCatalogEntryComponent = 0x3420; // UFortControllerComponent_PurchaseCatalogEntry*
        inline uint64_t RefundMtxPurchaseComponent = 0x3428; // UFortControllerComponent_RefundMtxPurchase*
        inline uint64_t DeathInputComponent = 0x3430; // UInputComponent*
        inline uint64_t RemoteControlledPawnInputComponent = 0x3438; // UInputComponent*
        inline uint64_t MarkerComponent = 0x3440; // UAthenaMarkerComponent*
        inline uint64_t pad_0x3448 = 0x3448; // uint8_t[0x20]
        inline uint64_t bUseDeferredFireInputs = 0x3468; // bool
        inline uint64_t pad_0x3469 = 0x3469; // uint8_t[0x27]
        inline uint64_t PlayerDeathReport = 0x3490; // FFortPlayerDeathReport
        inline uint64_t bClientNotifiedOfPawnDied = 0x35b8; // bool
        inline uint64_t bEnterCameraModeOnDeath = 0x35b9; // bool
        inline uint64_t pad_0x35BA = 0x35ba; // uint8_t[0x6]
        inline uint64_t MPCForReticles = 0x35c0; // UMaterialParameterCollection*
        inline uint64_t MPCForReticlesParamName = 0x35c8; // FName
        inline uint64_t PlayerLeecherStatus = 0x35cc; // ELeecherStatus
        inline uint64_t pad_0x35CD = 0x35cd; // uint8_t[0x1B]
        inline uint64_t OnPossessedPawnDied = 0x35e8; // FMulticastInlineDelegate
        inline uint64_t pad_0x35F8 = 0x35f8; // uint8_t[0xF0]
        inline uint64_t HUDTargetUnderReticle = 0x36e8; // TScriptInterface<IFortHUDTargetUnderReticleInterface>
        inline uint64_t RejoinablePartyMembers = 0x36f8; // TArray<FUniqueNetIdRepl>
        inline uint64_t pad_0x3708 = 0x3708; // uint8_t[0x10]
        inline uint64_t LastScoreEarnedTime = 0x3718; // float
        inline uint64_t pad_0x371C = 0x371c; // uint8_t[0x1C]
        inline uint64_t VehicleSeatTransitionTargetIndex = 0x3738; // int32_t
        inline uint64_t pad_0x373C = 0x373c; // uint8_t[0x4]
        inline uint64_t VoiceChatChannel = 0x3740; // FVoiceChatChannelInfo
        inline uint64_t pad_0x3768 = 0x3768; // uint8_t[0x48]
        inline uint64_t VoiceChatCachedTokenLifetimeSeconds = 0x37b0; // float
        inline uint64_t pad_0x37B4 = 0x37b4; // uint8_t[0x14]
        inline uint64_t DesyncNotifyList = 0x37c8; // TArray<UActor*>
        inline uint64_t pad_0x37D8 = 0x37d8; // uint8_t[0x68]
        inline uint64_t bJetpackExecuteToggle = 0x3840; // bool
        inline uint64_t bAllowMovementCancellableActionsWithIceFeet = 0x3841; // bool
        inline uint64_t bAllowMovementCancellableActionsDuringInputWithIceFeet = 0x3842; // bool
        inline uint64_t pad_0x3843 = 0x3843; // uint8_t[0x1]
        inline uint64_t MoveForwardOnlyEmoteCancelBackwardsThreshold = 0x3844; // float
        inline uint64_t MoveForwardOnlyEmoteCancelStrafeThreshold = 0x3848; // float
        inline uint64_t NonTraversalEmoteCancelForwardThreshold = 0x384c; // float
        inline uint64_t MovementCancellableActionLeashLength = 0x3850; // FScalableFloat
        inline uint64_t pad_0x3878 = 0x3878; // uint8_t[0x8]
        inline uint64_t MovementCancellableActionLeashLocation = 0x3880; // FVector
        inline uint64_t MovementCancellableActionStartingLeashLocation = 0x3898; // FVector
        inline uint64_t UpdateSurfaceTypeMinimumLength = 0x38b0; // FScalableFloat
        inline uint64_t UpdateSurfaceTypeMinimumDelay = 0x38d8; // FScalableFloat
        inline uint64_t pad_0x3900 = 0x3900; // uint8_t[0x40]
        inline uint64_t MovementCancellableActionComponentClass = 0x3940; // TSubclassOf<UFortControllerComponent_MovementCancellableAction>
        inline uint64_t pad_0x3948 = 0x3948; // uint8_t[0x50]
        inline uint64_t AutorunAnalyticsDataArray = 0x3998; // TArray<FAutorunUsageData>
        inline uint64_t ClientSubmitLogsLockoutIntervalSeconds = 0x39a8; // double
        inline uint64_t pad_0x39B0 = 0x39b0; // uint8_t[0x40]
        inline uint64_t bPlaceDangerMarkerWhenTargeting = 0x39f0; // bool
        inline uint64_t pad_0x39F1 = 0x39f1; // uint8_t[0x3]
        inline uint64_t MinQuickChatCooldown = 0x39f4; // float
        inline uint64_t QuickChatOffCooldownTime = 0x39f8; // float
        inline uint64_t pad_0x39FC = 0x39fc; // uint8_t[0x24]
    }

    namespace FortWeaponEventSubsystem {
        inline uint64_t ActiveWeaponEventHandler = 0x38; // TScriptInterface<IFortWeaponEventHandlerInterface>
    }

    namespace FortWeaponItemDefinition {
        inline uint64_t pad_0xA8 = 0xa8; // uint8_t[0x18]
        inline uint64_t WeaponActorClass = 0xc0; // TSoftClassPtr<UFortWeapon>
        inline uint64_t WeaponMeshOverride = 0xe0; // TSoftObjectPtr<USkeletalMesh>
        inline uint64_t bHideWeaponDefaultActorMeshUntilCosmeticsInitialized = 0x100; // bool
        inline uint64_t pad_0x101 = 0x101; // uint8_t[0x7]
        inline uint64_t IntrinsicOverrideWrap = 0x108; // TSoftObjectPtr<UAthenaItemWrapDefinition>
        inline uint64_t WeaponStatHandle = 0x128; // FDataTableRowHandle
        inline uint64_t pad_0x138 = 0x138; // uint8_t[0x10]
        inline uint64_t AbilitySet = 0x148; // TSoftObjectPtr<UFortAbilitySet>
        inline uint64_t AlterationSlotsLoadoutRow = 0x168; // FName
        inline uint64_t BaselineAlterationSlotsLoadoutRow = 0x16c; // FName
        inline uint64_t BaseAlteration = 0x170; // TSoftObjectPtr<UFortAlterationItemDefinition>
        inline uint64_t BaseCosmeticAlteration = 0x190; // TSoftObjectPtr<UFortAlterationItemDefinition>
        inline uint64_t PrimaryFireAbility = 0x1b0; // TSoftClassPtr<UFortGameplayAbility>
        inline uint64_t pad_0x1D0 = 0x1d0; // uint8_t[0x20]
        inline uint64_t SecondaryFireAbility = 0x1f0; // TSoftClassPtr<UFortGameplayAbility>
        inline uint64_t pad_0x210 = 0x210; // uint8_t[0x20]
        inline uint64_t EquippedAbilities = 0x230; // TArray<TSoftClassPtr<UFortGameplayAbility>>
        inline uint64_t EquippedAbilitySet = 0x240; // TSoftObjectPtr<UFortAbilitySet>
        inline uint64_t AmmoData = 0x260; // TSoftObjectPtr<UFortWorldItemDefinition>
        inline uint64_t AdditionalDataFields = 0x280; // TArray<UFortWeaponAdditionalData*>
        inline uint64_t LowAmmoPercentage = 0x290; // float
        inline uint64_t TriggerType = 0x294; // EFortWeaponTriggerType
        inline uint64_t SecondaryTriggerType = 0x295; // EFortWeaponTriggerType
        inline uint64_t DisplayTier = 0x296; // EFortDisplayTier
        inline uint64_t bRechargeAmmoToClip = 0x297; // bool : 0
        inline uint64_t bOnlyConsumeSpareAmmoWhenRechargingToTheClip = 0x297; // bool : 1
        inline uint64_t bUsesPhantomReserveAmmo = 0x297; // bool : 2
        inline uint64_t bUsesCustomAmmoType = 0x297; // bool : 3
        inline uint64_t bShowAmmoAsPercent = 0x297; // bool : 4
        inline uint64_t bShowRemainingAmmoOnly = 0x297; // bool : 5
        inline uint64_t bShouldMagazineSizeDisplayInfinity = 0x297; // bool : 6
        inline uint64_t bAllowSecondaryFireToInterruptPrimary = 0x297; // bool : 7
        inline uint64_t bAllowTargetingDuringReload = 0x298; // bool : 0
        inline uint64_t bTargetingPreventsReload = 0x298; // bool : 1
        inline uint64_t bAllowAutoReload = 0x298; // bool : 2
        inline uint64_t bCanFireWhileInstigatorTethered = 0x298; // bool : 3
        inline uint64_t bCanFireWhileNotTargetedInVehicle = 0x298; // bool : 4
        inline uint64_t bPrimaryFireForcesTargetingInVehicle = 0x298; // bool : 5
        inline uint64_t bAlwaysChargeUpToMin = 0x298; // bool : 6
        inline uint64_t bNoFireOnReleaseBeforeMinChargeTime = 0x298; // bool : 7
        inline uint64_t bEndAbilityOnChargeEnd = 0x299; // bool : 0
        inline uint64_t bUpdateLastFireTimeOnDischarge = 0x299; // bool : 1
        inline uint64_t bReticleCornerOutsideSpreadRadius = 0x299; // bool : 2
        inline uint64_t bCanAutofireWithMinimalCharge = 0x299; // bool : 3
        inline uint64_t bShouldAutofireChargedShotWhenTargetAcquired = 0x299; // bool : 4
        inline uint64_t bCanAutofireWhileFalling = 0x299; // bool : 5
        inline uint64_t bShouldAutofireSecondaryAbility = 0x299; // bool : 6
        inline uint64_t AssistTargetType = 0x29a; // EFortWeaponAssistTargetType
        inline uint64_t bValidForLastEquipped = 0x29b; // bool : 0
        inline uint64_t TouchUseMode = 0x29c; // EFortWeaponTouchUseMode
        inline uint64_t bRequestClientPreload = 0x29d; // bool : 0
        inline uint64_t bEnableWeaponMeshOverrideUpdates = 0x29d; // bool : 1
        inline uint64_t bIsModifiableWeapon = 0x29d; // bool : 2
        inline uint64_t bModsHidden = 0x29d; // bool : 3
        inline uint64_t bEquippedCharacterPartsMatchWeaponVisibility = 0x29d; // bool : 4
        inline uint64_t bForceReticleTrace = 0x29d; // bool : 5
        inline uint64_t pad_0x29E = 0x29e; // uint8_t[0x2]
        inline uint64_t HitNotifyDuration = 0x2a0; // float
        inline uint64_t pad_0x2A4 = 0x2a4; // uint8_t[0x4]
        inline uint64_t ReticleImage = 0x2a8; // TSoftObjectPtr<UTexture2D>
        inline uint64_t ReticleCornerAngles = 0x2c8; // TArray<float>
        inline uint64_t ReticleCenterImage = 0x2d8; // TSoftObjectPtr<UTexture2D>
        inline uint64_t ReticleCenterPerfectAimImage = 0x2f8; // TSoftObjectPtr<UTexture2D>
        inline uint64_t ReticleCenterImageOffset = 0x318; // FVector2D
        inline uint64_t ReticleInvalidTargetImage = 0x328; // TSoftObjectPtr<UTexture2D>
        inline uint64_t AnalyticTags = 0x348; // FGameplayTagContainer
        inline uint64_t PlayerGrantedGameplayTags = 0x368; // FGameplayTagContainer
        inline uint64_t CosmeticGatingTags = 0x388; // FGameplayTagContainer
        inline uint64_t ActualAnalyticFNames = 0x3a8; // TArray<FName>
        inline uint64_t RequiredWeaponParent = 0x3b8; // TSoftObjectPtr<UAthenaCosmeticItemDefinition>
        inline uint64_t BoneSetsToHide = 0x3d8; // FGameplayTagContainer
        inline uint64_t WeaponMovementSpeedStats = 0x3f8; // FWeaponMovementSpeedStats
        inline uint64_t AimAssistConfiguration = 0x4b8; // UFortAimAssistConfiguration*
        inline uint64_t CreativeTagsHelper = 0x4c0; // FFortCreativeTagsHelper
        inline uint64_t pad_0x4D0 = 0x4d0; // uint8_t[0x8]
    }

    namespace FortWeaponModRuntimeData {
        inline uint64_t SpawnedSubweapons = 0x28; // TMap<FPrimaryAssetId, FFortTrackedModSubweaponList>
        inline uint64_t SpawnedStaticMeshes = 0x38; // TMap<FGameplayTag, FFortTrackedModStaticMeshData>
        inline uint64_t ActiveRuntimeGEs = 0x48; // TMap<FGameplayTag, FActiveGameplayEffectHandle>
        inline uint64_t CachedAnimData = 0x58; // FWeaponModAnimData
        inline uint64_t ModToAddedLooseTagMap = 0x70; // TMap<FPrimaryAssetId, FGameplayTagContainer>
        inline uint64_t pad_0x80 = 0x80; // uint8_t[0x10]
    }

    namespace FortWeaponModStationBase {
        inline uint64_t MarkerDisplay = 0xb18; // FMarkedActorDisplayInfo
        inline uint64_t MarkerPositionOffset = 0xbc8; // FVector
        inline uint64_t OnForceEndInteractionDelegate = 0xbe0; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0xbe4; // uint8[0xC]
    }

    namespace FortWeaponNitroGauntlets {
        inline uint64_t OnUpdatePunchPreview = 0x2a90; // FMulticastInlineDelegate
        inline uint64_t PunchPreviewAsyncTargetingHandle = 0x2aa0; // FTargetingRequestHandle
        inline uint64_t pad_0x2AA4 = 0x2aa4; // uint8_t[0x4]
        inline uint64_t GroundPunchTargetingPreset = 0x2aa8; // UTargetingPreset*
        inline uint64_t AirPunchTargetingPreset = 0x2ab0; // UTargetingPreset*
        inline uint64_t pad_0x2AB8 = 0x2ab8; // uint8_t[0x10]
    }

