    namespace Class {
        inline uint64_t NetFields = 0xc0; // TArray<UField*>
        inline uint64_t ClassWithin = 0xf8; // TSubclassOf<UClass>
        inline uint64_t ClassDefaultObject = 0x100; // UObject*
        inline uint64_t pad_trailing = 0x108; // uint8[0x88]
    }

    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 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 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 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 Instigator = 0x198; // UPawn*
        inline uint64_t Children = 0x1a0; // TArray<UActor*>
        inline uint64_t RootComponent = 0x1b0; // USceneComponent*
        inline uint64_t HLODLayer = 0x1c0; // UHLODLayer*
        inline uint64_t Layers = 0x1c8; // TArray<FName>
        inline uint64_t ParentComponent = 0x1d8; // WeakObjectProperty
        inline uint64_t Tags = 0x1f0; // TArray<FName>
        inline uint64_t OnTakeAnyDamage = 0x200; // MulticastSparseDelegateProperty
        inline uint64_t OnTakePointDamage = 0x201; // MulticastSparseDelegateProperty
        inline uint64_t OnTakeRadialDamage = 0x202; // MulticastSparseDelegateProperty
        inline uint64_t OnActorBeginOverlap = 0x203; // MulticastSparseDelegateProperty
        inline uint64_t OnActorEndOverlap = 0x204; // MulticastSparseDelegateProperty
        inline uint64_t OnBeginCursorOver = 0x205; // MulticastSparseDelegateProperty
        inline uint64_t OnEndCursorOver = 0x206; // MulticastSparseDelegateProperty
        inline uint64_t OnClicked = 0x207; // MulticastSparseDelegateProperty
        inline uint64_t OnReleased = 0x208; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchBegin = 0x209; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchEnd = 0x20a; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchEnter = 0x20b; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchLeave = 0x20c; // MulticastSparseDelegateProperty
        inline uint64_t OnActorHit = 0x20d; // MulticastSparseDelegateProperty
        inline uint64_t OnDestroyed = 0x20e; // MulticastSparseDelegateProperty
        inline uint64_t OnEndPlay = 0x20f; // MulticastSparseDelegateProperty
        inline uint64_t InstanceComponents = 0x250; // TArray<UActorComponent*>
        inline uint64_t BlueprintCreatedComponents = 0x260; // TArray<UActorComponent*>
    }

    namespace World {
        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 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 LineBatchers = 0x110; // ULineBatchComponent*
        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 bAreConstraintsDirty = 0x1a7; // bool : 0
        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 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 PhysicsField = 0x2e0; // UPhysicsFieldComponent*
        inline uint64_t ComponentsThatNeedPreEndOfFrameSync = 0x2e8; // TSet<void*>
        inline uint64_t ComponentsThatNeedPreEndOfFrameSync_AsyncTick = 0x2f8; // TSet<void*>
        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 WorldComposition = 0x820; // UWorldComposition*
        inline uint64_t ContentBundleManager = 0x828; // UContentBundleManager*
        inline uint64_t pad_trailing = 0x830; // uint8[0x148]
    }

    namespace Level {
        inline uint64_t OwningWorld = 0xf0; // UWorld*
        inline uint64_t Model = 0xf8; // UModel*
        inline uint64_t ModelComponents = 0x100; // TArray<UModelComponent*>
        inline uint64_t ActorCluster = 0x110; // ULevelActorContainer*
        inline uint64_t NumTextureStreamingUnbuiltComponents = 0x118; // int32_t
        inline uint64_t NumTextureStreamingDirtyResources = 0x11c; // int32_t
        inline uint64_t LevelScriptActor = 0x120; // ULevelScriptActor*
        inline uint64_t NavListStart = 0x128; // UNavigationObjectBase*
        inline uint64_t NavListEnd = 0x130; // UNavigationObjectBase*
        inline uint64_t NavDataChunks = 0x138; // TArray<UNavigationDataChunk*>
        inline uint64_t LightmapTotalSize = 0x148; // float
        inline uint64_t ShadowmapTotalSize = 0x14c; // float
        inline uint64_t StaticNavigableGeometry = 0x150; // TArray<FVector>
        inline uint64_t StreamingTextureGuids = 0x160; // TArray<FGuid>
        inline uint64_t StreamingTextures = 0x170; // TArray<FName>
        inline uint64_t PackedTextureStreamingQualityLevelFeatureLevel = 0x180; // uint32_t
        inline uint64_t LevelBuildDataId = 0x228; // FGuid
        inline uint64_t MapBuildData = 0x238; // UMapBuildDataRegistry*
        inline uint64_t LightBuildLevelOffset = 0x240; // FIntVector
        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 bIsPartitioned = 0x25b; // bool : 1
        inline uint64_t WorldSettings = 0x2c8; // UWorldSettings*
        inline uint64_t WorldDataLayers = 0x2d0; // UWorldDataLayers*
        inline uint64_t WorldPartitionRuntimeCell = 0x2d8; // SoftObjectProperty
        inline uint64_t AssetUserData = 0x320; // TArray<UAssetUserData*>
        inline uint64_t DestroyedReplicatedStaticActors = 0x340; // TArray<FReplicatedStaticActorDestructionInfo>
        inline uint64_t pad_trailing = 0x350; // uint8[0x10]
    }

    namespace GameInstance {
        inline uint64_t LocalPlayers = 0x38; // TArray<ULocalPlayer*>
        inline uint64_t OnlineSession = 0x48; // UOnlineSession*
        inline uint64_t ReferencedObjects = 0x50; // TArray<UObject*>
        inline uint64_t OnPawnControllerChangedDelegates = 0x78; // MulticastInlineDelegateProperty
        inline uint64_t OnInputDeviceConnectionChange = 0xa0; // MulticastInlineDelegateProperty
        inline uint64_t OnUserInputDevicePairingChange = 0xb0; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0xb4; // uint8[0x9C]
    }

    namespace Engine {
        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<UClass>
        inline uint64_t ConsoleClassName = 0x118; // FSoftClassPath
        inline uint64_t GameViewportClientClass = 0x130; // TSubclassOf<UClass>
        inline uint64_t GameViewportClientClassName = 0x138; // FSoftClassPath
        inline uint64_t LocalPlayerClass = 0x150; // TSubclassOf<UClass>
        inline uint64_t LocalPlayerClassName = 0x158; // FSoftClassPath
        inline uint64_t WorldSettingsClass = 0x170; // TSubclassOf<UClass>
        inline uint64_t WorldSettingsClassName = 0x178; // FSoftClassPath
        inline uint64_t NavigationSystemClassName = 0x190; // FSoftClassPath
        inline uint64_t NavigationSystemClass = 0x1a8; // TSubclassOf<UClass>
        inline uint64_t NavigationSystemConfigClassName = 0x1b0; // FSoftClassPath
        inline uint64_t NavigationSystemConfigClass = 0x1c8; // TSubclassOf<UClass>
        inline uint64_t SceneGraphNavigationSystemOverrideClassName = 0x1d0; // FSoftClassPath
        inline uint64_t SceneGraphNavMeshBoundsVolumeClassName = 0x1e8; // FSoftClassPath
        inline uint64_t AvoidanceManagerClassName = 0x200; // FSoftClassPath
        inline uint64_t AvoidanceManagerClass = 0x218; // TSubclassOf<UClass>
        inline uint64_t AIControllerClassName = 0x220; // FSoftClassPath
        inline uint64_t PhysicsCollisionHandlerClass = 0x238; // TSubclassOf<UClass>
        inline uint64_t PhysicsCollisionHandlerClassName = 0x240; // FSoftClassPath
        inline uint64_t GameUserSettingsClassName = 0x258; // FSoftClassPath
        inline uint64_t GameUserSettingsClass = 0x270; // TSubclassOf<UClass>
        inline uint64_t GameUserSettings = 0x278; // UGameUserSettings*
        inline uint64_t LevelScriptActorClass = 0x280; // TSubclassOf<UClass>
        inline uint64_t LevelScriptActorClassName = 0x288; // FSoftClassPath
        inline uint64_t DefaultBlueprintBaseClassName = 0x2a0; // FSoftClassPath
        inline uint64_t GameSingletonClassName = 0x2b8; // FSoftClassPath
        inline uint64_t GameSingleton = 0x2d0; // UObject*
        inline uint64_t AssetManagerClassName = 0x2d8; // FSoftClassPath
        inline uint64_t AssetManager = 0x2f0; // UAssetManager*
        inline uint64_t DefaultTexture = 0x2f8; // UTexture2D*
        inline uint64_t DefaultTextureName = 0x300; // FSoftObjectPath
        inline uint64_t DefaultDiffuseTexture = 0x318; // UTexture*
        inline uint64_t DefaultDiffuseTextureName = 0x320; // FSoftObjectPath
        inline uint64_t DefaultBSPVertexTexture = 0x338; // UTexture2D*
        inline uint64_t DefaultBSPVertexTextureName = 0x340; // FSoftObjectPath
        inline uint64_t HighFrequencyNoiseTexture = 0x358; // UTexture2D*
        inline uint64_t HighFrequencyNoiseTextureName = 0x360; // FSoftObjectPath
        inline uint64_t DefaultBokehTexture = 0x378; // UTexture2D*
        inline uint64_t DefaultBokehTextureName = 0x380; // FSoftObjectPath
        inline uint64_t DefaultBloomKernelTexture = 0x398; // UTexture2D*
        inline uint64_t DefaultBloomKernelTextureName = 0x3a0; // FSoftObjectPath
        inline uint64_t DefaultFilmGrainTexture = 0x3b8; // UTexture2D*
        inline uint64_t DefaultFilmGrainTextureName = 0x3c0; // FSoftObjectPath
        inline uint64_t WireframeMaterial = 0x3d8; // UMaterial*
        inline uint64_t WireframeMaterialName = 0x3e0; // FString
        inline uint64_t DebugMeshMaterial = 0x3f0; // UMaterial*
        inline uint64_t DebugMeshMaterialName = 0x3f8; // FSoftObjectPath
        inline uint64_t NaniteHiddenSectionMaterial = 0x410; // UMaterial*
        inline uint64_t NaniteHiddenSectionMaterialName = 0x418; // FString
        inline uint64_t EmissiveMeshMaterial = 0x428; // UMaterial*
        inline uint64_t EmissiveMeshMaterialName = 0x430; // FSoftObjectPath
        inline uint64_t LevelColorationLitMaterial = 0x448; // UMaterial*
        inline uint64_t LevelColorationLitMaterialName = 0x450; // FString
        inline uint64_t LevelColorationUnlitMaterial = 0x460; // UMaterial*
        inline uint64_t LevelColorationUnlitMaterialName = 0x468; // FString
        inline uint64_t LightingTexelDensityMaterial = 0x478; // UMaterial*
        inline uint64_t LightingTexelDensityName = 0x480; // FString
        inline uint64_t ShadedLevelColorationLitMaterial = 0x490; // UMaterial*
        inline uint64_t ShadedLevelColorationLitMaterialName = 0x498; // FString
        inline uint64_t ShadedLevelColorationUnlitMaterial = 0x4a8; // UMaterial*
        inline uint64_t ShadedLevelColorationUnlitMaterialName = 0x4b0; // FString
        inline uint64_t RemoveSurfaceMaterial = 0x4c0; // UMaterial*
        inline uint64_t RemoveSurfaceMaterialName = 0x4c8; // FSoftObjectPath
        inline uint64_t VertexColorMaterial = 0x4e0; // UMaterial*
        inline uint64_t VertexColorMaterialName = 0x4e8; // FString
        inline uint64_t VertexColorViewModeMaterial_ColorOnly = 0x4f8; // UMaterial*
        inline uint64_t VertexColorViewModeMaterialName_ColorOnly = 0x500; // FString
        inline uint64_t VertexColorViewModeMaterial_AlphaAsColor = 0x510; // UMaterial*
        inline uint64_t VertexColorViewModeMaterialName_AlphaAsColor = 0x518; // FString
        inline uint64_t VertexColorViewModeMaterial_RedOnly = 0x528; // UMaterial*
        inline uint64_t VertexColorViewModeMaterialName_RedOnly = 0x530; // FString
        inline uint64_t VertexColorViewModeMaterial_GreenOnly = 0x540; // UMaterial*
        inline uint64_t VertexColorViewModeMaterialName_GreenOnly = 0x548; // FString
        inline uint64_t VertexColorViewModeMaterial_BlueOnly = 0x558; // UMaterial*
        inline uint64_t VertexColorViewModeMaterialName_BlueOnly = 0x560; // FString
        inline uint64_t TextureColorViewModeMaterial = 0x570; // UMaterial*
        inline uint64_t TextureColorViewModeMaterialName = 0x578; // FString
        inline uint64_t DefaultZenStreamingTextureName = 0x588; // FSoftObjectPath
        inline uint64_t DebugEditorMaterialName = 0x5a0; // FSoftObjectPath
        inline uint64_t ConstraintLimitMaterial = 0x5b8; // UMaterial*
        inline uint64_t ConstraintLimitMaterialX = 0x5c0; // UMaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialXAxis = 0x5c8; // UMaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialY = 0x5d0; // UMaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialYAxis = 0x5d8; // UMaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialZ = 0x5e0; // UMaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialZAxis = 0x5e8; // UMaterialInstanceDynamic*
        inline uint64_t ConstraintLimitMaterialPrismatic = 0x5f0; // UMaterialInstanceDynamic*
        inline uint64_t InvalidLightmapSettingsMaterial = 0x5f8; // UMaterial*
        inline uint64_t InvalidLightmapSettingsMaterialName = 0x600; // FSoftObjectPath
        inline uint64_t PreviewShadowsIndicatorMaterial = 0x618; // UMaterial*
        inline uint64_t PreviewShadowsIndicatorMaterialName = 0x620; // FSoftObjectPath
        inline uint64_t ArrowMaterial = 0x638; // UMaterial*
        inline uint64_t ArrowMaterialYellow = 0x640; // UMaterialInstanceDynamic*
        inline uint64_t ArrowMaterialName = 0x648; // FSoftObjectPath
        inline uint64_t LightingOnlyBrightness = 0x660; // FLinearColor
        inline uint64_t ShaderComplexityColors = 0x670; // TArray<FLinearColor>
        inline uint64_t QuadComplexityColors = 0x680; // TArray<FLinearColor>
        inline uint64_t LightComplexityColors = 0x690; // TArray<FLinearColor>
        inline uint64_t StationaryLightOverlapColors = 0x6a0; // TArray<FLinearColor>
        inline uint64_t LODColorationColors = 0x6b0; // TArray<FLinearColor>
        inline uint64_t HLODColorationColors = 0x6c0; // TArray<FLinearColor>
        inline uint64_t StreamingAccuracyColors = 0x6d0; // TArray<FLinearColor>
        inline uint64_t StreamingDeficitColors = 0x6e0; // TArray<FLinearColor>
        inline uint64_t GPUSkinCacheVisualizationExcludedColor = 0x6f0; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationIncludedColor = 0x700; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationRecomputeTangentsColor = 0x710; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationLowMemoryThresholdInMB = 0x720; // float
        inline uint64_t GPUSkinCacheVisualizationHighMemoryThresholdInMB = 0x724; // float
        inline uint64_t GPUSkinCacheVisualizationLowMemoryColor = 0x728; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationMidMemoryColor = 0x738; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationHighMemoryColor = 0x748; // FLinearColor
        inline uint64_t GPUSkinCacheVisualizationRayTracingLODOffsetColors = 0x758; // TArray<FLinearColor>
        inline uint64_t MaxPixelShaderAdditiveComplexityCount = 0x768; // float
        inline uint64_t MaxES3PixelShaderAdditiveComplexityCount = 0x76c; // float
        inline uint64_t MinLightMapDensity = 0x770; // float
        inline uint64_t IdealLightMapDensity = 0x774; // float
        inline uint64_t MaxLightMapDensity = 0x778; // float
        inline uint64_t bRenderLightMapDensityGrayscale = 0x77c; // bool : 0
        inline uint64_t RenderLightMapDensityGrayscaleScale = 0x780; // float
        inline uint64_t RenderLightMapDensityColorScale = 0x784; // float
        inline uint64_t LightMapDensityVertexMappedColor = 0x788; // FLinearColor
        inline uint64_t LightMapDensitySelectedColor = 0x798; // FLinearColor
        inline uint64_t StatColorMappings = 0x7a8; // TArray<FStatColorMapping>
        inline uint64_t DefaultPhysMaterial = 0x7b8; // UPhysicalMaterial*
        inline uint64_t DefaultPhysMaterialName = 0x7c0; // FSoftObjectPath
        inline uint64_t DefaultDestructiblePhysMaterial = 0x7d8; // UPhysicalMaterial*
        inline uint64_t DefaultDestructiblePhysMaterialName = 0x7e0; // FSoftObjectPath
        inline uint64_t ActiveGameNameRedirects = 0x7f8; // TArray<FGameNameRedirect>
        inline uint64_t ActiveClassRedirects = 0x808; // TArray<FClassRedirect>
        inline uint64_t ActivePluginRedirects = 0x818; // TArray<FPluginRedirect>
        inline uint64_t ActiveStructRedirects = 0x828; // TArray<FStructRedirect>
        inline uint64_t PreIntegratedSkinBRDFTexture = 0x838; // UTexture2D*
        inline uint64_t PreIntegratedSkinBRDFTextureName = 0x840; // FSoftObjectPath
        inline uint64_t BlueNoiseScalarTexture = 0x858; // UTexture2D*
        inline uint64_t BlueNoiseVec2Texture = 0x860; // UTexture2D*
        inline uint64_t BlueNoiseScalarTextureName = 0x868; // FSoftObjectPath
        inline uint64_t BlueNoiseScalarMobileTextureName = 0x880; // FSoftObjectPath
        inline uint64_t BlueNoiseVec2TextureName = 0x898; // FSoftObjectPath
        inline uint64_t GGXLTCAmpTexture = 0x8b0; // UTexture2D*
        inline uint64_t GGXLTCAmpTextureName = 0x8b8; // FSoftObjectPath
        inline uint64_t GGXLTCMatTexture = 0x8d0; // UTexture2D*
        inline uint64_t GGXLTCMatTextureName = 0x8d8; // FSoftObjectPath
        inline uint64_t SheenLTCTexture = 0x8f0; // UTexture2D*
        inline uint64_t SheenLTCTextureName = 0x8f8; // FSoftObjectPath
        inline uint64_t GGXReflectionEnergyTexture = 0x910; // UTexture2D*
        inline uint64_t GGXReflectionEnergyTextureName = 0x918; // FSoftObjectPath
        inline uint64_t GGXTransmissionEnergyTexture = 0x930; // UTexture2D*
        inline uint64_t GGXTransmissionEnergyTextureName = 0x938; // FSoftObjectPath
        inline uint64_t SheenEnergyTexture = 0x950; // UTexture2D*
        inline uint64_t SheenLegacyEnergyTextureName = 0x958; // FSoftObjectPath
        inline uint64_t SheenEnergyTextureName = 0x970; // FSoftObjectPath
        inline uint64_t DiffuseEnergyTexture = 0x988; // UTexture2D*
        inline uint64_t DiffuseEnergyTextureName = 0x990; // FSoftObjectPath
        inline uint64_t GGXMaxSpecEnergyTexture = 0x9a8; // UTexture2D*
        inline uint64_t GGXMaxSpecEnergyTextureName = 0x9b0; // FSoftObjectPath
        inline uint64_t GlintTexture = 0x9c8; // UTexture2DArray*
        inline uint64_t GlintTexture2 = 0x9d0; // UTexture2DArray*
        inline uint64_t GlintTextureName = 0x9d8; // FSoftObjectPath
        inline uint64_t GlintTexture2Name = 0x9f0; // FSoftObjectPath
        inline uint64_t HairDualScatteringTexture = 0xa08; // UVolumeTexture*
        inline uint64_t HairDualScatteringTextureName = 0xa10; // FSoftObjectPath
        inline uint64_t HairDirectionalAlbedoTexture = 0xa28; // UVolumeTexture*
        inline uint64_t HairDirectionalAlbedoTextureName = 0xa30; // FSoftObjectPath
        inline uint64_t HairCoverageTexture = 0xa48; // UTexture2D*
        inline uint64_t HairCoverageTextureName = 0xa50; // FSoftObjectPath
        inline uint64_t SimpleVolumeTexture = 0xa68; // UVolumeTexture*
        inline uint64_t SimpleVolumeTextureName = 0xa70; // FSoftObjectPath
        inline uint64_t SimpleVolumeEnvTexture = 0xa88; // UVolumeTexture*
        inline uint64_t SimpleVolumeEnvTextureName = 0xa90; // FSoftObjectPath
        inline uint64_t MiniFontTexture = 0xaa8; // UTexture2D*
        inline uint64_t MiniFontTextureName = 0xab0; // FSoftObjectPath
        inline uint64_t WeightMapPlaceholderTexture = 0xac8; // UTexture*
        inline uint64_t WeightMapArrayPlaceholderTexture = 0xad0; // UTexture*
        inline uint64_t WeightMapPlaceholderTextureName = 0xad8; // FSoftObjectPath
        inline uint64_t WeightMapArrayPlaceholderTextureName = 0xaf0; // FSoftObjectPath
        inline uint64_t LightMapDensityTexture = 0xb08; // UTexture2D*
        inline uint64_t LightMapDensityTextureName = 0xb10; // FSoftObjectPath
        inline uint64_t SMAAAreaTexture = 0xb28; // UTexture2D*
        inline uint64_t SMAAAreaTextureName = 0xb30; // FSoftObjectPath
        inline uint64_t SMAASearchTexture = 0xb48; // UTexture2D*
        inline uint64_t SMAASearchTextureName = 0xb50; // FSoftObjectPath
        inline uint64_t GameViewport = 0xb70; // UGameViewportClient*
        inline uint64_t DeferredCommands = 0xb78; // TArray<FString>
        inline uint64_t NearClipPlane = 0xb88; // float
        inline uint64_t bSubtitlesEnabled = 0xb8c; // bool : 0
        inline uint64_t bSubtitlesForcedOff = 0xb8c; // bool : 1
        inline uint64_t MaximumLoopIterationCount = 0xb90; // int32_t
        inline uint64_t bCanBlueprintsTickByDefault = 0xb94; // bool : 0
        inline uint64_t bOptimizeAnimBlueprintMemberVariableAccess = 0xb94; // bool : 1
        inline uint64_t bAllowMultiThreadedAnimationUpdate = 0xb94; // bool : 2
        inline uint64_t bEnableEditorPSysRealtimeLOD = 0xb94; // bool : 3
        inline uint64_t bSmoothFrameRate = 0xb94; // bool : 5
        inline uint64_t bUseFixedFrameRate = 0xb94; // bool : 6
        inline uint64_t FixedFrameRate = 0xb98; // float
        inline uint64_t SmoothedFrameRateRange = 0xb9c; // FFloatRange
        inline uint64_t CustomTimestep = 0xbb0; // UEngineCustomTimeStep*
        inline uint64_t CustomTimeStepClassName = 0xbd8; // FSoftClassPath
        inline uint64_t TimecodeProvider = 0xbf0; // UTimecodeProvider*
        inline uint64_t TimecodeProviderClassName = 0xc18; // FSoftClassPath
        inline uint64_t bGenerateDefaultTimecode = 0xc30; // bool : 0
        inline uint64_t GenerateDefaultTimecodeFrameRate = 0xc34; // FFrameRate
        inline uint64_t GenerateDefaultTimecodeFrameDelay = 0xc3c; // float
        inline uint64_t bCheckForMultiplePawnsSpawnedInAFrame = 0xc40; // bool : 0
        inline uint64_t NumPawnsAllowedToBeSpawnedInAFrame = 0xc44; // int32_t
        inline uint64_t bShouldGenerateLowQualityLightmaps = 0xc48; // bool : 0
        inline uint64_t C_WorldBox = 0xc4c; // FColor
        inline uint64_t C_BrushWire = 0xc50; // FColor
        inline uint64_t C_AddWire = 0xc54; // FColor
        inline uint64_t C_SubtractWire = 0xc58; // FColor
        inline uint64_t C_SemiSolidWire = 0xc5c; // FColor
        inline uint64_t C_NonSolidWire = 0xc60; // FColor
        inline uint64_t C_WireBackground = 0xc64; // FColor
        inline uint64_t C_ScaleBoxHi = 0xc68; // FColor
        inline uint64_t C_VolumeCollision = 0xc6c; // FColor
        inline uint64_t C_BSPCollision = 0xc70; // FColor
        inline uint64_t C_OrthoBackground = 0xc74; // FColor
        inline uint64_t C_Volume = 0xc78; // FColor
        inline uint64_t C_BrushShape = 0xc7c; // FColor
        inline uint64_t GameScreenshotSaveDirectory = 0xc80; // FDirectoryPath
        inline uint64_t UseStaticMeshMinLODPerQualityLevels = 0xc90; // bool : 0
        inline uint64_t UseSkeletalMeshMinLODPerQualityLevels = 0xc91; // bool : 0
        inline uint64_t UseClothAssetMinLODPerQualityLevels = 0xc92; // bool : 0
        inline uint64_t UseGrassVarityPerQualityLevels = 0xc93; // bool : 0
        inline uint64_t TransitionType = 0xc94; // ETransitionType
        inline uint64_t TransitionDescription = 0xc98; // FString
        inline uint64_t TransitionGameMode = 0xca8; // FString
        inline uint64_t bAllowMatureLanguage = 0xcb8; // bool : 0
        inline uint64_t CameraRotationThreshold = 0xcbc; // float
        inline uint64_t CameraTranslationThreshold = 0xcc0; // float
        inline uint64_t PrimitiveProbablyVisibleTime = 0xcc4; // float
        inline uint64_t MaxOcclusionPixelsFraction = 0xcc8; // float
        inline uint64_t bPauseOnLossOfFocus = 0xccc; // bool : 0
        inline uint64_t MaxParticleResize = 0xcd0; // int32_t
        inline uint64_t MaxParticleResizeWarn = 0xcd4; // int32_t
        inline uint64_t PendingDroppedNotes = 0xcd8; // TArray<FDropNoteInfo>
        inline uint64_t NetClientTicksPerSecond = 0xce8; // float
        inline uint64_t DisplayGamma = 0xcec; // float
        inline uint64_t DefaultSelectedMaterialColor = 0xcf0; // FLinearColor
        inline uint64_t SelectedMaterialColor = 0xd00; // FLinearColor
        inline uint64_t SelectionOutlineColor = 0xd10; // FLinearColor
        inline uint64_t SubduedSelectionOutlineColor = 0xd20; // FLinearColor
        inline uint64_t SelectedMaterialColorOverride = 0xd30; // FLinearColor
        inline uint64_t bIsOverridingSelectedColor = 0xd40; // bool : 0
        inline uint64_t bEnableOnScreenDebugMessages = 0xd44; // bool : 0
        inline uint64_t bEnableOnScreenDebugMessagesDisplay = 0xd44; // bool : 1
        inline uint64_t bSuppressMapWarnings = 0xd44; // bool : 2
        inline uint64_t bDisableAILogging = 0xd44; // bool : 3
        inline uint64_t bEnableVisualLogRecordingOnStart = 0xd48; // uint32_t
        inline uint64_t ScreenSaverInhibitorSemaphore = 0xd4c; // int32_t
        inline uint64_t bLockReadOnlyLevels = 0xd50; // bool : 0
        inline uint64_t ParticleEventManagerClassPath = 0xd58; // FString
        inline uint64_t SelectionHighlightIntensity = 0xd68; // float
        inline uint64_t BSPSelectionHighlightIntensity = 0xd6c; // float
        inline uint64_t SelectionHighlightIntensityBillboards = 0xd70; // float
        inline uint64_t GlobalNetTravelCount = 0xfc8; // uint32_t
        inline uint64_t NetDriverDefinitions = 0xfd0; // TArray<FNetDriverDefinition>
        inline uint64_t IrisNetDriverConfigs = 0xfe0; // TArray<FIrisNetDriverConfig>
        inline uint64_t ServerActors = 0xff0; // TArray<FString>
        inline uint64_t RuntimeServerActors = 0x1000; // TArray<FString>
        inline uint64_t NetErrorLogInterval = 0x1010; // float
        inline uint64_t bStartedLoadMapMovie = 0x1014; // bool : 0
        inline uint64_t NextWorldContextHandle = 0x1068; // int32_t
        inline uint64_t pad_trailing = 0x106c; // uint8[0x8C]
    }

    namespace GameEngine {
        inline uint64_t MaxDeltaTime = 0x10f8; // float
        inline uint64_t ServerFlushLogInterval = 0x10fc; // float
        inline uint64_t GameInstance = 0x1100; // UGameInstance*
        inline uint64_t pad_trailing = 0x1108; // uint8[0x48]
    }

    namespace LocalPlayer {
        inline uint64_t ViewportClient = 0x78; // UGameViewportClient*
        inline uint64_t AspectRatioAxisConstraint = 0xb8; // EAspectRatioAxisConstraint
        inline uint64_t PendingLevelPlayerControllerClass = 0xc0; // TSubclassOf<UClass>
        inline uint64_t bSentSplitJoin = 0xc8; // bool : 0
        inline uint64_t ViewportClientOverride = 0xe0; // UScriptViewportClient*
        inline uint64_t ControllerId = 0xe8; // int32_t
        inline uint64_t pad_trailing = 0xec; // uint8[0x164]
    }

    namespace Pawn {
        inline uint64_t bUseControllerRotationPitch = 0x278; // bool : 0
        inline uint64_t bUseControllerRotationYaw = 0x278; // bool : 1
        inline uint64_t bUseControllerRotationRoll = 0x278; // bool : 2
        inline uint64_t bCanAffectNavigationGeneration = 0x278; // bool : 3
        inline uint64_t bIsLocalViewTarget = 0x278; // bool : 6
        inline uint64_t BaseEyeHeight = 0x27c; // float
        inline uint64_t AutoPossessPlayer = 0x280; // EAutoReceiveInput
        inline uint64_t AutoPossessAI = 0x281; // EAutoPossessAI
        inline uint64_t RemoteViewPitch16 = 0x282; // uint16_t
        inline uint64_t RemoteViewPitch = 0x284; // uint8_t
        inline uint64_t AIControllerClass = 0x288; // TSubclassOf<UClass>
        inline uint64_t PlayerState = 0x290; // UPlayerState*
        inline uint64_t LastHitBy = 0x298; // UController*
        inline uint64_t Controller = 0x2a0; // UController*
        inline uint64_t PreviousController = 0x2a8; // UController*
        inline uint64_t ReceiveControllerChangedDelegate = 0x2b4; // MulticastSparseDelegateProperty
        inline uint64_t ReceiveRestartedDelegate = 0x2b5; // MulticastSparseDelegateProperty
        inline uint64_t ControlInputVector = 0x2b8; // FVector
        inline uint64_t LastControlInputVector = 0x2d0; // FVector
        inline uint64_t OverrideInputComponentClass = 0x2e8; // TSubclassOf<UClass>
    }