    namespace FortWeaponRanged_Ostrich {
        inline uint64_t ProjectileTemplate = 0x2be0; // TSubclassOf<UFortProjectileBase>
        inline uint64_t bRocketsOnCooldown = 0x2be8; // bool
        inline uint64_t pad_0x2BE9 = 0x2be9; // uint8_t[0x7]
        inline uint64_t bLocalChargingRockets = 0x2bf0; // bool
        inline uint64_t bRocketFireButtonDown = 0x2bf1; // bool
        inline uint64_t pad_0x2BF2 = 0x2bf2; // uint8_t[0x2]
        inline uint64_t RocketAmmoLocal = 0x2bf4; // int32_t
        inline uint64_t ServerLoadedRockets = 0x2bf8; // int32_t
        inline uint64_t bFiringRockets = 0x2bfc; // bool
        inline uint64_t bUseShotgunSecondBarrel = 0x2bfd; // bool
        inline uint64_t pad_0x2BFE = 0x2bfe; // uint8_t[0x2]
        inline uint64_t RocketFireTimer = 0x2c00; // float
        inline uint64_t RocketChargeTimer = 0x2c04; // float
        inline uint64_t FireRate = 0x2c08; // FScalableFloat
        inline uint64_t AutofireDelay = 0x2c30; // FScalableFloat
        inline uint64_t RocketsCooldown = 0x2c58; // FScalableFloat
        inline uint64_t TimeToLoadOneAmmoCharge = 0x2c80; // FScalableFloat
        inline uint64_t AimPointCacheRange = 0x2ca8; // FScalableFloat
        inline uint64_t MinRocketsForFiring = 0x2cd0; // FScalableFloat
        inline uint64_t AmmoPerCharge = 0x2cf8; // FScalableFloat
        inline uint64_t MaxRockets = 0x2d20; // FScalableFloat
        inline uint64_t SecondaryFireMuzzleName = 0x2d48; // FName
        inline uint64_t SecondaryFireTraceSocket = 0x2d4c; // FName
        inline uint64_t ShotgunSecondBarrelMuzzleName = 0x2d50; // FName
        inline uint64_t StartLoadingSectionName = 0x2d54; // FName
        inline uint64_t RocketChargingLoop = 0x2d58; // UAnimMontage*
        inline uint64_t RocketFullyChargedLoop = 0x2d60; // UAnimMontage*
        inline uint64_t RocketFire = 0x2d68; // UAnimMontage*
        inline uint64_t RocketFireSettle = 0x2d70; // UAnimMontage*
        inline uint64_t RocketCooldownLoop = 0x2d78; // UAnimMontage*
        inline uint64_t RocketCooldownReady = 0x2d80; // UAnimMontage*
        inline uint64_t ShotgunFireSecondBarrel = 0x2d88; // UAnimMontage*
        inline uint64_t GamepadHudKeyActionData = 0x2d90; // TArray<FWeaponHudData>
        inline uint64_t LoadRocketTag = 0x2da0; // FGameplayTagContainer
        inline uint64_t AutoFireTimer = 0x2dc0; // FTimerHandle
        inline uint64_t ReloadShotgunTimer = 0x2dd0; // FTimerHandle
        inline uint64_t ServerSideRocketCooldownTimer = 0x2de0; // FTimerHandle
    }

    namespace FortGameStateHestiaBeauty {
        inline uint64_t TheaterMapViewer = 0x1148; // UFortTheaterMapViewer*
        inline uint64_t RegisteredSTWComponents = 0x1150; // TArray<UGameStateComponent*>
        inline uint64_t pad_0x1160 = 0x1160; // uint8_t[0x168]
        inline uint64_t OwnedZoneComponent = 0x12c8; // UFortGameStateComponent_OwnedZone*
        inline uint64_t OnLocalPlayerHomebaseUIActiveUpdate = 0x12d0; // FMulticastInlineDelegate
    }

    namespace FortPawnComponent_AIGroup {
        inline uint64_t bCanBeGroupLeader = 0xc8; // bool
        inline uint64_t bCanFollowGroupLeader = 0xc9; // bool
        inline uint64_t pad_0xCA = 0xca; // uint8_t[0x2]
        inline uint64_t LeaderPriority = 0xcc; // int32_t
        inline uint64_t GroupID = 0xd0; // int32_t
        inline uint64_t pad_0xD4 = 0xd4; // uint8_t[0x4]
        inline uint64_t CachedAIServiceGroup = 0xd8; // UAthenaAIServiceGroup*
        inline uint64_t pad_0xE0 = 0xe0; // uint8_t[0x30]
    }

    namespace FortPawnComponent_Convert {
        inline uint64_t ConvertedTypeColorMap = 0xc8; // TMap<EConvertedType, FLinearColor>
        inline uint64_t CanConvert = 0xd8; // FScalableFloat
        inline uint64_t CanBeConverted = 0x100; // FScalableFloat
        inline uint64_t CanBeConvertedFromDBNO = 0x128; // FScalableFloat
        inline uint64_t MaxConvertedNPC = 0x150; // FScalableFloat
        inline uint64_t MaxConvertedCreature = 0x178; // FScalableFloat
        inline uint64_t ConvertTimeFromDBNO = 0x1a0; // FScalableFloat
        inline uint64_t ConvertInteractionSound = 0x1c8; // USoundBase*
        inline uint64_t IndicatorMarkerWidgetClass = 0x1d0; // TSubclassOf<UUserWidget>
        inline uint64_t OnConvertedEvent = 0x1d8; // FMulticastInlineDelegate
        inline uint64_t OnUnconvertedEvent = 0x1e8; // FMulticastInlineDelegate
        inline uint64_t OnConvertEvent = 0x1f8; // FMulticastInlineDelegate
        inline uint64_t OnUnconvertEvent = 0x208; // FMulticastInlineDelegate
        inline uint64_t OnShowConvertedIndicator = 0x218; // FMulticastInlineDelegate
        inline uint64_t OnHideConvertedIndicator = 0x228; // FMulticastInlineDelegate
        inline uint64_t OnPingCommandEvent = 0x238; // FMulticastInlineDelegate
        inline uint64_t bCanConvert = 0x248; // bool : 0
        inline uint64_t bCanBeConverted = 0x248; // bool : 1
        inline uint64_t bCanBeConvertedFromDBNO = 0x248; // bool : 2
        inline uint64_t pad_0x249 = 0x249; // uint8_t[0x3]
        inline uint64_t ConvertTimeDBNO = 0x24c; // float
        inline uint64_t bCanShowMarker = 0x250; // bool : 0
        inline uint64_t pad_0x251 = 0x251; // uint8_t[0x7]
        inline uint64_t ConvertFromDBNOInteractionText = 0x258; // FText
        inline uint64_t AvoidTeleportWhenConverterHasTags = 0x268; // TArray<FAvoidedConverterTagsForTeleport>
        inline uint64_t bShouldShowIndicatorMarker = 0x278; // bool : 0
        inline uint64_t bOwnerPawnDied = 0x278; // bool : 1
        inline uint64_t pad_0x279 = 0x279; // uint8_t[0x3]
        inline uint64_t ConverterPlayerInfo = 0x27c; // FConverterPlayerInfo
        inline uint64_t PreviousConverterPlayerState = 0x288; // TWeakObjectPtr<UFortPlayerState>
        inline uint64_t pad_0x290 = 0x290; // uint8_t[0x8]
        inline uint64_t ConvertedPawnComponents = 0x298; // TArray<FConvertedComponentInfo>
        inline uint64_t PreviousConverters = 0x2a8; // TArray<TWeakObjectPtr<UFortPlayerState>>
        inline uint64_t ConvertedType = 0x2b8; // EConvertedType
        inline uint64_t pad_0x2B9 = 0x2b9; // uint8_t[0x3F]
        inline uint64_t ConverterSpecificAbilitiesAddedToConverted = 0x2f8; // TArray<FTaggedConversionAbilities>
        inline uint64_t pad_0x308 = 0x308; // uint8_t[0x14]
        inline uint64_t bOnlyLeaderInteraction = 0x31c; // bool
        inline uint64_t pad_0x31D = 0x31d; // uint8_t[0x3]
        inline uint64_t PlayerCommandsAllowedBitMask = 0x320; // uint32_t
        inline uint64_t pad_0x324 = 0x324; // uint8_t[0x4]
    }

    namespace FortPawnComponent_Zipline {
        inline uint64_t pad_0xC8 = 0xc8; // uint8_t[0x8]
        inline uint64_t ZiplineExtLogicClass = 0xd0; // TSubclassOf<UFortMovementMode_ExtLogicZipline>
        inline uint64_t ZiplineSplineExtLogicClass = 0xd8; // TSubclassOf<UFortMovementMode_ExtLogicZiplineSpline>
        inline uint64_t OwnerPawn = 0xe0; // TWeakObjectPtr<UFortPlayerPawn>
        inline uint64_t OwnerMovementComponent = 0xe8; // TWeakObjectPtr<UFortMovementComp_Character>
        inline uint64_t ZiplineSocketZOffset = 0xf0; // float
        inline uint64_t pad_0xF4 = 0xf4; // uint8_t[0x34]
    }

    namespace FortPickupEffectComponent {
        inline uint64_t PickupStaticMesh = 0x240; // UStaticMeshComponent*
        inline uint64_t PickupSkeletalMesh = 0x248; // USkeletalMeshComponent*
        inline uint64_t bInitialized = 0x250; // bool
        inline uint64_t bInitializedPickupMIDs = 0x251; // bool
        inline uint64_t pad_0x252 = 0x252; // uint8_t[0x6]
        inline uint64_t ItemDefinition = 0x258; // UFortWorldItemDefinition*
        inline uint64_t NamesOfMaterialsThatShouldNotBeReparented = 0x260; // TArray<FName>
    }

    namespace FortPlayerCameraSpectator {
        inline uint64_t SpectatorCam = 0x3400; // UFortCinematicCamera*
        inline uint64_t pad_0x3408 = 0x3408; // uint8_t[0x918]
    }

    namespace FortWeaponAdditiveAnimSet {
        inline uint64_t MaleBodyType_AnimAsset = 0x28; // FFortAnimInput_WeaponAdditiveAnimAsset
        inline uint64_t FemaleBodyType_AnimAsset = 0x60; // FFortAnimInput_WeaponAdditiveAnimAsset
    }

    namespace FortWeaponCameraAnimation {
        inline uint64_t LastWeaponFired = 0x48; // TWeakObjectPtr<UFortWeaponRanged>
    }

    namespace FortWeaponFirstPersonData {
        inline uint64_t AnimationDataAsset = 0x28; // UFortWeaponFirstPersonAnimationDataAsset*
        inline uint64_t ProxyTable = 0x30; // UProxyTable*
        inline uint64_t ProxyAsset = 0x38; // UProxyAsset*
        inline uint64_t ChooserTable = 0x40; // UChooserTable*
        inline uint64_t pad_0x48 = 0x48; // uint8_t[0x8]
    }

    namespace FortWeaponOpticDefinition {
        inline uint64_t EyePoint = 0x28; // FInstancedStruct
        inline uint64_t TargetPoint = 0x38; // FInstancedStruct
        inline uint64_t RadiusPoint = 0x48; // FInstancedStruct
        inline uint64_t EyeRelief = 0x58; // float
        inline uint64_t bUsesFirstPersonAiming = 0x5c; // bool
        inline uint64_t pad_0x5D = 0x5d; // uint8_t[0x3]
        inline uint64_t FirstPersonWeaponRenderFieldOfView = 0x60; // float
        inline uint64_t FirstPersonNearClipPlane = 0x64; // float
        inline uint64_t PostProcessMaterial = 0x68; // TArray<FWeightedBlendable>
        inline uint64_t bUseSpreadRatioMaterialParam = 0x78; // bool
        inline uint64_t pad_0x79 = 0x79; // uint8_t[0x7]
        inline uint64_t AimedObjectTranslationScalar = 0x80; // FVector
        inline uint64_t AimedObjectRotationScalar = 0x98; // FRotator
        inline uint64_t CameraTranslationScalar = 0xb0; // FVector
        inline uint64_t CameraRotationScalar = 0xc8; // FRotator
        inline uint64_t LookRotationScalar = 0xe0; // FRotator
        inline uint64_t FieldOfView = 0xf8; // float
        inline uint64_t pad_0xFC = 0xfc; // uint8_t[0x4]
    }

    namespace FortWeaponRangedDualSwing {
        inline uint64_t OverrideSwingingControlParams = 0x2b40; // TMap<FGameplayTag, FSwingingControlParams>
        inline uint64_t InitialOverrideSwingingControlParamsTag = 0x2b50; // FGameplayTag
        inline uint64_t ReticleTypeTag = 0x2b54; // FGameplayTag
        inline uint64_t BP_ReticleUpdate = 0x2b58; // FMulticastInlineDelegate
        inline uint64_t bAlwaysUseDefaultReticleColor = 0x2b68; // bool
        inline uint64_t pad_0x2B69 = 0x2b69; // uint8_t[0x7]
        inline uint64_t RopeAttachPointActor = 0x2b70; // UActor*
        inline uint64_t RopeAnchor = 0x2b78; // UStaticMeshComponent*
        inline uint64_t Rope = 0x2b80; // UStaticMeshComponent*
        inline uint64_t SwingSocketName = 0x2b88; // FName
        inline uint64_t RopeMeshLengthMultiplier = 0x2b8c; // float
        inline uint64_t RopeUpdateFrequency = 0x2b90; // float
        inline uint64_t RopeFadeTime = 0x2b94; // float
        inline uint64_t pad_0x2B98 = 0x2b98; // uint8_t[0x28]
        inline uint64_t HitCheckFrequency = 0x2bc0; // FScalableFloat
        inline uint64_t MaximumHeightToStartSkidding = 0x2be8; // float
        inline uint64_t SkiddingTag = 0x2bec; // FGameplayTag
        inline uint64_t MaximumSwingHitWallAngle = 0x2bf0; // float
        inline uint64_t MinimumSwingHitGroundAngle = 0x2bf4; // float
        inline uint64_t pad_0x2BF8 = 0x2bf8; // uint8_t[0x10]
    }

    namespace BuildingActorHotSpotConfig {
        inline uint64_t DirectionSetup = 0x28; // FBuildingActorHotSpotDirection[6]
        inline uint64_t DefaultSetup = 0x118; // FBuildingActorHotSpotDirection
        inline uint64_t ExtraTypeConfig = 0x140; // UAIHotSpotConfig*
        inline uint64_t bHasDirectionalSetup = 0x148; // bool : 0
        inline uint64_t pad_0x149 = 0x149; // uint8_t[0x7]
    }

    namespace FortAbilitySystemComponent {
        inline uint64_t OnClientVehicleBlockingChanged = 0xb08; // FMulticastInlineDelegate
        inline uint64_t pad_0xB18 = 0xb18; // uint8_t[0x150]
        inline uint64_t LandingMontagePair = 0xc68; // FReplicatedMontagePair
        inline uint64_t pad_0xC88 = 0xc88; // uint8_t[0x8]
        inline uint64_t LastResolvedEmoteMontage = 0xc90; // UAnimMontage*
        inline uint64_t RepSharedAnimInfo = 0xc98; // FGameplayAbilityRepSharedAnim
        inline uint64_t pad_0xCA8 = 0xca8; // uint8_t[0x88]
    }

    namespace FortGameModeEmptyDedicated {
        inline uint64_t FortGameSessionDedicated = 0x708; // UFortGameSessionDedicated*
    }

    namespace FortPawnComponent_AIConvoy {
        inline uint64_t bCanBeConvoyLeader = 0xc8; // bool
        inline uint64_t pad_0xC9 = 0xc9; // uint8_t[0x3]
        inline uint64_t LeaderPriority = 0xcc; // int32_t
        inline uint64_t ConvoyID = 0xd0; // int32_t
        inline uint64_t pad_0xD4 = 0xd4; // uint8_t[0x4]
        inline uint64_t CachedAIServiceConvoy = 0xd8; // UAthenaAIServiceConvoy*
        inline uint64_t CachedAIGroup = 0xe0; // UFortPawnComponent_AIGroup*
        inline uint64_t Formation = 0xe8; // FFortAthenaAIConvoyFormation
        inline uint64_t pad_0x120 = 0x120; // uint8_t[0x30]
    }

    namespace FortPawnComponent_AIEnergy {
        inline uint64_t MaxEnergy = 0xc8; // FScalableFloat
        inline uint64_t CurrentEnergy = 0xf0; // float
        inline uint64_t CurrentMaxEnergy = 0xf4; // float
        inline uint64_t EnergyOverTimeArray = 0xf8; // TArray<FAIEnergyOverTimeData>
        inline uint64_t OnEnergyDepleted = 0x108; // FMulticastInlineDelegate
        inline uint64_t OnEnergyNoLongerDepleted = 0x118; // FMulticastInlineDelegate
        inline uint64_t EnergyThresholdEventArray = 0x128; // TArray<FAIEnergyThresholdEventData>
    }

    namespace FortPawnComponent_AIPatrol {
        inline uint64_t PatrolStateTag = 0xc8; // FGameplayTag
        inline uint64_t pad_0xCC = 0xcc; // uint8_t[0x1C]
        inline uint64_t CurrentTraversalEmote = 0xe8; // UFortItemDefinition*
        inline uint64_t bIsPatrolling = 0xf0; // bool
        inline uint64_t pad_0xF1 = 0xf1; // uint8_t[0x7]
    }

    namespace FortPawnComponent_Disguise {
        inline uint64_t pad_0xC8 = 0xc8; // uint8_t[0x8]
        inline uint64_t CachedAIDisguiseParameters = 0xd0; // UFortAthenaAIRuntimeParameters_AIBotDisguise*
        inline uint64_t CachedNPCBehaviorParameters = 0xd8; // UFortAthenaAIRuntimeParameters_NPCBehavior*
        inline uint64_t PlayerDetectedTimestamp = 0xe0; // float
        inline uint64_t RevealPlayerProximityDuration = 0xe4; // float
        inline uint64_t AffiliationManager = 0xe8; // UObject*
    }

    namespace FortPickupCapsuleComponent {
        inline uint64_t MoveIgnoreEntities = 0x5b0; // TArray<TWeakObjectPtr<UObject>>
    }

    namespace FortPlayerControllerAthena {
        inline uint64_t pad_0x3A20 = 0x3a20; // uint8_t[0x10]
        inline uint64_t FireAbilityToWeaponSwitchTime = 0x3a30; // float
        inline uint64_t pad_0x3A34 = 0x3a34; // uint8_t[0x4C]
        inline uint64_t OnAircraftStateChange = 0x3a80; // FMulticastInlineDelegate
        inline uint64_t pad_0x3A90 = 0x3a90; // uint8_t[0x38]
        inline uint64_t OnItemDropSpawnedDelegate = 0x3ac8; // FMulticastInlineDelegate
        inline uint64_t OnItemDroppedDueToOverflow = 0x3ad8; // FMulticastInlineDelegate
        inline uint64_t SwappingItemDefinition = 0x3ae8; // UFortWorldItemDefinition*
        inline uint64_t WinScreenDelayTime = 0x3af0; // float
        inline uint64_t bSkipPlayWinEffects = 0x3af4; // bool
        inline uint64_t bAllowPlayersCreditOnLeave = 0x3af5; // bool
        inline uint64_t bLockingOnFocalPoint = 0x3af6; // bool
        inline uint64_t pad_0x3AF7 = 0x3af7; // uint8_t[0x1]
        inline uint64_t FocalPoint = 0x3af8; // UActor*
        inline uint64_t FocalPointOffset = 0x3b00; // FVector_NetQuantize
        inline uint64_t FocalPointFOV = 0x3b18; // float
        inline uint64_t FocalPointDuration = 0x3b1c; // float
        inline uint64_t pad_0x3B20 = 0x3b20; // uint8_t[0x8]
        inline uint64_t OnUsingFocalPointChanged = 0x3b28; // FMulticastInlineDelegate
        inline uint64_t OnFocalPointActorChanged = 0x3b38; // FMulticastInlineDelegate
        inline uint64_t OnCinematicCameraSkipped = 0x3b48; // FMulticastInlineDelegate
        inline uint64_t OnSkydiveLeaderChanged = 0x3b58; // FMulticastInlineDelegate
        inline uint64_t OnClientDonationSuccessDelegate = 0x3b68; // FMulticastInlineDelegate
        inline uint64_t pad_0x3B78 = 0x3b78; // uint8_t[0x40]
        inline uint64_t SkydiveLeaderManualCameraTime = 0x3bb8; // float
        inline uint64_t pad_0x3BBC = 0x3bbc; // uint8_t[0x4]
        inline uint64_t InterpolatedSkydiveFollowerViewRotation = 0x3bc0; // FRotator
        inline uint64_t pad_0x3BD8 = 0x3bd8; // uint8_t[0x18]
        inline uint64_t SkydiveLeader = 0x3bf0; // UFortPlayerState*
        inline uint64_t bSkydiveLeaderIsDropMaster = 0x3bf8; // bool
        inline uint64_t pad_0x3BF9 = 0x3bf9; // uint8_t[0x7]
        inline uint64_t OnPickupProjectileCreatedDelegate = 0x3c00; // FMulticastInlineDelegate
        inline uint64_t LastDownedVictim = 0x3c10; // UFortPlayerStateAthena*
        inline uint64_t LastElimVictim = 0x3c18; // UFortPlayerStateAthena*
        inline uint64_t pad_0x3C20 = 0x3c20; // uint8_t[0x8]
        inline uint64_t OnCameraInStormWallChangeDelegate = 0x3c28; // FMulticastInlineDelegate
        inline uint64_t pad_0x3C38 = 0x3c38; // uint8_t[0x18]
        inline uint64_t bLeaveDisconnectedPawnsInGame = 0x3c50; // bool
        inline uint64_t pad_0x3C51 = 0x3c51; // uint8_t[0x7]
        inline uint64_t DisconnectedPawn = 0x3c58; // UFortPlayerPawn*
        inline uint64_t PreviousPawn = 0x3c60; // UFortPlayerPawn*
        inline uint64_t bReplicateViewTargetInventory = 0x3c68; // bool
        inline uint64_t bHasHadValidPawn = 0x3c69; // bool : 0
        inline uint64_t bClientNotifiedOfWin = 0x3c69; // bool : 1
        inline uint64_t bClientNotifiedOfTeamWin = 0x3c69; // bool : 2
        inline uint64_t bClientNotifiedOfLoss = 0x3c69; // bool : 3
        inline uint64_t bHideWarmUpLoadingScreen = 0x3c69; // bool : 4
        inline uint64_t bAlterHostileWallsEnabled = 0x3c69; // bool : 5
        inline uint64_t pad_0x3C6A = 0x3c6a; // uint8_t[0x66]
        inline uint64_t PlayersTalking = 0x3cd0; // TArray<FString>
        inline uint64_t TalkingPlayersChanged = 0x3ce0; // FMulticastInlineDelegate
        inline uint64_t bHighlightRecordingEnabled = 0x3cf0; // bool
        inline uint64_t bDeferringStartRecordingHighlights = 0x3cf1; // bool
        inline uint64_t pad_0x3CF2 = 0x3cf2; // uint8_t[0x6]
        inline uint64_t HighlightGroupId = 0x3cf8; // FString
        inline uint64_t CachedHighlightCount = 0x3d08; // int32_t
        inline uint64_t HighlightFirstKillTime = 0x3d0c; // float
        inline uint64_t HighlightKillMultiple = 0x3d10; // int32_t
        inline uint64_t HighlightDownMultiple = 0x3d14; // int32_t
        inline uint64_t HighlightKillCooldown = 0x3d18; // float
        inline uint64_t HighlightKillRewindTime = 0x3d1c; // float
        inline uint64_t CabinModeCheckTimeInterval = 0x3d20; // float
        inline uint64_t CabinModeRestartTimeInterval = 0x3d24; // float
        inline uint64_t RespawnCamera_Time = 0x3d28; // float
        inline uint64_t RespawnCamera_HoldPositionTime = 0x3d2c; // float
        inline uint64_t RespawnCamera_InitialLocOffset_InAir = 0x3d30; // FVector
        inline uint64_t RespawnCamera_InitialLocOffset_OnGround = 0x3d48; // FVector
        inline uint64_t RespawnCamera_InitialRotOffset_InAir = 0x3d60; // FRotator
        inline uint64_t RespawnCamera_InitialRotOffset_OnGround = 0x3d78; // FRotator
        inline uint64_t RespawnCamera_OffsetFromHit = 0x3d90; // float
        inline uint64_t RespawnCameraBehavior = 0x3d94; // FName
        inline uint64_t pad_0x3D98 = 0x3d98; // uint8_t[0x18]
        inline uint64_t StreamingSourceLocationRotationOverride = 0x3db0; // FStreamingSourceLocationRotationOverride
        inline uint64_t pad_0x3DF0 = 0x3df0; // uint8_t[0x58]
        inline uint64_t MaximumNumberOfPawnsToSearchForEmoteMusic = 0x3e48; // int32_t
        inline uint64_t pad_0x3E4C = 0x3e4c; // uint8_t[0x14]
        inline uint64_t PickupSwapHoldTime = 0x3e60; // float
        inline uint64_t bUseNewPickupSwapLogic = 0x3e64; // bool
        inline uint64_t pad_0x3E65 = 0x3e65; // uint8_t[0x3]
        inline uint64_t SpectatorLevelStreamDistance = 0x3e68; // float
        inline uint64_t RespawnLevelStreamDistance = 0x3e6c; // float
        inline uint64_t SpectatorStreamingChanged = 0x3e70; // FMulticastInlineDelegate
        inline uint64_t InGameLoadScreenChanged = 0x3e80; // FMulticastInlineDelegate
        inline uint64_t OnLocalPlayerChangedTeams = 0x3e90; // FMulticastInlineDelegate
        inline uint64_t pad_0x3EA0 = 0x3ea0; // uint8_t[0x20]
        inline uint64_t LevelStreamRequestHandshakeState = 0x3ec0; // FLevelStreamRequestHandshakeState
        inline uint64_t pad_0x3EC1 = 0x3ec1; // uint8_t[0x5F]
        inline uint64_t OnCreativePlotLinkedVolumeChanged = 0x3f20; // FMulticastInlineDelegate
        inline uint64_t OnCreativePlotLinkedSpatialGameplayInterfaceChanged = 0x3f30; // FMulticastInlineDelegate
        inline uint64_t OnCreativePermissionsChanged = 0x3f40; // FMulticastInlineDelegate
        inline uint64_t OnCreativeContentFilterChanged = 0x3f50; // FMulticastInlineDelegate
        inline uint64_t OnClientLeaveIsland = 0x3f60; // FMulticastInlineDelegate
        inline uint64_t OnClientForcedOffIsland = 0x3f70; // FMulticastInlineDelegate
        inline uint64_t pad_0x3F80 = 0x3f80; // uint8_t[0x50]
        inline uint64_t OnMakeNewCreativePlotFinished = 0x3fd0; // FMulticastInlineDelegate
        inline uint64_t OnDestroyCreativePlotFinished = 0x3fe0; // FMulticastInlineDelegate
        inline uint64_t OnRestoreCreativePlotFinished = 0x3ff0; // FMulticastInlineDelegate
        inline uint64_t OnDuplicateCreativePlotFinished = 0x4000; // FMulticastInlineDelegate
        inline uint64_t OnIslandEntriesChanged = 0x4010; // FMulticastInlineDelegate
        inline uint64_t pad_0x4020 = 0x4020; // uint8_t[0x10]
        inline uint64_t OnUpdateCreativePlotName = 0x4030; // FMulticastInlineDelegate
        inline uint64_t OnUpdateCreativeDescriptionTags = 0x4040; // FMulticastInlineDelegate
        inline uint64_t RespawnCameraActor = 0x4050; // UCameraActor*
        inline uint64_t bDelayedTeleporting = 0x4058; // bool
        inline uint64_t bBlockTeleporting = 0x4059; // bool
        inline uint64_t bKeepLoadingScreen = 0x405a; // bool
        inline uint64_t KeepLoadingScreenUntilMinigameState = 0x405b; // EFortMinigameState
        inline uint64_t pad_0x405C = 0x405c; // uint8_t[0x4]
        inline uint64_t MaxPlotCount = 0x4060; // int32_t
        inline uint64_t pad_0x4064 = 0x4064; // uint8_t[0xDC]
        inline uint64_t InGameMatchmakingReadyCheckStarted = 0x4140; // FMulticastInlineDelegate
        inline uint64_t InGameMatchmakingReadyCheckComplete = 0x4150; // FMulticastInlineDelegate
        inline uint64_t InGameMatchmakingReadyCheckCanceled = 0x4160; // FMulticastInlineDelegate
        inline uint64_t InGameMatchmakingStarted = 0x4170; // FMulticastInlineDelegate
        inline uint64_t InGameMatchmakingComplete = 0x4180; // FMulticastInlineDelegate
        inline uint64_t InGameMatchmakingStateChanged = 0x4190; // FMulticastInlineDelegate
        inline uint64_t InGameMatchmakingQueuedStatusUpdated = 0x41a0; // FMulticastInlineDelegate
        inline uint64_t InGameMatchmakingError = 0x41b0; // FMulticastInlineDelegate
        inline uint64_t OnInGameMatchmakingCanceled = 0x41c0; // FMulticastInlineDelegate
        inline uint64_t OnInGameMatchmakingUpdateCheckFailed = 0x41d0; // FMulticastInlineDelegate
        inline uint64_t OnInGameContentDownloadStarted = 0x41e0; // FMulticastInlineDelegate
        inline uint64_t OnInGameMatchmakingUtilityStateChanged = 0x41f0; // FMulticastInlineDelegate
        inline uint64_t bNoInGameMatchmaking = 0x4200; // bool
        inline uint64_t pad_0x4201 = 0x4201; // uint8_t[0x37]
        inline uint64_t AudioOnExitAircraft = 0x4238; // USoundBase*
        inline uint64_t AudioOnExitAircraftHornDoppler = 0x4240; // USoundBase*
        inline uint64_t bMarkedAlive = 0x4248; // bool
        inline uint64_t pad_0x4249 = 0x4249; // uint8_t[0x7]
        inline uint64_t CreativeIslands = 0x4250; // TArray<FCreativeIslandData>
        inline uint64_t bIsAllowedToPublish = 0x4260; // bool
        inline uint64_t pad_0x4261 = 0x4261; // uint8_t[0x17]
        inline uint64_t GamepadSettingsAssetPtr = 0x4278; // TSoftObjectPtr<UFortGamepadSettings>
        inline uint64_t TouchInputSettingsAssetPtr = 0x4298; // TSoftObjectPtr<UFortTouchInputSettings>
        inline uint64_t TeamMemberIndicatorColor = 0x42b8; // FLinearColor
        inline uint64_t pad_0x42C8 = 0x42c8; // uint8_t[0x40]
        inline uint64_t bMatchStatsForPlayerSent = 0x4308; // bool
        inline uint64_t bAddedBookProgressStatsToGamemode = 0x4309; // bool
        inline uint64_t bHasSentFinalProgressionExport = 0x430a; // bool
        inline uint64_t pad_0x430B = 0x430b; // uint8_t[0x5]
        inline uint64_t QuickBarDefinitions = 0x4310; // FQuickBarData[3]
        inline uint64_t pad_0x4340 = 0x4340; // uint8_t[0x10]
        inline uint64_t OnStateChanged = 0x4350; // FMulticastInlineDelegate
        inline uint64_t bEnableBroadcastRemoteClientInfo = 0x4360; // bool
        inline uint64_t pad_0x4361 = 0x4361; // uint8_t[0x7]
        inline uint64_t BroadcastRemoteClientInfo = 0x4368; // UFortBroadcastRemoteClientInfo*
        inline uint64_t pad_0x4370 = 0x4370; // uint8_t[0x8]
        inline uint64_t StrongMyHero = 0x4378; // UFortHero*
        inline uint64_t ClientGameWorldHolds = 0x4380; // TArray<TWeakObjectPtr<UObject>>
        inline uint64_t pad_0x4390 = 0x4390; // uint8_t[0x20]
        inline uint64_t EndMatchHeartbeatTimerDelay = 0x43b0; // float
        inline uint64_t pad_0x43B4 = 0x43b4; // uint8_t[0x4]
        inline uint64_t EndMatchHeartbeatTimestamp = 0x43b8; // double
        inline uint64_t WarmupPlayerStart = 0x43c0; // UFortPlayerStartWarmup*
        inline uint64_t FullScreenScoreboardInputComponent = 0x43c8; // UInputComponent*
        inline uint64_t CurrentFullscreenInputComponent = 0x43d0; // UInputComponent*
        inline uint64_t GameChannelRecommendationInputComponent = 0x43d8; // UInputComponent*
        inline uint64_t pad_0x43E0 = 0x43e0; // uint8_t[0x1BD]
        inline uint64_t bUseTrapPicker = 0x459d; // bool
        inline uint64_t bDefaultDisableHarvestSlot = 0x459e; // bool
        inline uint64_t pad_0x459F = 0x459f; // uint8_t[0x49]
        inline uint64_t MatchReport = 0x45e8; // UAthenaPlayerMatchReport*
        inline uint64_t pad_0x45F0 = 0x45f0; // uint8_t[0x70]
        inline uint64_t bAllowMoveInputInMenusEvenIfBlocked = 0x4660; // bool
        inline uint64_t bBlockMoveInputInMenus = 0x4661; // bool
        inline uint64_t pad_0x4662 = 0x4662; // uint8_t[0x6]
        inline uint64_t MinimapIndicatorClass = 0x4668; // TSubclassOf<UFortMiniMapTeamIndicators>
        inline uint64_t bEnableInGameChallengeLocationIndicators = 0x4670; // bool
        inline uint64_t pad_0x4671 = 0x4671; // uint8_t[0x7]
        inline uint64_t SquadMarkerActorClass = 0x4678; // TSubclassOf<UFortPlayerMarkerBase>
        inline uint64_t pad_0x4680 = 0x4680; // uint8_t[0x14]
        inline uint64_t UnprocessedXp = 0x4694; // int32_t
        inline uint64_t XpReceivedLastAtTime = 0x4698; // float
        inline uint64_t BuildingsCreated = 0x469c; // int32_t
        inline uint64_t BuildingsEdited = 0x46a0; // int32_t
        inline uint64_t BuildingsRepaired = 0x46a4; // int32_t
        inline uint64_t BuildingsUpgraded = 0x46a8; // int32_t
        inline uint64_t BuildingActionDoneLastAtTime = 0x46ac; // float
        inline uint64_t BuildingMatchStats = 0x46b0; // FBuildingStats
        inline uint64_t pad_0x46D4 = 0x46d4; // uint8_t[0x4]
        inline uint64_t BuildingAnalyticsArray = 0x46d8; // TArray<FBuildingEditAnalyticEvent>
        inline uint64_t TimeStartedTrackingBuildingAnalytics = 0x46e8; // float
        inline uint64_t pad_0x46EC = 0x46ec; // uint8_t[0x4C]
        inline uint64_t CreativePlotLinkedVolume = 0x4738; // UFortVolume*
        inline uint64_t CreativePlotSessionData = 0x4740; // FCreativePlotSessionData
        inline uint64_t pad_0x4754 = 0x4754; // uint8_t[0x4]
        inline uint64_t OwnedPortal = 0x4758; // UFortAthenaCreativePortal*
        inline uint64_t OwnedPartyRiftPortal = 0x4760; // UFortAthenaPartyRiftPortal*
        inline uint64_t MinigameReadyState = 0x4768; // FMinigameReadyState
        inline uint64_t pad_0x476A = 0x476a; // uint8_t[0x4E]
        inline uint64_t OnHUDMessageToggled = 0x47b8; // FMulticastInlineDelegate
        inline uint64_t CachedPurchasedItems = 0x47c8; // TArray<FItemAndCount>
        inline uint64_t PendingMinigameSpawnData = 0x47d8; // FMinigameSpawnData
        inline uint64_t pad_0x47DB = 0x47db; // uint8_t[0x2D]
        inline uint64_t CurrentPlayset = 0x4808; // UFortPlaysetItemDefinition*
        inline uint64_t DestructedBuildingInGridTimeoutOverride = 0x4810; // float
        inline uint64_t pad_0x4814 = 0x4814; // uint8_t[0x4]
        inline uint64_t ClientRespawnText = 0x4818; // FText
        inline uint64_t ClientRebootingText = 0x4828; // FText
        inline uint64_t ClientIslandTravelText = 0x4838; // FText
        inline uint64_t ClientTravelToCreativeHubText = 0x4848; // FText
        inline uint64_t VolumesLoading = 0x4858; // TArray<UActor*>
        inline uint64_t VolumesUnloading = 0x4868; // TArray<UActor*>
        inline uint64_t ResurrectionComponent = 0x4878; // UAthenaResurrectionComponent*
        inline uint64_t RebootTimerHandle = 0x4880; // FTimerHandle
        inline uint64_t pad_0x4890 = 0x4890; // uint8_t[0x20]
        inline uint64_t XPComponent = 0x48b0; // UFortPlayerControllerAthenaXPComponent*
        inline uint64_t DiscoverabilityComponent = 0x48b8; // UFortControllerComponent_MapDiscoverability*
        inline uint64_t TransientQuestsComponent = 0x48c0; // UFortControllerComponent_TransientQuests*
        inline uint64_t SkydiveFeedback = 0x48c8; // UFortControllerComponent_SkydiveFeedback*
        inline uint64_t HabaneroComponent = 0x48d0; // UFortControllerComponent_Habanero*
        inline uint64_t IndicatedActorManagementComponent = 0x48d8; // UFortControllerComponent_IndicatedActorManagement*
        inline uint64_t LocalizationServiceComponent = 0x48e0; // UFortControllerComponent_LocalizationService*
        inline uint64_t ToxicityServiceComponent = 0x48e8; // UFortControllerComponent_ToxicityService*
        inline uint64_t RechargingWeaponsComponent = 0x48f0; // UFortControllerComponent_RechargeWeapons*
        inline uint64_t RadiusTrackerComponent = 0x48f8; // UFortControllerComponent_RadiusTracker*
        inline uint64_t MinigameActivityComponent = 0x4900; // UFortControllerComponent_MinigameActivity*
        inline uint64_t CreativeAnalyticsComponent = 0x4908; // UCreativeAnalyticsComponent*
        inline uint64_t pad_0x4910 = 0x4910; // uint8_t[0x8]
        inline uint64_t QuestPinnerComponent = 0x4918; // UFortControllerComponent_AthenaQuestsPinner*
        inline uint64_t SpatialMetricsComponent = 0x4920; // UFortControllerComponent_SpatialMetrics*
        inline uint64_t VirtualPointerComponent = 0x4928; // UFortControllerComponent_VirtualPointer*
        inline uint64_t SightWeatherCapRadius = 0x4930; // FScalableFloat
        inline uint64_t pad_0x4958 = 0x4958; // uint8_t[0x28]
        inline uint64_t TimeSinceLastCreativeSpawn = 0x4980; // double
        inline uint64_t pad_0x4988 = 0x4988; // uint8_t[0x68]
        inline uint64_t CreativeUserContentManager = 0x49f0; // UCreativeUserContentManager*
        inline uint64_t CreativeUserContentManagerClassSoftClassPtr = 0x49f8; // TSoftClassPtr<UCreativeUserContentManager>
        inline uint64_t pad_0x4A18 = 0x4a18; // uint8_t[0x10]
        inline uint64_t CreativeObjectTrackingComponent = 0x4a28; // UFortCreativeObjectTrackingComponent*
        inline uint64_t CreativeEntitlementComponent = 0x4a30; // UFortCreativeEntitlementComponent*
        inline uint64_t OnPreviewScreenshotCameraActivated = 0x4a38; // FMulticastInlineDelegate
        inline uint64_t pad_0x4A48 = 0x4a48; // uint8_t[0x1C0]
        inline uint64_t PrimaryQuickBarSlotItemGuids = 0x4c08; // FQuickBarEquippedItemGuids
        inline uint64_t pad_0x4CAC = 0x4cac; // uint8_t[0xC]
        inline uint64_t bIgnoreSpectatorViewRotation = 0x4cb8; // bool
        inline uint64_t bIgnorePlayerInfoAbandonStateForSpecialEventRtmm = 0x4cb9; // bool
        inline uint64_t pad_0x4CBA = 0x4cba; // uint8_t[0x6]
        inline uint64_t UntrustedCosmeticLoadout = 0x4cc0; // FCosmeticLoadout
        inline uint64_t UntrustedMultiProductCosmeticLoadout = 0x4ce8; // FCosmeticLoadout
        inline uint64_t pad_0x4D10 = 0x4d10; // uint8_t[0x60]
    }