    namespace Character {
        inline uint64_t Mesh = 0x2f0; // USkeletalMeshComponent*
        inline uint64_t CharacterMovement = 0x2f8; // UCharacterMovementComponent*
        inline uint64_t CapsuleComponent = 0x300; // UCapsuleComponent*
        inline uint64_t BasedMovement = 0x308; // FBasedMovementInfo
        inline uint64_t ReplicatedBasedMovement = 0x360; // FBasedMovementInfo
        inline uint64_t ReplicatedServerLastTransformUpdateTimeStamp = 0x3b8; // float
        inline uint64_t ReplayLastTransformUpdateTimeStamp = 0x3bc; // float
        inline uint64_t BaseRotationOffset = 0x3c0; // FQuat
        inline uint64_t BaseTranslationOffset = 0x3e0; // FVector
        inline uint64_t ReplicatedGravityDirection = 0x3f8; // FVector_NetQuantizeNormal
        inline uint64_t AnimRootMotionTranslationScale = 0x428; // float
        inline uint64_t CrouchedEyeHeight = 0x42c; // float
        inline uint64_t bInBaseReplication = 0x430; // bool : 0
        inline uint64_t bIsCrouched = 0x430; // bool : 1
        inline uint64_t bProxyIsJumpForceApplied = 0x430; // bool : 2
        inline uint64_t bPressedJump = 0x430; // bool : 3
        inline uint64_t bClientUpdating = 0x430; // bool : 4
        inline uint64_t bClientWasFalling = 0x430; // bool : 5
        inline uint64_t bClientResimulateRootMotion = 0x430; // bool : 6
        inline uint64_t bClientResimulateRootMotionSources = 0x430; // bool : 7
        inline uint64_t bSimGravityDisabled = 0x431; // bool : 0
        inline uint64_t bClientCheckEncroachmentOnNetUpdate = 0x431; // bool : 1
        inline uint64_t bServerMoveIgnoreRootMotion = 0x431; // bool : 2
        inline uint64_t bWasJumping = 0x431; // bool : 3
        inline uint64_t bProxyIsCharacterMovementActive = 0x431; // bool : 4
        inline uint64_t ReplicatedMovementMode = 0x432; // uint8_t
        inline uint64_t JumpKeyHoldTime = 0x434; // float
        inline uint64_t JumpForceTimeRemaining = 0x438; // float
        inline uint64_t ProxyJumpForceStartedTime = 0x43c; // float
        inline uint64_t JumpMaxHoldTime = 0x440; // float
        inline uint64_t JumpMaxCount = 0x444; // int32_t
        inline uint64_t JumpCurrentCount = 0x448; // int32_t
        inline uint64_t JumpCurrentCountPreJump = 0x44c; // int32_t
        inline uint64_t OnReachedJumpApex = 0x458; // MulticastInlineDelegateProperty
        inline uint64_t LandedDelegate = 0x468; // MulticastInlineDelegateProperty
        inline uint64_t MovementModeChangedDelegate = 0x478; // MulticastInlineDelegateProperty
        inline uint64_t OnCharacterMovementUpdated = 0x488; // MulticastInlineDelegateProperty
        inline uint64_t SavedRootMotion = 0x498; // FRootMotionSourceGroup
        inline uint64_t ClientRootMotionParams = 0x4e0; // FRootMotionMovementParams
        inline uint64_t RootMotionRepMoves = 0x550; // TArray<FSimulatedRootMotionReplicatedMove>
        inline uint64_t RepRootMotion = 0x560; // FRepRootMotionMontage
    }

    namespace Controller {
        inline uint64_t PlayerState = 0x278; // UPlayerState*
        inline uint64_t OnInstigatedAnyDamage = 0x288; // MulticastInlineDelegateProperty
        inline uint64_t OnPossessedPawnChanged = 0x298; // MulticastInlineDelegateProperty
        inline uint64_t StateName = 0x2a8; // FName
        inline uint64_t Pawn = 0x2b0; // UPawn*
        inline uint64_t Character = 0x2c0; // UCharacter*
        inline uint64_t TransformComponent = 0x2c8; // USceneComponent*
        inline uint64_t ControlRotation = 0x2e8; // FRotator
        inline uint64_t bAttachToPawn = 0x300; // bool : 0
        inline uint64_t pad_trailing = 0x301; // uint8[0x7]
    }

    namespace PlayerController {
        inline uint64_t player = 0x310; // Uplayer*
        inline uint64_t AcknowledgedPawn = 0x318; // UPawn*
        inline uint64_t MyHUD = 0x320; // UHUD*
        inline uint64_t PlayerCameraManager = 0x328; // UPlayerCameraManager*
        inline uint64_t PlayerCameraManagerClass = 0x330; // TSubclassOf<UClass>
        inline uint64_t bAutoManageActiveCameraTarget = 0x338; // bool : 0
        inline uint64_t TargetViewRotation = 0x340; // FRotator
        inline uint64_t SmoothTargetViewRotationSpeed = 0x370; // float
        inline uint64_t HiddenActors = 0x378; // TArray<UActor*>
        inline uint64_t HiddenPrimitiveComponents = 0x388; // TArray<WeakObjectProperty>
        inline uint64_t LastSpectatorStateSynchTime = 0x39c; // float
        inline uint64_t LastSpectatorSyncLocation = 0x3a0; // FVector
        inline uint64_t LastSpectatorSyncRotation = 0x3b8; // FRotator
        inline uint64_t ClientCap = 0x3d0; // int32_t
        inline uint64_t CheatManager = 0x3d8; // UCheatManager*
        inline uint64_t CheatClass = 0x3e0; // TSubclassOf<UClass>
        inline uint64_t PlayerInput = 0x3e8; // UPlayerInput*
        inline uint64_t ActiveForceFeedbackEffects = 0x3f0; // TArray<FActiveForceFeedbackEffect>
        inline uint64_t bPlayerIsWaiting = 0x480; // bool : 4
        inline uint64_t NetPlayerIndex = 0x484; // uint8_t
        inline uint64_t PendingSwapConnection = 0x4a0; // UNetConnection*
        inline uint64_t NetConnection = 0x4a8; // UNetConnection*
        inline uint64_t InputYawScale = 0x4c8; // float
        inline uint64_t InputPitchScale = 0x4cc; // float
        inline uint64_t InputRollScale = 0x4d0; // float
        inline uint64_t bShowMouseCursor = 0x4d4; // bool : 0
        inline uint64_t bEnableClickEvents = 0x4d4; // bool : 1
        inline uint64_t bEnableTouchEvents = 0x4d4; // bool : 2
        inline uint64_t bEnableMouseOverEvents = 0x4d4; // bool : 3
        inline uint64_t bEnableTouchOverEvents = 0x4d4; // bool : 4
        inline uint64_t bForceFeedbackEnabled = 0x4d4; // bool : 5
        inline uint64_t bEnableMotionControls = 0x4d4; // bool : 6
        inline uint64_t bEnableStreamingSource = 0x4d4; // bool : 7
        inline uint64_t bStreamingSourceShouldActivate = 0x4d5; // bool : 0
        inline uint64_t bStreamingSourceShouldBlockOnSlowStreaming = 0x4d5; // bool : 1
        inline uint64_t StreamingSourcePriority = 0x4d8; // EStreamingSourcePriority
        inline uint64_t StreamingSourceDebugColor = 0x4dc; // FColor
        inline uint64_t StreamingSourceShapes = 0x4e0; // TArray<FStreamingSourceShape>
        inline uint64_t ForceFeedbackScale = 0x4f0; // float
        inline uint64_t ClickEventKeys = 0x4f8; // TArray<FKey>
        inline uint64_t DefaultMouseCursor = 0x508; // EMouseCursor
        inline uint64_t CurrentMouseCursor = 0x509; // EMouseCursor
        inline uint64_t DefaultClickTraceChannel = 0x50a; // ECollisionChannel
        inline uint64_t CurrentClickTraceChannel = 0x50b; // ECollisionChannel
        inline uint64_t HitResultTraceDistance = 0x50c; // float
        inline uint64_t SeamlessTravelCount = 0x510; // uint16_t
        inline uint64_t LastCompletedSeamlessTravelCount = 0x512; // uint16_t
        inline uint64_t InactiveStateInputComponent = 0x598; // UInputComponent*
        inline uint64_t bShouldPerformFullTickWhenPaused = 0x5a0; // bool : 2
        inline uint64_t CurrentTouchInterface = 0x5b8; // UTouchInterface*
        inline uint64_t OverridePlayerInputClass = 0x5c0; // TSubclassOf<UClass>
        inline uint64_t SpectatorPawn = 0x640; // USpectatorPawn*
        inline uint64_t bIsLocalPlayerController = 0x64c; // bool : 0
        inline uint64_t SpawnLocation = 0x650; // FVector
        inline uint64_t CachedConnectionPlayerId = 0x698; // FUniqueNetIdRepl
        inline uint64_t ClientHandshakeId = 0x6c8; // uint32_t
        inline uint64_t pad_trailing = 0x6cc; // uint8[0x4]
    }

    namespace PlayerState {
        inline uint64_t Score = 0x270; // float
        inline uint64_t PlayerID = 0x274; // int32_t
        inline uint64_t CompressedPing = 0x278; // uint8_t
        inline uint64_t bShouldUpdateReplicatedPing = 0x27a; // bool : 0
        inline uint64_t bIsSpectator = 0x27a; // bool : 1
        inline uint64_t bOnlySpectator = 0x27a; // bool : 2
        inline uint64_t bIsABot = 0x27a; // bool : 3
        inline uint64_t bIsInactive = 0x27a; // bool : 5
        inline uint64_t bFromPreviousLevel = 0x27a; // bool : 6
        inline uint64_t StartTime = 0x27c; // int32_t
        inline uint64_t UniqueID = 0x280; // FUniqueNetIdRepl
        inline uint64_t EngineMessageClass = 0x2b0; // TSubclassOf<UClass>
        inline uint64_t SavedNetworkAddress = 0x2c0; // FString
        inline uint64_t OnPawnSet = 0x2d8; // MulticastInlineDelegateProperty
        inline uint64_t PawnPrivate = 0x2e8; // UPawn*
        inline uint64_t PlayerNamePrivate = 0x308; // FString
        inline uint64_t pad_trailing = 0x318; // uint8[0x10]
    }

    namespace GameStateBase {
        inline uint64_t GameModeClass = 0x270; // TSubclassOf<UClass>
        inline uint64_t AuthorityGameMode = 0x278; // UGameModeBase*
        inline uint64_t SpectatorClass = 0x280; // TSubclassOf<UClass>
        inline uint64_t PlayerArray = 0x288; // TArray<UPlayerState*>
        inline uint64_t bReplicatedHasBegunPlay = 0x298; // bool : 0
        inline uint64_t ReplicatedWorldTimeSecondsDouble = 0x2a0; // double
        inline uint64_t ServerWorldTimeSecondsDelta = 0x2a8; // float
        inline uint64_t ServerWorldTimeSecondsUpdateFrequency = 0x2ac; // float
        inline uint64_t pad_trailing = 0x2b0; // uint8[0x18]
    }

    namespace GameState {
        inline uint64_t MatchState = 0x2c8; // FName
        inline uint64_t PreviousMatchState = 0x2cc; // FName
        inline uint64_t ElapsedTime = 0x2d0; // int32_t
        inline uint64_t pad_trailing = 0x2d4; // uint8[0xC]
    }

    namespace GameModeBase {
        inline uint64_t OptionsString = 0x270; // FString
        inline uint64_t GameSessionClass = 0x280; // TSubclassOf<UClass>
        inline uint64_t GameStateClass = 0x288; // TSubclassOf<UClass>
        inline uint64_t PlayerControllerClass = 0x290; // TSubclassOf<UClass>
        inline uint64_t PlayerStateClass = 0x298; // TSubclassOf<UClass>
        inline uint64_t HUDClass = 0x2a0; // TSubclassOf<UClass>
        inline uint64_t DefaultPawnClass = 0x2a8; // TSubclassOf<UClass>
        inline uint64_t SpectatorClass = 0x2b0; // TSubclassOf<UClass>
        inline uint64_t ReplaySpectatorPlayerControllerClass = 0x2b8; // TSubclassOf<UClass>
        inline uint64_t ServerStatReplicatorClass = 0x2c0; // TSubclassOf<UClass>
        inline uint64_t GameSession = 0x2c8; // UGameSession*
        inline uint64_t GameState = 0x2d0; // UGameStateBase*
        inline uint64_t ServerStatReplicator = 0x2d8; // UServerStatReplicator*
        inline uint64_t DefaultPlayerName = 0x2e0; // TextProperty
        inline uint64_t bUseSeamlessTravel = 0x2f0; // bool : 0
        inline uint64_t bStartPlayersAsSpectators = 0x2f0; // bool : 1
        inline uint64_t bPauseable = 0x2f0; // bool : 2
        inline uint64_t GameNetDriverReplicationSystem = 0x2f4; // EReplicationSystem
        inline uint64_t pad_trailing = 0x2f5; // uint8[0x13]
    }

    namespace HUD {
        inline uint64_t PlayerOwner = 0x270; // UPlayerController*
        inline uint64_t bLostFocusPaused = 0x278; // bool : 0
        inline uint64_t bShowHUD = 0x278; // bool : 1
        inline uint64_t bShowDebugInfo = 0x278; // bool : 2
        inline uint64_t CurrentTargetIndex = 0x27c; // int32_t
        inline uint64_t bShowHitBoxDebugInfo = 0x280; // bool : 0
        inline uint64_t bShowOverlays = 0x280; // bool : 1
        inline uint64_t bEnableDebugTextShadow = 0x280; // bool : 2
        inline uint64_t PostRenderedActors = 0x288; // TArray<UActor*>
        inline uint64_t DebugDisplay = 0x2a0; // TArray<FName>
        inline uint64_t ToggledDebugCategories = 0x2b0; // TArray<FName>
        inline uint64_t canvas = 0x2c0; // Ucanvas*
        inline uint64_t DebugCanvas = 0x2c8; // Ucanvas*
        inline uint64_t DebugTextList = 0x2d0; // TArray<FDebugTextInfo>
        inline uint64_t ShowDebugTargetDesiredClass = 0x2e0; // TSubclassOf<UClass>
        inline uint64_t ShowDebugTargetActor = 0x2e8; // UActor*
        inline uint64_t pad_trailing = 0x2f0; // uint8[0x30]
    }

    namespace PlayerCameraManager {
        inline uint64_t PCOwner = 0x270; // UPlayerController*
        inline uint64_t TransformComponent = 0x278; // USceneComponent*
        inline uint64_t DefaultFOV = 0x284; // float
        inline uint64_t DefaultOrthoWidth = 0x28c; // float
        inline uint64_t DefaultAspectRatio = 0x294; // float
        inline uint64_t ViewTarget = 0x300; // FTViewTarget
        inline uint64_t PendingViewTarget = 0xc30; // FTViewTarget
        inline uint64_t CameraCachePrivate = 0x1590; // FCameraCacheEntry
        inline uint64_t LastFrameCameraCachePrivate = 0x1eb0; // FCameraCacheEntry
        inline uint64_t ModifierList = 0x27d0; // TArray<UCameraModifier*>
        inline uint64_t DefaultModifiers = 0x27e0; // TArray<TSubclassOf<UClass>>
        inline uint64_t FreeCamDistance = 0x27f0; // float
        inline uint64_t FreeCamOffset = 0x27f8; // FVector
        inline uint64_t ViewTargetOffset = 0x2810; // FVector
        inline uint64_t OnAudioFadeChangeEvent = 0x2828; // MulticastInlineDelegateProperty
        inline uint64_t CameraLensEffects = 0x2850; // TArray<InterfaceProperty>
        inline uint64_t CachedCameraShakeMod = 0x2860; // UCameraModifier_CameraShake*
        inline uint64_t PostProcessBlendCache = 0x2868; // TArray<FPostProcessSettings>
        inline uint64_t AnimCameraActor = 0x2898; // UCameraActor*
        inline uint64_t bIsOrthographic = 0x28a0; // bool : 0
        inline uint64_t bAutoCalculateOrthoPlanes = 0x28a0; // bool : 1
        inline uint64_t AutoPlaneShift = 0x28a4; // float
        inline uint64_t bUpdateOrthoPlanes = 0x28a8; // bool : 0
        inline uint64_t bUseCameraHeightAsViewTarget = 0x28a8; // bool : 1
        inline uint64_t bDefaultConstrainAspectRatio = 0x28a8; // bool : 2
        inline uint64_t bClientSimulatingViewTarget = 0x28a8; // bool : 7
        inline uint64_t bUseClientSideCameraUpdates = 0x28a9; // bool : 0
        inline uint64_t bGameCameraCutThisFrame = 0x28a9; // bool : 3
        inline uint64_t ViewPitchMin = 0x28ac; // float
        inline uint64_t ViewPitchMax = 0x28b0; // float
        inline uint64_t ViewYawMin = 0x28b4; // float
        inline uint64_t ViewYawMax = 0x28b8; // float
        inline uint64_t ViewRollMin = 0x28bc; // float
        inline uint64_t ViewRollMax = 0x28c0; // float
        inline uint64_t ServerUpdateCameraTimeout = 0x28c8; // float
        inline uint64_t pad_trailing = 0x28cc; // uint8[0x14]
    }

    namespace CameraActor {
        inline uint64_t AutoActivateForPlayer = 0x270; // EAutoReceiveInput
        inline uint64_t CameraComponent = 0x278; // UCameraComponent*
        inline uint64_t SceneComponent = 0x280; // USceneComponent*
        inline uint64_t bConstrainAspectRatio = 0x288; // bool : 0
        inline uint64_t AspectRatio = 0x28c; // float
        inline uint64_t FOVAngle = 0x290; // float
        inline uint64_t PostProcessBlendWeight = 0x294; // float
        inline uint64_t PostProcessSettings = 0x2a0; // FPostProcessSettings
    }

    namespace SceneComponent {
        inline uint64_t PhysicsVolume = 0xc8; // WeakObjectProperty
        inline uint64_t AttachParent = 0xd0; // USceneComponent*
        inline uint64_t AttachSocketName = 0xd8; // FName
        inline uint64_t AttachChildren = 0xe0; // TArray<USceneComponent*>
        inline uint64_t ClientAttachedChildren = 0xf0; // TArray<USceneComponent*>
        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; // MulticastSparseDelegateProperty
        inline uint64_t pad_trailing = 0x1a9; // uint8[0x97]
    }

    namespace ActorComponent {
        inline uint64_t PrimaryComponentTick = 0x38; // FActorComponentTickFunction
        inline uint64_t ComponentTags = 0x68; // TArray<FName>
        inline uint64_t AssetUserData = 0x78; // TArray<UAssetUserData*>
        inline uint64_t UCSSerializationIndex = 0x90; // int32_t
        inline uint64_t bNetAddressable = 0x98; // bool : 5
        inline uint64_t bReplicateUsingRegisteredSubObjectList = 0x98; // bool : 6
        inline uint64_t bReplicates = 0x98; // bool : 7
        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 CreationMethod = 0xb9; // EComponentCreationMethod
        inline uint64_t OnComponentActivated = 0xba; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentDeactivated = 0xbb; // MulticastSparseDelegateProperty
        inline uint64_t pad_trailing = 0xbf; // uint8[0x1]
    }

    namespace PrimitiveComponent {
        inline uint64_t MinDrawDistance = 0x278; // float
        inline uint64_t LDMaxDrawDistance = 0x27c; // float
        inline uint64_t CachedMaxDrawDistance = 0x280; // float
        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 bWantsEditorEffects = 0x291; // bool : 1
        inline uint64_t bForceMipStreaming = 0x291; // bool : 2
        inline uint64_t bHasPerInstanceHitProxies = 0x291; // bool : 3
        inline uint64_t CastShadow = 0x291; // bool : 4
        inline uint64_t bEmissiveLightSource = 0x291; // bool : 5
        inline uint64_t bAffectDynamicIndirectLighting = 0x291; // bool : 6
        inline uint64_t bAffectIndirectLightingWhileHidden = 0x291; // bool : 7
        inline uint64_t bAffectDistanceFieldLighting = 0x292; // bool : 0
        inline uint64_t bCastDynamicShadow = 0x292; // bool : 1
        inline uint64_t bCastStaticShadow = 0x292; // bool : 2
        inline uint64_t bCastVolumetricTranslucentShadow = 0x292; // bool : 3
        inline uint64_t bCastContactShadow = 0x292; // bool : 4
        inline uint64_t bSelfShadowOnly = 0x292; // bool : 5
        inline uint64_t bCastFarShadow = 0x292; // bool : 6
        inline uint64_t bCastInsetShadow = 0x292; // bool : 7
        inline uint64_t bCastCinematicShadow = 0x293; // bool : 0
        inline uint64_t bCastHiddenShadow = 0x293; // bool : 1
        inline uint64_t bCastShadowAsTwoSided = 0x293; // bool : 2
        inline uint64_t bLightAsIfStatic = 0x293; // bool : 3
        inline uint64_t bLightAttachmentsAsGroup = 0x293; // bool : 4
        inline uint64_t bExcludeFromLightAttachmentGroup = 0x293; // bool : 5
        inline uint64_t bReceiveMobileCSMShadows = 0x293; // bool : 6
        inline uint64_t bSingleSampleShadowFromStationaryLights = 0x293; // bool : 7
        inline uint64_t bIgnoreRadialImpulse = 0x294; // bool : 0
        inline uint64_t bIgnoreRadialForce = 0x294; // bool : 1
        inline uint64_t bApplyImpulseOnDamage = 0x294; // bool : 2
        inline uint64_t bReplicatePhysicsToAutonomousProxy = 0x294; // bool : 3
        inline uint64_t bFillCollisionUnderneathForNavmesh = 0x294; // bool : 4
        inline uint64_t bRasterizeAsFilledConvexVolume = 0x294; // bool : 5
        inline uint64_t AlwaysLoadOnClient = 0x294; // bool : 6
        inline uint64_t AlwaysLoadOnServer = 0x294; // bool : 7
        inline uint64_t bUseEditorCompositing = 0x295; // bool : 0
        inline uint64_t bIsBeingMovedByEditor = 0x295; // bool : 1
        inline uint64_t bRenderCustomDepth = 0x295; // bool : 2
        inline uint64_t bVisibleInSceneCaptureOnly = 0x295; // bool : 3
        inline uint64_t bHiddenInSceneCapture = 0x295; // bool : 4
        inline uint64_t bRayTracingFarField = 0x295; // bool : 5
        inline uint64_t bLumenHeightfield = 0x295; // bool : 6
        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 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 RayTracingGroupId = 0x2a0; // int32_t
        inline uint64_t VisibilityId = 0x2a4; // int32_t
        inline uint64_t CustomDepthStencilValue = 0x2a8; // int32_t
        inline uint64_t CustomPrimitiveData = 0x2b0; // FCustomPrimitiveData
        inline uint64_t CustomPrimitiveDataInternal = 0x2c0; // FCustomPrimitiveData
        inline uint64_t TranslucencySortPriority = 0x2e8; // int32_t
        inline uint64_t TranslucencySortDistanceOffset = 0x2ec; // float
        inline uint64_t RuntimeVirtualTextures = 0x2f0; // TArray<URuntimeVirtualTexture*>
        inline uint64_t VirtualTextureLodBias = 0x300; // int8_t
        inline uint64_t VirtualTextureCullMips = 0x301; // int8_t
        inline uint64_t VirtualTextureMinCoverage = 0x302; // int8_t
        inline uint64_t VirtualTextureRenderPassType = 0x303; // ERuntimeVirtualTextureMainPassType
        inline uint64_t BoundsScale = 0x328; // float
        inline uint64_t MoveIgnoreActors = 0x330; // TArray<UActor*>
        inline uint64_t MoveIgnoreComponents = 0x340; // TArray<UPrimitiveComponent*>
        inline uint64_t BodyInstance = 0x360; // FBodyInstance
        inline uint64_t OnComponentHit = 0x508; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentBeginOverlap = 0x509; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentEndOverlap = 0x50a; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentWake = 0x50b; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentSleep = 0x50c; // MulticastSparseDelegateProperty
        inline uint64_t OnComponentPhysicsStateChanged = 0x50e; // MulticastSparseDelegateProperty
        inline uint64_t OnBeginCursorOver = 0x50f; // MulticastSparseDelegateProperty
        inline uint64_t OnEndCursorOver = 0x510; // MulticastSparseDelegateProperty
        inline uint64_t OnClicked = 0x511; // MulticastSparseDelegateProperty
        inline uint64_t OnReleased = 0x512; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchBegin = 0x513; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchEnd = 0x514; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchEnter = 0x515; // MulticastSparseDelegateProperty
        inline uint64_t OnInputTouchLeave = 0x516; // MulticastSparseDelegateProperty
        inline uint64_t OnTouchBegan = 0x517; // MulticastSparseDelegateProperty
        inline uint64_t OnTouchEnded = 0x518; // MulticastSparseDelegateProperty
        inline uint64_t OnTouchEntered = 0x519; // MulticastSparseDelegateProperty
        inline uint64_t OnTouchExited = 0x51a; // MulticastSparseDelegateProperty
        inline uint64_t LODParentPrimitive = 0x530; // UPrimitiveComponent*
        inline uint64_t pad_trailing = 0x538; // uint8[0x38]
    }

    namespace MeshComponent {
        inline uint64_t OverrideMaterials = 0x570; // TArray<UMaterialInterface*>
        inline uint64_t OverlayMaterial = 0x580; // UMaterialInterface*
        inline uint64_t OverlayMaterialMaxDrawDistance = 0x588; // float
        inline uint64_t MaterialSlotsOverlayMaterial = 0x590; // TArray<UMaterialInterface*>
        inline uint64_t bEnableMaterialParameterCaching = 0x5a0; // bool : 0
        inline uint64_t pad_trailing = 0x5a1; // uint8[0x2F]
    }

    namespace SkinnedMeshComponent {
        inline uint64_t SkeletalMesh = 0x5e8; // USkeletalMesh*
        inline uint64_t SkinnedAsset = 0x5f0; // USkinnedAsset*
        inline uint64_t LeaderPoseComponent = 0x5f8; // WeakObjectProperty
        inline uint64_t SkinCacheUsage = 0x600; // TArray<EnumProperty>
        inline uint64_t bSetMeshDeformer = 0x610; // bool : 0
        inline uint64_t MeshDeformer = 0x618; // UMeshDeformer*
        inline uint64_t bAlwaysUseMeshDeformer = 0x620; // bool : 0
        inline uint64_t MeshDeformerInstanceSettings = 0x628; // UMeshDeformerInstanceSettings*
        inline uint64_t MeshDeformerInstances = 0x630; // FMeshDeformerInstanceSet
        inline uint64_t PhysicsAssetOverride = 0x770; // UPhysicsAsset*
        inline uint64_t ForcedLodModel = 0x778; // int32_t
        inline uint64_t MinLodModel = 0x780; // int32_t
        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 LODInfo = 0x7a8; // TArray<FSkelMeshComponentLODInfo>
        inline uint64_t VisibilityBasedAnimTickOption = 0x7dc; // EVisibilityBasedAnimTickOption
        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 CapsuleIndirectShadowMinVisibility = 0x7e8; // float
        inline uint64_t CachedWorldOrLocalSpaceBounds = 0x838; // FBoxSphereBounds
        inline uint64_t CachedWorldToLocalTransform = 0x870; // FMatrix
        inline uint64_t pad_trailing = 0x8f0; // uint8[0x20]
    }

    namespace SkeletalMeshComponent {
        inline uint64_t AnimClass = 0x918; // TSubclassOf<UClass>
        inline uint64_t AnimScriptInstance = 0x920; // UAnimInstance*
        inline uint64_t OverridePostProcessAnimBP = 0x928; // TSubclassOf<UClass>
        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 LinkedInstances = 0x9e0; // TArray<UAnimInstance*>
        inline uint64_t CachedBoneSpaceTransforms = 0x9f0; // TArray<FTransform>
        inline uint64_t CachedComponentSpaceTransforms = 0xa00; // TArray<FTransform>
        inline uint64_t GlobalAnimRateScale = 0xa44; // float
        inline uint64_t KinematicBonesUpdateType = 0xa48; // EKinematicBonesUpdateToPhysics
        inline uint64_t PhysicsTransformUpdateMode = 0xa49; // EPhysicsTransformUpdateMode
        inline uint64_t ClothTeleportMode = 0xa4a; // EClothingTeleportMode
        inline uint64_t AnimationMode = 0xa4b; // EAnimationMode
        inline uint64_t bDisablePostProcessBlueprint = 0xa4d; // bool : 0
        inline uint64_t bUpdateOverlapsOnAnimationFinalize = 0xa4d; // bool : 2
        inline uint64_t bHasValidBodies = 0xa4d; // bool : 4
        inline uint64_t bBlendPhysics = 0xa4d; // bool : 5
        inline uint64_t bEnablePhysicsOnDedicatedServer = 0xa4d; // bool : 6
        inline uint64_t bUpdateMeshWhenKinematic = 0xa4d; // bool : 7
        inline uint64_t bUpdateJointsFromAnimation = 0xa4e; // bool : 0
        inline uint64_t bAllowClothActors = 0xa4e; // bool : 1
        inline uint64_t bDisableClothSimulation = 0xa4e; // bool : 2
        inline uint64_t bDisableRigidBodyAnimNode = 0xa54; // bool : 0
        inline uint64_t bDisableAnimDynamicsAnimNode = 0xa54; // bool : 1
        inline uint64_t bAllowAnimCurveEvaluation = 0xa54; // bool : 2
        inline uint64_t bCollideWithEnvironment = 0xa54; // bool : 6
        inline uint64_t bCollideWithAttachedChildren = 0xa54; // bool : 7
        inline uint64_t bForceCollisionUpdate = 0xa55; // bool : 0
        inline uint64_t ClothVelocityScale = 0xa58; // float
        inline uint64_t bResetAfterTeleport = 0xa5c; // bool : 0
        inline uint64_t bDeferKinematicBoneUpdate = 0xa5c; // bool : 2
        inline uint64_t bNoSkeletonUpdate = 0xa5c; // bool : 3
        inline uint64_t bPauseAnims = 0xa5c; // bool : 4
        inline uint64_t bEnableAnimation = 0xa5c; // bool : 5
        inline uint64_t bUseRefPoseOnInitAnim = 0xa5c; // bool : 6
        inline uint64_t bEnablePerPolyCollision = 0xa5c; // bool : 7
        inline uint64_t bForceRefpose = 0xa5d; // bool : 0
        inline uint64_t bOnlyAllowAutonomousTickPose = 0xa5d; // bool : 1
        inline uint64_t bIsAutonomousTickPose = 0xa5d; // bool : 2
        inline uint64_t bOldForceRefPose = 0xa5d; // bool : 3
        inline uint64_t bShowPrePhysBones = 0xa5d; // bool : 4
        inline uint64_t bRequiredBonesUpToDate = 0xa5d; // bool : 5
        inline uint64_t bAnimTreeInitialised = 0xa5d; // bool : 6
        inline uint64_t bEnableLineCheckWithBounds = 0xa5d; // bool : 7
        inline uint64_t bPropagateCurvesToFollowers = 0xa5e; // bool : 0
        inline uint64_t bSkipKinematicUpdateWhenInterpolating = 0xa5e; // bool : 1
        inline uint64_t bSkipBoundsUpdateWhenInterpolating = 0xa5e; // bool : 2
        inline uint64_t bSuppressNotifyEventDispatch = 0xa5e; // bool : 3
        inline uint64_t bNeedsQueuedAnimEventsDispatched = 0xa5e; // bool : 6
        inline uint64_t CachedAnimCurveUidVersion = 0xa8a; // uint16_t
        inline uint64_t ClothBlendWeight = 0xa8c; // float
        inline uint64_t bWaitForParallelClothTask = 0xa90; // bool : 0
        inline uint64_t bFilteredAnimCurvesIsAllowList = 0xa91; // bool : 0
        inline uint64_t CachedMeshCurveMetaDataVersion = 0xa92; // uint16_t
        inline uint64_t FilteredAnimCurves = 0xa98; // TArray<FName>
        inline uint64_t BodySetup = 0xaa8; // UBodySetup*
        inline uint64_t ClothMaxDistanceScale = 0xab4; // float
        inline uint64_t ClothGeometryScale = 0xab8; // float
        inline uint64_t PostProcessAnimBPLODThreshold = 0xabc; // int32_t
        inline uint64_t OnConstraintBroken = 0xac0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlasticDeformation = 0xad0; // MulticastInlineDelegateProperty
        inline uint64_t ClothingSimulationFactory = 0xae0; // TSubclassOf<UClass>
        inline uint64_t TeleportDistanceThreshold = 0xbf0; // float
        inline uint64_t TeleportRotationThreshold = 0xbf4; // float
        inline uint64_t ClothingSimulationInstances = 0xc08; // TArray<FClothingSimulationInstance>
        inline uint64_t MorphTargetCurves = 0xc40; // TMap<void*, void*>
        inline uint64_t OnAnimInitialized = 0xc50; // MulticastInlineDelegateProperty
        inline uint64_t LastPoseTickFrame = 0xef8; // uint32_t
        inline uint64_t pad_trailing = 0xefc; // uint8[0x114]
    }

    namespace StaticMeshComponent {
        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 NavAreaClass = 0x5f8; // TSubclassOf<UClass>
        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 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_trailing = 0x698; // uint8[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 : 0
        inline uint64_t AutoPlaneShift = 0x254; // float
        inline uint64_t OrthoNearClipPlane = 0x258; // float
        inline uint64_t OrthoFarClipPlane = 0x25c; // float
        inline uint64_t bUpdateOrthoPlanes = 0x260; // bool : 0
        inline uint64_t bUseCameraHeightAsViewTarget = 0x261; // bool : 0
        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 Overscan = 0x26c; // float
        inline uint64_t AsymmetricOverscan = 0x270; // FVector4f
        inline uint64_t bScaleResolutionWithOverscan = 0x280; // bool : 0
        inline uint64_t bCropOverscan = 0x281; // bool : 0
        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 PostProcessBlendWeight = 0x2f0; // float
        inline uint64_t PostProcessSettings = 0x320; // FPostProcessSettings
    }

    namespace PhysicsAsset {
        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 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 OnMontageBlendingOut = 0x38; // MulticastInlineDelegateProperty
        inline uint64_t OnMontageBlendedIn = 0x48; // MulticastInlineDelegateProperty
        inline uint64_t OnMontageStarted = 0x58; // MulticastInlineDelegateProperty
        inline uint64_t OnMontageEnded = 0x68; // MulticastInlineDelegateProperty
        inline uint64_t OnAllMontageInstancesEnded = 0x78; // MulticastInlineDelegateProperty
        inline uint64_t OnMontageSectionChanged = 0x88; // MulticastInlineDelegateProperty
        inline uint64_t SlotGroupInertializationRequestDataMap = 0xb8; // TMap<void*, void*>
        inline uint64_t NotifyQueue = 0x110; // FAnimNotifyQueue
        inline uint64_t ActiveAnimNotifyState = 0x148; // TArray<FAnimNotifyEvent>
        inline uint64_t ActiveAnimNotifyEventReference = 0x158; // TArray<FAnimNotifyEventReference>
        inline uint64_t pad_trailing = 0x168; // uint8[0xF8]
    }

    namespace CharacterMovementComponent {
        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 WalkableFloorAngle = 0x1cc; // float
        inline uint64_t WalkableFloorZ = 0x1d0; // float
        inline uint64_t GravityDirection = 0x1d8; // FVector
        inline uint64_t WorldToGravityTransform = 0x1f0; // FQuat
        inline uint64_t GravityToWorldTransform = 0x210; // FQuat
        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 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 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 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 PendingImpulseToApply = 0x3a0; // FVector
        inline uint64_t PendingForceToApply = 0x3b8; // FVector
        inline uint64_t AnalogInputModifier = 0x3d0; // float
        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 CurrentFloor = 0x438; // FFindFloorResult
        inline uint64_t DefaultLandMovementMode = 0x540; // EMovementMode
        inline uint64_t DefaultWaterMovementMode = 0x541; // EMovementMode
        inline uint64_t GroundMovementMode = 0x542; // EMovementMode
        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 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 PendingLaunchVelocity = 0x5e0; // FVector
        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 : 0
        inline uint64_t bBasedMovementIgnoreAttachedActors = 0x751; // bool : 0
        inline uint64_t bBaseOnAttachmentRoot = 0x752; // bool : 0
        inline uint64_t bStayBasedInAir = 0x753; // bool : 0
        inline uint64_t StayBasedInAirHeight = 0x754; // float
        inline uint64_t PostPhysicsTickFunction = 0x788; // FCharacterMovementComponentPostPhysicsTickFunction
        inline uint64_t MinTimeBetweenTimeStampResets = 0x7d0; // float
        inline uint64_t CurrentRootMotion = 0xd48; // FRootMotionSourceGroup
        inline uint64_t ServerCorrectionRootMotion = 0xd90; // FRootMotionSourceGroup
        inline uint64_t RootMotionParams = 0xf40; // FRootMotionMovementParams
        inline uint64_t AnimRootMotionVelocity = 0xfb0; // FVector
        inline uint64_t pad_trailing = 0xfc8; // uint8[0x28]
    }

    namespace MovementComponent {
        inline uint64_t UpdatedComponent = 0xc0; // USceneComponent*
        inline uint64_t UpdatedPrimitive = 0xc8; // UPrimitiveComponent*
        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 PlaneConstraintAxisSetting = 0x123; // EPlaneConstraintAxisSetting
        inline uint64_t pad_trailing = 0x124; // uint8[0x4]
    }

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

    namespace FortCheatManager {
        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 AbilitySystemCycleCounter = 0x9c; // int32_t
        inline uint64_t ForcedAILODValue = 0xa0; // EFortAILODLevel
        inline uint64_t DebugFreeCamera = 0x160; // UFortDebugFreeCamera*
        inline uint64_t pad_trailing = 0x168; // uint8[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_trailing = 0x4f8; // uint8[0x190]
    }

    namespace FortAbilitySet {
        inline uint64_t GameplayAbilities = 0x30; // TArray<TSubclassOf<UClass>>
        inline uint64_t GrantedGameplayEffects = 0x40; // TArray<FGameplayEffectApplicationInfoHard>
        inline uint64_t bUsePrimaryInputComponent = 0x50; // bool : 0
        inline uint64_t bShouldHotbarKeysForceExitBuildMode = 0x51; // bool : 0
        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 RecentlyAdded = 0x278; // TArray<UFortItem*>
        inline uint64_t RecentlyRemoved = 0x288; // TArray<UFortItem*>
        inline uint64_t RecentlyChanged = 0x298; // TArray<UFortItem*>
        inline uint64_t InventoryType = 0x2b9; // EFortInventoryType
        inline uint64_t Inventory = 0x2c0; // FFortItemList
        inline uint64_t PendingExistingItems = 0x348; // TArray<UFortWorldItem*>
        inline uint64_t ReplayPawn = 0x364; // WeakObjectProperty
        inline uint64_t bRequiresLocalUpdate = 0x36c; // bool : 0
        inline uint64_t bRequiresSaving = 0x36d; // bool : 0
        inline uint64_t bIsShuttingDown = 0x36e; // bool : 0
        inline uint64_t PendingInstances = 0x388; // TArray<UFortWorldItem*>
        inline uint64_t pad_trailing = 0x398; // uint8[0x58]
    }

    namespace FortPawn {
        inline uint64_t bUseBaseChanged = 0x728; // bool : 2
        inline uint64_t bIgnoreNextFallingDamage = 0x728; // bool : 3
        inline uint64_t bAllowDeathFromFallingDamage = 0x728; // bool : 4
        inline uint64_t bIsDying = 0x728; // bool : 5
        inline uint64_t bPlayedDying = 0x728; // bool : 6
        inline uint64_t bIsHiddenForDeath = 0x728; // bool : 7
        inline uint64_t bIsKnockedback = 0x729; // bool : 0
        inline uint64_t bIsStaggered = 0x729; // bool : 1
        inline uint64_t bCanCapsuleBeUsedForTargeting = 0x729; // bool : 3
        inline uint64_t bUseLineTestForDamageZoneBoneDetection = 0x729; // bool : 4
        inline uint64_t bMovingEmote = 0x729; // bool : 6
        inline uint64_t bMovingEmoteForwardOnly = 0x729; // bool : 7
        inline uint64_t bMovingEmoteFollowingOnly = 0x72a; // bool : 0
        inline uint64_t bMovingEmoteSkipLandingFX = 0x72a; // bool : 1
        inline uint64_t bIsInvulnerable = 0x72a; // bool : 2
        inline uint64_t bSpotted = 0x72a; // bool : 3
        inline uint64_t bRegisterWithAISight = 0x72a; // bool : 4
        inline uint64_t bRegisterWithAimAssist = 0x72a; // bool : 5
        inline uint64_t AimAssistShapeOverride = 0x730; // FComponentReference
        inline uint64_t bPrimaryInputHeld = 0x758; // bool : 0
        inline uint64_t bSecondaryInputHeld = 0x758; // bool : 1
        inline uint64_t bPrimaryInputQueued = 0x758; // bool : 2
        inline uint64_t bWeaponActivated = 0x758; // bool : 3
        inline uint64_t bIsInGoop = 0x758; // bool : 4
        inline uint64_t bReplicatedIsInGoop = 0x758; // bool : 5
        inline uint64_t bIsSliding = 0x758; // bool : 6
        inline uint64_t bIsSkating = 0x758; // bool : 7
        inline uint64_t AdditionalPickupTags = 0x760; // FGameplayTagContainer
        inline uint64_t SpawnSourceOverride = 0x780; // EFortPickupSpawnSource
        inline uint64_t bIsSwinging = 0x781; // bool : 0
        inline uint64_t bSwingingAttached = 0x781; // bool : 1
        inline uint64_t SwingAttachLocation = 0x788; // FVector
        inline uint64_t SwingAttachLocationUpdateDistanceThreshold = 0x7a0; // float
        inline uint64_t bSkipAnalogJump = 0x7a4; // bool : 0
        inline uint64_t FootstepTraceTypeQuery = 0x7a5; // ETraceTypeQuery
        inline uint64_t FootstepSurfaceType = 0x7a6; // EFortFootstepSurfaceType
        inline uint64_t OnMovementBaseChanged = 0x7c0; // MulticastInlineDelegateProperty
        inline uint64_t OnMovementBaseObjectChanged = 0x7d0; // MulticastInlineDelegateProperty
        inline uint64_t OnHeldObjectPickedUp = 0x7f8; // MulticastInlineDelegateProperty
        inline uint64_t OnHeldObjectDropped = 0x808; // MulticastInlineDelegateProperty
        inline uint64_t OnAudioVisualizerUMGEnabled = 0x818; // MulticastInlineDelegateProperty
        inline uint64_t OnAudioVisualizerPreferencesChanged = 0x828; // MulticastInlineDelegateProperty
        inline uint64_t SoundIndicatorComponent = 0x850; // UFortSoundIndicatorComponent*
        inline uint64_t UroShiftBucket = 0x868; // EUpdateRateShiftBucket
        inline uint64_t bUpdateMeshComponentUpdateFlagOnServer = 0x869; // bool : 0
        inline uint64_t bUROCanTieToLODs = 0x869; // bool : 1
        inline uint64_t bPostProcessNavLocation = 0x869; // bool : 2
        inline uint64_t bUseControllerRotationForTargetingTransform = 0x869; // bool : 3
        inline uint64_t bHealthSynced = 0x869; // bool : 4
        inline uint64_t bWeaponHolstered = 0x869; // bool : 5
        inline uint64_t bAbilitiesBlockEquipmentChangeOnServer = 0x869; // bool : 6
        inline uint64_t bPostSequenceMovementReplicationState = 0x869; // bool : 7
        inline uint64_t bHasSequencerLocalAuthority = 0x86a; // bool : 0
        inline uint64_t MutatorBoneScaleChangeRevision = 0x86c; // uint32_t
        inline uint64_t bSkipReticleColorTrace = 0x881; // bool : 0
        inline uint64_t bPrioritizePawnCollisionsOnAbilityTargetSelectionVisibilityTest = 0x881; // bool : 2
        inline uint64_t bTreatAsPawnForHitMarkers = 0x881; // bool : 3
        inline uint64_t bDisplayPawnHitMarkersForChildActors = 0x881; // bool : 4
        inline uint64_t bUsesStats = 0x881; // bool : 5
        inline uint64_t bAllowBuildingActorTeleport = 0x881; // bool : 6
        inline uint64_t bIsDBNO = 0x881; // bool : 7
        inline uint64_t bWasDBNOOnDeath = 0x882; // bool : 0
        inline uint64_t bCachedIsInAthena = 0x882; // bool : 1
        inline uint64_t bShouldUseCharacterMovementIdleFastPath = 0x882; // bool : 2
        inline uint64_t CurrentMovementStyle = 0x883; // EFortMovementStyle
        inline uint64_t ControlRecoveryBehavior = 0x884; // EFortControlRecoveryBehavior
        inline uint64_t TeleportCounter = 0x885; // uint8_t
        inline uint64_t PawnStatHandle = 0x8a8; // FDataTableRowHandle
        inline uint64_t OverridePawnStatHandle = 0x8b8; // FDataTableRowHandle
        inline uint64_t SlidingFriction = 0x8c8; // float
        inline uint64_t bIsSlopeSliding = 0x8cc; // bool : 0
        inline uint64_t PackedReplicatedSlopeAngles = 0x8ce; // uint16_t
        inline uint64_t SlidingBrakingDeceleration = 0x8d0; // float
        inline uint64_t StormShieldComponent = 0x8d8; // UFortStormShieldComponent*
        inline uint64_t OnStormShieldComponentCreated = 0x8e0; // MulticastInlineDelegateProperty
        inline uint64_t PushSize = 0x8f0; // EFortPawnPushSize
        inline uint64_t LastRevivedFromDBNOTime = 0x8fc; // float
        inline uint64_t LastSurfaceTraceTime = 0x900; // float
        inline uint64_t LastSurfaceTraceLocation = 0x908; // FVector
        inline uint64_t OnIsLocallyViewedChanged = 0x920; // MulticastInlineDelegateProperty
        inline uint64_t CachedSkeletalMeshLocalBoudingBox = 0x958; // FBox
        inline uint64_t OnBaseChangedDelegate = 0x990; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnJumped = 0x9a8; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnCrouchChanged = 0x9b8; // MulticastInlineDelegateProperty
        inline uint64_t bIsJumping = 0x9c8; // bool : 0
        inline uint64_t PawnUniqueID = 0x9cc; // int32_t
        inline uint64_t CurrentWeapon = 0x9d0; // UFortWeapon*
        inline uint64_t DurabilityPercentToRestoreOnDeath = 0x9d8; // FScalableFloat
        inline uint64_t PreviousWeapon = 0xa00; // UFortWeapon*
        inline uint64_t CurrentWeaponList = 0xa08; // TArray<UFortWeapon*>
        inline uint64_t PreviousAbilityWeaponNameForTelemetry = 0xa18; // FString
        inline uint64_t bShouldSeeThroughFactionMembers = 0xa48; // bool : 0
        inline uint64_t CachedAffiliationManager = 0xa50; // UFortGameStateComponent_AffiliationManager*
        inline uint64_t WeaponHandSocketName = 0xa58; // FName
        inline uint64_t LeftHandWeaponHandSocketName = 0xa5c; // FName
        inline uint64_t SpawnSpot = 0xa60; // UActor*
        inline uint64_t DeathTags = 0xa68; // FGameplayTagContainer
        inline uint64_t OnSpawnImmunityStartedDelegate = 0xa88; // MulticastInlineDelegateProperty
        inline uint64_t OnSpawnImmunityEndedDelegate = 0xa98; // MulticastInlineDelegateProperty
        inline uint64_t SpawnImmunityData = 0xaa8; // FSpawnImmunityData
        inline uint64_t SpawnImmunityTime = 0xab0; // float
        inline uint64_t CurrentWaterBody = 0xac0; // UFortWaterBodyActor*
        inline uint64_t bShouldSupportSurfaceSwimming = 0xac8; // bool : 0
        inline uint64_t ReplicatedWaterBody = 0xad0; // UFortWaterBodyActor*
        inline uint64_t IncomingPickups = 0xad8; // TArray<UFortPickup*>
        inline uint64_t PickupDirectionData = 0xae8; // TArray<FFortPickupEntryData>
        inline uint64_t bIsStunned = 0xaf8; // bool : 0
        inline uint64_t WindVolumes = 0xb00; // TArray<FWindVolumeData>
        inline uint64_t VortexParams = 0xb10; // FVortexParams
        inline uint64_t bIsInVortex = 0xba0; // bool : 0
        inline uint64_t bReplicatedIsInVortex = 0xba0; // bool : 1
        inline uint64_t CurrentSkyTube = 0xba8; // UFortSkyTube*
        inline uint64_t ReplicatedSkyTube = 0xbb0; // UFortSkyTube*
        inline uint64_t OverlappedSkyTubes = 0xbb8; // TArray<UFortSkyTube*>
        inline uint64_t bPrioritizeEarlierTubes = 0xbc8; // FScalableFloat
        inline uint64_t OnSkyTubeChanged = 0xbf0; // MulticastInlineDelegateProperty
        inline uint64_t OnSearchedContainer = 0xc00; // MulticastInlineDelegateProperty
        inline uint64_t AdditiveCringeCount = 0xc10; // int32_t
        inline uint64_t AdditiveCringeDuration = 0xc14; // float
        inline uint64_t bSupportsDamageNumbersAtHitLocation = 0xc18; // bool : 0
        inline uint64_t PushMomentum = 0xc20; // FVector_NetQuantize
        inline uint64_t LocalSpin = 0xc50; // float
        inline uint64_t bTurnTransitionActiveAndControllingRotation = 0xc55; // bool : 0
        inline uint64_t HitReactionModule = 0xc58; // FFortPawnHitReactionModule
        inline uint64_t DeathCueTag = 0xdc4; // FGameplayCueTag
        inline uint64_t DeathStatTags = 0xdc8; // TArray<FFortStatManagerTag>
        inline uint64_t DeathHitSocket = 0xdd8; // USkeletalMeshSocket*
        inline uint64_t OnPlayerStartDBNO = 0xde8; // MulticastInlineDelegateProperty
        inline uint64_t OnDBNOStateChanged = 0xdf8; // MulticastInlineDelegateProperty
        inline uint64_t DefaultLifespanAfterDeath = 0xe08; // float
        inline uint64_t TeamBeaconMaxDist = 0xe0c; // float
        inline uint64_t TeamBeaconTextColor = 0xe10; // FColor
        inline uint64_t LastTakeHitTimeTimeout = 0xe14; // float
        inline uint64_t LastDamagedTime = 0xe18; // float
        inline uint64_t CurrentlyAttachedWeapon = 0xe20; // UFortWeapon*
        inline uint64_t CachedNavFloor = 0xe28; // UPrimitiveComponent*
        inline uint64_t MaxFootstepDistance = 0xe34; // float
        inline uint64_t DBNOLandingSound = 0xe38; // USoundBase*
        inline uint64_t DefaultFootstepSound = 0xe40; // USoundBase*
        inline uint64_t DefaultFastFootstepSound = 0xe48; // USoundBase*
        inline uint64_t DefaultLandingSound = 0xe50; // USoundBase*
        inline uint64_t DefaultHardLandingSound = 0xe58; // USoundBase*
        inline uint64_t DefaultJumpSound = 0xe60; // USoundBase*
        inline uint64_t DefaultHitNotifyAudioBank = 0xe68; // SoftObjectProperty
        inline uint64_t LoadedDefaultHitNotifyAudioBank = 0xe88; // UWeaponHitNotifyAudioBank*
        inline uint64_t DefaultSwimmingAudioBank = 0xe90; // UFortSwimmingAudioBank*
        inline uint64_t SoundLibraryComponent = 0xe98; // UFortSoundLibraryComponent*
        inline uint64_t HitReactionZones = 0xea0; // TArray<FHitReactionZone>
        inline uint64_t LineTestForDamageZoneBoneDetectionRadius = 0xeb0; // float
        inline uint64_t DamageZones = 0xeb8; // FPawnDamageZones
        inline uint64_t DamageZoneActiveBitMask = 0xf30; // uint8_t
        inline uint64_t TargettingZOffset = 0xf34; // float
        inline uint64_t OnPawnHiddenForDeath = 0xf38; // MulticastInlineDelegateProperty
        inline uint64_t JumpFlashCountPacked = 0xf48; // uint8_t
        inline uint64_t LandingFlashCountPacked = 0xf49; // uint8_t
        inline uint64_t EmoteAudioComps = 0xf50; // TMap<void*, void*>
        inline uint64_t FrontEndEmoteAudioAttenuation = 0xf60; // USoundAttenuation*
        inline uint64_t InGameEmoteAudioAttenuation = 0xf68; // USoundAttenuation*
        inline uint64_t InGameEmoteSoundEffectSoundPresetChain = 0xf70; // USoundEffectSourcePresetChain*
        inline uint64_t EmoteMeshCompDatas = 0xf78; // TMap<void*, void*>
        inline uint64_t EmotePropActors = 0xf88; // TMap<void*, void*>
        inline uint64_t EmoteParticleSystemComps = 0xf98; // TMap<void*, void*>
        inline uint64_t EmoteCount = 0xfa8; // int32_t
        inline uint64_t LastEmoteTime = 0xfac; // float
        inline uint64_t LastEmoteEndTime = 0xfb0; // float
        inline uint64_t LastEmoteItemDef = 0xfb8; // UFortItemDefinition*
        inline uint64_t CurrentSerializedEmoteItemDef = 0xfc0; // UFortItemDefinition*
        inline uint64_t LastReplicatedEmoteExecuted = 0xfc8; // UFortItemDefinition*
        inline uint64_t bFireBlockedByEmoteCooldown = 0xfd0; // bool : 0
        inline uint64_t EmoteToFireCooldownTime = 0xfd4; // float
        inline uint64_t EmoteWalkSpeed = 0xfd8; // float
        inline uint64_t bFaceReplicatedRotationWhenEmoting = 0xfdc; // bool : 0
        inline uint64_t DynamicComponents = 0xfe8; // TArray<UActorComponent*>
        inline uint64_t AdditionalModifierDefinitions = 0xff8; // TArray<UFortGameplayModifierItemDefinition*>
        inline uint64_t OnPawnTeleported = 0x1008; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnLanded = 0x1018; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnStartedEmote = 0x1028; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnStoppedEmote = 0x1038; // MulticastInlineDelegateProperty
        inline uint64_t OnHitPawn = 0x1048; // MulticastInlineDelegateProperty
        inline uint64_t OnDied = 0x1058; // MulticastInlineDelegateProperty
        inline uint64_t OnDeathEffects = 0x1068; // MulticastInlineDelegateProperty
        inline uint64_t OnDamaged = 0x10a8; // MulticastInlineDelegateProperty
        inline uint64_t OnDidDamage = 0x10b8; // MulticastInlineDelegateProperty
        inline uint64_t OnDidDamageToBuildingActor = 0x10c8; // MulticastInlineDelegateProperty
        inline uint64_t EmoteComponent = 0x10e8; // UFortEmoteComponent*
        inline uint64_t EmoteMusicClockComponent = 0x10f0; // UMusicClockComponent*
        inline uint64_t FootstepBank = 0x10f8; // UFortFootstepAudioBank*
        inline uint64_t PawnMeshOverride = 0x1100; // WeakObjectProperty
        inline uint64_t PendingFallDamagePayloads = 0x1108; // TArray<FGameplayEventData>
        inline uint64_t OnPreWeaponEquippedDelegate = 0x1118; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponEquippedDelegate = 0x1128; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponUnEquippedDelegate = 0x1150; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponAttachmentChangedDelegate = 0x1190; // MulticastInlineDelegateProperty
        inline uint64_t OnDroppedPickupPrimayEntryChanged = 0x11a0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupSpawnedDelegate = 0x11b0; // MulticastInlineDelegateProperty
        inline uint64_t HealthRegenDelayGameplayEffect = 0x11c0; // TSubclassOf<UClass>
        inline uint64_t HealthRegenGameplayEffect = 0x11c8; // TSubclassOf<UClass>
        inline uint64_t ShieldRegenDelayGameplayEffect = 0x11d0; // TSubclassOf<UClass>
        inline uint64_t ShieldRegenGameplayEffect = 0x11d8; // TSubclassOf<UClass>
        inline uint64_t CurrentWeaponAnimLayerOverlayClass = 0x11e8; // TSubclassOf<UClass>
        inline uint64_t WeaponToBeEquippedAfterStow = 0x11f0; // UFortWeapon*
        inline uint64_t StowComponentInterface = 0x11f8; // InterfaceProperty
        inline uint64_t OnHolsteredEvent = 0x1208; // MulticastInlineDelegateProperty
        inline uint64_t OnUnholsteredEvent = 0x1218; // MulticastInlineDelegateProperty
        inline uint64_t HolsterWeaponRequests = 0x1258; // TArray<FHolsterRequestData>
        inline uint64_t HolsterActiveDuration = 0x1270; // float
        inline uint64_t bIgnoreCancelSwimSprintHolster = 0x1274; // bool : 0
        inline uint64_t StaySpottedTime = 0x1288; // float
        inline uint64_t SpottedEvent = 0x128c; // FName
        inline uint64_t DefaultFeedback = 0x1290; // UFortFeedbackBank*
        inline uint64_t ActiveSoundIndicators = 0x1298; // TArray<UFortNiagaraCameraLensEffectDirectional*>
        inline uint64_t DefaultSoundTrackingVisual = 0x12c8; // TSubclassOf<UClass>
        inline uint64_t SoundTrackingVisibilityTags = 0x12d0; // FGameplayTagContainer
        inline uint64_t PriorityModifiers = 0x12f0; // TMap<void*, void*>
        inline uint64_t PrioritySoundIndicatorTypes = 0x1300; // TMap<void*, void*>
        inline uint64_t VocalChords = 0x1390; // TArray<FFortPawnVocalChord>
        inline uint64_t bIsDisconnectedPawn = 0x13b8; // bool : 0
        inline uint64_t MaxHealthApplicationHandle = 0x13bc; // FActiveGameplayEffectHandle
        inline uint64_t MaxHealthApplicationGameplayEffect = 0x13d0; // TSubclassOf<UClass>
        inline uint64_t HealthSet = 0x13d8; // UFortHealthSet*
        inline uint64_t ControlResistanceSet = 0x13e0; // UFortControlResistanceSet*
        inline uint64_t DamageSet = 0x13e8; // UFortDamageSet*
        inline uint64_t MovementSet = 0x13f0; // UFortMovementSet*
        inline uint64_t AdvancedMovementSet = 0x13f8; // UFortAdvancedMovementSet*
        inline uint64_t AIPerceptionAttributeSet = 0x1400; // UFortAIPerceptionAttributeSet*
        inline uint64_t OnAbilityDecisionWindowStackUpdated = 0x1410; // MulticastInlineDelegateProperty
        inline uint64_t OnAbilityTargetingBlocked = 0x1450; // MulticastInlineDelegateProperty
        inline uint64_t AbilitySystemComponent = 0x1460; // UFortAbilitySystemComponent*
        inline uint64_t DecisionWindowStack = 0x1468; // TArray<FFortActiveMontageDecisionWindow>
        inline uint64_t GameplayTags = 0x1478; // FGameplayTagContainer
        inline uint64_t DisplayName = 0x1498; // TextProperty
        inline uint64_t Damagers = 0x14a8; // TArray<FDamagerInfo>
        inline uint64_t TotalDamageDoneTrackers = 0x14b8; // TArray<FDamageDoneSourceInfo>
        inline uint64_t TargetDamageDoneTrackers = 0x14c8; // TArray<FDamageDoneTargetInfo>
        inline uint64_t TotalDamageTakenTrackers = 0x14d8; // TArray<FDamageDoneSourceInfo>
        inline uint64_t TargetDamageTakenTrackers = 0x14e8; // TArray<FDamageDoneTargetInfo>
        inline uint64_t DamageDoneLastAtTime = 0x14f8; // float
        inline uint64_t DamageTakenLastAtTime = 0x14fc; // float
        inline uint64_t LastHitTime = 0x1500; // float
        inline uint64_t TotalPlayerDamageDealt = 0x1504; // float
        inline uint64_t TotalPlayerDamageTaken = 0x1508; // float
        inline uint64_t HealthBarIndicator = 0x1510; // UFortHealthBarIndicator*
        inline uint64_t CurrentCalloutTag = 0x1518; // FGameplayTag
        inline uint64_t CalloutEntries = 0x1520; // TArray<FCalloutEntry>
        inline uint64_t HealthBarWidth = 0x1530; // float
        inline uint64_t HealthBarHeightMultiplier = 0x1534; // float
        inline uint64_t SpottedBrush = 0x1540; // FSlateBrush
        inline uint64_t SpottedIconOffset = 0x15f0; // FVector
        inline uint64_t ClientNonRenderedAnimUpdateRate = 0x1608; // int32_t
        inline uint64_t MaxEvalRateForInterpolation = 0x160c; // int32_t
        inline uint64_t AnimUpdateRateVisibleMaxDistanceFactor = 0x1610; // TArray<float>
        inline uint64_t LODToFrameSkipMap = 0x1620; // TMap<void*, void*>
        inline uint64_t LODToFrameSkipMapPerPlatform = 0x1630; // TMap<void*, void*>
        inline uint64_t OnNpcHired = 0x1650; // MulticastInlineDelegateProperty
        inline uint64_t CurrentSentence = 0x1660; // FFortConversationSentence
        inline uint64_t OnPawnHealthChanged = 0x1710; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnMaxOvershieldChanged = 0x1720; // MulticastInlineDelegateProperty
        inline uint64_t AccumulatedBatchData_Shared = 0x1730; // FAthenaBatchedDamageGameplayCues_Shared
        inline uint64_t AccumulatedBatchData_NonShared = 0x17d8; // FAthenaBatchedDamageGameplayCues_NonShared
        inline uint64_t BatchedGameplayCueParameters = 0x1800; // FGameplayCueParameters
        inline uint64_t ReplayItemActions = 0x18d0; // FGameplayTagContainer
        inline uint64_t HidingVisibilityTags = 0x1910; // FGameplayTagContainer
        inline uint64_t HidingTransitionVisibilityTags = 0x1930; // FGameplayTagContainer
        inline uint64_t PegasusTimelineCollector = 0x1950; // UPegasusGameEventCollector*
        inline uint64_t AILODComponent = 0x1958; // UFortAthenaAILODComponent*
        inline uint64_t ClientAILODSettings = 0x1980; // FClientAILODSettings
        inline uint64_t FallbackTag = 0x1c70; // FGameplayTag
        inline uint64_t DebugType = 0x1c78; // FString
        inline uint64_t RecordedGunshots = 0x1c88; // TMap<void*, void*>
        inline uint64_t OnPawnComponentAttachedEvent = 0x1cd8; // MulticastInlineDelegateProperty
        inline uint64_t OverlappingBuildings = 0x1d18; // TArray<UBuildingActor*>
        inline uint64_t ActiveMovementModeExtensionRuntimeData = 0x1d28; // UFortMovementMode_BaseExtRuntimeData*
        inline uint64_t ActiveLayeredMovementModeExtensionRuntimeData = 0x1d30; // TArray<UFortMovementMode_BaseExtRuntimeData*>
        inline uint64_t PushedMovementModeExtensionRuntimeData = 0x1d40; // TArray<UFortMovementMode_BaseExtRuntimeData*>
        inline uint64_t RepMovementModeExtension = 0x1d50; // FRepMovementModeExtension
        inline uint64_t ReplicatedMovementPool = 0x1d88; // TArray<UFortMovementMode_BaseExtRuntimeData*>
        inline uint64_t RegisteredMovementModeExtensionLogic = 0x1d98; // TMap<void*, void*>
        inline uint64_t CapsuleRadiusFortPawn = 0x1df0; // float
        inline uint64_t CapsuleHalfHeightFortPawn = 0x1df4; // float
        inline uint64_t MeshHeightAdjustFortPawn = 0x1e08; // double
        inline uint64_t CurrentEmoteGatingParams = 0x1e10; // FGatingParams
        inline uint64_t CachedEmoteGatingParams = 0x1e38; // FGatingParams
        inline uint64_t LastFallDamageBlocked = 0x1e70; // FFallDamageBlockedData
        inline uint64_t OverrideFallDamageSpecs = 0x1ea0; // TArray<FGameplayEffectSpecHandle>
        inline uint64_t DamageMessages = 0x1ee0; // TArray<FFortVerbMessage_DamageDone>
        inline uint64_t HitMessages = 0x1ef0; // TArray<FFortVerbMessage_Hit>
        inline uint64_t PendingOverrideFallDamageClassesToRemove = 0x1f00; // TArray<FFallDamageGEPendingRemoveData>
        inline uint64_t OnItemDroppedLocally = 0x1f10; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0x1f14; // uint8[0x8C]
    }