    namespace FortWeaponFxComponent_Beam {
        inline uint64_t bAttachBeamToMuzzle = 0xc8; // bool
        inline uint64_t bUseBeamSmoothing = 0xc9; // bool
        inline uint64_t bSpawnImpactFXAtInterpedBeamEndpoints = 0xca; // bool
        inline uint64_t pad_0xCB = 0xcb; // uint8_t[0x1]
        inline uint64_t ImpactFxPerSecond = 0xcc; // float
        inline uint64_t pad_0xD0 = 0xd0; // uint8_t[0x8]
        inline uint64_t BeamInterpTime = 0xd8; // float
        inline uint64_t pad_0xDC = 0xdc; // uint8_t[0x14C]
    }

    namespace FortWeaponRangedForVehicle {
        inline uint64_t pad_0x2A90 = 0x2a90; // uint8_t[0x8]
        inline uint64_t CachedWeaponMeshCompOnVehicle = 0x2a98; // USkeletalMeshComponent*
        inline uint64_t WeaponLoc = 0x2aa0; // FVector
        inline uint64_t WeaponRot = 0x2ab8; // FRotator
        inline uint64_t MountedWeaponInfo = 0x2ad0; // FMountedWeaponInfo
        inline uint64_t MountedWeaponInfoRepped = 0x2b90; // FMountedWeaponInfoRepped
        inline uint64_t pad_0x2BD8 = 0x2bd8; // uint8_t[0x8]
    }

    namespace AnimInstance_ChronoPanRifle {
        inline uint64_t bIsFiring = 0x260; // bool
        inline uint64_t bIsReloading = 0x261; // bool
        inline uint64_t pad_0x262 = 0x262; // uint8_t[0x2]
        inline uint64_t MagRotationValue = 0x264; // float
        inline uint64_t ResetMagRotationCurveName = 0x268; // FName
        inline uint64_t pad_0x26C = 0x26c; // uint8_t[0x4]
    }

    namespace FortGameModeSpecialLocation {
        inline uint64_t GameplayTags = 0x278; // FGameplayTagContainer
    }

    namespace FortGameStateDeployableBase {
        inline uint64_t DeployableBaseManager = 0x1148; // UFortDeployableBaseManager*
        inline uint64_t OnDeployableBaseManagerCreated = 0x1150; // FMulticastInlineDelegate
        inline uint64_t bFireEndOfDayDelegate = 0x1160; // bool
        inline uint64_t pad_0x1161 = 0x1161; // uint8_t[0x7]
        inline uint64_t TierDifficultyConfig = 0x1168; // TArray<FHordeDifficultyTierInfo>
        inline uint64_t PrestigeTierDifficultyConfig = 0x1178; // TArray<FHordeDifficultyTierInfo>
    }

    namespace FortPawnComponent_Sequencer {
        inline uint64_t LocalBoundSceneSequencePlayer = 0xc8; // UMovieSceneSequencePlayer*
        inline uint64_t LocalBoundSceneSequenceBindingID = 0xd0; // FMovieSceneObjectBindingID
        inline uint64_t ServerBoundSceneSequenceBindingID = 0xe8; // FMovieSceneObjectBindingID
        inline uint64_t ServerBoundSceneSequencePlayer = 0x100; // UMovieSceneSequencePlayer*
        inline uint64_t bIsBoundBySequencer = 0x108; // bool : 0
        inline uint64_t pad_0x109 = 0x109; // uint8_t[0x77]
        inline uint64_t BindBlendCurve = 0x180; // UCurveFloat*
        inline uint64_t pad_0x188 = 0x188; // uint8_t[0xC9]
        inline uint64_t PreSequenceNetworkSmoothingMode = 0x251; // ENetworkSmoothingMode
        inline uint64_t pad_0x252 = 0x252; // uint8_t[0x2]
        inline uint64_t CinematicModePlayerController = 0x254; // TWeakObjectPtr<UPlayerController>
        inline uint64_t pad_0x25C = 0x25c; // uint8_t[0x4]
        inline uint64_t PreSequenceMeshRelativeTransform = 0x260; // FTransform
        inline uint64_t PreSequenceGravityScale = 0x2c0; // float
        inline uint64_t pad_0x2C4 = 0x2c4; // uint8_t[0x4]
        inline uint64_t CameraModifier = 0x2c8; // UObject*
        inline uint64_t pad_0x2D0 = 0x2d0; // uint8_t[0x10]
        inline uint64_t NPCHashedIdentifier = 0x2e0; // uint32_t
        inline uint64_t NPCServerUniqueID = 0x2e4; // uint32_t
        inline uint64_t bNPCRequiresMeshTransformResetOnSequencerBinding = 0x2e8; // bool : 0
        inline uint64_t bAboutToBeBoundByNPC = 0x2e8; // bool : 1
        inline uint64_t NPCPawnBindingType = 0x2e9; // EPawnBindingType
        inline uint64_t pad_0x2EA = 0x2ea; // uint8_t[0x6]
    }