    namespace FortPickup {
        inline uint64_t PickupSourceTypeFlags = 0x288; // EFortPickupSourceTypeFlag
        inline uint64_t PickupSpawnSource = 0x289; // EFortPickupSpawnSource
        inline uint64_t ServerImpactSoundFlash = 0x28a; // uint8_t
        inline uint64_t bBlockedFromAutoPickup = 0x28b; // bool : 0
        inline uint64_t bCanBeMarked = 0x28c; // bool : 1
        inline uint64_t bPickedUp = 0x28c; // bool : 2
        inline uint64_t bSplitOnPickup = 0x28c; // bool : 3
        inline uint64_t bTossedFromContainer = 0x28c; // bool : 4
        inline uint64_t bForceHideMinimapIndicator = 0x28c; // bool : 5
        inline uint64_t bCombinePickupsWhenTossCompletes = 0x28c; // bool : 6
        inline uint64_t bRandomRotation = 0x28c; // bool : 7
        inline uint64_t bServerStoppedSimulation = 0x28d; // bool : 0
        inline uint64_t bClientUseInterpolationOnly = 0x28d; // bool : 1
        inline uint64_t bForceDefaultFlyTime = 0x28d; // bool : 2
        inline uint64_t bUsePickupWidget = 0x28d; // bool : 3
        inline uint64_t bSuppressInteractionWidget = 0x28d; // bool : 4
        inline uint64_t bWeaponsCanBeAutoPickups = 0x28d; // bool : 5
        inline uint64_t bAutoUpgradeWeapons = 0x28d; // bool : 6
        inline uint64_t bDoServerHandlePickupTrace = 0x28d; // bool : 7
        inline uint64_t SimulatingTooLongLength = 0x290; // float
        inline uint64_t SimulatingTooLongLengthInWaterMoving = 0x294; // float
        inline uint64_t SimulatingTooLongLengthInWaterBobbing = 0x298; // float
        inline uint64_t SimulatingTooLongLengthInWaterVelocityThreshold = 0x29c; // float
        inline uint64_t OnPickup = 0x2a0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupAttempted = 0x2c8; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupDespawned = 0x2f0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupDestroyed = 0x300; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupCombined = 0x310; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupCombinedOverflow = 0x320; // MulticastInlineDelegateProperty
        inline uint64_t OnSetPawnWhoDroppedPickup = 0x330; // MulticastInlineDelegateProperty
        inline uint64_t BP_OnPickupBlueprintEffectPopulated = 0x340; // MulticastInlineDelegateProperty
        inline uint64_t PrimaryPickupItemEntry = 0x368; // FFortItemEntry
        inline uint64_t MultiItemPickupEntries = 0x400; // TArray<FFortItemEntry>
        inline uint64_t PickupLocationData = 0x410; // FFortPickupLocationData
        inline uint64_t OwnerInstigator = 0x4e8; // WeakObjectProperty
        inline uint64_t OptionalOwnerID = 0x4f0; // int16_t
        inline uint64_t DropperID = 0x4f2; // int16_t
        inline uint64_t OptionalMissionGuid = 0x4f4; // FGuid
        inline uint64_t PrimaryPickupDummyItem = 0x508; // UFortItem*
        inline uint64_t PickupEffectBlueprint = 0x510; // WeakObjectProperty
        inline uint64_t PickupEffectComponent = 0x518; // WeakObjectProperty
        inline uint64_t TouchCapsule = 0x520; // UFortPickupCapsuleComponent*
        inline uint64_t MovementComponent = 0x528; // UFortProjectileMovementComponent*
        inline uint64_t WaterInteractionComponent = 0x530; // UFortWaterInteractionComponent*
        inline uint64_t LinkToActorComponent = 0x538; // UFortLinkToActorComponent*
        inline uint64_t TosserContainer = 0x540; // WeakObjectProperty
        inline uint64_t LastLandedSoundPlayTime = 0x548; // float
        inline uint64_t OverrideInteractAimRadius = 0x54c; // float
        inline uint64_t LandSoundZForceThreshold = 0x550; // float
        inline uint64_t DefaultFlyTime = 0x554; // float
        inline uint64_t DroppedLoopingSoundComps = 0x558; // TArray<WeakObjectProperty>
        inline uint64_t LandedSoundOverride = 0x568; // USoundBase*
        inline uint64_t PawnWhoDroppedPickup = 0x570; // WeakObjectProperty
        inline uint64_t CachedSpecialActorIdx = 0x578; // int32_t
        inline uint64_t SpecialActorId = 0x57c; // FName
        inline uint64_t MiniMapIndicator = 0x580; // UFortSimpleMiniMapIndicator*
        inline uint64_t HUDLabel = 0x588; // UFortSlateHUDIndicator*
        inline uint64_t StartSimulatingTime = 0x69c; // float
        inline uint64_t VolumeAtSpawn = 0x6a0; // InterfaceProperty
        inline uint64_t DespawnTime = 0x6d8; // float
        inline uint64_t StormDespawnTime = 0x6dc; // float
        inline uint64_t DefaultDespawnTime = 0x6e0; // float
        inline uint64_t DefaultStormDespawnTime = 0x6e4; // float
        inline uint64_t DefaultNetworkCullDistance = 0x6e8; // float
        inline uint64_t pad_trailing = 0x6ec; // uint8[0x3C]
    }

    namespace FortWeapon {
        inline uint64_t OnWeaponRateOfFireChanged = 0x2b8; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponRateOfFireScaleChanged = 0x2c8; // MulticastInlineDelegateProperty
        inline uint64_t OnPressTrigger = 0x2e8; // MulticastInlineDelegateProperty
        inline uint64_t OnReleaseTrigger = 0x2f8; // MulticastInlineDelegateProperty
        inline uint64_t TimeToEquip = 0x340; // float
        inline uint64_t bNeverUpdateLastFireTimeOnImpactForLocalClient = 0x344; // bool : 0
        inline uint64_t bIsEquippingWeapon = 0x360; // bool : 0
        inline uint64_t IsEquippingWeaponChanged = 0x368; // MulticastInlineDelegateProperty
        inline uint64_t bIsChargingWeapon = 0x378; // bool : 0
        inline uint64_t bIsReloadingWeapon = 0x379; // bool : 0
        inline uint64_t bDisableEquipAnimation = 0x379; // bool : 1
        inline uint64_t bCheckCollisionsWithoutAbility = 0x379; // bool : 2
        inline uint64_t bIsAimingConsumable = 0x3a0; // bool : 1
        inline uint64_t OnLocalAmmoChanged = 0x410; // MulticastInlineDelegateProperty
        inline uint64_t OnLocalReloadStarted = 0x420; // MulticastInlineDelegateProperty
        inline uint64_t OnReloadStarted = 0x430; // MulticastInlineDelegateProperty
        inline uint64_t OnLocalReloadCancelled = 0x458; // MulticastInlineDelegateProperty
        inline uint64_t OnLocalTargetingChanged = 0x480; // MulticastInlineDelegateProperty
        inline uint64_t OnTargetingChanged = 0x490; // MulticastInlineDelegateProperty
        inline uint64_t OnSecondaryAbilityToggled = 0x4a0; // MulticastInlineDelegateProperty
        inline uint64_t OnVisibilityChanged = 0x4b0; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponSetActorHiddenInGame = 0x4d8; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponFireAudio = 0x4e8; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponFireAudioVisuals = 0x4f8; // MulticastInlineDelegateProperty
        inline uint64_t OnModAddedToWeapon = 0x508; // MulticastInlineDelegateProperty
        inline uint64_t OnModRemovedFromWeapon = 0x518; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponModSlotsEquipped = 0x528; // MulticastInlineDelegateProperty
        inline uint64_t OnWeaponModSlotsUnequipped = 0x538; // MulticastInlineDelegateProperty
        inline uint64_t OnConsumeAmmo = 0x580; // MulticastInlineDelegateProperty
        inline uint64_t OnTryReload = 0x590; // MulticastInlineDelegateProperty
        inline uint64_t OnReticleColorChanged = 0x5b0; // MulticastInlineDelegateProperty
        inline uint64_t bUseAttributeCaching = 0x640; // bool : 0
        inline uint64_t bPreventRuntimeChangeToReticleDisplays = 0x640; // bool : 2
        inline uint64_t bShouldDrawReticleForFirstPersonCamera = 0x640; // bool : 3
        inline uint64_t bShouldDrawAmmoCountForFirstPersonCamera = 0x640; // bool : 4
        inline uint64_t WeaponData = 0x648; // UFortWeaponItemDefinition*
        inline uint64_t CosmeticOverrideWeaponData = 0x650; // UFortWeaponItemDefinition*
        inline uint64_t bImpactFXAttachedToHitActor = 0x658; // bool : 0
        inline uint64_t GameplayAbilityBehaviorDistanceData = 0x678; // TArray<FFortGameplayAbilityBehaviorDistanceData>
        inline uint64_t HitNotifyAudioBank = 0x688; // UWeaponHitNotifyAudioBank*
        inline uint64_t SoundLibraryComponent = 0x690; // UFortSoundLibraryComponent*
        inline uint64_t bRemoveAbilitiesWhenRemovedFromInventory = 0x6a0; // bool : 0
        inline uint64_t GrantedAbilityRemovalPolicy = 0x6a1; // EFortWeaponAbilityRemovalPolicy
        inline uint64_t BP_OnWeaponCosmeticsReady = 0x6b8; // MulticastInlineDelegateProperty
        inline uint64_t EquippedWeaponDestroyWrapperRepCounter = 0x6dc; // uint8_t
        inline uint64_t EquippedWeaponDestroyedGameplayCue = 0x6e0; // FGameplayTag
        inline uint64_t FireModeOverride = 0x6e4; // EFortWeaponRuntimeFireMode
        inline uint64_t OnFireModeChanged = 0x6e8; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayImpactFXDelegate = 0x728; // MulticastInlineDelegateProperty
        inline uint64_t OnBeamFiredDelegate = 0x738; // DelegateProperty
        inline uint64_t CachedImpactDetails = 0x798; // TMap<void*, void*>
        inline uint64_t MuzzleFlashDelayForAnimationTime = 0x8a8; // float
        inline uint64_t PersistentFXStartTime = 0x8ac; // float
        inline uint64_t PersistentSFXStartTime = 0x8b0; // float
        inline uint64_t MinimumTimeForPersistentFX = 0x8b4; // float
        inline uint64_t OverrideItemWrapSoftPtr = 0x8b8; // SoftObjectProperty
        inline uint64_t DevicePropertyHandles = 0x8d8; // TSet<void*>
        inline uint64_t ApplicableDeviceProperties = 0x8e8; // TArray<FFortWeaponInputDevicePropertyPair>
        inline uint64_t WeaponReduceMeshWorkSetting = 0x950; // EFortWeaponReduceMeshWorkSetting
        inline uint64_t bWeaponSupportsQuartzGunfire = 0x968; // bool : 0
        inline uint64_t QuartzGunfireComp = 0x970; // UFortQuartzGunfireComponent*
        inline uint64_t bShouldDrawNativeReticle = 0x978; // bool : 0
        inline uint64_t bShouldAlwaysDrawNativeMuzzleBlockedIndicator = 0x979; // bool : 0
        inline uint64_t bShouldForceCheckCollisions = 0x97a; // bool : 0
        inline uint64_t ReticleImage = 0x980; // UTexture2D*
        inline uint64_t AutoFireReticleImage = 0x988; // UTexture2D*
        inline uint64_t ReticleDefaultColor = 0x990; // FColor
        inline uint64_t ReticleEnemyColor = 0x994; // FColor
        inline uint64_t ReticleEnemyDefaultColor = 0x998; // FColor
        inline uint64_t ReticleBuildingColor = 0x99c; // FColor
        inline uint64_t ReticleNoTargetColor = 0x9a0; // FColor
        inline uint64_t HitNotifyReticleImage = 0x9a8; // UTexture2D*
        inline uint64_t HitNotifyLocationReticleImage = 0x9b0; // UTexture2D*
        inline uint64_t CriticalHitNotifyLocationReticleImage = 0x9b8; // UTexture2D*
        inline uint64_t ReticleCenterImage = 0x9c0; // UTexture2D*
        inline uint64_t ReticleCenterPerfectAimImage = 0x9c8; // UTexture2D*
        inline uint64_t ReticleInvalidTargetImage = 0x9d0; // UTexture2D*
        inline uint64_t MuzzleBlockedReticleImage = 0x9d8; // UTexture2D*
        inline uint64_t ReticleAltCenterImage = 0x9e0; // UTexture2D*
        inline uint64_t ReticleOuterImage = 0x9e8; // UTexture2D*
        inline uint64_t ReticleAltOuterImage = 0x9f0; // UTexture2D*
        inline uint64_t ReticleDefaultPrimaryStrikeAngle = 0x9f8; // float
        inline uint64_t ReticleDefaultSecondaryStrikeAngle = 0x9fc; // float
        inline uint64_t bSupportsAutofireAtReticleTarget = 0xa00; // bool : 0
        inline uint64_t bEnableAutofireForAnyWeaponItemDefinition = 0xa01; // bool : 0
        inline uint64_t bSupportsTapToFireMode = 0xa02; // bool : 0
        inline uint64_t CameraBase3PClass = 0xa08; // TSubclassOf<UClass>
        inline uint64_t CameraTargeting3PClass = 0xa10; // TSubclassOf<UClass>
        inline uint64_t CameraTargeting3PReloadClass = 0xa18; // TSubclassOf<UClass>
        inline uint64_t CameraBase1PClass = 0xa20; // TSubclassOf<UClass>
        inline uint64_t CameraTargeting1PClass = 0xa28; // TSubclassOf<UClass>
        inline uint64_t DestroyedSound = 0xa30; // USoundBase*
        inline uint64_t OutOfAmmoSound = 0xa38; // USoundBase*
        inline uint64_t ReloadSounds = 0xa40; // USoundBase*
        inline uint64_t PrimaryFireSound1P = 0xa58; // USoundBase*
        inline uint64_t PrimaryFireSound = 0xa60; // USoundBase*
        inline uint64_t PrimaryFireStopSound1P = 0xa78; // USoundBase*
        inline uint64_t PrimaryFireStopSound = 0xa80; // USoundBase*
        inline uint64_t SecondaryFireSound = 0xa98; // USoundBase*
        inline uint64_t SecondaryFireStopSound = 0xab0; // USoundBase*
        inline uint64_t ChargeFireSound1P = 0xac8; // USoundBase*
        inline uint64_t ChargeFireSound = 0xae0; // USoundBase*
        inline uint64_t TargetingStartSound = 0xaf8; // USoundBase*
        inline uint64_t TargetingEndSound = 0xb00; // USoundBase*
        inline uint64_t PrimaryFireSoundFadeOutTime = 0xb08; // float
        inline uint64_t IndestructibleHitSound = 0xb10; // USoundBase*
        inline uint64_t ImpactPhysicalSurfaceSounds = 0xb18; // USoundBase*
        inline uint64_t ImpactPhysicalSurfaceEffects = 0xc38; // UParticleSystem*
        inline uint64_t ImpactNiagaraPhysicalSurfaceEffectAssets = 0xd50; // TArray<UNiagaraSystem*>
        inline uint64_t NDCImpactFX = 0xd60; // FFortNDCImpactInfo
        inline uint64_t ImpactArraySupportData = 0xf40; // TArray<FWeaponImpactArraySupportData>
        inline uint64_t ImpactCameraShake = 0xf50; // TSubclassOf<UClass>
        inline uint64_t PrimaryForceFeedbackEffect = 0xf58; // UForceFeedbackEffect*
        inline uint64_t SecondaryForceFeedbackEffect = 0xf60; // UForceFeedbackEffect*
        inline uint64_t PrimaryImpactForceFeedbackEffect = 0xf68; // UForceFeedbackEffect*
        inline uint64_t SecondaryImpactForceFeedbackEffect = 0xf70; // UForceFeedbackEffect*
        inline uint64_t ImpactNiagaraPhysicalSurfaceEffectInstances = 0xf78; // TArray<UNiagaraSystem*>
        inline uint64_t DataStoreManager = 0xf88; // UFortGenericDataStoreManagerComponent*
        inline uint64_t FireAudioChannels = 0xf90; // UAudioComponent*
        inline uint64_t ReloadAudioChannels = 0xfb0; // UAudioComponent*
        inline uint64_t TargetingAudioChannels = 0xfc8; // UAudioComponent*
        inline uint64_t SoundIndicatorComponent = 0xfd8; // UFortSoundIndicatorComponent*
        inline uint64_t CurrentGunFireIndex = 0xfe0; // int32_t
        inline uint64_t WeaponMesh = 0xfe8; // USkeletalMeshComponentBudgeted*
        inline uint64_t AllWeaponMeshes = 0xff0; // TArray<USkeletalMeshComponentBudgeted*>
        inline uint64_t DefaultWeaponMaterials = 0x1000; // TArray<UMaterialInterface*>
        inline uint64_t OriginalMaterialMap = 0x1010; // TMap<void*, void*>
        inline uint64_t FireAudioChannelWantsToPlay = 0x1020; // int32_t
        inline uint64_t ProtoWeaponParentMaterial = 0x1030; // SoftObjectProperty
        inline uint64_t WrapSectionMask = 0x1050; // int32_t
        inline uint64_t bUsingSecondaryFireAudio = 0x1054; // bool : 0
        inline uint64_t bHasCachedAdditionalMeshes = 0x1055; // bool : 0
        inline uint64_t CurrentReticleColor = 0x1058; // FColor
        inline uint64_t OpticRuntimeData = 0x105c; // FFortWeaponOpticRuntimeData
        inline uint64_t CurrentDamageStartLocation = 0x1068; // FVector
        inline uint64_t CurrentAdjustedAimDirection = 0x1080; // FVector
        inline uint64_t CurrentProjectedImpactDistance = 0x1098; // float
        inline uint64_t FireFXSignificance = 0x109c; // FFortEffectDistanceQuality
        inline uint64_t LastFireTime = 0x10b4; // float
        inline uint64_t LastSecondaryFireTime = 0x10b8; // float
        inline uint64_t LastFireTimeVerified = 0x10bc; // float
        inline uint64_t bIsPlayingFireFX = 0x10c8; // bool : 0
        inline uint64_t bFireFXTriggered = 0x10c8; // bool : 1
        inline uint64_t bWeaponFireCustomAudioTriggered = 0x10c8; // bool : 2
        inline uint64_t bUsesMetaSoundForMuzzleFireFx = 0x10c8; // bool : 3
        inline uint64_t bAllowTargeting = 0x10c8; // bool : 4
        inline uint64_t bExitTargetingWhenPrimaryIsFired = 0x10c8; // bool : 5
        inline uint64_t bIsTargeting = 0x10c8; // bool : 6
        inline uint64_t bForceCameraTargetSource = 0x10c8; // bool : 7
        inline uint64_t bTraceThroughPawns = 0x10c9; // bool : 0
        inline uint64_t bTraceThroughWorld = 0x10c9; // bool : 1
        inline uint64_t bUseProjectileTrace = 0x10c9; // bool : 2
        inline uint64_t bUseVariableFocalDistanceTargeting = 0x10c9; // bool : 3
        inline uint64_t bUseWeaponTraceForReticle = 0x10c9; // bool : 4
        inline uint64_t bWeaponTraceCanBeBlockedByPassthroughTag = 0x10c9; // bool : 5
        inline uint64_t bAllowReloadWhenFull = 0x10c9; // bool : 6
        inline uint64_t bClientWaitForServerMagazineAmmo = 0x10c9; // bool : 7
        inline uint64_t bIsTryingAutoReload = 0x10ca; // bool : 0
        inline uint64_t bIsTryingCheckAmmoOnTryToFireReload = 0x10ca; // bool : 1
        inline uint64_t BlendingOutPawnMontage = 0x10d0; // UAnimMontage*
        inline uint64_t bIsInReleaseSecondaryFireScope = 0x10d8; // bool : 0
        inline uint64_t TimerIntervalAdjustment = 0x10dc; // float
        inline uint64_t InputQueueTimePercent = 0x10e0; // float
        inline uint64_t LastTargetingTransitionTime = 0x10e4; // float
        inline uint64_t TargetSourceOffset = 0x10e8; // FVector
        inline uint64_t TargetSourceOffsetWhileCrouched = 0x1100; // FVector
        inline uint64_t TargetSourceOffsetWhileTargeting = 0x1118; // FVector
        inline uint64_t TraceThroughPawnsLimit = 0x1130; // int32_t
        inline uint64_t TraceThroughBuildingsLimit = 0x1134; // int32_t
        inline uint64_t TraceThroughLandscapeLimit = 0x1138; // int32_t
        inline uint64_t ProjectilePitchOffset = 0x113c; // float
        inline uint64_t LastReloadTime = 0x1140; // float
        inline uint64_t LastSuccessfulReloadTime = 0x1144; // float
        inline uint64_t CurrentReloadDuration = 0x1148; // float
        inline uint64_t ItemEntryGuid = 0x1150; // FGuid
        inline uint64_t TrackerGuid = 0x1160; // FGuid
        inline uint64_t WeaponLevel = 0x1170; // int32_t
        inline uint64_t CachedForcedLeanComponent = 0x1178; // UFortWeaponComponent_VehicleLeanWithPrimaryFire*
        inline uint64_t AmmoCount = 0x11b0; // int32_t
        inline uint64_t PhantomReserveAmmo = 0x11b4; // int32_t
        inline uint64_t BurstFireCounter = 0x11c8; // int32_t
        inline uint64_t ChargeTime = 0x11cc; // float
        inline uint64_t AccumulatedChargeTime = 0x11d0; // float
        inline uint64_t LastChargeTime = 0x11d4; // float
        inline uint64_t StartChargeGameplayCue = 0x11d8; // FGameplayTag
        inline uint64_t MaxChargeGameplayCue = 0x11dc; // FGameplayTag
        inline uint64_t OutOfAmmoTextOverrideFailTag = 0x11e0; // FGameplayTag
        inline uint64_t NoSpareAmmoToReloadTextOverrideFailTag = 0x11e4; // FGameplayTag
        inline uint64_t FireCanInterruptEquipQuery = 0x11e8; // FGameplayTagQuery
        inline uint64_t CurrentShotLogIndex = 0x1230; // int32_t
        inline uint64_t ShotLogFlags = 0x1238; // TArray<UInt32Property>
        inline uint64_t bInitializedWeaponItem = 0x1248; // bool : 0
        inline uint64_t bPendingDestroyDueToDurabilityOrStackCount = 0x1248; // bool : 6
        inline uint64_t bNeedsReapplyMaterialOverrides = 0x1249; // bool : 2
        inline uint64_t bCosmeticOverlayApplied = 0x1249; // bool : 3
        inline uint64_t bCompletedAppliedAlterationsLoad = 0x1249; // bool : 4
        inline uint64_t bCompletedWeaponLoad = 0x1249; // bool : 5
        inline uint64_t bIsCosmeticLimited = 0x1249; // bool : 6
        inline uint64_t bIsCosmeticGatedLocally = 0x1249; // bool : 7
        inline uint64_t bReplicatedAppliedAlterationsWithNoInstigator = 0x124a; // bool : 0
        inline uint64_t bShouldFullyApplyVariantsOnEquip = 0x124a; // bool : 1
        inline uint64_t bSecondaryFireAlwaysCancelSwimSprint = 0x124a; // bool : 2
        inline uint64_t bCanDeferSecondaryFireInput = 0x124a; // bool : 3
        inline uint64_t bEnableNativeChargeUp = 0x124a; // bool : 4
        inline uint64_t bHideWeaponOnDestruction = 0x124b; // bool : 2
        inline uint64_t bAttachToRootOnDestruction = 0x124b; // bool : 3
        inline uint64_t bUseOriginForDestructionInterpolation = 0x124b; // bool : 4
        inline uint64_t AttachToRootOnDestructionOffset = 0x1250; // FVector
        inline uint64_t AttachToRootOnDestructionInterpSpeed = 0x1268; // float
        inline uint64_t bShowWhenHolstered = 0x126c; // bool : 0
        inline uint64_t CustomPartsToShowWhenHolstered = 0x1270; // TArray<uint8_t>
        inline uint64_t ChargeStatusPack = 0x1280; // int16_t
        inline uint64_t AttachedTrajectoryIndicator = 0x12bc; // WeakObjectProperty
        inline uint64_t ActiveAbility = 0x12c8; // UFortGameplayAbility*
        inline uint64_t PrimaryAbilitySpecHandle = 0x12d0; // FGameplayAbilitySpecHandle
        inline uint64_t SecondaryAbilitySpecHandle = 0x12e8; // FGameplayAbilitySpecHandle
        inline uint64_t ReloadAbilitySpecHandle = 0x1300; // FGameplayAbilitySpecHandle
        inline uint64_t ImpactAbilitySpecHandle = 0x1318; // FGameplayAbilitySpecHandle
        inline uint64_t ReticleTraceOverrideSpecHandle = 0x1330; // FGameplayAbilitySpecHandle
        inline uint64_t EquippedAbilityHandles = 0x1348; // TArray<FGameplayAbilitySpecHandle>
        inline uint64_t EquippedAbilitySetHandles = 0x1358; // TArray<FFortAbilitySetHandle>
        inline uint64_t AppliedAlterations = 0x1368; // TArray<UFortAlterationItemDefinition*>
        inline uint64_t WeaponModSlots = 0x1378; // TArray<FFortWeaponModSlot>
        inline uint64_t ItemOverrideData = 0x1388; // FFortItemDataOverrideRuntimeData
        inline uint64_t EquippedWeaponModSlots = 0x13d8; // TArray<FFortEquippedWeaponModSlot>
        inline uint64_t ModRuntimeDataCache = 0x13e8; // UFortWeaponModRuntimeData*
        inline uint64_t ModDebugComp = 0x13f0; // UFortWeaponModDebugComponent*
        inline uint64_t OpticDefinition = 0x13f8; // UFortWeaponOpticDefinition*
        inline uint64_t OpticConfig = 0x1400; // FFortOpticConfig
        inline uint64_t PreviousWeaponVariants = 0x1440; // FCosmeticVariantCache
        inline uint64_t AppliedItemWrap = 0x14d8; // UAthenaItemWrapDefinition*
        inline uint64_t CachedFXManager = 0x14e0; // UFortFXManager*
        inline uint64_t CachedSignificanceManager = 0x14e8; // UFortSignificanceManager*
        inline uint64_t MuzzleSocketName = 0x1500; // FName
        inline uint64_t MuzzleFalloffSocketName = 0x1504; // FName
        inline uint64_t WeaponHandSocketNameOverride = 0x1508; // FName
        inline uint64_t LeftHandWeaponHandSocketNameOverride = 0x150c; // FName
        inline uint64_t WeaponHandSocketPartOverrides = 0x1510; // TArray<uint8_t>
        inline uint64_t bForceOverrideGenerateOverlapEvents = 0x1522; // bool : 0
        inline uint64_t MaxWeaponSwitchNetworkWaitTime = 0x1608; // float
        inline uint64_t MaxWeaponSwitchNetworkWaitTimeHotfix = 0x1610; // FScalableFloat
        inline uint64_t MaxWeaponAttackNetworkWaitTime = 0x1638; // float
        inline uint64_t LastFireAbilityTime = 0x163c; // float
        inline uint64_t OnGetAimRotOverride = 0x1668; // DelegateProperty
        inline uint64_t OnAlterationAdded = 0x1678; // MulticastInlineDelegateProperty
        inline uint64_t ModLeftHandPoseOffsets = 0x1688; // TMap<void*, void*>
        inline uint64_t ModReloadAnimData = 0x1698; // TMap<void*, void*>
        inline uint64_t EquipAnimation = 0x16a8; // UAnimMontage*
        inline uint64_t FirstTimeEquipAnimation = 0x16b0; // UAnimMontage*
        inline uint64_t WeaponFirstTimeEquipAnimation = 0x16b8; // UAnimMontage*
        inline uint64_t FirstTimeEquipTag = 0x16c0; // FGameplayTag
        inline uint64_t bResetOnItemRemoval = 0x16c4; // bool : 0
        inline uint64_t ReloadAnimation = 0x16c8; // UAnimMontage*
        inline uint64_t CustomReloadAnimationPerAmmoToFill = 0x1708; // TArray<UAnimMontage*>
        inline uint64_t PrimaryAbilityAnimation = 0x1718; // UAnimMontage*
        inline uint64_t SecondaryAbilityAnimation = 0x1720; // UAnimMontage*
        inline uint64_t WeaponEquipMontage = 0x1728; // UAnimMontage*
        inline uint64_t WeaponReloadMontage = 0x1730; // UAnimMontage*
        inline uint64_t CustomWeaponReloadMontagePerAmmoToFill = 0x1738; // TArray<UAnimMontage*>
        inline uint64_t WeaponPrimaryAbilityMontage = 0x1748; // UAnimMontage*
        inline uint64_t WeaponSecondaryAbilityMontage = 0x1750; // UAnimMontage*
        inline uint64_t FirstPersonData = 0x1758; // UFortWeaponFirstPersonData*
        inline uint64_t PoseOffsetAnimSequence = 0x1770; // UAnimSequence*
        inline uint64_t PoseOffsetAnimSequenceFemaleOverride = 0x1778; // UAnimSequence*
        inline uint64_t WeaponCoreAnimation = 0x1780; // EFortWeaponCoreAnimation
        inline uint64_t WeaponCoreAnimationOverride = 0x1781; // EFortWeaponCoreAnimation
        inline uint64_t HandGripType = 0x1782; // EFortWeaponHandGripType
        inline uint64_t WeaponPawnAnimSet = 0x1788; // UFortWeaponAnimSet*
        inline uint64_t PlayerAnimAssets = 0x1790; // FFortPlayerAnimAssets
        inline uint64_t ProceduralLayeringData = 0x17a0; // FFortProceduralLayeringWeaponData
        inline uint64_t PlayerAnimAssetsOverride = 0x17d0; // FFortPlayerAnimAssets
        inline uint64_t bResetAnimAssetsOverrideOnUnEquip = 0x17e0; // bool : 0
        inline uint64_t WeaponPawnAnimLayerOverlayClass = 0x17e8; // TSubclassOf<UClass>
        inline uint64_t WeaponAdditiveAnimSet = 0x17f0; // UFortWeaponAdditiveAnimSet*
        inline uint64_t PlayerAnimProxyTable = 0x17f8; // UProxyTable*
        inline uint64_t HitReactionProxyTable = 0x1800; // UProxyTable*
        inline uint64_t bEnableTickAnimMontagesOnlyWhenOffscreen = 0x1808; // bool : 0
        inline uint64_t MaxRangeToEnableTickAnimMontagesWhenOffscreen = 0x180c; // float
        inline uint64_t WeaponPawnAnimsetOverride = 0x1810; // UFortWeaponAnimSet*
        inline uint64_t WeaponAdditiveAnimsetOverride = 0x1818; // UFortWeaponAdditiveAnimSet*
        inline uint64_t UnableToPerformActionMontageOverride = 0x1870; // UAnimMontage*
        inline uint64_t ActiveFireMode = 0x1878; // SoftObjectProperty
        inline uint64_t FireModeData_HipFire = 0x1898; // SoftObjectProperty
        inline uint64_t FireModeData_AimDownSight = 0x18b8; // SoftObjectProperty
        inline uint64_t FireModeData_Override = 0x18d8; // SoftObjectProperty
        inline uint64_t ItemWrapModifier = 0x1908; // UCustomItemWrapModifier*
        inline uint64_t LockOnTargetCandidate = 0x1948; // UActor*
        inline uint64_t bIgnoreTryToFireSlotCooldownRestriction = 0x1951; // bool : 0
        inline uint64_t bFireConsumableAnalyticEvent = 0x1953; // bool : 0
        inline uint64_t OnWeaponHudKeyActionUpdated = 0x1958; // MulticastInlineDelegateProperty
        inline uint64_t FeedbackLineActionIdsToDim = 0x1968; // TArray<FString>
        inline uint64_t HudKeyActionData = 0x1978; // TArray<FWeaponHudData>
        inline uint64_t CachedReloadComponent = 0x19f0; // UFortWeaponComponent*
    }