    namespace FortPawnComponent_SkyDiving {
        inline uint64_t pad_0xC8 = 0xc8; // uint8_t[0x10]
        inline uint64_t MovementModeExtensionSkyDiving = 0xd8; // TSubclassOf<UFortMovementMode_BaseExtLogic>
        inline uint64_t MovementModeExtensionSkyDivingFollowing = 0xe0; // TSubclassOf<UFortMovementMode_BaseExtLogic>
        inline uint64_t pad_0xE8 = 0xe8; // uint8_t[0x10]
    }

    namespace FortPawnSkeletalMeshContext {
        inline uint64_t FortPlayerPawn = 0x28; // UFortPlayerPawn*
        inline uint64_t RestorationSettings = 0x30; // FFortPawnSkeletalMeshSettings
        inline uint64_t pad_0x58 = 0x58; // uint8_t[0x38]
    }

    namespace FortPlayerControllerOutpost {
        inline uint64_t BuildingBeingUpgraded = 0x3c70; // UFortOutpostItemDefinition*
        inline uint64_t LevelBeforeUpgrade = 0x3c78; // int32_t
        inline uint64_t bOutpostRefundDialogPending = 0x3c7c; // bool
        inline uint64_t pad_0x3C7D = 0x3c7d; // uint8_t[0x3]
        inline uint64_t PostDepositedResources = 0x3c80; // TArray<FFortDepositedResources>
        inline uint64_t OwnedZoneComponent = 0x3c90; // UFortControllerComponent_OwnedZone*
        inline uint64_t pad_0x3C98 = 0x3c98; // uint8_t[0x8]
    }

    namespace FortWeaponDamageCameraShake {
        inline uint64_t bCriticalHitsOnly = 0x200; // bool : 0
        inline uint64_t bScaleWithDamage = 0x200; // bool : 1
        inline uint64_t pad_0x201 = 0x201; // uint8_t[0x7]
        inline uint64_t DamageCameraShakeCurve = 0x208; // UCurveFloat*
    }

    namespace FortWeaponModItemDefinition {
        inline uint64_t pad_0xA8 = 0xa8; // uint8_t[0x8]
        inline uint64_t ModSlot = 0xb0; // FGameplayTag
        inline uint64_t PluginTuningTag = 0xb4; // FGameplayTag
        inline uint64_t pad_0xB8 = 0xb8; // uint8_t[0x8]
        inline uint64_t DefaultModData = 0xc0; // FWeaponModCosmeticData
        inline uint64_t PlayerGrantedGameplayTags = 0x1f0; // FGameplayTagContainer
        inline uint64_t AdditionalGameplayTags = 0x210; // TArray<FFortConditionalIncludeTags>
        inline uint64_t AbilitySet = 0x220; // TSoftObjectPtr<UFortAbilitySet>
        inline uint64_t WeaponModComponents = 0x240; // TArray<FFortWeaponModComponentSpawnData>
        inline uint64_t bEnableWeaponRangedHitGameplayEvent = 0x250; // bool : 0
        inline uint64_t bDisplayModOnWeaponPickupUI = 0x250; // bool : 1
        inline uint64_t pad_0x251 = 0x251; // uint8_t[0x3]
        inline uint64_t WeaponTuningPrefixTag = 0x254; // FGameplayTag
        inline uint64_t AllowedWeaponTagQuery = 0x258; // FGameplayTagQuery
        inline uint64_t WeaponModTag = 0x2a0; // FGameplayTag
        inline uint64_t pad_0x2A4 = 0x2a4; // uint8_t[0x4]
        inline uint64_t WeaponModDataTable = 0x2a8; // TSoftObjectPtr<UDataTable>
        inline uint64_t WeaponModBalanceGE = 0x2c8; // TSoftClassPtr<UGameplayEffect>
        inline uint64_t bIsDisabledViaHotfix = 0x2e8; // bool
        inline uint64_t pad_0x2E9 = 0x2e9; // uint8_t[0x7]
        inline uint64_t HotfixWeaponDenyList = 0x2f0; // TArray<FPrimaryAssetId>
    }

    namespace FortWeaponModMetaSoundCache {
        inline uint64_t MetaSoundCache1P = 0x38; // TMap<void*, void*>
        inline uint64_t MetaSoundCache3P = 0x48; // TMap<void*, void*>
    }

    namespace FortWeaponRangedPropSpawner {
        inline uint64_t bForceSyncAmmoForLocalPropSpawnerWeapon = 0x2a90; // bool
        inline uint64_t pad_0x2A91 = 0x2a91; // uint8_t[0x7]
    }

    namespace FortWeaponSettingsComponent {
        inline uint64_t bPickAxe = 0xc8; // bool : 0
        inline uint64_t ItemDefinition = 0xd0; // UFortItemDefinition*
        inline uint64_t TeamIndex = 0xd8; // uint8_t
        inline uint64_t ClassSlot = 0xd9; // uint8_t
        inline uint64_t RangeMultiplier = 0xdc; // float
        inline uint64_t ConeAngleMultiplier = 0xe0; // float
        inline uint64_t Enabled = 0xe4; // bool : 0
        inline uint64_t bEnabledInPreGame = 0xe5; // bool : 0
        inline uint64_t DataSource = 0xe8; // UObject*
        inline uint64_t OverriddenPropertyNames = 0xf0; // TArray<FName>
    }

    namespace AnimInstance_GalileoFerryAxe {
        inline uint64_t TimeBeforeFolding = 0x260; // float
        inline uint64_t VFXDisableTimeOffset = 0x264; // float
        inline uint64_t ShouldFoldBackWeapon = 0x268; // bool
        inline uint64_t bDesiredIdleParticleVisibility = 0x269; // bool
        inline uint64_t pad_0x26A = 0x26a; // uint8_t[0x6]
        inline uint64_t FrontEndIdle = 0x270; // FMulticastInlineDelegate
        inline uint64_t pad_0x280 = 0x280; // uint8_t[0x10]
    }

    namespace FortGameStateComponent_Smash {
        inline uint64_t EncounterDataBySafeZoneIndexMap = 0xc8; // TMap<void*, void*>
        inline uint64_t EncounterInfoClass = 0xd8; // TSubclassOf<UClass>
        inline uint64_t ReplicatedEncounterData = 0xe0; // TArray<FSmashReplicatedEncounterData>
        inline uint64_t bAllowStackingAISpecialEncountersInEndlessMode = 0xf8; // FFortCachedScalableFloat
        inline uint64_t CurrentSpecialEncounter = 0x128; // USmashSpecialEncounter*
        inline uint64_t StackedEndlessAISpecialEncounters = 0x138; // TArray<USmashSpecialEncounter_AI*>
        inline uint64_t CurrentEncounterAlteration = 0x148; // USmashEncounterAlteration*
    }

    namespace FortInventoryScreenContainer {
        inline uint64_t InventoryScreenInputComponent = 0x4a0; // UInputComponent*
        inline uint64_t BackInputRowHandle = 0x4a8; // FDataTableRowHandle
        inline uint64_t BlockedInputActions = 0x4b8; // TArray<FName>
        inline uint64_t BlockedInputAxes = 0x4c8; // TArray<FName>
        inline uint64_t pad_0x4D8 = 0x4d8; // uint8_t[0x8]
    }

    namespace FortPawnComponent_AlertLevel {
        inline uint64_t OnAlertLevelDynamicChangeEvent = 0xc8; // FMulticastInlineDelegate
        inline uint64_t pad_0xD8 = 0xd8; // uint8_t[0x30]
        inline uint64_t CurrentAlertLevel = 0x108; // EAlertLevel
        inline uint64_t pad_0x109 = 0x109; // uint8_t[0x7]
        inline uint64_t LastKnownPosition = 0x110; // FVector
        inline uint64_t LastKnownPositionType = 0x128; // EStimType
        inline uint64_t pad_0x129 = 0x129; // uint8_t[0x3]
        inline uint64_t LastKnownPositionTime = 0x12c; // float
        inline uint64_t CachedAIGoalComponent = 0x130; // TWeakObjectPtr<UAIGoalComponent>
        inline uint64_t CachedAIPerceptionComponent = 0x138; // TWeakObjectPtr<UFortAIPerceptionComponent>
        inline uint64_t AlertnessThreshold_Suspicious = 0x140; // float
        inline uint64_t AlertnessThreshold_Threatened = 0x144; // float
        inline uint64_t StimulusEffects = 0x148; // TMap<EStimType, TSubclassOf<UGameplayEffect>>
        inline uint64_t StimulusHandles = 0x158; // TMap<EStimType, FActiveGameplayEffectHandle>
        inline uint64_t DecayEffect = 0x168; // TSubclassOf<UGameplayEffect>
        inline uint64_t DecayHandle = 0x170; // FActiveGameplayEffectHandle
        inline uint64_t CachedAbilitySystemComponent = 0x184; // TWeakObjectPtr<UAbilitySystemComponent>
        inline uint64_t pad_0x18C = 0x18c; // uint8_t[0xC]
    }

    namespace FortPawnComponent_HackSystem {
        inline uint64_t ConsoleMarkerSourceClass = 0xc8; // SoftClassProperty
        inline uint64_t pad_trailing = 0xcc; // uint8[0x10C]
    }

    namespace FortPlayerControllerFrontEnd {
        inline uint64_t pad_0x2C00 = 0x2c00; // uint8_t[0x8]
        inline uint64_t FrontEndMatchmakingStarted = 0x2c08; // FMulticastInlineDelegate
        inline uint64_t FrontEndMatchmakingComplete = 0x2c18; // FMulticastInlineDelegate
        inline uint64_t VehicleGamepadBindingsToSanitize = 0x2c28; // TArray<FName>
        inline uint64_t pad_0x2C38 = 0x2c38; // uint8_t[0x48]
        inline uint64_t DiscoverabilityComponent = 0x2c80; // UFortControllerComponent_MapDiscoverability*
        inline uint64_t FrontendQuestsComponent = 0x2c88; // UFortControllerComponent_FrontendQuests*
        inline uint64_t SaveFrameworkComponent = 0x2c90; // UFortControllerComponent_FrontendSaveFramework*
        inline uint64_t XPComponent = 0x2c98; // UFortPlayerControllerComponent_Xp*
        inline uint64_t pad_0x2CA0 = 0x2ca0; // uint8_t[0x58]
        inline uint64_t MarkerComponent = 0x2cf8; // UAthenaMarkerComponent*
        inline uint64_t pad_0x2D00 = 0x2d00; // uint8_t[0x20]
    }