    namespace FortGameMode {
        inline uint64_t bDisableCloudStorage = 0x388; // bool : 0
        inline uint64_t bTravelInitiated = 0x388; // bool : 1
        inline uint64_t CurrentWUID = 0x390; // FString
        inline uint64_t CurrentBucketId = 0x3a0; // FString
        inline uint64_t CurrentPlaylistId = 0x3b0; // int32_t
        inline uint64_t CurrentPlaylistName = 0x3b4; // FName
        inline uint64_t MatchmakingRegionId = 0x3c8; // FString
        inline uint64_t CurrentZoneInstanceId = 0x3d8; // FString
        inline uint64_t ZoneIndex = 0x3ec; // int32_t
        inline uint64_t bPlayersInvincible = 0x3f0; // bool : 0
        inline uint64_t bKickIdlers = 0x3f4; // bool : 0
        inline uint64_t MaxIdleTime = 0x3f8; // float
        inline uint64_t NoScoreKickTime = 0x3fc; // float
        inline uint64_t bEnableNotifications = 0x400; // bool : 0
        inline uint64_t bEnableReplicationGraph = 0x401; // bool : 0
        inline uint64_t bSendPreLoginAnalyticsOnSuccess = 0x402; // bool : 0
        inline uint64_t DefaultDeathPenaltyData = 0x408; // SoftObjectProperty
        inline uint64_t DeathPenaltyData = 0x428; // UFortGameDeathPenalty*
        inline uint64_t PlayerDeathPenaltyOverrides = 0x430; // TMap<void*, void*>
        inline uint64_t DeathPenaltyDataOverride = 0x440; // UFortGameDeathPenalty*
        inline uint64_t FortGameSession = 0x448; // UFortGameSession*
        inline uint64_t GameModeSessionString = 0x450; // FString
        inline uint64_t bIsAutomatedTest = 0x460; // bool : 0
        inline uint64_t DefaultPawnClassStringRef = 0x468; // SoftClassProperty
        inline uint64_t MissionManagerClass = 0x488; // TSubclassOf<UClass>
        inline uint64_t OnPlayerSpawnDelegate = 0x490; // MulticastInlineDelegateProperty
        inline uint64_t GameModeGameplayTags = 0x4a0; // FGameplayTagContainer
        inline uint64_t bContainersForceTossLoot = 0x4d8; // bool : 0
        inline uint64_t bOverrideRotationOnRestartPlayer = 0x4f0; // bool : 0
        inline uint64_t PendingTimerState = 0x4f1; // EFortGameplayState
        inline uint64_t bDBNOEnabled = 0x4f8; // bool : 0
        inline uint64_t bWorldIsReady = 0x4fc; // bool : 0
        inline uint64_t bTheaterDataIsReady = 0x4fc; // bool : 1
        inline uint64_t bInstanceInventoryDropsForPersistentInventories = 0x4fc; // bool : 2
        inline uint64_t bInstanceLootDrops = 0x4fc; // bool : 3
        inline uint64_t TheaterSlot = 0x500; // int32_t
        inline uint64_t GameplayServerHitchThreshold = 0x504; // float
        inline uint64_t MovementTimeDiscrepancyHitchCooldown = 0x508; // float
        inline uint64_t AbilityRefireHitchCooldown = 0x50c; // float
        inline uint64_t MatchHeartbeatManager = 0x510; // UMatchHeartbeatManager*
        inline uint64_t GameContextTags = 0x528; // FGameplayTagContainer
        inline uint64_t SharedMissionLists = 0x548; // UFortSharedMissionLists*
        inline uint64_t TeamInfoClass = 0x568; // TSubclassOf<UClass>
        inline uint64_t FrameTimeWithoutSleepHistogramBucketsMs = 0x570; // TArray<double>
        inline uint64_t CumulativeFrameTimeWithoutSleepLimits = 0x580; // TArray<FCumulativeFrameTimeWithoutSleepLimits>
        inline uint64_t GameNetDriverTickFlushCostPerClientBucketsMicroSec = 0x590; // TArray<double>
        inline uint64_t DemoNetDriverTickFlushTimeHistogramBucketsMs = 0x5a0; // TArray<double>
        inline uint64_t CPUTimeBuckets = 0x5b0; // TArray<double>
        inline uint64_t CPUPercentPerCoreBuckets = 0x5c0; // TArray<double>
        inline uint64_t ActorsStarvedByClassTimeHistogramBuckets = 0x5d0; // TArray<double>
        inline uint64_t StarvedActorClassList = 0x5e0; // TArray<FString>
        inline uint64_t MissionGenerationManager = 0x610; // UFortMissionGenerationManager*
        inline uint64_t FlushManager = 0x618; // UBuildingFlushManager*
        inline uint64_t bAlwaysFlushMMREndZoneEvents = 0x678; // bool : 0
        inline uint64_t bOverrideQuickBars = 0x679; // bool : 0
        inline uint64_t QuickBarDefinitions = 0x680; // FQuickBarData
        inline uint64_t ConnectedPlayerControllers = 0x6c8; // TArray<UFortPlayerControllerGameplay*>
        inline uint64_t IrisRepGraphConverter = 0x6e8; // UFortIrisRepGraphConverter*
    }

    namespace BuildingActor {
        inline uint64_t MyGuid = 0x368; // FGuid
        inline uint64_t SavedHealthPct = 0x378; // float
        inline uint64_t OwnerPersistentID = 0x37c; // int16_t
        inline uint64_t AreaClass = 0x380; // SoftClassProperty
        inline uint64_t InitialOverlappingVehicles = 0x3b0; // TArray<UFortAthenaVehicle*>
        inline uint64_t CurrentBuildingLevel = 0x3c0; // int32_t
        inline uint64_t HealthBarIndicatorDifficultyRating = 0x3c4; // int32_t
        inline uint64_t BuildingAttributeSetClass = 0x3c8; // TSubclassOf<UClass>
        inline uint64_t BuildingAttributeSet = 0x3d0; // UFortBuildingActorSet*
        inline uint64_t DamageAttributeSet = 0x3d8; // UFortDamageSet*
        inline uint64_t ReplicatedBuildingAttributeSet = 0x3e0; // UFortBuildingActorSet*
        inline uint64_t OnAbilitySystemComponentInitialized = 0x3f8; // MulticastInlineDelegateProperty
        inline uint64_t AbilitySystemComponent = 0x408; // UFortAbilitySystemComponent*
        inline uint64_t ReplicatedAbilitySystemComponent = 0x410; // UFortAbilitySystemComponent*
        inline uint64_t PendingDamageImpactCues = 0x418; // TArray<FGameplayCueParameters>
        inline uint64_t HealthBarIndicator = 0x428; // UFortHealthBarIndicator*
        inline uint64_t ForceMetadataRelevant = 0x430; // uint8_t
        inline uint64_t LastMetadataRelevant = 0x431; // uint8_t
        inline uint64_t DynamicBuildingPlacementType = 0x432; // EDynamicBuildingPlacementType
        inline uint64_t NavigationObstacleOverride = 0x433; // ENavigationObstacleOverride
        inline uint64_t BuildingNavigationDataResolutionOverrideMode = 0x434; // EBuildingNavigationDataResolutionOverrideMode
        inline uint64_t AbilitySystemComponentCreationPolicy = 0x435; // EBuildingActorComponentCreationPolicy
        inline uint64_t PrimarySurfaceType = 0x436; // EPhysicalSurface
        inline uint64_t WeaponResponseType = 0x437; // EFortBaseWeaponDamage
        inline uint64_t CullDistance = 0x438; // float
        inline uint64_t bIsInvulnerable = 0x43c; // bool : 1
        inline uint64_t bPreviewBuildingActor = 0x43c; // bool : 2
        inline uint64_t bLockedFromGameEditing = 0x43c; // bool : 3
        inline uint64_t bPlayedDying = 0x43c; // bool : 4
        inline uint64_t bHasRegisteredActorStateAtLeastOnce = 0x43c; // bool : 5
        inline uint64_t bDirtyForLevelRecordSave = 0x43c; // bool : 6
        inline uint64_t bSavedMetaPropertiesProcessed = 0x43c; // bool : 7
        inline uint64_t bUpgradeUsesSameClass = 0x43d; // bool : 0
        inline uint64_t bDisplayLevelInInfoWidget = 0x43d; // bool : 1
        inline uint64_t bAllowUpgradeRegardlessOfPlayerBuildLevel = 0x43d; // bool : 2
        inline uint64_t bAlwaysExportNavRelevantComponent = 0x43d; // bool : 3
        inline uint64_t bDisplayDamageNumbersInAthena = 0x43d; // bool : 4
        inline uint64_t bUseFortHealthBarIndicator = 0x43d; // bool : 5
        inline uint64_t bSurpressHealthBar = 0x43d; // bool : 6
        inline uint64_t bCreateVerboseHealthLogs = 0x43d; // bool : 7
        inline uint64_t bIsIndestructibleForTargetSelection = 0x43e; // bool : 0
        inline uint64_t bPropagateDrawDistanceOnAdditionalComponent = 0x43e; // bool : 1
        inline uint64_t bCreatePhysicsObjectComponent = 0x43e; // bool : 2
        inline uint64_t bCreateNavigationPhysicsObjectComponent = 0x43e; // bool : 3
        inline uint64_t bIsGameFrameworkComponentReceiver = 0x43e; // bool : 5
        inline uint64_t bDestroyed = 0x43e; // bool : 6
        inline uint64_t bPersistToWorld = 0x43e; // bool : 7
        inline uint64_t bRefreshFullSaveDataBeforeZoneSave = 0x43f; // bool : 0
        inline uint64_t bBeingDragged = 0x43f; // bool : 1
        inline uint64_t bRotateInPlaceGame = 0x43f; // bool : 2
        inline uint64_t bBeingOneHitDisassembled = 0x43f; // bool : 4
        inline uint64_t bBoundsAreInvalidForMelee = 0x43f; // bool : 5
        inline uint64_t bIsNavigationModifier = 0x43f; // bool : 6
        inline uint64_t bBlockNavigationLinks = 0x43f; // bool : 7
        inline uint64_t bCanExportNavigationCollisions = 0x440; // bool : 0
        inline uint64_t bCanExportNavigationObstacle = 0x440; // bool : 1
        inline uint64_t bCreateObstacleNavModifierForEachComponent = 0x440; // bool : 2
        inline uint64_t bMirrorNavLinksX = 0x440; // bool : 3
        inline uint64_t bMirrorNavLinksY = 0x440; // bool : 4
        inline uint64_t bIgnoreMoveGoalCollisionRadius = 0x440; // bool : 5
        inline uint64_t bForceDisableRootNavigationRelevance = 0x440; // bool : 6
        inline uint64_t bForceAutomationPass = 0x440; // bool : 7
        inline uint64_t bForceAutomationPass_NavmeshOnTop = 0x441; // bool : 0
        inline uint64_t bForceAutomationPass_SmashableFlat = 0x441; // bool : 1
        inline uint64_t bCanBeSavedInCreativeVolume = 0x441; // bool : 2
        inline uint64_t bIsNavigationRelevant = 0x441; // bool : 3
        inline uint64_t bIsNavigationIndestructible = 0x441; // bool : 4
        inline uint64_t bBlockNavLinksInCell = 0x441; // bool : 5
        inline uint64_t bUseHotSpotAsMoveGoalReplacement = 0x441; // bool : 6
        inline uint64_t bHasCustomAttackLocation = 0x441; // bool : 7
        inline uint64_t bWorldReadyCalled = 0x442; // bool : 0
        inline uint64_t bBeingTranslated = 0x442; // bool : 1
        inline uint64_t bBeingRotated = 0x442; // bool : 2
        inline uint64_t bBeingScaled = 0x442; // bool : 3
        inline uint64_t bRotateInPlaceEditor = 0x442; // bool : 4
        inline uint64_t bEditorPlaced = 0x442; // bool : 5
        inline uint64_t bPlayerPlaced = 0x442; // bool : 6
        inline uint64_t bPlayerPlacedForDestruction = 0x442; // bool : 7
        inline uint64_t bShouldTick = 0x443; // bool : 0
        inline uint64_t bUsesDayPhaseChange = 0x443; // bool : 1
        inline uint64_t bIsDynamic = 0x443; // bool : 2
        inline uint64_t bIsDynamicOnDedicatedServer = 0x443; // bool : 3
        inline uint64_t bIsDedicatedServer = 0x443; // bool : 4
        inline uint64_t bIsTemporarilyTicking = 0x443; // bool : 5
        inline uint64_t bUseTickManager = 0x443; // bool : 6
        inline uint64_t bIsMovable = 0x443; // bool : 7
        inline uint64_t bRegisteredForDayPhaseChange = 0x444; // bool : 0
        inline uint64_t bForceDamagePing = 0x444; // bool : 1
        inline uint64_t bDestroyFoliageWhenPlaced = 0x444; // bool : 2
        inline uint64_t bObstructTrapTargeting = 0x444; // bool : 3
        inline uint64_t bInstantDeath = 0x444; // bool : 5
        inline uint64_t bDoNotBlockBuildings = 0x444; // bool : 6
        inline uint64_t bForceBlockBuildings = 0x444; // bool : 7
        inline uint64_t bDestroyOnPlayerBuildingPlacement = 0x445; // bool : 0
        inline uint64_t bUseCentroidForBlockBuildingsCheck = 0x445; // bool : 1
        inline uint64_t bPredictedBuildingActor = 0x445; // bool : 2
        inline uint64_t bIgnoreCollisionWithCriticalActors = 0x445; // bool : 3
        inline uint64_t bIsPlayerBuildable = 0x445; // bool : 4
        inline uint64_t bFireBuiltAndDestroyedEvents = 0x445; // bool : 5
        inline uint64_t bStructurallySupportOverlappingActors = 0x445; // bool : 6
        inline uint64_t bAllowInteract = 0x445; // bool : 7
        inline uint64_t bShowFirstInteractPrompt = 0x446; // bool : 0
        inline uint64_t bShowSecondInteractPrompt = 0x446; // bool : 1
        inline uint64_t bAllowHostileBlueprintInteraction = 0x446; // bool : 2
        inline uint64_t bEndAbilitiesOnDeath = 0x446; // bool : 3
        inline uint64_t bSkipNavigationDirtinessOnNextEvaluation = 0x446; // bool : 4
        inline uint64_t bAllowHighlight = 0x446; // bool : 5
        inline uint64_t bAlwaysUseNetCullDistanceSquaredForRelevancy = 0x446; // bool : 6
        inline uint64_t bHighlightDirty = 0x446; // bool : 7
        inline uint64_t bCollisionBlockedByPawns = 0x447; // bool : 0
        inline uint64_t bAllowTeamDamage = 0x447; // bool : 2
        inline uint64_t bShouldClearMarkerOnInteract = 0x447; // bool : 3
        inline uint64_t bIgnoreAffiliationInteractHighlight = 0x447; // bool : 4
        inline uint64_t bSuppressInteractionWidget = 0x447; // bool : 5
        inline uint64_t bAutoReleaseCurieContainerOnDestroyed = 0x447; // bool : 6
        inline uint64_t bSpawnIntoGridSublevel = 0x447; // bool : 7
        inline uint64_t bUseMinLifeSpan = 0x448; // bool : 0
        inline uint64_t bIgnoreDeterminePhysicsObjectImpactDataAutomatically = 0x448; // bool : 1
        inline uint64_t bContainsMaxHealthOverrideComponent = 0x448; // bool : 3
        inline uint64_t BuildingType = 0x449; // EFortBuildingType
        inline uint64_t Team = 0x44a; // EFortTeam
        inline uint64_t TeamIndex = 0x44b; // uint8_t
        inline uint64_t ActorTemplateID = 0x44c; // FName
        inline uint64_t ConstTags = 0x450; // FGameplayTagContainer
        inline uint64_t StaticGameplayTags = 0x470; // FGameplayTagContainer
        inline uint64_t DeviceTrackingGUID = 0x490; // int32_t
        inline uint64_t DeviceNameIndex = 0x494; // int32_t
        inline uint64_t OnDied = 0x498; // MulticastInlineDelegateProperty
        inline uint64_t OnOutOfHealthNotDestroyed = 0x4a8; // MulticastInlineDelegateProperty
        inline uint64_t OnDamaged = 0x4b8; // MulticastInlineDelegateProperty
        inline uint64_t OnDeathPlayEffectsDelegate = 0x4c8; // MulticastInlineDelegateProperty
        inline uint64_t AssociatedMissionParam = 0x4d8; // UFortMission*
        inline uint64_t OriginatingPlacementActor = 0x4e0; // UFortPlacementActor*
        inline uint64_t BRMinDrawDistance = 0x4e8; // float
        inline uint64_t BRMaxDrawDistance = 0x4ec; // float
        inline uint64_t StWMinDrawDistance = 0x4f0; // float
        inline uint64_t StWMaxDrawDistance = 0x4f4; // float
        inline uint64_t OnInteract = 0x4f8; // MulticastInlineDelegateProperty
        inline uint64_t InteractionSpeed = 0x508; // FCurveTableRowHandle
        inline uint64_t DataVersion = 0x578; // int32_t
        inline uint64_t PlaysetPackagePathName = 0x57c; // FName
        inline uint64_t PlayHitSound = 0x580; // USoundBase*
        inline uint64_t SnapGridSize = 0x588; // float
        inline uint64_t VertSnapGridSize = 0x58c; // float
        inline uint64_t SnapOffset = 0x590; // FVector3f
        inline uint64_t CentroidOffset = 0x59c; // FVector3f
        inline uint64_t BaseLocToPivotOffset = 0x5a8; // FVector3f
        inline uint64_t BaselineScale = 0x5b4; // float
        inline uint64_t CustomState = 0x5b8; // FString
        inline uint64_t ComponentTypesWhitelistedForReplication = 0x5c8; // TArray<TSubclassOf<UClass>>
        inline uint64_t RuntimeAddedComponentTypesWhitelistedForReplication = 0x5d8; // TArray<TSubclassOf<UClass>>
        inline uint64_t OverridePrimitivesToExcludeFoliage = 0x5e8; // TArray<UPrimitiveComponent*>
        inline uint64_t HotSpotConfig = 0x5f8; // UBuildingActorHotSpotConfig*
        inline uint64_t OnBuildingHealthChanged = 0x600; // MulticastInlineDelegateProperty
        inline uint64_t OnActorHealthChanged = 0x610; // MulticastInlineDelegateProperty
        inline uint64_t SavedActorGuid = 0x620; // FGuid
        inline uint64_t TransientOverrides = 0x648; // TArray<FTransientOverride>
        inline uint64_t GeneratedTransientOverrides = 0x658; // TArray<FTransientOverride>
        inline uint64_t ProjectileMovementComponent = 0x668; // UProjectileMovementComponent*
        inline uint64_t OnTeamIndexChangedDelegate = 0x670; // MulticastInlineDelegateProperty
        inline uint64_t PhysicsObjectPresetTag = 0x680; // FGameplayTag
        inline uint64_t PhysicsObjectPhysicalDataTag = 0x684; // FGameplayTag
        inline uint64_t PhysicsObjectBuoyancyDataTag = 0x688; // FGameplayTag
        inline uint64_t PhysicsObjectImpactDamageDataTag = 0x68c; // FGameplayTag
        inline uint64_t PhysicsObjectComponent = 0x690; // UFortPhysicsObjectComponent*
        inline uint64_t LabelOverride = 0x698; // FString
    }

    namespace FortGameState {
        inline uint64_t CurrentWUID = 0x350; // FString
        inline uint64_t CurrentZoneInstanceId = 0x360; // FString
        inline uint64_t ParTime = 0x370; // int32_t
        inline uint64_t WorldLevel = 0x374; // int32_t
        inline uint64_t CraftingBonus = 0x378; // int32_t
        inline uint64_t CurrentReadyToContinueTimer = 0x37c; // float
        inline uint64_t TeamCount = 0x380; // int32_t
        inline uint64_t MatchmakingLinkId = 0x388; // FOnlineLinkId
        inline uint64_t MatchmakingLinkType = 0x3a0; // FString
        inline uint64_t AnalyticsSessionInfo = 0x3b0; // FAnalyticsSessionInfo
        inline uint64_t POIManager = 0x3e8; // UFortPoiManager*
        inline uint64_t bDBNOEnabledForGameMode = 0x404; // bool : 0
        inline uint64_t bSkipWorldSave = 0x404; // bool : 1
        inline uint64_t bShowLoadingScreenUntilAllLevelAreLoaded = 0x404; // bool : 2
        inline uint64_t bFishingCollectionEnabled = 0x420; // bool : 0
        inline uint64_t bCharacterCollectionEnabled = 0x421; // bool : 0
        inline uint64_t bAccoladeCollectionEnabled = 0x422; // bool : 0
        inline uint64_t MatchStartTime = 0x424; // float
        inline uint64_t RealMatchStartTime = 0x428; // double
        inline uint64_t bPlayerRespawningBlocked_Temporarily = 0x430; // bool : 0
        inline uint64_t ReplicatedWorldRealTimeSecondsDouble = 0x438; // double
        inline uint64_t ServerWorldRealTimeSecondsDelta = 0x440; // double
        inline uint64_t AdditionalPlaylistLevelsStreamed = 0x478; // TArray<FAdditionalLevelStreamed>
        inline uint64_t WorldDaysElapsed = 0x4d8; // int32_t
        inline uint64_t FeedbackManager = 0x4f8; // UFortFeedbackManager*
        inline uint64_t MissionManager = 0x500; // UFortMissionManager*
        inline uint64_t AnnouncementManager = 0x508; // UFortClientAnnouncementManager*
        inline uint64_t ScriptedActionManager = 0x510; // UFortScriptedActionManager*
        inline uint64_t LobbyGameState = 0x518; // UFortLobbyBeaconState*
        inline uint64_t WorldManager = 0x520; // UFortWorldManager*
        inline uint64_t GameplayState = 0x528; // EFortGameplayState
        inline uint64_t MusicManagerSubclass = 0x530; // TSubclassOf<UClass>
        inline uint64_t MusicManagerBank = 0x538; // UFortMusicManagerBank*
        inline uint64_t FortAmbientAudioControllerClass = 0x540; // TSubclassOf<UClass>
        inline uint64_t FortStreamingSourcesComponentClassOverride = 0x548; // TSubclassOf<UClass>
        inline uint64_t GameSessionId = 0x550; // FString
        inline uint64_t ManagedCharMovementComponents = 0x560; // TArray<UFortMovementComp_Character*>
        inline uint64_t ManagedAnimPawns = 0x570; // TArray<UFortAIPawn*>
        inline uint64_t PawnForReplayRelevancy = 0x580; // UFortPawn*
        inline uint64_t RecorderPlayerState = 0x588; // UFortPlayerState*
        inline uint64_t ManagedCharMovementComponentsCopyPrimary = 0x5c0; // TArray<UFortMovementComp_Character*>
        inline uint64_t ManagedCharMovementComponentsCopyDelayed = 0x5d0; // TArray<UFortMovementComp_Character*>
        inline uint64_t TimeOfDayCallbacks = 0x5e0; // TArray<FOnTimeHitInfo>
        inline uint64_t FXManager = 0x5f0; // UFortFXManager*
        inline uint64_t WindManager = 0x5f8; // UFortWindManager*
        inline uint64_t DestructionGraph = 0x600; // UFortDestructionGraph*
        inline uint64_t Teams = 0x608; // TArray<UFortTeamInfo*>
        inline uint64_t bSkipTeamReplication = 0x618; // bool : 0
        inline uint64_t OnPoiManagerReplicatedEvent = 0x650; // MulticastInlineDelegateProperty
        inline uint64_t GlobalAbilityTargetingActor = 0x6a8; // UFortGlobalAbilityTargetingActor*
        inline uint64_t AppliedHomebaseDataArray = 0x6d8; // TArray<FAppliedHomebaseData>
        inline uint64_t OnAllAdditionalPlaylistLevelsLoadedDynamicDelegate = 0x748; // MulticastInlineDelegateProperty
        inline uint64_t OnAllAdditionalPlaylistLevelsVisibleDynamicDelegate = 0x770; // MulticastInlineDelegateProperty
        inline uint64_t LootInfo = 0x780; // FGameStateLootInfo
        inline uint64_t TreasureChestInfos = 0x7a0; // TArray<FBuildingContainerDebugInfo>
        inline uint64_t AmmoBoxInfos = 0x7b0; // TArray<FBuildingContainerDebugInfo>
        inline uint64_t UnplayableHitchThresholdInMs = 0x7d8; // float
        inline uint64_t MaxUnplayableHitchesToTolerate = 0x7dc; // int32_t
        inline uint64_t CreativeQuestManager = 0x7f0; // UCreativeQuestManager*
        inline uint64_t SkinWeightManager = 0x7f8; // UFortSkinWeightOverrideManager*
    }

    namespace FortWorldItem {
        inline uint64_t OnItemDurabilityCooldownStart = 0xf0; // MulticastInlineDelegateProperty
        inline uint64_t OnItemDurabilityCooldownEnd = 0x118; // MulticastInlineDelegateProperty
        inline uint64_t bIsTemporaryItem = 0x140; // bool : 0
        inline uint64_t bNeedsPersistentUpdate = 0x141; // bool : 0
        inline uint64_t bPendingPersistentDelete = 0x142; // bool : 0
        inline uint64_t ItemEntry = 0x158; // FFortItemEntry
        inline uint64_t BaseRegenCooldown = 0x1f8; // float
        inline uint64_t pad_trailing = 0x1fc; // uint8[0x64]
    }

    namespace FortPawn_Taker {
        inline uint64_t SlowShackleScale = 0x38b0; // float
        inline uint64_t bUseClimbLinks = 0x38b4; // bool : 0
        inline uint64_t BuildingCollisions = 0x38c0; // TArray<FBuildingHitTime>
    }

    namespace FortPlayerPawn {
        inline uint64_t VehicleInputStateReliable = 0x2098; // FFortAthenaVehicleInputStateReliable
        inline uint64_t bIsNearSafeZoneEdge = 0x209a; // bool : 0
        inline uint64_t bPlayingSafeZoneEffects = 0x209a; // bool : 1
        inline uint64_t bDoSafeZoneCleanup = 0x209a; // bool : 2
        inline uint64_t bIsSwimmingAnimLayerLinked = 0x209a; // bool : 3
        inline uint64_t bIsSwimmingAnimLayerPendingRemove = 0x209a; // bool : 4
        inline uint64_t bIsSprintJump = 0x209a; // bool : 5
        inline uint64_t bHasDisableSprintTag = 0x209a; // bool : 6
        inline uint64_t bIsTacticalSprinting = 0x209a; // bool : 7
        inline uint64_t bDisableSwimSprintCancel = 0x209b; // bool : 0
        inline uint64_t bIsWaterJump = 0x209b; // bool : 1
        inline uint64_t bIsWaterSprintBoost = 0x209b; // bool : 2
        inline uint64_t bIsWaterSprintBoostPending = 0x209b; // bool : 3
        inline uint64_t bPlayingPassengerToPassengerAnimation = 0x209b; // bool : 7
        inline uint64_t bPlayingDriverToPassengerAnimation = 0x209c; // bool : 0
        inline uint64_t bIsTargeting = 0x209c; // bool : 1
        inline uint64_t bIsTargetingConsumableThrow = 0x209c; // bool : 2
        inline uint64_t bIsSwappingCharacterParts = 0x209c; // bool : 3
        inline uint64_t bBalloonMovementActivated = 0x209c; // bool : 4
        inline uint64_t bIsScriptedBot = 0x209c; // bool : 5
        inline uint64_t bForceAllowClothingActor = 0x209c; // bool : 6
        inline uint64_t bBuildHotfix = 0x209c; // bool : 7
        inline uint64_t FortPlayerPawnLightingChannels = 0x209e; // FLightingChannels
        inline uint64_t StasisModes = 0x20a0; // TArray<EnumProperty>
        inline uint64_t OnBuildingStateChangedDelegate = 0x20b0; // MulticastInlineDelegateProperty
        inline uint64_t BuildingState = 0x20c0; // EFortBuildingState
        inline uint64_t AccelerationZPack = 0x20c1; // int8_t
        inline uint64_t ParachuteDirectionalSpeedMultiplierCurve = 0x20e0; // UCurveFloat*
        inline uint64_t SkydivingDirectionalSpeedMultiplierCurve = 0x20e8; // UCurveFloat*
        inline uint64_t BallooningDirectionalSpeedMultiplierCurve = 0x20f0; // UCurveFloat*
        inline uint64_t DirectionalSpeedMultiplierCurve = 0x20f8; // UCurveFloat*
        inline uint64_t ThirdPersonSpeedMultiplierCurve = 0x2100; // UCurveFloat*
        inline uint64_t SideScrollerSpeedMultiplierCurve = 0x2108; // UCurveFloat*
        inline uint64_t OverrideWalkDirectionalSpeedMultiplierCurve = 0x2110; // UCurveFloat*
        inline uint64_t OverrideRunDirectionalSpeedMultiplierCurve = 0x2118; // UCurveFloat*
        inline uint64_t OverrideCrouchDirectionalSpeedMultiplierCurve = 0x2120; // UCurveFloat*
        inline uint64_t ADSWalkingDirectionalSpeedMultiplierCurve = 0x2128; // UCurveFloat*
        inline uint64_t ADSCrouchDirectionalSpeedMultiplierCurve = 0x2130; // UCurveFloat*
        inline uint64_t WeaponADSStandingSpeedMultiplierTable = 0x2138; // UCurveTable*
        inline uint64_t WeaponADSCrouchingSpeedMultiplierTable = 0x2140; // UCurveTable*
        inline uint64_t WeaponNonADSStandingSpeedMultiplierTable = 0x2148; // UCurveTable*
        inline uint64_t WeaponNonADSCrouchingSpeedMultiplierTable = 0x2150; // UCurveTable*
        inline uint64_t bIsThirdPersonModeEnabled = 0x215c; // bool : 0
        inline uint64_t bIsSideScrollerModeEnabled = 0x215d; // bool : 0
        inline uint64_t LastCustomizationTimestamp = 0x2160; // float
        inline uint64_t MinimumTimeBetweenSteps = 0x2164; // float
        inline uint64_t LastStepTime = 0x2168; // float
        inline uint64_t OnFootstepEvent = 0x2170; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnEnterWater = 0x2180; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnExitWater = 0x2190; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnExitSwinging = 0x21d0; // MulticastInlineDelegateProperty
        inline uint64_t CurrentPawnSquaredSpeedXY = 0x2210; // float
        inline uint64_t CurrentPawnVelXYRot = 0x2218; // FRotator
        inline uint64_t CurrentPawnSquaredSpeed = 0x2230; // float
        inline uint64_t bIsInWaterVolume = 0x2234; // bool : 0
        inline uint64_t ShallowWaterVolumeSurfaceTraceStartOffsetZ = 0x2238; // FScalableFloat
        inline uint64_t ShallowWaterVolumeSurfaceTraceEndOffsetZ = 0x2260; // FScalableFloat
        inline uint64_t ShallowWaterVolumeData = 0x2290; // FPlayerPawnShallowWaterVolumeData
        inline uint64_t bNotifyBlueprintWhenLandscapeTeleporting = 0x22b0; // bool : 0
        inline uint64_t CachedTeamControllingRC = 0x22bc; // uint8_t
        inline uint64_t BalloonActiveCount = 0x22bd; // uint8_t
        inline uint64_t bParachuteDeployFixedVerticalDistance = 0x22be; // bool : 0
        inline uint64_t bIsSkydiving = 0x22bf; // bool : 0
        inline uint64_t bIsParachuteOpen = 0x22c0; // bool : 0
        inline uint64_t bLocalIsSkydiving = 0x22c1; // bool : 0
        inline uint64_t bLocalIsParachuteForcedOpen = 0x22c1; // bool : 1
        inline uint64_t bIsParachuteForcedOpen = 0x22c1; // bool : 2
        inline uint64_t bIsSkydivingFromBus = 0x22c1; // bool : 3
        inline uint64_t bIsSkydivingFromLaunchPad = 0x22c1; // bool : 4
        inline uint64_t bPendingSkydiveLaunch = 0x22c1; // bool : 5
        inline uint64_t bAllowPickupInteractionWhileSkydiving = 0x22c1; // bool : 6
        inline uint64_t bIsBelowAutoDeployTestHeight = 0x22c1; // bool : 7
        inline uint64_t bIsProxySimulationTimedOut = 0x22c2; // bool : 0
        inline uint64_t bIsPedestalHero = 0x22c2; // bool : 1
        inline uint64_t bInGliderRedeploy = 0x22c2; // bool : 2
        inline uint64_t bLocalInGliderRedeploy = 0x22c2; // bool : 3
        inline uint64_t bDestructionGuard = 0x22c2; // bool : 7
        inline uint64_t bBeingRepossessed = 0x22c3; // bool : 0
        inline uint64_t bForceCleanUpOnUnPossessed = 0x22c3; // bool : 1
        inline uint64_t bUnbindHealthSetEventsOnUnpossessed = 0x22c3; // bool : 2
        inline uint64_t bInitAbilitySystemComponentFromPlayerState = 0x22c3; // bool : 3
        inline uint64_t bStartedInteractSearch = 0x22c3; // bool : 4
        inline uint64_t bSignificanceLODDirty = 0x22c3; // bool : 5
        inline uint64_t bIsUsingJetpack = 0x22c3; // bool : 6
        inline uint64_t bIsPlayingEmote = 0x22c3; // bool : 7
        inline uint64_t bShowingOverdriveEffect = 0x235d; // bool : 0
        inline uint64_t bIsRespawning = 0x235d; // bool : 1
        inline uint64_t bIsRespawningInAir = 0x235d; // bool : 2
        inline uint64_t bInitializedPostRepPlayerState = 0x235d; // bool : 3
        inline uint64_t bHasWaterParticleSystem = 0x235d; // bool : 4
        inline uint64_t bCanShowDefaultSkin = 0x235d; // bool : 5
        inline uint64_t bDisabledTetheringSupport = 0x235d; // bool : 6
        inline uint64_t bAllowDefaultCharacterParts = 0x235d; // bool : 7
        inline uint64_t bIsInFrontEndHologram = 0x235e; // bool : 0
        inline uint64_t HeldObject = 0x23ac; // WeakObjectProperty
        inline uint64_t bForceMoveRelativeToCameraRotation = 0x23b5; // bool : 0
        inline uint64_t bIsWaitingForEmoteInteraction = 0x23b5; // bool : 1
        inline uint64_t bIsEmoteLeader = 0x23b5; // bool : 2
        inline uint64_t bShouldSyncAnimationWithEmoteLeader = 0x23b5; // bool : 3
        inline uint64_t bShouldJitterAnimationSyncWithEmoteLeader = 0x23b5; // bool : 4
        inline uint64_t bDoubleFileEmoteSecondLine = 0x23b5; // bool : 5
        inline uint64_t bEmoteUsesSecondaryFire = 0x23b5; // bool : 6
        inline uint64_t bLockGroupEmoteLeaderRotation = 0x23b5; // bool : 7
        inline uint64_t EmoteBandLeaderIndex = 0x23bc; // int32_t
        inline uint64_t GroupEmoteLookTarget = 0x23c0; // UFortPlayerPawn*
        inline uint64_t GroupEmoteTailTarget = 0x23c8; // UFortPlayerPawn*
        inline uint64_t GroupEmoteFollowers = 0x23d0; // TArray<UFortPlayerPawn*>
        inline uint64_t GroupEmoteAnimOffset = 0x2440; // float
        inline uint64_t GroupEmoteLeaderRotationYawOffset = 0x2444; // float
        inline uint64_t GroupEmoteLookTargetRotationLeader = 0x2450; // FRotator
        inline uint64_t GroupEmoteMaximumZDifference = 0x2480; // float
        inline uint64_t OnGroupEmoteSyncValueChanged = 0x2488; // MulticastInlineDelegateProperty
        inline uint64_t OnGroupEmoteFollowerJoined = 0x2498; // MulticastInlineDelegateProperty
        inline uint64_t OnGroupEmoteFollowerLeft = 0x24a8; // MulticastInlineDelegateProperty
        inline uint64_t OnGroupEmotePartnerStopped = 0x24b8; // MulticastInlineDelegateProperty
        inline uint64_t OnGroupEmoteSecondaryFirePressed = 0x24c8; // MulticastInlineDelegateProperty
        inline uint64_t GroupEmoteSyncValue = 0x24d8; // uint8_t
        inline uint64_t EmoteRandomSeed = 0x24dc; // int32_t
        inline uint64_t GroupEmoteSoundValue = 0x24e0; // uint8_t
        inline uint64_t GroupEmoteParticleValue = 0x24e1; // uint8_t
        inline uint64_t TransformationMontage = 0x24e8; // UAnimMontage*
        inline uint64_t TransformationMontageStartTime = 0x24f0; // float
        inline uint64_t CurrentMontagerLeader = 0x2580; // UAnimMontage*
        inline uint64_t CurrentSyncedMontage = 0x2588; // UAnimMontage*
        inline uint64_t bCharacterPartsCastIndirectShadows = 0x2590; // bool : 3
        inline uint64_t CharacterGender = 0x2592; // EFortCustomGender
        inline uint64_t CharacterBodyType = 0x2593; // EFortCustomBodyType
        inline uint64_t bAlwaysUseMoverComp = 0x2594; // bool : 0
        inline uint64_t JumpLastActivatedTime = 0x25a8; // float
        inline uint64_t PreviousPosition = 0x25b0; // FVector
        inline uint64_t PreviousVelocity = 0x25c8; // FVector
        inline uint64_t CrouchStartTime = 0x2628; // float
        inline uint64_t CrouchEndTime = 0x262c; // float
        inline uint64_t CrouchLerpTime = 0x2630; // float
        inline uint64_t OnCrouchStartSound = 0x2638; // USoundBase*
        inline uint64_t OnCrouchEndSound = 0x2640; // USoundBase*
        inline uint64_t ReplicatedCustomMeshHeightAdjustTarget = 0x2650; // uint16_t
        inline uint64_t UnburrowLaunchXYSpeed = 0x2654; // float
        inline uint64_t UnburrowLaunchZSpeed = 0x2658; // float
        inline uint64_t bIsInAnyStorm = 0x26e8; // bool : 0
        inline uint64_t bIsInsideSafeZone = 0x26e8; // bool : 1
        inline uint64_t SafeZoneAppliedGE = 0x2708; // TSubclassOf<UClass>
        inline uint64_t SelfReviveGameplayEffect = 0x2728; // TSubclassOf<UClass>
        inline uint64_t TeammateReviveGameplayEffect = 0x2730; // TSubclassOf<UClass>
        inline uint64_t SetByCallerReviveHealth = 0x2738; // FScalableFloat
        inline uint64_t DBNOInteractionCollisionProfile = 0x2760; // FName
        inline uint64_t DBNOInteractionBoxExtent = 0x2768; // FVector
        inline uint64_t DBNODeferTime = 0x27a0; // float
        inline uint64_t DBNOHoisterBaseBoneName = 0x27a4; // FName
        inline uint64_t DBNOInteractCollisionComponent = 0x27a8; // UBoxComponent*
        inline uint64_t EventReviveTag = 0x27b0; // FGameplayTag
        inline uint64_t AggroRangeOverride = 0x27b4; // float
        inline uint64_t SetByCallerReviveSignalInStorm = 0x27b8; // float
        inline uint64_t DBNOHorizontalTetherMultiplier = 0x27c0; // FScalableFloat
        inline uint64_t DBNOVerticalTetherMultiplier = 0x27e8; // FScalableFloat
        inline uint64_t StasisAbilityHandles = 0x2820; // TArray<FGameplayAbilitySpecHandle>
        inline uint64_t ArmoredInterface = 0x2830; // InterfaceProperty
        inline uint64_t LastBuildingMetadata = 0x2840; // UBuildingEditModeMetadata*
        inline uint64_t SprintCancelTime = 0x2860; // float
        inline uint64_t bIsTouchingTouchpadSimple = 0x2868; // bool : 0
        inline uint64_t WaterSprintBoostAllowedTimer = 0x286c; // float
        inline uint64_t bHasStartedFloating = 0x2904; // bool : 0
        inline uint64_t ZiplineState = 0x2908; // FZiplinePawnState
        inline uint64_t ZiplineJumpDampening = 0x2970; // FCurveTableRowHandle
        inline uint64_t ZiplineJumpStrength = 0x2980; // FCurveTableRowHandle
        inline uint64_t ZiplineJumpActivateDelay = 0x2990; // FScalableFloat
        inline uint64_t ZiplineRentryProtectionDelay = 0x29b8; // FScalableFloat
        inline uint64_t ZiplineSocketZOffset = 0x29e0; // float
        inline uint64_t ZiplineMotorOffset = 0x29e8; // FVector
        inline uint64_t ZiplineStateChanged = 0x2a00; // MulticastInlineDelegateProperty
        inline uint64_t ZiplinePostBegin = 0x2a10; // MulticastInlineDelegateProperty
        inline uint64_t ZiplineSpeedFactorTarget = 0x2a20; // float
        inline uint64_t ZiplineSpeedFactor = 0x2a24; // float
        inline uint64_t EnableSwimSprintDiveCooldown = 0x2a30; // FScalableFloat
        inline uint64_t SwimSprintDiveCooldown = 0x2a58; // FScalableFloat
        inline uint64_t SwimDiveBoostTimeThreshold = 0x2a80; // FScalableFloat
        inline uint64_t ClientSwimDiveInputTime = 0x2aa8; // float
        inline uint64_t bCanPredictJumpApex = 0x2aac; // bool : 0
        inline uint64_t OnAbilityFailedDelegate = 0x2ac8; // MulticastInlineDelegateProperty
        inline uint64_t UnableToPerformActionMontage = 0x2b00; // UAnimMontage*
        inline uint64_t UnableToPerformActionSound = 0x2b08; // USoundBase*
        inline uint64_t MoveSoundStimulusBroadcastInterval = 0x2b10; // float
        inline uint64_t EmoteStartTime = 0x2c1c; // float
        inline uint64_t EmoteRandomNum = 0x2c20; // float
        inline uint64_t RandomEmoteIntFrontEnd = 0x2c24; // int32_t
        inline uint64_t bPlayingPassengerToDriverAnimation = 0x2c38; // bool : 0
        inline uint64_t VehicleSpeedAtTimeOfJump = 0x2c58; // float
        inline uint64_t CurrentVehicle = 0x2c60; // UActor*
        inline uint64_t CurrentSeatProvider = 0x2c68; // UObject*
        inline uint64_t InteractingPCRep = 0x2c70; // UFortPlayerControllerGameplay*
        inline uint64_t VehicleLastTick = 0x2c78; // UActor*
        inline uint64_t OnVehicleStateChangedEvent = 0x2c98; // MulticastInlineDelegateProperty
        inline uint64_t OnUIGameplayCue = 0x2cb8; // MulticastInlineDelegateProperty
        inline uint64_t OnPetAddedOrRemoved = 0x2cc8; // MulticastInlineDelegateProperty
        inline uint64_t TetherComponent = 0x2cd8; // UFortPawnComponent_Tether*
        inline uint64_t PendingTetherLaunch = 0x2ce0; // float
        inline uint64_t TetherJumpLastTime = 0x2d30; // float
        inline uint64_t bSupportsTetheredMovement = 0x2d34; // bool : 0
        inline uint64_t BalloonRope = 0x2d38; // UBuildingGameplayActor*
        inline uint64_t OnPossessedProp = 0x2d40; // MulticastInlineDelegateProperty
        inline uint64_t PossessedProp = 0x2d50; // UBuildingGameplayActorPlayerPropAttachment*
        inline uint64_t ChaosSwimmingUnderwaterJumpHoldTime = 0x2d58; // float
        inline uint64_t SlopeCameraOffsetFrameCounter = 0x2dc8; // int64_t
        inline uint64_t SlopeCameraOffsetInterpolator = 0x2dd0; // FVectorRK4SpringInterpolator
        inline uint64_t LargeBodyTypeTargetingOffset = 0x2e38; // FVector
        inline uint64_t VehicleInputComponent = 0x2ef8; // UInputComponent*
        inline uint64_t BluePrintPlaceAnimation = 0x2f08; // UAnimMontage*
        inline uint64_t BluePrintEditAnimation = 0x2f10; // UAnimMontage*
        inline uint64_t OnStartedInteractSearch = 0x2f20; // MulticastInlineDelegateProperty
        inline uint64_t OnEndedInteractSearch = 0x2f30; // MulticastInlineDelegateProperty
        inline uint64_t OnAttemptedInstantInteractSearch = 0x2f40; // MulticastInlineDelegateProperty
        inline uint64_t EmoteInteractionCollisionProfile = 0x2f68; // FName
        inline uint64_t EmoteInteractionBoxExtent = 0x2f70; // FVector
        inline uint64_t EmoteInteractCollisionComponent = 0x2f88; // UBoxComponent*
        inline uint64_t OnPartChanged = 0x2fa8; // MulticastInlineDelegateProperty
        inline uint64_t OnManagedPartVisibilityChanged = 0x2fd0; // MulticastInlineDelegateProperty
        inline uint64_t OnPostResIn = 0x3010; // MulticastInlineDelegateProperty
        inline uint64_t BlueprintPaperMID = 0x3050; // UMaterialInstanceDynamic*
        inline uint64_t BlueprintPaperPulseTimeline = 0x3058; // FTimeline
        inline uint64_t Hero = 0x30e8; // UFortHero*
        inline uint64_t DisplayContext = 0x30f0; // EFortPawnDisplayContext
        inline uint64_t HACK_CustomPRIComponent = 0x3118; // UCustomPlayerComponent*
        inline uint64_t CosmeticDataComponent = 0x3120; // UCosmeticDataComponent*
        inline uint64_t CosmeticLoadoutComponent = 0x3128; // UFortCosmeticLoadoutComponent*
        inline uint64_t BaseCosmeticLoadout = 0x3130; // FFortAthenaLoadout
        inline uint64_t AppliedAthenaLoadout = 0x3230; // FFortAthenaLoadout
        inline uint64_t AppliedCosmeticLoadout = 0x3330; // FCosmeticLoadout
        inline uint64_t AppliedSwaps = 0x3358; // TArray<FFortAppliedSwapItemAndVariantData>
        inline uint64_t AppliedSwapsSoft = 0x3378; // FFortSwapItemAndVariantDataSoftArray
        inline uint64_t BaseCosmeticLoadoutReplicator = 0x33a0; // FFortAthenaLoadoutReplicator
        inline uint64_t HACK_EmoteOverride = 0x34f0; // UFortMontageItemDefinitionBase*
        inline uint64_t CosmeticLoadout = 0x34f8; // FFortAthenaLoadout
        inline uint64_t ServerLoadoutChangeSync = 0x35f8; // uint32_t
        inline uint64_t bAllowClientLoadoutChangeSync = 0x3600; // bool : 0
        inline uint64_t OnMaterialOverrideApplied = 0x3620; // MulticastInlineDelegateProperty
        inline uint64_t OnMaterialOverrideCleared = 0x3630; // MulticastInlineDelegateProperty
        inline uint64_t MaterialOverrides = 0x3658; // TArray<FFortPawnMaterialOverride>
        inline uint64_t LocalMaterialOverrides = 0x3668; // TArray<FFortPawnMaterialOverride>
        inline uint64_t MaterialOverrideStateMap = 0x3688; // TMap<void*, void*>
        inline uint64_t RepCharPartAnimMontageInfo = 0x3698; // FFortCharacterPartsRepMontageInfo
        inline uint64_t ClientObservedStats = 0x36b8; // FFortClientObservedStatArray
        inline uint64_t SkeletalMeshContext = 0x3730; // UFortPawnSkeletalMeshContext*
        inline uint64_t NPCCustomizationInfo = 0x3738; // UFortAIPawnCustomizationDefinition*
        inline uint64_t AnimBPOverride = 0x3760; // TSubclassOf<UClass>
        inline uint64_t OriginalAnimBP = 0x3768; // TSubclassOf<UClass>
        inline uint64_t FootstepBankOverride = 0x3770; // UFortFootstepAudioBank*
        inline uint64_t OriginalFootstepBank = 0x3778; // UFortFootstepAudioBank*
        inline uint64_t CachedFootStepIndex = 0x3780; // int32_t
        inline uint64_t WeaponAnimSetOverride = 0x3788; // UFortWeaponAnimSet*
        inline uint64_t AnimLayersOverride = 0x3790; // TArray<TSubclassOf<UClass>>
        inline uint64_t PreviousAnimLayersOverride = 0x37a0; // TArray<TSubclassOf<UClass>>
        inline uint64_t QueuedAutoPickups = 0x37b0; // TArray<UFortPickup*>
        inline uint64_t IgnoreActors = 0x37c0; // TArray<FIgnoreCollisionActor>
        inline uint64_t AutoPickupDropRepickupDelay = 0x37d8; // FScalableFloat
        inline uint64_t AutoPickupRadius = 0x3810; // FScalableFloat
        inline uint64_t CarriedObjectAttachmentSocket = 0x3868; // FName
        inline uint64_t PickupSpeedMultiplier = 0x386c; // float
        inline uint64_t PositionCaptureIntervalForDistanceTraveledAccumulation = 0x3870; // float
        inline uint64_t MiniMapIconBrush = 0x3880; // FSlateBrush
        inline uint64_t AboveBelowMiniMapIconBrush = 0x3930; // FSlateBrush
        inline uint64_t FarOffMiniMapIconBrush = 0x39e0; // FSlateBrush
        inline uint64_t DBNOMiniMapIconBrush = 0x3a90; // FSlateBrush
        inline uint64_t MinimapIconColorSelf = 0x3b40; // FLinearColor
        inline uint64_t MinimapIconColorTeammate = 0x3b50; // FLinearColor
        inline uint64_t MinimapIconColorEnemy = 0x3b60; // FLinearColor
        inline uint64_t MaxIndicatorVisibilityDistForEnemies = 0x3b70; // float
        inline uint64_t MaxIndicatorVisibilityDistForAllies = 0x3b74; // float
        inline uint64_t OnPreventDeathOnOutOfHealth = 0x3b78; // MulticastInlineDelegateProperty
        inline uint64_t OnBackblingBoneSetsHidden = 0x3bc0; // MulticastInlineDelegateProperty
        inline uint64_t bLeftArmHidden = 0x3bd0; // bool : 0
        inline uint64_t bRightArmHidden = 0x3bd0; // bool : 1
        inline uint64_t bLeftLegHidden = 0x3bd0; // bool : 2
        inline uint64_t bRightLegHidden = 0x3bd0; // bool : 3
        inline uint64_t bHeadHidden = 0x3bd0; // bool : 4
        inline uint64_t OnItemDroppedDelegate = 0x3bd8; // MulticastInlineDelegateProperty
        inline uint64_t DBNOHoisterData = 0x3c00; // FFortDBNOCarryHoisterData
        inline uint64_t DBNOHoistee = 0x3c10; // UFortPlayerPawn*
        inline uint64_t DBNOHoisterAnimSet = 0x3c18; // UFortWeaponAnimSet*
        inline uint64_t ThrowCarriedPlayerStrengthXY = 0x3c20; // float
        inline uint64_t ThrowCarriedPlayerStrengthZ = 0x3c24; // float
        inline uint64_t DropCarriedPlayerForwardOffset = 0x3c28; // float
        inline uint64_t DropCarriedPlayerHeightOffset = 0x3c2c; // float
        inline uint64_t DropCarriedPlayerTraceHeight = 0x3c30; // float
        inline uint64_t bShouldTouchShowSecondaryInteract = 0x3c34; // bool : 0
        inline uint64_t bAllowDBNOCarry = 0x3c35; // bool : 0
        inline uint64_t bAllowDBNOCarryEnemies = 0x3c36; // bool : 0
        inline uint64_t bIsBeingDBNOCarried = 0x3c37; // bool : 0
        inline uint64_t bIsDBNOCarrying = 0x3c38; // bool : 0
        inline uint64_t bDBNOCarryHidHoisterBackpack = 0x3c39; // bool : 0
        inline uint64_t bActorHiddenHidCharacterParts = 0x3c3a; // bool : 0
        inline uint64_t bRequestedThrowCarriedPlayer = 0x3c3b; // bool : 0
        inline uint64_t OnDBNOHoisterChangedDelegate = 0x3c48; // MulticastInlineDelegateProperty
        inline uint64_t OnRevivedFromDBNODelegate = 0x3c58; // MulticastInlineDelegateProperty
        inline uint64_t OnRevivePlayerFromDBNODelegate = 0x3c68; // MulticastInlineDelegateProperty
        inline uint64_t OnNewPlayerState = 0x3c78; // MulticastInlineDelegateProperty
        inline uint64_t OnAbilitySystemComponentInitialized = 0x3ca0; // MulticastInlineDelegateProperty
        inline uint64_t OnPreInvalidateAbilitySystemComponent = 0x3cb0; // MulticastInlineDelegateProperty
        inline uint64_t OnFinishedCharacterCustomization = 0x3d08; // MulticastInlineDelegateProperty
        inline uint64_t OnCrouchInputJustPressed = 0x3d30; // MulticastInlineDelegateProperty
        inline uint64_t CustomizationAssetLoader = 0x3d88; // UFortCustomizationAssetLoader*
        inline uint64_t SpawnParticles = 0x3e08; // UParticleSystem*
        inline uint64_t SpawnSound = 0x3e10; // USoundBase*
        inline uint64_t bIsLocalPlayer = 0x3e1c; // bool : 1
        inline uint64_t bDamagedEnemy = 0x3e1c; // bool : 3
        inline uint64_t OnDamageComboIncrement = 0x3e38; // MulticastInlineDelegateProperty
        inline uint64_t OnDamageComboReset = 0x3e48; // MulticastInlineDelegateProperty
        inline uint64_t PlayerStatus = 0x3e60; // uint32_t
        inline uint64_t AccelerationPack = 0x3e64; // uint16_t
        inline uint64_t RepAnimMontageInfo = 0x3e68; // FGameplayAbilityRepAnimMontage
        inline uint64_t ReplicatedEmoteInfo = 0x3ea0; // FFortEmoteRepInfo
        inline uint64_t RepAnimMontageStartSection = 0x3ec8; // int32_t
        inline uint64_t bNetMovementPrioritized = 0x3ecc; // bool : 0
        inline uint64_t LandingMontagePair = 0x3ed0; // FReplicatedMontagePair
        inline uint64_t PriorVariantData = 0x3ef0; // FPreviouslyAppliedVariantData
        inline uint64_t TempWeaponsStack = 0x3f38; // TArray<UFortWorldItemDefinition*>
        inline uint64_t RootMotionInterruptNotifyStack = 0x3f48; // TArray<UFortAnimNotifyState_RootMotionInterrupt*>
        inline uint64_t RootMotionInterruptMontageStack = 0x3f58; // TArray<UAnimMontage*>
        inline uint64_t VisibilityComponent = 0x4030; // UFortVisibilityComponent*
        inline uint64_t BlendablesPostProcessComp = 0x4038; // UPostProcessComponent*
        inline uint64_t bUseControllerRotationYawToRestore = 0x4044; // bool : 0
        inline uint64_t OnBeginSkydivingEvent = 0x4048; // MulticastInlineDelegateProperty
        inline uint64_t OnEndSkydivingEvent = 0x4058; // MulticastInlineDelegateProperty
        inline uint64_t OnBeginParachuteMovementEvent = 0x4068; // MulticastInlineDelegateProperty
        inline uint64_t OnParachuteSpawned = 0x4078; // MulticastInlineDelegateProperty
        inline uint64_t OnEndParachuteMovementEvent = 0x4088; // MulticastInlineDelegateProperty
        inline uint64_t OnParachuteForceOpenStart = 0x4098; // MulticastInlineDelegateProperty
        inline uint64_t OnBallooningGravityCeilingChanged = 0x40a8; // MulticastInlineDelegateProperty
        inline uint64_t OnEnteredAircraft = 0x40b8; // MulticastInlineDelegateProperty
        inline uint64_t OnStopSliding = 0x40c8; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnPossessed = 0x40d8; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnUnpossessed = 0x40e8; // MulticastInlineDelegateProperty
        inline uint64_t OnEmoteInteracted = 0x40f8; // MulticastInlineDelegateProperty
        inline uint64_t OnSafeZoneOccupancyChangedEvent = 0x4108; // MulticastInlineDelegateProperty
        inline uint64_t CustomMovementIndicators = 0x4118; // TMap<void*, void*>
        inline uint64_t CurrentGliderOpenSound = 0x4138; // USoundBase*
        inline uint64_t CurrentGliderOpenAudioComponent = 0x4140; // WeakObjectProperty
        inline uint64_t CurrentGliderCloseSound = 0x4148; // USoundBase*
        inline uint64_t CurrentGliderCloseAudioComponent = 0x4150; // WeakObjectProperty
        inline uint64_t bParachuteLockedOpen = 0x4164; // bool : 0
        inline uint64_t bLocalParachuteLockedOpen = 0x4165; // bool : 0
        inline uint64_t AttachmentMesh = 0x4168; // FRepFortMeshAttachment
        inline uint64_t AttachmentMeshComponent = 0x4178; // USkeletalMeshComponentBudgeted*
        inline uint64_t PersonalVehicleWrapModifier = 0x4180; // UCustomItemWrapModifier*
        inline uint64_t BotScriptedBehavior = 0x4188; // UFortPawnScriptedBehavior*
        inline uint64_t IgnoredWaterBodies = 0x41a8; // TArray<UFortWaterBodyActor*>
        inline uint64_t UnderwaterDamageComponent = 0x41b8; // UFortUnderwaterDamageComponent*
        inline uint64_t SlipperySlopeParams = 0x41d0; // FSlipperySlopeParams
        inline uint64_t PetState = 0x4460; // UFortPlayerPetRepState*
        inline uint64_t CosmeticPetInstance = 0x4468; // UFortPlayerPet*
        inline uint64_t GliderSpawnComponent = 0x4480; // UFortGliderSpawnComponent*
        inline uint64_t ParachuteAttachment = 0x4488; // UFortPlayerParachute*
        inline uint64_t GliderOverrideStack = 0x4498; // TArray<UAthenaGliderItemDefinition*>
        inline uint64_t bResetGliderOverrideOnLanding = 0x44a8; // bool : 0
        inline uint64_t ParachuteClearanceCollisionProfile = 0x44ac; // FName
        inline uint64_t ParachuteDeployTraceForGroundDistance = 0x44b0; // FScalableFloat
        inline uint64_t LaunchPadParachuteDeployTraceForGroundDistance = 0x44d8; // FScalableFloat
        inline uint64_t LaunchPadParachuteDeployTraceForDownwardSpeed = 0x4500; // FScalableFloat
        inline uint64_t ParachuteDeployVelocityBlend = 0x4528; // FScalableFloat
        inline uint64_t ParachuteCooldownToOpen = 0x4550; // float
        inline uint64_t ParachuteCooldownToClose = 0x4554; // float
        inline uint64_t GliderRedeployAllowedRow = 0x4558; // FScalableFloat
        inline uint64_t GliderRedeployLateralVelocityMultiplierRow = 0x4580; // FScalableFloat
        inline uint64_t GliderRedeployHeighLimitRow = 0x45a8; // FScalableFloat
        inline uint64_t AllowGliderRedeployHeighLimitRow = 0x45d0; // FScalableFloat
        inline uint64_t FallOnCloseParachuteRow = 0x45f8; // FScalableFloat
        inline uint64_t AllowCloseAfterForceDeploy = 0x4620; // FScalableFloat
        inline uint64_t BalloonFallDamageThresholdVelocityZ = 0x4650; // FScalableFloat
        inline uint64_t PreDrivingAnimBP = 0x4678; // TSubclassOf<UClass>
        inline uint64_t CurrentVehicleAnimLayerOverlayClass = 0x4680; // TSubclassOf<UClass>
        inline uint64_t CurrentSwimmingAnimLayerOverlayClass = 0x4688; // TSubclassOf<UClass>
        inline uint64_t DefaultSwimmingAnimLayerOverlayClass = 0x4690; // TSubclassOf<UClass>
        inline uint64_t TimeBeforeSwimmingLayerDeactivated = 0x46a0; // float
        inline uint64_t LinkedAnimGraphComponent = 0x46a8; // UFortLinkedAnimGraphComponent*
        inline uint64_t AnimationComponent = 0x46b0; // UFortPlayerAnimationComponent*
        inline uint64_t ParachuteAudioLoop = 0x46b8; // UAudioComponent*
        inline uint64_t ParachuteAndSkydiveAudioFadeInTime = 0x46c0; // float
        inline uint64_t ParachuteAndSkydiveAudioFadeOutTime = 0x46c4; // float
        inline uint64_t SkydiveAudioLoop = 0x46c8; // UAudioComponent*
        inline uint64_t SoundOnParachuteForcedOpen = 0x46d0; // USoundBase*
        inline uint64_t SkydivingLoop1P = 0x46d8; // USoundBase*
        inline uint64_t SkydivingLoop3P = 0x46e0; // USoundBase*
        inline uint64_t ParachuteOpenLoop1P = 0x46e8; // USoundBase*
        inline uint64_t ParachuteOpenLoop3P = 0x46f0; // USoundBase*
        inline uint64_t SwimmingAudioLoop = 0x46f8; // UAudioComponent*
        inline uint64_t SwimmingAudioFadeOutTime = 0x4700; // float
        inline uint64_t SwimmingAudioInterpSpeed = 0x4704; // float
        inline uint64_t SoundOnSwimmingLoop = 0x4708; // USoundBase*
        inline uint64_t RemoteViewData32 = 0x4758; // uint32_t
        inline uint64_t PreRecoilInputDeltaPacked = 0x475c; // uint32_t
        inline uint64_t bSendReplayInputToServer = 0x4778; // bool : 0
        inline uint64_t MovementInputPacked = 0x4798; // uint32_t
        inline uint64_t LastQuickBarSwitchRequestTime = 0x47c8; // float
        inline uint64_t MeleeAbilityCooldown = 0x47cc; // float
        inline uint64_t bHideBodyOnDeathRequested = 0x47d0; // bool : 0
        inline uint64_t ControlledRCPawn = 0x47d4; // WeakObjectProperty
        inline uint64_t StoredControlRotation = 0x47e0; // FRotator
        inline uint64_t UICameraFramingFaceSocketName = 0x47fc; // FName
        inline uint64_t FacialTypeOverride = 0x4800; // EFortFacialAnimTypes
        inline uint64_t GhostModeExitStartTime = 0x4804; // float
        inline uint64_t GhostModeExitDuration = 0x4808; // float
        inline uint64_t CachedReferencesByName = 0x4920; // TMap<void*, void*>
        inline uint64_t bFXPlayDustOnMovement = 0x4930; // bool : 0
        inline uint64_t PSC_PlayerInWater = 0x4938; // UParticleSystemComponent*
        inline uint64_t PSC_PlayerInWaterSurfaceSwimming = 0x4940; // UParticleSystemComponent*
        inline uint64_t NiagaraPlayerInWaterBasicAsset = 0x4948; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerInWaterSwimmingAsset = 0x4950; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWaterHandSplashAsset = 0x4958; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWaterFootSplashAsset = 0x4960; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWaterLargePlayerSplashAsset = 0x4968; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWaterBoostAsset = 0x4970; // UNiagaraSystem*
        inline uint64_t FootSplashLeftSocketName = 0x4978; // FName
        inline uint64_t FootSplashRightSocketName = 0x497c; // FName
        inline uint64_t NiagaraPlayerStandingInWater = 0x4980; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerSwimmingInWater = 0x4988; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerHandSplashInWater = 0x4990; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerFootSplashInWaterLeft = 0x4998; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerFootSplashInWaterRight = 0x49a0; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerJumpSplashInWater = 0x49a8; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerWaterBoost = 0x49b0; // UFXSystemComponent*
        inline uint64_t bWaterFootSplashActive = 0x49b8; // bool : 0
        inline uint64_t bEnableWaterInteractionEffects = 0x49b8; // bool : 1
        inline uint64_t SlidingAudioComp = 0x49c0; // UAudioComponent*
        inline uint64_t SlidingIntensitySound3P = 0x49c8; // USoundBase*
        inline uint64_t SlidingIntensitySound1P = 0x49d0; // USoundBase*
        inline uint64_t SlideAudioIntensity = 0x49d8; // float
        inline uint64_t PSC_PlayerSlideLand = 0x49e0; // UParticleSystemComponent*
        inline uint64_t OnActivateAbility = 0x49e8; // MulticastInlineDelegateProperty
        inline uint64_t OnFiringRangedWeapon = 0x49f8; // MulticastInlineDelegateProperty
        inline uint64_t ConsecutiveWeakSpotResourceBonus = 0x4a08; // FScalableFloat
        inline uint64_t LastHitWeakSpotResourceBonus = 0x4a30; // FScalableFloat
        inline uint64_t CustomInteractionWidget = 0x4a60; // UWidget*
        inline uint64_t ConvertComponent = 0x4a88; // UFortPawnComponent_Convert*
        inline uint64_t AffiliationComponent = 0x4a90; // UFortActorComponent_Affiliation*
        inline uint64_t ReplacedByPawn = 0x4a98; // WeakObjectProperty
        inline uint64_t bUseViewRotationForCameraOrigin = 0x4aa1; // bool : 0
        inline uint64_t CosmeticPortInformationComponent = 0x4af8; // UCosmeticPortInformationComponent*
        inline uint64_t CosmeticApplicatorComponent = 0x4b00; // UCosmeticApplicatorComponent*
        inline uint64_t CurrentQuickChatIcon = 0x4b08; // UTexture2D*
        inline uint64_t pad_trailing = 0x4b10; // uint8[0x20]
    }