    namespace FortPlayerControllerGameplay {
        inline uint64_t CreativeModeratorPhotoModeComponentClass = 0x2c00; // TSubclassOf<UFortControllerComponent_PhotoMode>
        inline uint64_t CreativeModeratorPhotoDynamicScene = 0x2c08; // UDataAsset*
        inline uint64_t CreativeModeratorToolDynamicScene = 0x2c10; // UDataAsset*
        inline uint64_t FortAmbientAudioController = 0x2c18; // UFortAmbientAudioController*
        inline uint64_t PoiTagContainerTableID = 0x2c20; // int16_t
        inline uint64_t pad_0x2C22 = 0x2c22; // uint8_t[0x1E]
        inline uint64_t OnAddFuel = 0x2c40; // FMulticastInlineDelegate
        inline uint64_t VerifyAllowedToFlyTimerHandle = 0x2c50; // FTimerHandle
        inline uint64_t pad_0x2C60 = 0x2c60; // uint8_t[0x8]
        inline uint64_t OnCreativeGhostEnabledDelegate = 0x2c68; // FMulticastInlineDelegate
        inline uint64_t VerifyAllowModeratorModeTimerHandle = 0x2c78; // FTimerHandle
        inline uint64_t VerifyAllowedToBeInvulnerableTimerHandle = 0x2c88; // FTimerHandle
        inline uint64_t OnCreativeInvulnerableEnabledDelegate = 0x2c98; // FMulticastInlineDelegate
        inline uint64_t OnCreativeHeatmapToggledDelegate = 0x2ca8; // FMulticastInlineDelegate
        inline uint64_t OnCreativeSwapPhoneAndHarvestHoldChangedDelegate = 0x2cb8; // FMulticastInlineDelegate
        inline uint64_t OnCreativeFlyingSpeedChanged = 0x2cc8; // FMulticastInlineDelegate
        inline uint64_t OnCreativeUIMetricsDisplayChanged = 0x2cd8; // FMulticastInlineDelegate
        inline uint64_t OnShowCreativeGlobalOptions = 0x2ce8; // FMulticastInlineDelegate
        inline uint64_t OnCreativeQuickbarEnabledChangedDelegate = 0x2cf8; // FMulticastInlineDelegate
        inline uint64_t OnCreativeQuickbarComponentLoaded = 0x2d08; // FMulticastInlineDelegate
        inline uint64_t OnCreativeQuickmenuEnabledChangedDelegate = 0x2d18; // FMulticastInlineDelegate
        inline uint64_t OnCreativeModeEnabledChangedDelegate = 0x2d28; // FMulticastInlineDelegate
        inline uint64_t OnCreativePreviewScreenshotActiveChanged = 0x2d38; // FMulticastInlineDelegate
        inline uint64_t OnCreativePreviewScreenshotReset = 0x2d48; // FMulticastInlineDelegate
        inline uint64_t OnCreativePreviewScreenshotAccepted = 0x2d58; // FMulticastInlineDelegate
        inline uint64_t OnCreativePreviewScreenshotCancelled = 0x2d68; // FMulticastInlineDelegate
        inline uint64_t pad_0x2D78 = 0x2d78; // uint8_t[0xA8]
        inline uint64_t OnBalloonMovementChanged = 0x2e20; // FMulticastInlineDelegate
        inline uint64_t OnUsingMovementToJump = 0x2e30; // FMulticastInlineDelegate
        inline uint64_t pad_0x2E40 = 0x2e40; // uint8_t[0x18]
        inline uint64_t OnCreativePhotoModeActivated = 0x2e58; // FMulticastInlineDelegate
        inline uint64_t OnCreativePhotoModeDeactivated = 0x2e68; // FMulticastInlineDelegate
        inline uint64_t OnCreativeModeratorToolModeActivated = 0x2e78; // FMulticastInlineDelegate
        inline uint64_t OnCreativeModeratorToolModeDeactivated = 0x2e88; // FMulticastInlineDelegate
        inline uint64_t OnCreativeFlyChangedDelegate = 0x2e98; // FMulticastInlineDelegate
        inline uint64_t CreativeMoveToolRegistryId = 0x2ea8; // FDataRegistryId
        inline uint64_t CreativeMoveToolPrimaryAsset = 0x2eb0; // FPrimaryAssetId
        inline uint64_t CreativeQuickbarClass = 0x2eb8; // TSoftClassPtr<UCreativeQuickbarComponent>
        inline uint64_t pad_0x2ED8 = 0x2ed8; // uint8_t[0x10]
        inline uint64_t CreativeCameraPreviewScreenshotClass = 0x2ee8; // TSubclassOf<UObject>
        inline uint64_t CreativeQuickbarComponent = 0x2ef0; // UCreativeQuickbarComponent*
        inline uint64_t VehicleTrickInfo = 0x2ef8; // FVehicleTrickInfo
        inline uint64_t GhostModeRepData = 0x3098; // FGhostModeRepData
        inline uint64_t OnGhostModeChanged = 0x30b0; // FMulticastInlineDelegate
        inline uint64_t OnDBNOCarryPlayerChanged = 0x30c0; // FMulticastInlineDelegate
        inline uint64_t OnWorldInventoryChangedDelegate = 0x30d0; // FMulticastInlineDelegate
        inline uint64_t OnHUDElementVisibilityRefreshedDelegate = 0x30e0; // FMulticastInlineDelegate
        inline uint64_t pad_0x30F0 = 0x30f0; // uint8_t[0x14]
        inline uint64_t ServerNumNPCs = 0x3104; // uint16_t
        inline uint64_t ServerMaxNumNPCs = 0x3106; // uint16_t
        inline uint64_t AmbientControllerInitializeTimer = 0x3108; // FTimerHandle
        inline uint64_t bDisplayNPCNumbers = 0x3118; // bool
        inline uint64_t pad_0x3119 = 0x3119; // uint8_t[0x47]
        inline uint64_t bHasSetInitialPoiTags = 0x3160; // bool
        inline uint64_t pad_0x3161 = 0x3161; // uint8_t[0x7]
        inline uint64_t CreativeModeFlyingInputComponent = 0x3168; // UInputComponent*
        inline uint64_t CreativeModeInputComponent = 0x3170; // UInputComponent*
        inline uint64_t CreativeGlobalOptionsInputComponent = 0x3178; // UInputComponent*
        inline uint64_t CreativeModePreviewScreenshotInputComponent = 0x3180; // UInputComponent*
        inline uint64_t CreativeModeInGameReadyCheckInputComponent = 0x3188; // UInputComponent*
        inline uint64_t CreativeModeratorModeInputComponent = 0x3190; // UInputComponent*
        inline uint64_t FlyingModifiers = 0x3198; // TArray<float>
        inline uint64_t AdditionalModeratorFlyingModifiers = 0x31a8; // TArray<float>
        inline uint64_t FlyingModifierIndex = 0x31b8; // int32_t
        inline uint64_t pad_0x31BC = 0x31bc; // uint8_t[0x4]
        inline uint64_t FlightSprintMultiplier = 0x31c0; // FScalableFloat
        inline uint64_t UIMetricsDisplayIndex = 0x31e8; // int32_t
        inline uint64_t FlightSpeedWhenEnteredSprint = 0x31ec; // int32_t
        inline uint64_t bIsFlightSprinting = 0x31f0; // bool
        inline uint64_t bIsCreativeModeEnabled = 0x31f1; // bool : 0
        inline uint64_t bIsCreativeQuickbarEnabled = 0x31f1; // bool : 1
        inline uint64_t bIsCreativeQuickmenuEnabled = 0x31f1; // bool : 3
        inline uint64_t bCreativeMCPProfileIsMatchamkingEnabled = 0x31f1; // bool : 5
        inline uint64_t bIsCreativeThermometer2Enabled = 0x31f2; // bool : 2
        inline uint64_t bBindQuickMenuInputsWhenFlying = 0x31f2; // bool : 3
        inline uint64_t bIsCreativeThermometerNewUIEnabled = 0x31f2; // bool : 4
        inline uint64_t bIsCreativeIslandExporterEnabled = 0x31f2; // bool : 5
        inline uint64_t bIsCreativeModeratorModeEnabled = 0x31f2; // bool : 6
        inline uint64_t bIsCreativeModeratorModeActive = 0x31f2; // bool : 7
        inline uint64_t pad_0x31F3 = 0x31f3; // uint8_t[0x1D]
        inline uint64_t DefaultCameraModifierClasses = 0x3210; // TArray<TSubclassOf<UCameraModifier>>
        inline uint64_t pad_0x3220 = 0x3220; // uint8_t[0x18]
        inline uint64_t CreativeOptions = 0x3238; // TSoftObjectPtr<UFortCreativeOptionsBundle>
        inline uint64_t CreativeOptionsInternal = 0x3258; // UFortCreativeOptionsBundle*
        inline uint64_t WantsToGhostMode = 0x3260; // FCreativeOptionVariableBase
        inline uint64_t SocialNotificationInputComponent = 0x3268; // UInputComponent*
        inline uint64_t WantsToBeInvulnerable = 0x3270; // FCreativeOptionVariableBase
        inline uint64_t WantedFlightSpeed = 0x3278; // FCreativeOptionVariableBase
        inline uint64_t WantsToSwapPhoneAndHarvestHold = 0x3280; // FCreativeOptionVariableBase
        inline uint64_t WantedUIMetricsDisplay = 0x3288; // FCreativeOptionVariableBase
        inline uint64_t PreferredCreativeMenuTab = 0x3290; // FCreativeOptionVariableBase
        inline uint64_t AppliedInGameModifierAbilitySetHandles = 0x3298; // TMap<FGuid, FFortAbilitySetHandle>
        inline uint64_t pad_0x32A8 = 0x32a8; // uint8_t[0x8]
        inline uint64_t AbilityActivatedByInputInputComponentMap = 0x32b0; // TMap<FGuid, UInputComponent*>
        inline uint64_t pad_0x32C0 = 0x32c0; // uint8_t[0x10]
        inline uint64_t AbilityActivatedByInputSpecHandleMap = 0x32d0; // TMap<FGameplayTag, FGameplayAbilitySpecHandle>
        inline uint64_t SpawnedVehicleComponent = 0x32e0; // UFortControllerComponent_SpawnedVehicle*
        inline uint64_t SwingingComponent = 0x32e8; // UFortControllerComponent_Swinging*
        inline uint64_t bBindCreativeFlyUp = 0x32f0; // bool
        inline uint64_t pad_0x32F1 = 0x32f1; // uint8_t[0x1F]
    }

    namespace FortPlayerPawnAthenaRimLight {
        inline uint64_t PhysicalRimLightProperties = 0xc0; // FPhysicalRimLightProperties
        inline uint64_t PhysicalRimLightPropertiesHandle = 0x140; // FDataTableRowHandle
        inline uint64_t PhysicalRimLightComponentClass = 0x150; // TSubclassOf<UPhysicalRimLightComponent>
        inline uint64_t PhysicalRimLight = 0x158; // UPhysicalRimLightComponent*
    }

    namespace FortWeaponComponent_Swinging {
        inline uint64_t CurForgivenessTimer = 0xc0; // float
        inline uint64_t bTargetUsingWeaponSecondary = 0xc4; // bool
        inline uint64_t pad_0xC5 = 0xc5; // uint8_t[0x23]
        inline uint64_t TargetingHitResult = 0xe8; // FHitResult
        inline uint64_t bFoundTarget = 0x1e0; // bool
        inline uint64_t bMaintainCurrentTargetAfterSweeps = 0x1e1; // bool
        inline uint64_t pad_0x1E2 = 0x1e2; // uint8_t[0x6]
        inline uint64_t CameraLocation = 0x1e8; // FVector
        inline uint64_t CameraDirection = 0x200; // FVector
        inline uint64_t LastTargetPosition = 0x218; // FVector
        inline uint64_t bGrounded = 0x230; // bool
        inline uint64_t bFastSpeed = 0x231; // bool
        inline uint64_t pad_0x232 = 0x232; // uint8_t[0x2]
        inline uint64_t TimeBelowDetachSpeedThreshold = 0x234; // float
        inline uint64_t SpeedThresholdDetachTooSlow = 0x238; // FScalableFloat
        inline uint64_t TimeThresholdDetachTooSlow = 0x260; // FScalableFloat
        inline uint64_t DetachTooSlowMaxDotUp = 0x288; // FScalableFloat
        inline uint64_t LineTraceStartOffsetFromCamera = 0x2b0; // FScalableFloat
        inline uint64_t MaxRangeMultiplierBasedOnHeight = 0x2d8; // FScalableFloat
        inline uint64_t SphereTraceOneStartOffset = 0x300; // FScalableFloat
        inline uint64_t TargetOutOfRange = 0x328; // FScalableFloat
        inline uint64_t SphereTraceOneRange = 0x350; // FScalableFloat
        inline uint64_t SphereTraceTwoRange = 0x378; // FScalableFloat
        inline uint64_t SphereTraceOneRadius = 0x3a0; // FScalableFloat
        inline uint64_t SphereTraceTwoRadius = 0x3c8; // FScalableFloat
        inline uint64_t SpeedLinesThreshold = 0x3f0; // FScalableFloat
        inline uint64_t GroundedThreshold = 0x418; // FScalableFloat
        inline uint64_t MaxDotForProximityDetach = 0x440; // FScalableFloat
        inline uint64_t DistanceForProximityDetach = 0x468; // FScalableFloat
        inline uint64_t MinSpeedForProximityDetach = 0x490; // FScalableFloat
        inline uint64_t DotForValidTargetPosition = 0x4b8; // FScalableFloat
        inline uint64_t SpeedLinesTag = 0x4e0; // FGameplayTag
        inline uint64_t UseIsBlocked = 0x4e4; // FGameplayTag
        inline uint64_t UseIsOnCooldown = 0x4e8; // FGameplayTag
        inline uint64_t SwingInputHeld = 0x4ec; // FGameplayTag
        inline uint64_t PawnTagToAllowTargeting = 0x4f0; // FGameplayTag
        inline uint64_t pad_0x4F4 = 0x4f4; // uint8_t[0x4]
        inline uint64_t SpeedLinesGE = 0x4f8; // TSubclassOf<UGameplayEffect>
        inline uint64_t bAllowTargetWalkableTerrain = 0x500; // FScalableFloat
        inline uint64_t bCheckForCloseDetach = 0x528; // bool
        inline uint64_t pad_0x529 = 0x529; // uint8_t[0x7]
        inline uint64_t bAllowTargetNonBGAStaticMesh = 0x530; // FScalableFloat
        inline uint64_t bAllowTargetSplineMesh = 0x558; // FScalableFloat
        inline uint64_t bAllowTargetVehicles = 0x580; // FScalableFloat
        inline uint64_t bAllowTargetProjectiles = 0x5a8; // FScalableFloat
        inline uint64_t bAllowTargetPullablesWhileSwinging = 0x5d0; // FScalableFloat
        inline uint64_t bAllowTargetPickups = 0x5f8; // FScalableFloat
        inline uint64_t bAllowTargetRebootCards = 0x620; // FScalableFloat
        inline uint64_t AngleFromTargetForSphereSweep = 0x648; // FScalableFloat
        inline uint64_t TargetingDenyListedActorTag = 0x670; // FName
        inline uint64_t pad_0x674 = 0x674; // uint8_t[0x4]
        inline uint64_t DefaultForgivenessTimer = 0x678; // FScalableFloat
        inline uint64_t ExperienceSettingsComponent = 0x6a0; // UObject*
        inline uint64_t pad_0x6A8 = 0x6a8; // uint8_t[0x8]
    }

    namespace FortWeaponFuelGaugeIndicator {
        inline uint64_t FuelGaugeIndicator_Main = 0x338; // UFortFuelGaugeIndicator*
        inline uint64_t RepresentedItem = 0x340; // UFortWorldItem*
    }

    namespace FortWeaponPickupSpawnModData {
        inline uint64_t ApplyWeaponModData = 0x28; // TArray<FAutoApplyWeaponModData>
        inline uint64_t ModSetDataTable = 0x38; // UDataTable*
        inline uint64_t TagToBucketDataCache = 0x40; // TMap<FGameplayTag, FFortWeaponModBucket>
    }

    namespace FortGameStateComponent_Quests {
        inline uint64_t pad_0xC0 = 0xc0; // uint8_t[0x80]
        inline uint64_t PlayersReceivingStatEvents = 0x140; // TArray<UFortPlayerController*>
    }

    namespace FortGameStateComponent_Reboot {
        inline uint64_t pad_0xC0 = 0xc0; // uint8_t[0x18]
        inline uint64_t BuyRebootCardEnabled = 0xd8; // FFortCachedScalableFloat
        inline uint64_t FreeRebootCardsEnabled = 0x108; // FFortCachedScalableFloat
        inline uint64_t FreeRebootCardInitialDelay = 0x138; // FScalableFloat
        inline uint64_t FreeRebootCardCooldown = 0x160; // FScalableFloat
        inline uint64_t RebootCardCost = 0x188; // FScalableFloat
        inline uint64_t SpawnMachineMinimapDrawDistanceSquared = 0x1b0; // FFortCachedScalableFloat
        inline uint64_t SpawnMachineMinimapDrawDistanceSquared_NoRebootCard = 0x1e0; // FFortCachedScalableFloat
        inline uint64_t pad_0x210 = 0x210; // uint8_t[0x1C]
        inline uint64_t RebootCardAcquisitionUnlockTime = 0x22c; // float
        inline uint64_t pad_0x230 = 0x230; // uint8_t[0x10]
        inline uint64_t SpawnMachineRepData = 0x240; // FSpawnMachineRepDataArray
        inline uint64_t EnhancedResurrectionLootItemEntries = 0x2a0; // TArray<FFortItemEntry>
        inline uint64_t CachedMutators = 0x2b0; // TArray<UFortAthenaMutator*>
        inline uint64_t CachedSpawnMachineLocations = 0x2c0; // TArray<FVector>
        inline uint64_t pad_0x2D0 = 0x2d0; // uint8_t[0x40]
    }

    namespace FortPawnComponent_AIFormation {
        inline uint64_t Slots = 0xc8; // TArray<FVector>
        inline uint64_t MaxDistanceFromSlotToSprint = 0xd8; // float
        inline uint64_t MinDistanceFromSlotToStopSprint = 0xdc; // float
        inline uint64_t MaxDistanceFromSlotToStopFollowing = 0xe0; // float
        inline uint64_t MaxDistanceForLeaderToWait = 0xe4; // float
        inline uint64_t DistanceToStartMoving = 0xe8; // float
        inline uint64_t pad_0xEC = 0xec; // uint8_t[0x4]
        inline uint64_t RuntimeSlots = 0xf0; // TArray<FFortAthenaAIFormationSlotRuntime>
        inline uint64_t MaxDistanceFromSlotToSprintSqr = 0x100; // float
        inline uint64_t MinDistanceFromSlotToStopSprintTransient = 0x104; // float
        inline uint64_t MaxDistanceFromSlotToStopFollowingTransient = 0x108; // float
        inline uint64_t MaxDistanceForLeaderToWaitSqr = 0x10c; // float
        inline uint64_t DistanceToStartMovingSqr = 0x110; // float
        inline uint64_t pad_0x114 = 0x114; // uint8_t[0x4]
    }