    namespace FortGameModePvE {
        inline uint64_t bIdleKickEnabledByConfig = 0xaa0; // bool : 0
        inline uint64_t bIdleKickEnabledByBlueprint = 0xaa1; // bool : 0
        inline uint64_t bOnlyIdleKickPublicMatches = 0xaa2; // bool : 0
        inline uint64_t bResetDefaultIdleTimeWhenNoLongerSolo = 0xaa3; // bool : 0
        inline uint64_t bAnyMovementNotIdleWhilePrivate = 0xaa4; // bool : 0
        inline uint64_t bRestrictMaxIdleTime = 0xaa5; // bool : 0
        inline uint64_t RestrictedMaxIdleTime = 0xaa8; // float
        inline uint64_t bSendIdleAnalytics = 0xaac; // bool : 0
        inline uint64_t bShouldClampFortStats = 0xaad; // bool : 0
        inline uint64_t bWaitForAircraft = 0xaae; // bool : 0
        inline uint64_t bBuildingContainersStartAlreadySearched = 0xaaf; // bool : 0
        inline uint64_t bSpawnLootForBuildingContainersThatStartAlreadySearched = 0xab0; // bool : 0
        inline uint64_t BuildingContainersThatRequireSearching = 0xab8; // TArray<TSubclassOf<UClass>>
        inline uint64_t bSpawnWeaponsWithMaxPerks = 0xb00; // bool : 0
        inline uint64_t bSpawnTrapsWithMaxPerks = 0xb00; // bool : 1
        inline uint64_t bUseHighPerkSlotValues = 0xb00; // bool : 2
        inline uint64_t bEnableBigBenPvE = 0xb4c; // bool : 0
        inline uint64_t BigBenPvE = 0xb50; // FDateTime
        inline uint64_t BigBenPvEAdjust = 0xb58; // float
        inline uint64_t CheckNumDefendersInterval = 0xb5c; // float
        inline uint64_t pad_trailing = 0xb60; // uint8[0x20]
    }

    namespace FortPlayerState {
        inline uint64_t bIsWorldDataOwner = 0x388; // bool : 0
        inline uint64_t bIsGameSessionOwner = 0x388; // bool : 1
        inline uint64_t bIsGameSessionAdmin = 0x388; // bool : 2
        inline uint64_t bIsReadyToContinue = 0x388; // bool : 3
        inline uint64_t bHasFinishedLoading = 0x388; // bool : 4
        inline uint64_t bHasStartedPlaying = 0x388; // bool : 5
        inline uint64_t bRepFlag1 = 0x388; // bool : 6
        inline uint64_t PlayerRole = 0x38c; // EFortPlayerRole
        inline uint64_t WorldPlayerId = 0x38e; // int16_t
        inline uint64_t PartyOwnerUniqueId = 0x390; // FUniqueNetIdRepl
        inline uint64_t HeroId = 0x3c0; // FString
        inline uint64_t HeroType = 0x3d0; // UFortHeroType*
        inline uint64_t CurrentCharXP = 0x3d8; // int32_t
        inline uint64_t MyBackpackPickup = 0x3dc; // WeakObjectProperty
        inline uint64_t InitialExperienceLevel = 0x3e4; // int32_t
        inline uint64_t InitialExperienceAmount = 0x3e8; // int32_t
        inline uint64_t ExperienceDeltas = 0x3f0; // TArray<FFortExperienceDelta>
        inline uint64_t Platform = 0x400; // FString
        inline uint64_t Banner = 0x410; // FPlayerBannerInfo
        inline uint64_t CachedLoadoutCharacterInfo = 0x438; // FCachedLoadoutCharacterInfo
        inline uint64_t CachedLoadoutCharacterGated = 0x448; // UAthenaCharacterItemDefinition*
        inline uint64_t bIsSimulatingDamage = 0x450; // bool : 0
        inline uint64_t OnTeamIndexChangedDelegate = 0x590; // MulticastInlineDelegateProperty
        inline uint64_t CharacterData = 0x5a0; // FCustomCharacterData
        inline uint64_t ActiveVariantOverrides = 0x5f8; // TArray<FMcpVariantChannelInfo>
        inline uint64_t ActiveCosmeticItemSwaps = 0x608; // TArray<FFortAppliedSwapItemAndVariantData>
        inline uint64_t AdditionalCharacterPartOverrides = 0x618; // TArray<UCustomCharacterPart*>
        inline uint64_t CustomPRIComponent = 0x628; // UCustomPlayerComponent*
        inline uint64_t PlayerTeam = 0x648; // WeakObjectProperty
        inline uint64_t PlayerTeamPrivate = 0x650; // WeakObjectProperty
        inline uint64_t bSkipReplicatedStats = 0x670; // bool : 0
        inline uint64_t ReplicatedStats_Campaign = 0x674; // FReplicatedStatValues
        inline uint64_t ReplicatedStats_Zone = 0x78c; // FReplicatedStatValues
        inline uint64_t bAreZoneStatsFinalized = 0x8a8; // bool : 0
        inline uint64_t ReadyCheckState = 0x8a9; // EReadyCheckState
        inline uint64_t HomeActor = 0x8b0; // UActor*
        inline uint64_t AttributeSets = 0x8b8; // FFortPlayerAttributeSets
        inline uint64_t AbilitySystemComponent = 0x910; // UFortAbilitySystemComponent*
        inline uint64_t HabaneroComponent = 0x918; // UFortPlayerStateComponent_Habanero*
        inline uint64_t PlayerOSSName = 0x920; // FName
        inline uint64_t TrustedPlatformType = 0x924; // ETrustedPlatformType
        inline uint64_t AnalyticsPlatform = 0x928; // FString
        inline uint64_t PlatformUniqueNetId = 0x938; // FUniqueNetIdRepl
        inline uint64_t bInitializedPlayerCustomizationOptionsFromClientSettings = 0x978; // bool : 0
        inline uint64_t PawnDeathLocation = 0x9c8; // FVector
        inline uint64_t CachedPreviousWorldPlayerId = 0x9e0; // int32_t
        inline uint64_t bInGhostMode = 0x9f0; // bool : 0
        inline uint64_t OnPawnDiedDelegate = 0xa10; // MulticastInlineDelegateProperty
        inline uint64_t OnPawnDamaged = 0xa20; // MulticastInlineDelegateProperty
        inline uint64_t OnMutatorListUpdatedDelegate = 0xa30; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0xa34; // uint8[0x54]
    }

    namespace FortWeaponWheel {
        inline uint64_t bRememberLastItem = 0x4d4; // bool : 0
        inline uint64_t NumOfQuickBarItems = 0x4d8; // int32_t
        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 WingsMaterialInstance = 0x1a28; // UMaterialInstanceDynamic*
        inline uint64_t IsFlyingGameplayTag = 0x1a30; // FGameplayTag
        inline uint64_t IsFallingAudioParamName = 0x1a34; // FName
        inline uint64_t FeatherDissolveName = 0x1a38; // FName
        inline uint64_t ReplenishAnimationName = 0x1a3c; // FName
        inline uint64_t OutOfEnergy2DSound = 0x1a40; // USoundBase*
        inline uint64_t OwnedGameplayTags = 0x1a48; // FGameplayTagContainer
        inline uint64_t AbilitySystemComponent = 0x1a68; // UFortAbilitySystemComponent*
        inline uint64_t HealthSet = 0x1a70; // UFortHealthSet*
        inline uint64_t PrimarySurfaceType = 0x1a78; // EPhysicalSurface
        inline uint64_t WeaponResponseType = 0x1a79; // EFortBaseWeaponDamage
        inline uint64_t DamageGameplayEffectClass = 0x1a80; // TSubclassOf<UClass>
        inline uint64_t SetByCallerDamageTag = 0x1a88; // FGameplayTag
        inline uint64_t TagsToPreventReload = 0x1a90; // FGameplayTagContainer
        inline uint64_t ServerMeshRelativeRotationRoll = 0x1ab0; // FScalableFloat
        inline uint64_t ServerMeshRelativeLocationY = 0x1ad8; // FScalableFloat
        inline uint64_t ServerMeshRelativeLocationZ = 0x1b00; // FScalableFloat
    }

    namespace FortGameModeZone {
        inline uint64_t OnPlayerLogin = 0x718; // MulticastInlineDelegateProperty
        inline uint64_t bSpawnAllStuff = 0x728; // bool : 0
        inline uint64_t bDisableAI = 0x728; // bool : 1
        inline uint64_t bInitBeaconAtInitGame = 0x728; // bool : 2
        inline uint64_t OverrideAIDirectorIndex = 0x72c; // int32_t
        inline uint64_t ActiveSpawnPad = 0x730; // UBuildingSMActor*
        inline uint64_t bDisableVoiceChat = 0x770; // bool : 0
        inline uint64_t ReplayStreamerOverride = 0x778; // FString
        inline uint64_t AIDirector = 0x790; // UFortAIDirector*
        inline uint64_t AIGoalManager = 0x798; // UFortAIGoalManager*
        inline uint64_t EndOfZoneRemainTime = 0x7a0; // int32_t
        inline uint64_t TaggedActorsManager = 0x7a8; // UFortTaggedActorsManager*
        inline uint64_t BuildingOctreeManager = 0x7b0; // UFortBuildingOctreeManager*
        inline uint64_t SimpleDestructiblePropOctreeManager = 0x7b8; // USimpleDestructiblePropOctreeManager*
        inline uint64_t bUseAllSocketsInSpawnPad = 0x7c0; // bool : 0
        inline uint64_t bCheckHeroTypeForPawnClass = 0x7c1; // bool : 0
        inline uint64_t bAllowSpectateAfterDeath = 0x7c2; // bool : 0
        inline uint64_t bForceSpectateAfterDeathRegardlessOfRespawnTime = 0x7c3; // bool : 0
        inline uint64_t SpectateAfterDeath_DelayFirst = 0x7c8; // FScalableFloat
        inline uint64_t SpectateAfterDeath_DelayRepeating = 0x7f0; // float
        inline uint64_t HotfixBehaviorVolumes = 0x7f8; // TArray<FHotfixVolumePlacement>
        inline uint64_t bCriticalMissionEligible = 0x808; // bool : 0
        inline uint64_t ZoneLootNamedWeightsMapOverride = 0x840; // TMap<void*, void*>
        inline uint64_t PetManager = 0x850; // UFortPetManager*
        inline uint64_t StartingItems = 0x858; // TArray<FItemAndCount>
        inline uint64_t bAllowEnemyAIWorldItemLootDrops = 0x868; // bool : 0
        inline uint64_t bAllowEnemyAIItemCacheLootDrops = 0x868; // bool : 1
        inline uint64_t bAllowContainerItemCacheLootDrops = 0x868; // bool : 2
        inline uint64_t OnHandleZonePeriodicReport = 0x870; // MulticastInlineDelegateProperty
        inline uint64_t OnHandleMatchHasStarted = 0x880; // MulticastInlineDelegateProperty
        inline uint64_t bTrustXboxPlatformId = 0x890; // bool : 0
        inline uint64_t AssociatedSubGame = 0x891; // ESubGame
        inline uint64_t BluGloMiniMapIconBrushOverride = 0x8a0; // FSlateBrush
        inline uint64_t DefaultBluGloMiniMapIconBrush = 0x950; // FSlateBrush
        inline uint64_t bEnableLandscapeFailsafeKillForBots = 0xa08; // bool : 0
        inline uint64_t bTryToSpawnWithinStormShield = 0xa09; // bool : 0
        inline uint64_t bSupportOneHitBuildingActorRecycling = 0xa0a; // bool : 0
        inline uint64_t bOneHitResourcesGoToOwner = 0xa0b; // bool : 0
        inline uint64_t DefaultFailsafeMode = 0xa0c; // EUnderLandscapeFailsafe
        inline uint64_t StormWindInactiveMagnitudeScalar = 0xa10; // float
        inline uint64_t StormWindActiveMagnitudeScalar = 0xa14; // float
        inline uint64_t PlayerStartLocationOverrides = 0xa18; // TArray<FVector>
        inline uint64_t bEnableLongRangeAutoPickup = 0xa50; // bool : 0
        inline uint64_t LongRangeAutoPickupInterval = 0xa54; // float
        inline uint64_t LongRangeAutoPickupRadius = 0xa58; // float
        inline uint64_t pad_trailing = 0xa5c; // uint8[0x44]
    }

    namespace FortGameStatePvE {
        inline uint64_t bAllowMulching = 0x1068; // bool : 0
        inline uint64_t bIsConsideredFrontend = 0x1069; // bool : 0
        inline uint64_t Aircraft = 0x1088; // UFortAircraft*
        inline uint64_t bUseMoonbeamHUD = 0x10a8; // bool : 0
        inline uint64_t PickupsAllowedMax = 0x10ac; // uint32_t
        inline uint64_t PickupsDesiredSlack = 0x10b0; // uint32_t
        inline uint64_t PickupDespawnDelaySeconds = 0x10b4; // float
        inline uint64_t bDebugPickupManagement = 0x10b8; // bool : 0
        inline uint64_t bEnablePickupManagement = 0x10b9; // bool : 0
        inline uint64_t ImportantPickupThreshold = 0x10ba; // EFortRarity
        inline uint64_t bWeaponSwappingEnabled = 0x10c8; // bool : 0
        inline uint64_t OnMaxMatchWarningTimerComplete = 0x10e8; // MulticastInlineDelegateProperty
        inline uint64_t MaxMatchLength = 0x10f8; // float
        inline uint64_t EndMatchWarningTime = 0x10fc; // float
        inline uint64_t pad_trailing = 0x1100; // uint8[0x18]
    }

    namespace FortPickupAthena {
        inline uint64_t StaticGameplayTags = 0x740; // FGameplayTagContainer
    }

    namespace FortPickupEffect {
        inline uint64_t StaticMesh = 0x270; // UStaticMesh*
        inline uint64_t SkeletalMesh = 0x278; // USkeletalMesh*
        inline uint64_t MaterialOverrides = 0x280; // TArray<UMaterialInterface*>
        inline uint64_t ParentPickupActor = 0x290; // UFortPickup*
        inline uint64_t ActiveAlterations = 0x298; // TArray<UFortAlterationItemDefinition*>
        inline uint64_t ItemDefinition = 0x2a8; // UFortWorldItemDefinition*
        inline uint64_t bDoNotShowSpawnParticles = 0x2b8; // bool : 0
        inline uint64_t bDoNotTickSkeletalMeshComponents = 0x2b9; // bool : 0
        inline uint64_t PickupColor = 0x2c0; // FVector
        inline uint64_t BackpackWorldPosition = 0x2d8; // FLinearColor
        inline uint64_t bOwnedByALocalPlayer = 0x2e8; // bool : 0
        inline uint64_t bOwnedByPlayer = 0x2e8; // bool : 1
        inline uint64_t bRandomRotation = 0x2ec; // bool : 0
        inline uint64_t PickupByNearbyPawnSound = 0x2f0; // USoundBase*
        inline uint64_t bTossed = 0x300; // bool : 0
        inline uint64_t pad_trailing = 0x301; // uint8[0x7]
    }

    namespace FortWeaponRanged {
        inline uint64_t OnProjectileSpawned = 0x19f8; // MulticastInlineDelegateProperty
        inline uint64_t OnRecoilAdded = 0x1a08; // MulticastInlineDelegateProperty
        inline uint64_t OnBulletTracerNiagaraDataSent = 0x1a18; // MulticastInlineDelegateProperty
        inline uint64_t OnBulletTracerBeamFXActivated = 0x1a28; // MulticastInlineDelegateProperty
        inline uint64_t ReplayActivationCue = 0x1a50; // FWeaponCueReplicationStruct
        inline uint64_t ReplayImpactCue = 0x1b28; // FWeaponCueReplicationStruct
        inline uint64_t PlayDelayedRecoilTimerHandle = 0x1c08; // FTimerHandle
        inline uint64_t PlayDelayedFiringAnimationTimerHandle = 0x1c10; // FTimerHandle
        inline uint64_t PlayDelayedSpreadTimerHandle = 0x1c18; // FTimerHandle
        inline uint64_t bLWPNudgeHitOrigin = 0x1c20; // bool : 0
        inline uint64_t LWPNudgeHitDistance = 0x1c28; // FFortCachedScalableFloat
        inline uint64_t TracerFXDataChannel = 0x1c58; // UNiagaraDataChannelAsset*
        inline uint64_t NDCTracerFx = 0x1c60; // FFortNDCTracerInfo
        inline uint64_t MuzzleFXData = 0x1d98; // FFortWeaponMuzzleFXData
        inline uint64_t HitscanTracerFakeVelocity = 0x1e48; // float
        inline uint64_t TracerTemplate = 0x1e50; // TSubclassOf<UClass>
        inline uint64_t bAllowAutomaticWeaponCatchup = 0x1e58; // bool : 0
        inline uint64_t LocalFireRateModification = 0x1e74; // float
        inline uint64_t CurrentNumBullets = 0x1e78; // int32_t
        inline uint64_t ScopeTargetingMuzzleOffset = 0x1e80; // FVector
        inline uint64_t CurrentMuzzleBlockedLocation = 0x1e98; // FVector
        inline uint64_t CurrentDamageStart = 0x1eb0; // EFortAbilityTargetingSource
        inline uint64_t MaxTargetingAimAdjustment = 0x1eb8; // FRotator
        inline uint64_t bAnchorReticleCenter = 0x1ed0; // bool : 0
        inline uint64_t bShouldDisplayAmmoCounter = 0x1ed0; // bool : 1
        inline uint64_t bShouldDisplayReticleAmmoCounter = 0x1ed0; // bool : 2
        inline uint64_t bHideAmmoCounterDuringTargeting = 0x1ed0; // bool : 3
        inline uint64_t bShouldDisplayAmmoCounterDuringSecondaryFire = 0x1ed0; // bool : 4
        inline uint64_t bShouldHideReserveAmmo = 0x1ed0; // bool : 5
        inline uint64_t bShouldHideMagazineAmmo = 0x1ed0; // bool : 6
        inline uint64_t bAimFromMuzzleAtCloseRange = 0x1ed0; // bool : 7
        inline uint64_t bShouldAimFromMuzzleAtCloseRange = 0x1ed1; // bool : 0
        inline uint64_t bAlwaysAimFromMuzzle = 0x1ed1; // bool : 1
        inline uint64_t bAutoReloadBlocksManualReload = 0x1ed1; // bool : 2
        inline uint64_t bAllowTrySecondaryFireDuringReload = 0x1ed2; // bool : 0
        inline uint64_t bMaintainAimLocationDuringTargeting = 0x1ed3; // bool : 0
        inline uint64_t bUseScopeTargeting = 0x1ed3; // bool : 1
        inline uint64_t bUseFirstPersonTargeting = 0x1ed3; // bool : 2
        inline uint64_t bDisableTargetingForHipFireFirstPerson = 0x1ed3; // bool : 3
        inline uint64_t HipFireFirstPersonMeshFOV = 0x1ed4; // float
        inline uint64_t bUseScopedThirdPersonTargeting = 0x1ee4; // bool : 0
        inline uint64_t ADSFireHeadToHandDistance = 0x1f00; // float
        inline uint64_t bPersistentFireFX = 0x1f04; // bool : 0
        inline uint64_t bSendSingleFireEventForLoopingMetaSoundWeapons = 0x1f04; // bool : 1
        inline uint64_t bUseBeamParticles = 0x1f04; // bool : 2
        inline uint64_t bActivateRangeAbilityPerBurstShot = 0x1f04; // bool : 3
        inline uint64_t bUseImpactFXForProjectiles = 0x1f04; // bool : 4
        inline uint64_t bUseImpactFXForProjectileOverlaps = 0x1f04; // bool : 5
        inline uint64_t bUseImpactDecals = 0x1f04; // bool : 6
        inline uint64_t bUsePersistentBeam = 0x1f04; // bool : 7
        inline uint64_t bUseShellsParticles = 0x1f05; // bool : 0
        inline uint64_t bUseTracers = 0x1f05; // bool : 1
        inline uint64_t bUseOverrideBaseSpread = 0x1f05; // bool : 6
        inline uint64_t bUseOverrideSpreadDownsightsMultiplier = 0x1f05; // bool : 7
        inline uint64_t bIsMuzzleTraceNearWall = 0x1f06; // bool : 2
        inline uint64_t MaxMuzzleAimCameraAimHeadingAngleDifferenceDegrees = 0x1f08; // float
        inline uint64_t AimPitchMin = 0x1f0c; // float
        inline uint64_t AimPitchMax = 0x1f10; // float
        inline uint64_t MuzzleTraceNearWallThreshold = 0x1f14; // float
        inline uint64_t BeamSignificance = 0x1f38; // FFortEffectDistanceQuality
        inline uint64_t ImpactSignificance = 0x1f50; // FFortEffectDistanceQuality
        inline uint64_t DecalSignificance = 0x1f68; // FFortEffectDistanceQuality
        inline uint64_t ScopeImpactEffectDistanceOffset = 0x1f80; // float
        inline uint64_t MuzzlePSC = 0x1f88; // UFXSystemComponent*
        inline uint64_t ShellPSCMap = 0x1f90; // TMap<void*, void*>
        inline uint64_t BeamParticleSystem = 0x1fa0; // UParticleSystem*
        inline uint64_t BeamNiagaraSystemAsset = 0x1fa8; // SoftObjectProperty
        inline uint64_t BeamSourceSocketName = 0x1fc8; // FName
        inline uint64_t FortSpawnPropOverride = 0x1fd0; // USkeletalMesh*
        inline uint64_t FortSpawnPropAnimOverride = 0x1fd8; // UAnimationAsset*
        inline uint64_t DecalSizeMin = 0x1fe0; // FVector
        inline uint64_t DecalSizeMax = 0x1ff8; // FVector
        inline uint64_t DecalLifespanMin = 0x2010; // float
        inline uint64_t DecalLifespanMax = 0x2014; // float
        inline uint64_t DecalColorStart = 0x2018; // FLinearColor
        inline uint64_t DecalColorEnd = 0x2028; // FLinearColor
        inline uint64_t DecalMaterial = 0x2038; // UMaterialInterface*
        inline uint64_t DecalTexture = 0x2040; // UTexture2D*
        inline uint64_t SurfaceAcceptingDecals = 0x2048; // TArray<uint8_t>
        inline uint64_t ShellReloadCounter = 0x2070; // int32_t
        inline uint64_t MaxTargetingAimAdjustPerSecond = 0x2108; // FRotator
        inline uint64_t ScopePostProcessEnabled = 0x2330; // bool : 0
        inline uint64_t ScopePostProcessBlendWeight = 0x2334; // float
        inline uint64_t ScopePostProcessMaterial = 0x2338; // TArray<FWeightedBlendable>
        inline uint64_t ScopePostProcessMaterialFromOptic = 0x2348; // TArray<FWeightedBlendable>
        inline uint64_t LWPSpawnDirectionAdjustmentStrengthOverride = 0x2360; // float
        inline uint64_t LWPDirectionAdjustmentMaxAngleOverride = 0x2364; // float
        inline uint64_t BulletPattern = 0x2368; // TArray<FFortBulletPatternEntry>
        inline uint64_t RampingFireRateData = 0x2378; // FFortWeaponRampingData
        inline uint64_t EnemyWarningWeaponImpactSFX = 0x2498; // USoundBase*
        inline uint64_t LastFiredInterval = 0x2558; // float
        inline uint64_t BeamNiagaraSystem = 0x2560; // UNiagaraSystem*
        inline uint64_t bUseAthenaRecoil = 0x25e8; // bool : 7
        inline uint64_t bUseAthenaPerfectADSAim = 0x25e9; // bool : 0
        inline uint64_t bFirstShotAccuracyCheckVehicleMovement = 0x25e9; // bool : 1
        inline uint64_t FirstShotAccuracyMinWaitTime = 0x25ec; // float
        inline uint64_t BulletCountForPerBulletRecoil = 0x25f0; // float
        inline uint64_t RecoilProcessingShotCounter = 0x25f4; // float
        inline uint64_t RecoilTimingCounter = 0x25f8; // float
        inline uint64_t BulletCountForPerBulletSpread = 0x25fc; // float
        inline uint64_t TimeRemainingForBulletSpread = 0x2600; // float
        inline uint64_t FireAnimation = 0x2680; // UAnimMontage*
        inline uint64_t FireDownsightsAnimation = 0x2688; // UAnimMontage*
        inline uint64_t FireFromCrouchWalkAnimation = 0x2690; // UAnimMontage*
        inline uint64_t CockingAnimation = 0x2698; // UAnimMontage*
        inline uint64_t WeaponFireMontage = 0x26a0; // UAnimMontage*
        inline uint64_t WeaponFireDownsightsMontage = 0x26a8; // UAnimMontage*
        inline uint64_t WeaponFireFromCrouchWalkMontage = 0x26b0; // UAnimMontage*
        inline uint64_t WeaponCockingMontage = 0x26b8; // UAnimMontage*
        inline uint64_t BeamPSC = 0x26c0; // UFXSystemComponent*
        inline uint64_t bTracerFXSupportsMultipleSimultaneousTracers = 0x26c8; // bool : 0
        inline uint64_t bTracerFXSupportsMultipleSequentialTracers = 0x26c8; // bool : 1
        inline uint64_t TracerBeamFX = 0x26d0; // UNiagaraComponent*
        inline uint64_t CrouchWalkSpeedThreshold = 0x26d8; // float
        inline uint64_t bEnableRecoilDelay = 0x26dc; // bool : 0
        inline uint64_t ReticleSpreadZeroingDistanceFromMuzzle = 0x26e0; // float
        inline uint64_t OnScopedThirdPersonTargetingChanged = 0x26f8; // MulticastInlineDelegateProperty
        inline uint64_t OnOverheatValueChanged = 0x2748; // MulticastInlineDelegateProperty
        inline uint64_t OverheatState = 0x2758; // EFortWeaponOverheatState
        inline uint64_t OverheatSyncData = 0x275c; // FOverheatSync
        inline uint64_t OverheatedAnimation = 0x2768; // UAnimMontage*
        inline uint64_t WeaponOverheatedAnimation = 0x2770; // UAnimMontage*
        inline uint64_t bCooldownWhileOverheated = 0x2778; // bool : 0
        inline uint64_t bShouldDisplayReticleOverheatIndicator = 0x2779; // bool : 0
        inline uint64_t OverheatValue = 0x277c; // float
        inline uint64_t TimeHeatWasLastAdded = 0x278c; // float
        inline uint64_t TimeOverheatedBegan = 0x2790; // float
        inline uint64_t OverheatValueWhenVentingBegan = 0x2794; // float
        inline uint64_t bIsManuallyVentingWeapon = 0x2798; // bool : 0
        inline uint64_t LWProjectile_DamageStart = 0x27b0; // FVector
        inline uint64_t LWProjectile_DamageDirection = 0x27c8; // FVector
        inline uint64_t LWProjectile_ActivateRemovedTimestamp = 0x27e0; // float
        inline uint64_t bCacheAimPointOnFire = 0x280d; // bool : 0
        inline uint64_t CachedAimPoint = 0x2810; // FVector
        inline uint64_t CustomFiringSequenceLength = 0x2828; // int32_t
        inline uint64_t CustomFiringSequenceMinTimeBetween = 0x282c; // float
        inline uint64_t CachedLODSettingsManager = 0x2838; // InterfaceProperty
        inline uint64_t bUseTargetingBasedLOD = 0x2850; // bool : 0
        inline uint64_t ScopeRailMaterialIndex = 0x2854; // int32_t
        inline uint64_t HideScopeRailMaterialParameterName = 0x2858; // FName
        inline uint64_t pad_trailing = 0x2860; // uint8[0x120]
    }

    namespace FortGameStateBase {
        inline uint64_t FortTimeOfDayManager = 0x340; // InterfaceProperty
        inline uint64_t pad_trailing = 0x344; // uint8[0xC]
    }