    namespace FortPawnComponent_BoneRattler {
        inline uint64_t OnWallRevealTargetPlayerPawnsUpdated = 0xc8; // FMulticastInlineDelegate
        inline uint64_t WallRevealTargetPlayerPawns = 0xd8; // TArray<TWeakObjectPtr<UFortPlayerPawn>>
        inline uint64_t Hotfix_WallRevealApplyTeammates = 0xe8; // FFortCachedScalableFloat
        inline uint64_t WallRevealMaxDistance = 0x118; // FFortCachedScalableFloat
        inline uint64_t WallRevealSquadToInstigatorDistance = 0x148; // FFortCachedScalableFloat
        inline uint64_t WallRevealSquadPosAngleDegreesThreshold = 0x178; // FFortCachedScalableFloat
        inline uint64_t WallRevealSquadProjectedMaxWidth = 0x1a8; // FFortCachedScalableFloat
        inline uint64_t WallRevealSquadProjectedAngleDegreesThreshold = 0x1d8; // FFortCachedScalableFloat
        inline uint64_t WallRevealSquadImpactPosMaxAngleDegreesThreshold = 0x208; // FFortCachedScalableFloat
        inline uint64_t PlayerPawnsBlockLOS = 0x238; // FFortCachedScalableFloat
        inline uint64_t VehiclesBlockLOS = 0x268; // FFortCachedScalableFloat
        inline uint64_t LOSTraceComplex = 0x298; // FFortCachedScalableFloat
        inline uint64_t LOSTraceChannel = 0x2c8; // ECollisionChannel
        inline uint64_t pad_0x2C9 = 0x2c9; // uint8_t[0x7]
        inline uint64_t CrouchedTraceOffsets = 0x2d0; // TArray<FVector2D>
        inline uint64_t NormalTraceOffsets = 0x2e0; // TArray<FVector2D>
        inline uint64_t WallRevealedHostilePlayerEventTag = 0x2f0; // FGameplayTag
        inline uint64_t pad_0x2F4 = 0x2f4; // uint8_t[0x64]
    }

    namespace FortPawnComponent_CustomDepth {
        inline uint64_t pad_0xC8 = 0xc8; // uint8_t[0x8]
        inline uint64_t bEnableRenderCustomDepth = 0xd0; // bool : 0
        inline uint64_t pad_0xD1 = 0xd1; // uint8_t[0xF]
        inline uint64_t CustomHighlightingDataPriorityStack = 0xe0; // TArray<FCustomHighlightingOverrideData>
        inline uint64_t DefaultHighlightingData = 0xf0; // FCustomHighlighting
        inline uint64_t pad_0xF5 = 0xf5; // uint8_t[0x3]
        inline uint64_t CustomDepthMatchedComponents = 0xf8; // TArray<TWeakObjectPtr<UPrimitiveComponent>>
        inline uint64_t pad_0x108 = 0x108; // uint8_t[0x18]
    }

    namespace FortPawnComponent_PingCommand {
        inline uint64_t PingInfo = 0xc8; // FFortPingInfo
        inline uint64_t pad_0x1C8 = 0x1c8; // uint8_t[0x18]
    }

    namespace FortPawnComponent_StormRiding {
        inline uint64_t LastTimeEjected = 0xc8; // float
        inline uint64_t bCanTriggerStormRiding = 0xcc; // bool
        inline uint64_t pad_0xCD = 0xcd; // uint8_t[0x3]
        inline uint64_t NativeMovementModeClass = 0xd0; // TSubclassOf<UFortMovementMode_BaseExtLogic>
        inline uint64_t LaunchMovementModeClass = 0xd8; // TSubclassOf<UFortMovementMode_BaseExtLogic>
        inline uint64_t pad_0xE0 = 0xe0; // uint8_t[0x8]
        inline uint64_t BoardActor = 0xe8; // UActor*
        inline uint64_t LateLaunchTeleportLocation = 0xf0; // FVector_NetQuantize
        inline uint64_t WaveDirection = 0x108; // FVector
        inline uint64_t WaveFacingDelta = 0x120; // float
        inline uint64_t pad_0x124 = 0x124; // uint8_t[0x4]
        inline uint64_t WaveNormal = 0x128; // FVector
        inline uint64_t AngleOfIncline = 0x140; // float
        inline uint64_t bIsOnWave = 0x144; // bool
        inline uint64_t bRidingTheWall = 0x145; // bool
        inline uint64_t bGravityActive = 0x146; // bool
        inline uint64_t pad_0x147 = 0x147; // uint8_t[0x1]
        inline uint64_t RotationThisFrame = 0x148; // float
        inline uint64_t AngleToDesired = 0x14c; // float
        inline uint64_t EstimatedAirTime = 0x150; // float
        inline uint64_t pad_0x154 = 0x154; // uint8_t[0x4]
        inline uint64_t LastUpdatedActorLocation = 0x158; // FVector
        inline uint64_t WaveKeepUpThisFrame = 0x170; // FVector
        inline uint64_t IntroMontage = 0x188; // UAnimMontage*
        inline uint64_t pad_0x190 = 0x190; // uint8_t[0x48]
    }

    namespace FortWeaponComponent_Subweapon {
        inline uint64_t SubweaponData = 0xc0; // FFortSubweaponReplicationData
        inline uint64_t pad_0xD0 = 0xd0; // uint8_t[0x8]
    }

    namespace FortWeaponMeleeItemDefinition {
        inline uint64_t bPrimaryFireRequiresAmmo = 0x4d8; // bool : 0
        inline uint64_t bSecondaryFireRequiresAmmo = 0x4d8; // bool : 1
        inline uint64_t bNeedsMaterial0MID = 0x4d9; // bool
        inline uint64_t bWatchKills = 0x4da; // bool
        inline uint64_t bCandyCaneKillReaction = 0x4db; // bool
        inline uint64_t pad_0x4DC = 0x4dc; // uint8_t[0x4]
        inline uint64_t WeaponMeshCosmeticTransformOffset = 0x4e0; // FTransform
    }

    namespace FortWeaponModStationComponent {
        inline uint64_t OnLocalModPurchaseStarted = 0xc8; // FMulticastInlineDelegate
        inline uint64_t OnStartInteractWithWorkbenchActor = 0xd8; // FMulticastInlineDelegate
        inline uint64_t OnStopInteractWithWorkbenchActor = 0xe8; // FMulticastInlineDelegate
        inline uint64_t CurrentInteractingWeaponModStation = 0xf8; // UFortWeaponModStationBase*
        inline uint64_t ModStationHotfixEnabled = 0x100; // FScalableFloat
        inline uint64_t RemoveModCost = 0x128; // FScalableFloat
        inline uint64_t CancelInteractDistance = 0x150; // FScalableFloat
        inline uint64_t DefaultIronSightMod = 0x178; // UFortWeaponModItemDefinition*
        inline uint64_t DefaultMagazineMod = 0x180; // UFortWeaponModItemDefinition*
        inline uint64_t pad_0x188 = 0x188; // uint8_t[0x28]
    }

    namespace FortWeaponPickupSpawnAmmoData {
        inline uint64_t WeaponPickupAmmoCountArray = 0x28; // TArray<FWeaponPickupAmmoCountData>
        inline uint64_t DefaultWeaponAmmoMultiplier = 0x38; // FScalableFloat
        inline uint64_t WeaponPickupAmmoMultiplierOverrideArray = 0x60; // TArray<FWeaponPickupAmmoMultiplierOverrideData>
        inline uint64_t SourceToAmmoMultiplierOverrideArray = 0x70; // TArray<FSourceToAmmoMultiplierOverrideData>
    }

    namespace FortWeaponRangedChronoAncient {
        inline uint64_t PlayerPawnSkeletalMeshComponent = 0x2a90; // UMeshComponent*
        inline uint64_t GlovePartModifier = 0x2a98; // UCustomCharacterPartModifier*
        inline uint64_t WeaponSkeletalMesh = 0x2aa0; // USkeletalMeshComponentBudgeted*
        inline uint64_t NiagaraAncientWeaponAmbientComponent = 0x2aa8; // UNiagaraComponent*
        inline uint64_t GauntletEmissiveOnEquipCurve = 0x2ab0; // UCurveFloat*
        inline uint64_t GauntletEmissiveOnEquipTimeline = 0x2ab8; // FTimeline
        inline uint64_t GauntletEmissiveOnCatchCurve = 0x2b48; // UCurveFloat*
        inline uint64_t GauntletEmissiveOnCatchTimeline = 0x2b50; // FTimeline
        inline uint64_t GauntletEmissiveOnRecallCurve = 0x2be0; // UCurveFloat*
        inline uint64_t GauntletEmissiveOnRecallTimeline = 0x2be8; // FTimeline
        inline uint64_t BoomerangEmissiveOnEquipCurve = 0x2c78; // UCurveFloat*
        inline uint64_t BoomerangEmissiveOnEquipTimeline = 0x2c80; // FTimeline
        inline uint64_t BoomerangEmissiveOnCooldownEndedCurve = 0x2d10; // UCurveFloat*
        inline uint64_t BoomerangEmissiveOnCooldownEndedTimeline = 0x2d18; // FTimeline
        inline uint64_t pad_0x2DA8 = 0x2da8; // uint8_t[0x38]
        inline uint64_t GauntletEmissiveMaxValue = 0x2de0; // float
        inline uint64_t GauntletEmissiveGemValue = 0x2de4; // float
    }

    namespace FortWeaponRangedDemonFireMask {
        inline uint64_t FortPlayerPawn = 0x2a90; // TWeakObjectPtr<UFortPlayerPawn>
        inline uint64_t OutHits = 0x2a98; // TArray<FHitResult>
    }

    namespace FortWeaponRangedForVehicleMod {
        inline uint64_t pad_0x2BE0 = 0x2be0; // uint8_t[0x8]
        inline uint64_t ModInstance = 0x2be8; // UFortVehicleModComponent*
        inline uint64_t DamageStartBehavior = 0x2bf0; // EVehicleModWeaponUpdateDamageStartSetting
        inline uint64_t bFilterTargetsInSameVehicle = 0x2bf1; // bool
        inline uint64_t pad_0x2BF2 = 0x2bf2; // uint8_t[0x2]
        inline uint64_t SeatWithRoofTag = 0x2bf4; // FGameplayTag
    }

    namespace FortWeaponRangedMountedCannon {
        inline uint64_t OnProjectileBeginSpawn = 0x2be0; // FMulticastInlineDelegate
        inline uint64_t FirePlayerInSeat = 0x2bf0; // int32_t
        inline uint64_t bUseLegacyLaunchLogic = 0x2bf4; // bool
        inline uint64_t LaunchMode = 0x2bf5; // EMountedCannonLaunchPlayerMode
        inline uint64_t bCanFireNormalProjectile = 0x2bf6; // bool
        inline uint64_t pad_0x2BF7 = 0x2bf7; // uint8_t[0x1]
        inline uint64_t LaunchedSelfEventTag = 0x2bf8; // FGameplayTag
        inline uint64_t LaunchedOtherEventTag = 0x2bfc; // FGameplayTag
        inline uint64_t WasLaunchedEventTag = 0x2c00; // FGameplayTag
        inline uint64_t pad_0x2C04 = 0x2c04; // uint8_t[0x4]
    }

    namespace SkeletalMeshComponentBudgeted {
        inline uint64_t pad_0x1010 = 0x1010; // uint8_t[0x20]
        inline uint64_t bAutoRegisterWithBudgetAllocator = 0x1030; // bool : 0
        inline uint64_t bAutoCalculateSignificance = 0x1030; // bool : 1
        inline uint64_t bShouldUseActorRenderedFlag = 0x1030; // bool : 2
        inline uint64_t pad_0x1031 = 0x1031; // uint8_t[0xF]
    }

    namespace BuildingActorLocalizationCache {
        inline uint64_t CachedLanguages = 0x28; // TArray<FString>
        inline uint64_t CachedBuildingActors = 0x38; // TMap<void*, void*>
    }

    namespace FortInventoryOverrideComponent {
        inline uint64_t MaxStackSizeOverride = 0xc0; // int32_t
        inline uint64_t pad_0xC4 = 0xc4; // uint8_t[0x4]
    }

    namespace FortPawnComponent_SpeechBubble {
        inline uint64_t SpeechBubbleShow = 0xc8; // FMulticastInlineDelegate
        inline uint64_t SpeechBubbleHide = 0xd8; // FMulticastInlineDelegate
        inline uint64_t SpeechBubbleTexts = 0xe8; // TSoftObjectPtr<UDataTable>
        inline uint64_t SpeechBubbleWidgetComponentClass = 0x108; // TSubclassOf<UWidgetComponent>
        inline uint64_t IsEnabled = 0x110; // FScalableFloat
        inline uint64_t OnlyDisplaysBetweenTeammates = 0x138; // FScalableFloat
        inline uint64_t UseRandomTextAtEachSpeech = 0x160; // FScalableFloat
        inline uint64_t DisplayBubbleDuration = 0x188; // FScalableFloat
        inline uint64_t SpeechBubbleMaxDrawDistance = 0x1b0; // FScalableFloat
        inline uint64_t CheckGroupMembersToSpeak = 0x1d8; // FScalableFloat
        inline uint64_t CheckFactionMembersInRadius = 0x200; // FScalableFloat
        inline uint64_t SpeechBubbleInfo = 0x228; // FFortSpeechBubbleInfo
        inline uint64_t CachedSelectedText = 0x240; // FText
        inline uint64_t bIsLocallySpeaking = 0x250; // bool
        inline uint64_t pad_0x251 = 0x251; // uint8_t[0x3]
        inline uint64_t SpeechBubbleMaxDrawDistanceSqr = 0x254; // float
        inline uint64_t bShouldShowSpeechBubble = 0x258; // bool
        inline uint64_t pad_0x259 = 0x259; // uint8_t[0x7]
        inline uint64_t TextWidgetComponent = 0x260; // UWidgetComponent*
        inline uint64_t pad_0x268 = 0x268; // uint8_t[0x10]
        inline uint64_t CachedGroupComponent = 0x278; // UFortPawnComponent_AIGroup*
        inline uint64_t LoadedTextsDataTable = 0x280; // UDataTable*
    }

    namespace FortPawnComponent_VoidTeleport {
        inline uint64_t TeleportHelperClassToSpawn = 0xc8; // TSubclassOf<UVoidMaskTeleportHelperActor>
        inline uint64_t DemonMaskVoidEquipmentTag = 0xd0; // FGameplayTag
        inline uint64_t BGAToTeleport = 0xd4; // TWeakObjectPtr<?>
        inline uint64_t CurrentTrackedVoidProjectile = 0xdc; // TWeakObjectPtr<UFortProjectileBase>
        inline uint64_t OwnerFortPawn = 0xe4; // TWeakObjectPtr<UFortPawn>
        inline uint64_t TeleportHelperActor = 0xec; // TWeakObjectPtr<UVoidMaskTeleportHelperActor>
        inline uint64_t bForceCrouch = 0xf4; // bool
        inline uint64_t bForceCrouchPredicted = 0xf5; // bool
        inline uint64_t pad_0xF6 = 0xf6; // uint8_t[0x2]
        inline uint64_t OwnerFortMovementComp = 0xf8; // TWeakObjectPtr<UFortMovementComp_Character>
    }

    namespace FortPawnComponent_WingedFlying {
        inline uint64_t FlyingStatus = 0xc8; // EWingedFlyingStatus
        inline uint64_t pad_0xC9 = 0xc9; // uint8_t[0x3]
        inline uint64_t ForwardSpeed = 0xcc; // float
        inline uint64_t AddedDownZVelocity = 0xd0; // float
        inline uint64_t NativeCurrentHeightAboveWorld = 0xd4; // float
        inline uint64_t CurrentFlyingEnergy = 0xd8; // float
        inline uint64_t bIntendsToBoost = 0xdc; // bool
        inline uint64_t bIntendsToAscend = 0xdd; // bool
        inline uint64_t bIntendsToCrash = 0xde; // bool
        inline uint64_t bIntendsToRollLeft = 0xdf; // bool
        inline uint64_t bIntendsToRollRight = 0xe0; // bool
        inline uint64_t pad_0xE1 = 0xe1; // uint8_t[0x7]
        inline uint64_t FlyingMovementModeExtension = 0xe8; // TSubclassOf<UFortMovementMode_ExtLogicFlyingWinged>
        inline uint64_t TagsToEnableSkimmingCheck = 0xf0; // FGameplayTagContainer
        inline uint64_t SkimCheckTraceChannel = 0x110; // ECollisionChannel
        inline uint64_t pad_0x111 = 0x111; // uint8_t[0x3]
        inline uint64_t SkimCheckLeftStartSocket = 0x114; // FName
        inline uint64_t SkimCheckLeftEndSocket = 0x118; // FName
        inline uint64_t SkimCheckRightStartSocket = 0x11c; // FName
        inline uint64_t SkimCheckRightEndSocket = 0x120; // FName
        inline uint64_t TagToEnableHeightCheck = 0x124; // FGameplayTag
        inline uint64_t HeightCheckInterval = 0x128; // FScalableFloat
        inline uint64_t HeightCheckTraceLength = 0x150; // FScalableFloat
        inline uint64_t pad_0x178 = 0x178; // uint8_t[0x98]
    }

    namespace FortPlayerControllerSpectating {
        inline uint64_t CurrentCameraType = 0x3310; // ESpectatorCameraType
        inline uint64_t pad_0x3311 = 0x3311; // uint8_t[0x7]
        inline uint64_t CameraModeCycle = 0x3318; // TArray<ESpectatorCameraType>
        inline uint64_t pad_0x3328 = 0x3328; // uint8_t[0x38]
        inline uint64_t QuickBarDefinitions = 0x3360; // FQuickBarData[3]
        inline uint64_t OnFollowedPlayerChanged = 0x3390; // FMulticastInlineDelegate
        inline uint64_t OnCameraTypeChanged = 0x33a0; // FMulticastInlineDelegate
        inline uint64_t OnPlayerBecameRelevant = 0x33b0; // FMulticastInlineDelegate
        inline uint64_t OnPlayerBecameIrrelevant = 0x33c0; // FMulticastInlineDelegate
        inline uint64_t OnPlayerStateAdded = 0x33d0; // FMulticastInlineDelegate
        inline uint64_t OnPlayerStateChanged = 0x33e0; // FMulticastInlineDelegate
        inline uint64_t OnFocusReticleVisibilityChanged = 0x33f0; // FMulticastInlineDelegate
        inline uint64_t OnPlayerDied = 0x3400; // FMulticastInlineDelegate
        inline uint64_t OnTimelineScrubbed = 0x3410; // FMulticastInlineDelegate
        inline uint64_t OnZoomChanged = 0x3420; // FMulticastInlineDelegate
        inline uint64_t OnShowNotification = 0x3430; // FMulticastInlineDelegate
        inline uint64_t OnShowNotificationsEnabledChanged = 0x3440; // FMulticastInlineDelegate
        inline uint64_t OnFollowedPlayerChangedTeam = 0x3450; // FMulticastInlineDelegate
        inline uint64_t OnSlomoChanged = 0x3460; // FMulticastInlineDelegate
        inline uint64_t OnHotkeyAssigned = 0x3470; // FMulticastInlineDelegate
        inline uint64_t OnHotkeyInvoked = 0x3480; // FMulticastInlineDelegate
        inline uint64_t pad_0x3490 = 0x3490; // uint8_t[0x28]
        inline uint64_t SpectatorPostProcessMaterial = 0x34b8; // UMaterialInterface*
        inline uint64_t pad_0x34C0 = 0x34c0; // uint8_t[0x20]
        inline uint64_t SpectatorPawnBaseClass = 0x34e0; // TSubclassOf<UFortReplaySpectatorPawnBase>
        inline uint64_t ThirdPersonPawnBaseClass = 0x34e8; // TSubclassOf<UFortSpectatorThirdPersonPawn>
        inline uint64_t HoverDronePawnClass = 0x34f0; // TSubclassOf<UHoverDronePawn>
        inline uint64_t BattleMapPawnClass = 0x34f8; // TSubclassOf<?>
        inline uint64_t ARDronePawnClass = 0x3500; // TSubclassOf<UHoverDronePawn>
        inline uint64_t HoverDroneDynamicPawnClass = 0x3508; // TSubclassOf<UHoverDronePawn>
        inline uint64_t MinimapIndicatorClass = 0x3510; // TSubclassOf<UFortMiniMapTeamIndicators>
        inline uint64_t SavedCameraStates = 0x3518; // TArray<FSavedPlayerSpectatorCameraData>
        inline uint64_t pad_0x3528 = 0x3528; // uint8_t[0x2E8]
        inline uint64_t PlayerRelevancyTrackingMap = 0x3810; // TMap<UPlayerState*, bool>
        inline uint64_t AddedPlayersMap = 0x3820; // TMap<FUniqueNetIdRepl, UFortPlayerStateAthena*>
        inline uint64_t PlayerMatchReports = 0x3830; // TMap<FUniqueNetIdRepl, UObject*>
        inline uint64_t ChaseCamOffset = 0x3840; // FVector
        inline uint64_t LastDamagerOfViewTarget = 0x3858; // UFortPlayerState*
        inline uint64_t HotkeyCameras = 0x3860; // FSavedSpectatorCameras
        inline uint64_t HotkeyCamerasBackup = 0x3870; // FSavedSpectatorCameras
        inline uint64_t pad_0x3880 = 0x3880; // uint8_t[0x48]
        inline uint64_t LastKnownViewTarget = 0x38c8; // UActor*
        inline uint64_t pad_0x38D0 = 0x38d0; // uint8_t[0xB8]
        inline uint64_t RemoteViewRotSnapshotManager = 0x3988; // FRemoteViewRotSnapshotManager
        inline uint64_t pad_0x39D0 = 0x39d0; // uint8_t[0x20]
        inline uint64_t CameraBoundsVolume = 0x39f0; // UVolume*
        inline uint64_t ClampDroneToCameraBoundsVolume = 0x39f8; // bool
        inline uint64_t pad_0x39F9 = 0x39f9; // uint8_t[0x47]
        inline uint64_t RelevancyZoneIndicatorClass = 0x3a40; // TSubclassOf<UFortRelevancyZoneIndicator>
        inline uint64_t SpectatorPlayerHighlighterClass = 0x3a48; // TSubclassOf<UFortSpectatorPlayerHighlighter>
        inline uint64_t RelevancyZoneIndicator = 0x3a50; // UFortRelevancyZoneIndicator*
        inline uint64_t SpectatorPlayerHighlightersMap = 0x3a58; // TMap<FUniqueNetIdRepl, UFortSpectatorPlayerHighlighter*>
        inline uint64_t ReplayContext = 0x3a68; // UFortReplayContext*
        inline uint64_t pad_0x3A70 = 0x3a70; // uint8_t[0x60]
        inline uint64_t MarkerComponent = 0x3ad0; // UAthenaMarkerComponent*
        inline uint64_t SquadMembers = 0x3ad8; // TArray<UFortPlayerStateAthena*>
        inline uint64_t pad_0x3AE8 = 0x3ae8; // uint8_t[0x48]
        inline uint64_t FollowedPlayerRemoteClientInfo = 0x3b30; // UFortBroadcastRemoteClientInfo*
        inline uint64_t pad_0x3B38 = 0x3b38; // uint8_t[0x20]
        inline uint64_t OverriddenTODManager = 0x3b58; // TScriptInterface<IFortTimeOfDayManagerInterface>
        inline uint64_t pad_0x3B68 = 0x3b68; // uint8_t[0x18]
        inline uint64_t DebugEmoteOverrides = 0x3b80; // TMap<FString, UFortMontageItemDefinitionBase*>
    }

    namespace FortWeaponComp_FirstPersonMesh {
        inline uint64_t FirstPersonMeshFOVThreshold = 0xc0; // float
        inline uint64_t pad_0xC4 = 0xc4; // uint8_t[0x4]
        inline uint64_t WeaponMeshBoundsScale = 0xc8; // FFortCachedScalableFloat
        inline uint64_t FirstPersonCameraGameplayEffect = 0xf8; // TSubclassOf<UGameplayEffect>
        inline uint64_t ThirdPersonWeaponMeshComp = 0x100; // USkeletalMeshComponentBudgeted*
        inline uint64_t pad_0x108 = 0x108; // uint8_t[0x68]
    }

    namespace FortWeaponComponent_BarrelSpin {
        inline uint64_t RPMGainPerSecond = 0xc0; // FScalableFloat
        inline uint64_t RPMLossPerSecond = 0xe8; // FScalableFloat
        inline uint64_t MaxRPM = 0x110; // FScalableFloat
        inline uint64_t bStopOnUnEquip = 0x138; // bool
        inline uint64_t pad_0x139 = 0x139; // uint8_t[0x7]
        inline uint64_t OnSpoolingStarted = 0x140; // FMulticastInlineDelegate
        inline uint64_t OnBrakingStarted = 0x150; // FMulticastInlineDelegate
        inline uint64_t OnRPMChanged = 0x160; // FMulticastInlineDelegate
        inline uint64_t pad_0x170 = 0x170; // uint8_t[0xC]
        inline uint64_t CurrentRPM = 0x17c; // float
        inline uint64_t bIsSpooling = 0x180; // bool
        inline uint64_t pad_0x181 = 0x181; // uint8_t[0x7]
    }

    namespace FortWeaponRanged_DualWieldable {
        inline uint64_t SecondaryFireAnimation = 0x2a90; // UAnimMontage*
        inline uint64_t SecondaryReloadAnimation = 0x2a98; // UAnimMontage*
        inline uint64_t BothPairedReloadAnimation = 0x2aa0; // UAnimMontage*
        inline uint64_t SecondaryWeaponFireMontage = 0x2aa8; // UAnimMontage*
        inline uint64_t SecondaryWeaponReloadMontage = 0x2ab0; // UAnimMontage*
        inline uint64_t DualWieldRole = 0x2ab8; // EFortWeaponDualWieldRole
        inline uint64_t bCombineWeaponFunctionality = 0x2ab9; // bool : 0
        inline uint64_t bCombinedSecondaryFiresWithPrimary = 0x2ab9; // bool : 1
        inline uint64_t pad_0x2ABA = 0x2aba; // uint8_t[0x2]
        inline uint64_t bAlternateWeaponFiring = 0x2abc; // bool : 0
        inline uint64_t bSecondaryUsesPrimaryAmmo = 0x2abc; // bool : 1
        inline uint64_t bAllowDeferredSecondaryFireInputForPrimaryWeapon = 0x2abc; // bool : 2
        inline uint64_t pad_0x2ABD = 0x2abd; // uint8_t[0x3]
        inline uint64_t PairedWeapon = 0x2ac0; // TWeakObjectPtr<UFortWeaponRanged_DualWieldable>
        inline uint64_t pad_0x2AC8 = 0x2ac8; // uint8_t[0x18]
    }

    namespace FortWeaponRangedDual_MurkyVole {
        inline uint64_t OnMissileNumberChanged = 0x2a90; // FMulticastInlineDelegate
        inline uint64_t MissileAmmoDefinition = 0x2aa0; // UFortItemDefinition*
        inline uint64_t MissileProjectileClass = 0x2aa8; // TSubclassOf<?>
        inline uint64_t MissileGravityScale = 0x2ab0; // FScalableFloat
        inline uint64_t MissileMinTurnSpeed = 0x2ad8; // FScalableFloat
        inline uint64_t MissileMaxTurnSpeed = 0x2b00; // FScalableFloat
        inline uint64_t MissileRampTimeForTurnSpeed = 0x2b28; // FScalableFloat
        inline uint64_t MissileLockTargetDistanceThreshold = 0x2b50; // FScalableFloat
        inline uint64_t MissileFiredNumber = 0x2b78; // int32_t
        inline uint64_t LocalMissileNumber = 0x2b7c; // int32_t
        inline uint64_t ActualMissileNumber = 0x2b80; // int32_t
        inline uint64_t pad_0x2B84 = 0x2b84; // uint8_t[0xC]
    }

    namespace FortWeaponRangedDualForVehicle {
        inline uint64_t pad_0x2B40 = 0x2b40; // uint8_t[0x20]
        inline uint64_t MountedWeaponInfo = 0x2b60; // FMountedWeaponInfo
        inline uint64_t MountedWeaponInfoRepped = 0x2c20; // FMountedWeaponInfoRepped
        inline uint64_t LeftWeaponLoc = 0x2c68; // FVector
        inline uint64_t LeftWeaponRot = 0x2c80; // FRotator
        inline uint64_t RightWeaponLoc = 0x2c98; // FVector
        inline uint64_t RightWeaponRot = 0x2cb0; // FRotator
    }

    namespace FortWeaponRangedOctopusTowhook {
        inline uint64_t OnTargetUpdated = 0x2be0; // FMulticastInlineDelegate
        inline uint64_t TowhookFuelCost = 0x2bf0; // FScalableFloat
        inline uint64_t pad_0x2C18 = 0x2c18; // uint8_t[0x20]
    }

    namespace FortWeaponReticleExtensionData {
        inline uint64_t WeaponToReticleExtensionMap = 0x28; // TMap<void*, void*>
        inline uint64_t TagToReticleExtensionMap = 0x38; // TMap<void*, void*>
        inline uint64_t bStartHidden = 0x48; // bool : 0
        inline uint64_t pad_trailing = 0x49; // uint8[0x7]
    }