    namespace FortGameStateZone {
        inline uint64_t PawnIDCount = 0x800; // int32_t
        inline uint64_t WaitingToLeaveZoneTimeLeft = 0x804; // int32_t
        inline uint64_t HostilityMeterPercent = 0x808; // float
        inline uint64_t IntensityPercent = 0x80c; // float
        inline uint64_t SpawnPointsCap = 0x810; // int32_t
        inline uint64_t SpawnPointsAllocated = 0x814; // int32_t
        inline uint64_t MaxTotalAI = 0x818; // int32_t
        inline uint64_t MaxEncounterAI = 0x81c; // int32_t
        inline uint64_t MaxEncounterSP = 0x820; // int32_t
        inline uint64_t ReplicatedMontageMap = 0x828; // FReplicatedMontageMap
        inline uint64_t AllSpawnGroupUpgradeModifierDefs = 0x840; // TArray<UFortGameplayModifierItemDefinition*>
        inline uint64_t CompletionResult = 0x850; // EFortCompletionResult
        inline uint64_t ClientNetworkAnalyticsTimerPeriod = 0x898; // float
        inline uint64_t PlayerBuildingSkillLevel = 0x89c; // float
        inline uint64_t PlayerSharedMaxTrapAttributes = 0x8a0; // TArray<float>
        inline uint64_t GameplayMutatorObservers = 0x8b0; // TArray<UObject*>
        inline uint64_t ExplicitGloballyBlockedAbilityTags = 0x930; // FGameplayTagContainer
        inline uint64_t bInvitesRestricted = 0x970; // bool : 0
        inline uint64_t bDBNODeathEnabled = 0x971; // bool : 0
        inline uint64_t ServerGameplayTagIndexHash = 0x974; // uint32_t
        inline uint64_t bDisconnectOnServerGameplayTagIndexHashMismatch = 0x978; // bool : 0
        inline uint64_t OnCompletionResultEvent = 0x9e0; // MulticastInlineDelegateProperty
        inline uint64_t OnServerZoneCompleteDelegate = 0x9f0; // MulticastInlineDelegateProperty
        inline uint64_t TotalPlayerStructures = 0xa04; // int32_t
        inline uint64_t MaxPlayerStructures = 0xa08; // int32_t
        inline uint64_t bGlobalCeaseFire = 0xa0c; // bool : 0
        inline uint64_t GlobalEnvironmentAbilityActor = 0xa28; // UFortGlobalEnvironmentAbilityActor*
        inline uint64_t GlobalGameplayEventListeners = 0xa30; // TArray<UFortAbilitySystemComponent*>
        inline uint64_t ActiveGameplayModifiers = 0xa40; // FActiveGameplayModifierArray
        inline uint64_t bSupportRuntimeShutdownOfGameplayModifiers = 0xab0; // bool : 0
        inline uint64_t StructuralSupportSystem = 0xab8; // UBuildingStructuralSupportSystem*
        inline uint64_t ZoneDifficultyInfoRow = 0xac0; // FDataTableRowHandle
        inline uint64_t ZoneTheme = 0xad0; // UFortZoneTheme*
        inline uint64_t MissionGeneratorClass = 0xad8; // SoftClassProperty
        inline uint64_t MissionRewards = 0xaf8; // TArray<FFortItemQuantityPair>
        inline uint64_t DifficultyIncreaseRewards = 0xb08; // TArray<FFortZoneDifficultyIncreaseRewardData>
        inline uint64_t MissionAlertData = 0xb18; // FFortZoneMissionAlertData
        inline uint64_t ManagedObjectData = 0xb48; // FManagedValidationArray
        inline uint64_t ClientPreloadMissionClasses = 0xc40; // TArray<FSoftObjectPath>
        inline uint64_t ThreatVisualsManager = 0xc50; // UFortThreatVisualsManager*
        inline uint64_t ThreatParticleActor = 0xc58; // UFortThreatParticleActor*
        inline uint64_t bDrawRunVariationDebug = 0xc60; // bool : 0
        inline uint64_t PawnVariationList = 0xc68; // TArray<WeakObjectProperty>
        inline uint64_t VariationIndex = 0xc78; // int32_t
        inline uint64_t GameDifficulty = 0xc7c; // float
        inline uint64_t bIsGroupContent = 0xc84; // bool : 0
        inline uint64_t DifficultyIncreaseRewardTier = 0xc88; // int32_t
        inline uint64_t bAllowedToUpdateBackendDifficulty = 0xc8c; // bool : 0
        inline uint64_t bAllowedToOverrideBackendRewards = 0xc8c; // bool : 1
        inline uint64_t AllPlayerBuildableClasses = 0xca0; // TArray<TSubclassOf<UClass>>
        inline uint64_t AllPlayerBuildableClassesIndexLookup = 0xcb0; // TMap<void*, void*>
        inline uint64_t PlayerBuildableClasses = 0xcc0; // FPlayerBuildableClassContainer
        inline uint64_t OnUIMapManagerCreated = 0xd20; // MulticastInlineDelegateProperty
        inline uint64_t UIMapManager = 0xd48; // UFortInGameMapManager*
        inline uint64_t OnScoreTotalsChanged = 0xd50; // MulticastInlineDelegateProperty
        inline uint64_t ScoringTableRowName = 0xd60; // FName
        inline uint64_t TotalCombatScore = 0xd64; // int32_t
        inline uint64_t TotalBuildingScore = 0xd68; // int32_t
        inline uint64_t TotalUtilityScore = 0xd6c; // int32_t
        inline uint64_t TheaterUniqueId = 0xd70; // FString
        inline uint64_t MissionLogDebugString = 0xd80; // FString
        inline uint64_t bAllowBuildingCostMods = 0xda8; // bool : 0
        inline uint64_t bFreeBuildingRepairs = 0xda8; // bool : 1
        inline uint64_t bAllowBuildingAtLayoutRequirements = 0xdac; // bool : 0
        inline uint64_t bAllowBuildingWithoutLayoutRequirements = 0xdad; // bool : 0
        inline uint64_t bAllowLayoutRequirementsFeature = 0xdae; // bool : 0
        inline uint64_t bAllowBuildingThroughBlockingObjects = 0xdb0; // bool : 0
        inline uint64_t bShouldPreCachePlayerBuildableClasses = 0xdb1; // bool : 0
        inline uint64_t NumSurvivorsSpawned = 0xdb4; // int32_t
        inline uint64_t NumSurvivorsDead = 0xdb8; // int32_t
        inline uint64_t NumSurvivorsRescued = 0xdbc; // int32_t
        inline uint64_t OnNumSurvivorsRescuedChangedDelegate = 0xdc0; // MulticastInlineDelegateProperty
        inline uint64_t ServerStability = 0xdd0; // EServerStability
        inline uint64_t GameplayVotesArray = 0xe50; // TArray<FVoteData>
        inline uint64_t CreativePortalManager = 0xe70; // UFortCreativePortalManager*
        inline uint64_t CreativeRealEstatePlotManager = 0xe78; // UFortCreativeRealEstatePlotManager*
        inline uint64_t bUseMaxBackpackSize = 0xe80; // bool : 0
        inline uint64_t bForceClientRoutingForPurchaseCatalogEntry = 0xe81; // bool : 0
        inline uint64_t AffiliationManager = 0xe88; // UFortGameStateComponent_AffiliationManager*
        inline uint64_t SurfaceOverrideComponent = 0xe90; // UFortGameStateComponent_SurfaceOverride*
        inline uint64_t ReplicatedServerTickRate = 0xe98; // EFortServerTickRate
        inline uint64_t ReplicatedPhysicsTickRate = 0xe99; // EFortPhysicsTickRate
        inline uint64_t pad_trailing = 0xe9a; // uint8[0x1CE]
    }

    namespace FortPickupsParent {
        inline uint64_t MIDs = 0x308; // TArray<UMaterialInstanceDynamic*>
        inline uint64_t CurrentMaterials = 0x318; // TArray<UMaterialInterface*>
        inline uint64_t CurrentParentMaterials = 0x328; // TArray<UMaterialInterface*>
        inline uint64_t DefaultBaseMaterial = 0x338; // UMaterialInterface*
        inline uint64_t LootGiftMaterialSkelMesh = 0x340; // UMaterialInterface*
        inline uint64_t LootGiftMaterialStaticMesh = 0x348; // UMaterialInterface*
        inline uint64_t bEnableReplaceRootComponent = 0x358; // bool : 0
        inline uint64_t bIsBluGloPickup = 0x359; // bool : 0
        inline uint64_t bIsSkeletalMeshComponent = 0x35a; // bool : 0
        inline uint64_t bHasUniqueMaterialIds = 0x35b; // bool : 0
        inline uint64_t bActivateRarityParticleSystems = 0x35c; // bool : 0
        inline uint64_t bRandomRotationMaintainPitch = 0x35d; // bool : 0
        inline uint64_t bIsLootGiftForOthers = 0x35e; // bool : 0
        inline uint64_t PickupForceFeedback = 0x360; // UForceFeedbackEffect*
        inline uint64_t NamesOfMaterialsThatShouldNotBeReparented = 0x368; // TArray<FName>
        inline uint64_t CurrentViewDistance = 0x378; // float
        inline uint64_t PickupRarityLevel = 0x37c; // int32_t
        inline uint64_t PickupRarityColor = 0x380; // FLinearColor
        inline uint64_t SweepBrightness = 0x390; // TArray<float>
        inline uint64_t SweepSpeed = 0x3a0; // TArray<float>
        inline uint64_t BackgroundParticleSystem = 0x3b0; // UParticleSystemComponent*
        inline uint64_t PickedUpTrailPS = 0x3b8; // UParticleSystem*
        inline uint64_t LifetimePickedUp = 0x3c0; // TArray<float>
        inline uint64_t SparkleSpawnRatePickedUp = 0x3d0; // TArray<float>
        inline uint64_t ComponentRadiusScaled = 0x3e0; // float
        inline uint64_t CullDistanceStW = 0x3e4; // float
        inline uint64_t CullDistanceAthena = 0x3e8; // float
        inline uint64_t CullDistanceBacchus = 0x3ec; // float
        inline uint64_t BackgroundParticleSystemComponentCullDistance = 0x3f0; // float
        inline uint64_t MeshPivotOffset = 0x3f8; // FVector
        inline uint64_t MeshRotationBias = 0x410; // FRotator
        inline uint64_t PickedUpFadeInTime = 0x428; // float
        inline uint64_t PickedUpHoldTime = 0x42c; // float
        inline uint64_t PickedUpFadeOutTime = 0x430; // float
        inline uint64_t PickedUpSweepSpeed = 0x434; // float
        inline uint64_t PickedUpDelayBeforeGlow = 0x438; // float
        inline uint64_t SkelMeshComponent = 0x440; // USkeletalMeshComponent*
        inline uint64_t StaticMeshComponent = 0x448; // UStaticMeshComponent*
        inline uint64_t MeshPrimitiveComponent = 0x450; // UPrimitiveComponent*
        inline uint64_t BackgroundParticleSystemComponent = 0x458; // UParticleSystemComponent*
    }

    namespace FortWeaponAnimSet {
        inline uint64_t DelayBetweenFireAndFullBodySprint = 0x28; // float
        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 = 0x19f8; // EBarnTowelFlyingStatus
        inline uint64_t NativeCurrentHeightAboveWorld = 0x19fc; // float
        inline uint64_t ForwardSpeed = 0x1a00; // float
        inline uint64_t ForAnimTimeLeftInInitialHover = 0x1a04; // float
        inline uint64_t ForAnimCurrentNoiseOffset = 0x1a08; // FVector
        inline uint64_t ForAnimMovementGoalDirection = 0x1a20; // FVector
        inline uint64_t ForAnimDodgeVelocity = 0x1a38; // FVector
        inline uint64_t ForAnimMovementInput = 0x1a50; // FVector2D
        inline uint64_t ForAnimGoalMoveOrientation = 0x1a60; // FRotator
        inline uint64_t bForAnimIsStartingFlying = 0x1a78; // bool : 0
        inline uint64_t bForAnimIsInInitialHover = 0x1a79; // bool : 0
        inline uint64_t bForAnimIsInInitialHoverWithBuffer = 0x1a7a; // bool : 0
        inline uint64_t FlyingMovementModeExtension = 0x1ae0; // TSubclassOf<UClass>
        inline uint64_t TagToEnableHeightCheck = 0x1ae8; // FGameplayTag
        inline uint64_t HeightCheckInterval = 0x1af0; // FScalableFloat
        inline uint64_t HeightCheckTraceLength = 0x1b18; // FScalableFloat
    }

    namespace FortWeaponTooltip {
        inline uint64_t CachedWeapon = 0x48; // WeakObjectProperty
        inline uint64_t CachedAbilitySystemComponent = 0xb0; // WeakObjectProperty
        inline uint64_t pad_trailing = 0xb4; // uint8[0x4]
    }

    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 = 0x760; // FScalableFloat
        inline uint64_t bAllowFillContextInfoBPOverride = 0x788; // bool : 0
        inline uint64_t pad_trailing = 0x789; // uint8[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 CampaignBackpackRating = 0xea0; // float
        inline uint64_t CampaignCommanderLoadoutRating = 0xea4; // float
    }

    namespace FortProjectileBase {
        inline uint64_t VerticleFireOffset = 0x698; // FCurveTableRowHandle
        inline uint64_t InitialSpeed = 0x6a8; // FCurveTableRowHandle
        inline uint64_t ChargeUpInitialSpeed = 0x6b8; // FCurveTableRowHandle
        inline uint64_t MaxSpeed = 0x6c8; // FCurveTableRowHandle
        inline uint64_t InitialGravityScaleOverride = 0x6d8; // FCurveTableRowHandle
        inline uint64_t ReplicatedMaxSpeed = 0x6e8; // float
        inline uint64_t GravityScale = 0x6ec; // float
        inline uint64_t OriginalTarget = 0x6f0; // WeakObjectProperty
        inline uint64_t ChargePercent = 0x6f8; // float
        inline uint64_t MomentumTransfer = 0x6fc; // float
        inline uint64_t bAddOwnerVelocity = 0x700; // bool : 0
        inline uint64_t MaxInitialSpeedForOwnerVelocity = 0x708; // FScalableFloat
        inline uint64_t MaxDeltaVelocityAngleToOwnerVelocity = 0x730; // FScalableFloat
        inline uint64_t bSpawnPointCanBeUsedByOtherPlayers = 0x758; // bool : 0
        inline uint64_t PlayerSpawnOffset = 0x75c; // float
        inline uint64_t bRegisterInPerceptionSystem = 0x760; // bool : 0
        inline uint64_t StaticMeshPropToRemoveOnPawn = 0x768; // UStaticMesh*
        inline uint64_t bCanBePickedUpWhenStopped = 0x770; // bool : 0
        inline uint64_t CapsuleComponent = 0x778; // UCapsuleComponent*
        inline uint64_t ProjectileMovementComponent = 0x780; // UFortProjectileMovementComponent*
        inline uint64_t WaterInteractionComponent = 0x788; // UFortWaterInteractionComponent*
        inline uint64_t BulletWhipTrackerComponent = 0x790; // UBulletWhipTrackerComponentBase*
        inline uint64_t bDummyProjectile = 0x798; // bool : 0
        inline uint64_t bStopSimulatingOnHit = 0x799; // bool : 0
        inline uint64_t TouchWaterBehavior = 0x79a; // EProjectileWaterHitBehavior
        inline uint64_t bPassThroughFriendlyPawns = 0x79b; // bool : 0
        inline uint64_t bApplyNewtonCharacterImpulse = 0x79c; // bool : 0
        inline uint64_t bDisableCollisionOnStop = 0x79d; // bool : 0
        inline uint64_t bStoppedSimulatingDueToHit = 0x79e; // bool : 0
        inline uint64_t bReplicateStopSimulationLocation = 0x79f; // bool : 0
        inline uint64_t bReplicateStopSimulationLocationOptimized = 0x7a0; // bool : 0
        inline uint64_t bClientInterpMovement = 0x7a1; // bool : 0
        inline uint64_t bClientInterpRotation = 0x7a2; // bool : 0
        inline uint64_t bUseClientsidePrediction = 0x7a3; // bool : 0
        inline uint64_t bIsPredictedProjectile = 0x7a4; // bool : 0
        inline uint64_t bHasLocalPredictedCounterpart = 0x7a5; // bool : 0
        inline uint64_t PredictionKey = 0x7a8; // FFortProjectilePredictionKey
        inline uint64_t bAutoSelectAttachedForInterp = 0x7b0; // bool : 0
        inline uint64_t bFiredWhileTargeting = 0x7b8; // bool : 0
        inline uint64_t ResumeSimulationCount = 0x7bc; // int32_t
        inline uint64_t SyncID = 0x7c4; // uint16_t
        inline uint64_t SimulationStoppingHit = 0x7c8; // FHitResult
        inline uint64_t WeaponResponseType = 0x8d0; // EFortBaseWeaponDamage
        inline uint64_t DefaultTags = 0x908; // FGameplayTagContainer
        inline uint64_t ProjectileGameplayCues = 0x928; // FFortProjectileCues
        inline uint64_t CachedPassByPawn = 0x968; // USceneComponent*
        inline uint64_t SkyTubeForceMultiplier = 0x988; // float
        inline uint64_t CurrentSkyTube = 0x990; // UFortSkyTube*
        inline uint64_t CachedImpactResult = 0x998; // FHitResult
        inline uint64_t BulletWhipTrackerComponentClass = 0xa90; // TSubclassOf<UClass>
        inline uint64_t bResetOverlapRestrictionsOnBounce = 0xa99; // bool : 0
        inline uint64_t MaxLifespanOnStop = 0xa9c; // float
        inline uint64_t LifespanOnHitDoNotExplode = 0xaa0; // float
        inline uint64_t bStopSimulationAtDistanceFromInitialLocation = 0xaa4; // bool : 0
        inline uint64_t bClampLocationAtMaxSimulationDistance = 0xaa4; // bool : 1
        inline uint64_t bAutoKillWhenExceedingMaxSimulationDistance = 0xaa4; // bool : 2
        inline uint64_t MaxSimulationDistanceSquaredOverride = 0xaa8; // float
        inline uint64_t ProjectileThrownStatCategoryNames = 0xac8; // TArray<FName>
    }

    namespace FortGameModeOutpost {
        inline uint64_t OwnedZoneComponent = 0xb80; // UFortGameModeComponent_OwnedZone*
        inline uint64_t OwnerItemRefundCache = 0xb88; // TArray<FFortItemEntry>
        inline uint64_t CurrentCoreInfo = 0xb98; // FFortOutpostCoreInfo
        inline uint64_t bSavePlayerBuiltStructuresAtAllTimes = 0xbc0; // bool : 0
        inline uint64_t MinTotalContinuousOneHitResourcesDistributedForForcedSave = 0xbc4; // int32_t
        inline uint64_t MaxContinuousOneHitResourcesDistributedBeforeForcedSave = 0xbc8; // int32_t
        inline uint64_t bEnableLargeScaleDisassemblyForcedSaves = 0xbd8; // bool : 0
        inline uint64_t bEnableUnsupportedStructureDisassembly = 0xbdc; // bool : 0
        inline uint64_t bCheckNavMeshAvailability = 0xbdf; // bool : 0
    }

    namespace FortGameStateAthena {
        inline uint64_t PostGameUIInfo = 0x10b0; // UFortPlaylistUIInfo*
        inline uint64_t bInSpawningStartup = 0x10b8; // bool : 0
        inline uint64_t bCanBuildOnWaterGlobal = 0x10e0; // bool : 0
        inline uint64_t bBlockBuildOnWaterGlobal = 0x10e1; // bool : 0
        inline uint64_t OnNewContentUpdateMessageRecieved = 0x1118; // MulticastInlineDelegateProperty
        inline uint64_t OnNewScreenLogMessageReceived = 0x1128; // MulticastInlineDelegateProperty
        inline uint64_t bIsGrassFireBoundsUpdateEnabled = 0x1138; // bool : 0
        inline uint64_t bCanSpawnLoot = 0x1139; // bool : 0
        inline uint64_t InfiniteBuildingResources = 0x1140; // FScalableFloat
        inline uint64_t InfiniteGold = 0x1168; // FScalableFloat
        inline uint64_t InfiniteWorldResources = 0x1190; // FScalableFloat
        inline uint64_t AthenaGameDataTable = 0x11e0; // UCurveTable*
        inline uint64_t AthenaGameDataResetRows = 0x11e8; // TArray<FName>
        inline uint64_t ResetAthenaGameDataTable = 0x11f8; // UCurveTable*
        inline uint64_t bIsUsingDownloadOnDemand = 0x1200; // bool : 0
        inline uint64_t bWantsHoldoverPluginOnClient = 0x1201; // bool : 0
        inline uint64_t bDisconnectOnContentBeaconError = 0x1202; // bool : 0
        inline uint64_t OnCurrentPlaylistLoaded = 0x1240; // MulticastInlineDelegateProperty
        inline uint64_t bPlaylistDataIsLoaded = 0x12b0; // bool : 0
        inline uint64_t bPlaylistDataIsActivelyLoading = 0x12b2; // bool : 0
        inline uint64_t FullScreenMapBlockers = 0x12e8; // TSet<void*>
        inline uint64_t AllWinnersAnnounced = 0x12f8; // MulticastInlineDelegateProperty
        inline uint64_t WinnerInfoDisplayReadyCN = 0x1320; // MulticastInlineDelegateProperty
        inline uint64_t CountdownTick = 0x1330; // MulticastInlineDelegateProperty
        inline uint64_t CountdownStarted = 0x1340; // MulticastInlineDelegateProperty
        inline uint64_t CountdownFinished = 0x1350; // MulticastInlineDelegateProperty
        inline uint64_t CountdownStopped = 0x1360; // MulticastInlineDelegateProperty
        inline uint64_t FinalCountdownTick = 0x1370; // MulticastInlineDelegateProperty
        inline uint64_t FinalCountdownStarted = 0x1380; // MulticastInlineDelegateProperty
        inline uint64_t FinalCountdownFinished = 0x1390; // MulticastInlineDelegateProperty
        inline uint64_t CurrentHighScoreUpdated = 0x13a0; // MulticastInlineDelegateProperty
        inline uint64_t OnGoalScoreChanged = 0x13b0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupSpawnedAndReady = 0x13c0; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupDestroy = 0x13d0; // MulticastInlineDelegateProperty
        inline uint64_t GameModeMessageRequest = 0x13e0; // MulticastInlineDelegateProperty
        inline uint64_t ContextTutorialGameModeMessageRequest = 0x13f0; // MulticastInlineDelegateProperty
        inline uint64_t HideGameModeMessageRequest = 0x1400; // MulticastInlineDelegateProperty
        inline uint64_t GameModeMessageSuccess = 0x1410; // MulticastInlineDelegateProperty
        inline uint64_t ShowGameModeMessage = 0x1420; // MulticastInlineDelegateProperty
        inline uint64_t HideGameModeMessage = 0x1430; // MulticastInlineDelegateProperty
        inline uint64_t ShowMarkerGameMode = 0x1440; // MulticastInlineDelegateProperty
        inline uint64_t HideMarkerGameMode = 0x1450; // MulticastInlineDelegateProperty
        inline uint64_t RepositionGameModeMessage = 0x1460; // MulticastInlineDelegateProperty
        inline uint64_t SetDefaultPositionGameModeMessage = 0x1470; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerLeftCreativeIsland = 0x1480; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerJoinedCreativeIsland = 0x1490; // MulticastInlineDelegateProperty
        inline uint64_t MutatorGenericIntegerUpdated = 0x14a0; // MulticastInlineDelegateProperty
        inline uint64_t MutatorGameplayEvent = 0x14b0; // MulticastInlineDelegateProperty
        inline uint64_t bForceTeamScorePlacementOnDeath = 0x1540; // bool : 0
        inline uint64_t bSkyTubesShuttingDown = 0x1541; // bool : 0
        inline uint64_t bSkyTubesDisabled = 0x1542; // bool : 0
        inline uint64_t ServerChangelistNumber = 0x154c; // int32_t
        inline uint64_t ServerType = 0x1550; // FString
        inline uint64_t SpecialActorData = 0x1560; // UFortSpecialActorReplicationInfo*
        inline uint64_t ReplOverrideData = 0x1568; // UFortPropertyOverrideReplShared*
        inline uint64_t BuildingActorClasses = 0x1578; // TArray<TSubclassOf<UClass>>
        inline uint64_t WinnerAnnounced = 0x1588; // MulticastInlineDelegateProperty
        inline uint64_t WinningTeamAnnounced = 0x1598; // MulticastInlineDelegateProperty
        inline uint64_t WinningScoreDetermined = 0x15a8; // MulticastInlineDelegateProperty
        inline uint64_t ActiveTeamArrayBuiltEvent = 0x15b8; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayersLeftChanged = 0x15c8; // MulticastInlineDelegateProperty
        inline uint64_t OnTeamsLeftChanged = 0x15f8; // MulticastInlineDelegateProperty
        inline uint64_t OnWinConditionMetCN = 0x1608; // MulticastInlineDelegateProperty
        inline uint64_t UpdateNamedPoiColorDelegate = 0x1618; // MulticastInlineDelegateProperty
        inline uint64_t bSkipWinnerAnnounced = 0x1628; // bool : 0
        inline uint64_t bStopBuildingHealingOnDamage = 0x1629; // bool : 0
        inline uint64_t EndGameStartTime = 0x162c; // float
        inline uint64_t EndGameKickPlayerTime = 0x1630; // float
        inline uint64_t TotalPlayers = 0x1634; // int32_t
        inline uint64_t PlayersLeft = 0x1638; // int32_t
        inline uint64_t PlayersLoaded = 0x163c; // int32_t
        inline uint64_t ClientVehicleClassesToLoad = 0x1640; // TArray<TSubclassOf<UClass>>
        inline uint64_t ClientItemDefsToLoad = 0x1650; // TArray<UItemDefinitionBase*>
        inline uint64_t PredictedProjectiles = 0x1660; // TArray<UFortProjectileBase*>
        inline uint64_t RemainingFocalPointActorDuration = 0x1670; // float
        inline uint64_t FocalPointActor = 0x1678; // UActor*
        inline uint64_t FocalPointRotationInterpSpeed = 0x1680; // float
        inline uint64_t FocalPointOffset = 0x1688; // FVector_NetQuantize
        inline uint64_t FocalPointFOV = 0x16a0; // float
        inline uint64_t bCheatRespawnEnabled = 0x16f4; // bool : 0
        inline uint64_t TeamXPlayersLeft = 0x16f8; // TArray<int32_t>
        inline uint64_t WinningPlayerList = 0x1708; // TArray<FFortWinnerPlayerData>
        inline uint64_t TeamsLeft = 0x1718; // int32_t
        inline uint64_t ServerToClientPreloadList = 0x1720; // TArray<UObject*>
        inline uint64_t DefaultBattleBus = 0x1730; // UAthenaBattleBusItemDefinition*
        inline uint64_t TeamFlightPaths = 0x1738; // TArray<FAircraftFlightInfo>
        inline uint64_t FlightPathMidLine = 0x1748; // FAircraftFlightInfo
        inline uint64_t DropZoneCenter = 0x1790; // FVector2D
        inline uint64_t FlightPathSelectionCenter = 0x17a0; // FVector2D
        inline uint64_t UtcTimeStartedMatch = 0x17b0; // FDateTime
        inline uint64_t bIsLargeTeamGame = 0x17b8; // bool : 0
        inline uint64_t WinningPlayerState = 0x17c0; // UPlayerState*
        inline uint64_t WinningTeam = 0x17d8; // int32_t
        inline uint64_t WinningScore = 0x17dc; // int32_t
        inline uint64_t CurrentHighScore = 0x17e0; // int32_t
        inline uint64_t CurrentHighScoreTeam = 0x17e4; // int32_t
        inline uint64_t SupplyDropWaveStartedSoundCue = 0x17e8; // USoundCue*
        inline uint64_t bApplyHomebaseEffectsOnPlayerSetup = 0x1810; // bool : 0
        inline uint64_t KillFeedEntry = 0x1818; // TArray<TextProperty>
        inline uint64_t KillFeedUpdated = 0x1838; // MulticastInlineDelegateProperty
        inline uint64_t SpectatorArray = 0x1850; // TArray<UFortPlayerState*>
        inline uint64_t PartyMemberSpectatorArray = 0x1860; // TArray<UFortPlayerState*>
        inline uint64_t bStormReachedFinalPosition = 0x1871; // bool : 0
        inline uint64_t FriendlyFireType = 0x1872; // EFriendlyFireType
        inline uint64_t SpectateAPartyMemberAvailable = 0x1890; // bool : 0
        inline uint64_t GameMemberInfoArray = 0x1928; // FGameMemberInfoArray
        inline uint64_t ActiveTeamNums = 0x1a18; // TArray<uint8_t>
        inline uint64_t CurrentPlaylistId = 0x1a28; // int32_t
        inline uint64_t MinimapBackgroundMID = 0x1a30; // UMaterialInstanceDynamic*
        inline uint64_t MinimapCircleMID = 0x1a38; // UMaterialInstanceDynamic*
        inline uint64_t MinimapNextCircleMID = 0x1a40; // UMaterialInstanceDynamic*
        inline uint64_t FullMapCircleMID = 0x1a48; // UMaterialInstanceDynamic*
        inline uint64_t FullMapNextCircleMID = 0x1a50; // UMaterialInstanceDynamic*
        inline uint64_t MinimapSafeZoneBrush = 0x1a60; // FSlateBrush
        inline uint64_t MinimapCircleBrush = 0x1b10; // FSlateBrush
        inline uint64_t MinimapNextCircleBrush = 0x1bc0; // FSlateBrush
        inline uint64_t FullMapCircleBrush = 0x1c70; // FSlateBrush
        inline uint64_t FullMapNextCircleBrush = 0x1d20; // FSlateBrush
        inline uint64_t MinimapSafeZoneFinalPosBrush = 0x1dd0; // FSlateBrush
        inline uint64_t AircraftPathBrush = 0x1e80; // FSlateBrush
        inline uint64_t AircraftMidlinePathBrush = 0x1f30; // FSlateBrush
        inline uint64_t AircraftPathTeamIndicatorBrush = 0x1fe0; // FSlateBrush
        inline uint64_t MiniMapBackgroundDrawingMaterialOverride = 0x2090; // UMaterialInterface*
        inline uint64_t MiniMapRadiusTrackerCircleOffscreenDrawingIcon = 0x2098; // UTexture2D*
        inline uint64_t MiniMapRadiusTrackerCircleOffscreenBackgroundDrawingIcon = 0x20a0; // UTexture2D*
        inline uint64_t MiniMapBackgroundDrawingMaterial = 0x20a8; // UMaterialInterface*
        inline uint64_t MiniMapCircleDrawingMaterial = 0x20b0; // UMaterialInterface*
        inline uint64_t MiniMapNextCircleDrawingMaterial = 0x20b8; // UMaterialInterface*
        inline uint64_t MiniMapRadiusTrackerCircleDrawingMaterial = 0x20c0; // UMaterialInterface*
        inline uint64_t RadiusTrackerCircleCenterAndRadiusParameterName = 0x20c8; // FName
        inline uint64_t RadiusTrackerCircleColorParameterName = 0x20cc; // FName
        inline uint64_t bDrawSafeZone = 0x20d0; // bool : 0
        inline uint64_t DynamicShadows = 0x20d8; // TArray<FDynamicLandData>
        inline uint64_t DynamicLands = 0x20e8; // TArray<FDynamicLandData>
        inline uint64_t MapInfo = 0x20f8; // UFortAthenaMapInfo*
        inline uint64_t MinimapMPC = 0x2100; // UMaterialParameterCollection*
        inline uint64_t BroadcastSpectatorInfo = 0x2108; // UFortBroadcastSpectatorInfo*
        inline uint64_t SplatterGridSystem = 0x2110; // USplatterGridSystem*
        inline uint64_t CustomizationsPreloader = 0x2168; // UFortCustomizationsPreloader*
        inline uint64_t AICharacterPartsPreloadData = 0x2170; // TArray<FAICharacterPartsPreloadData>
        inline uint64_t AIAnimationSpawnerDataProxyTables = 0x2180; // TArray<SoftObjectProperty>
        inline uint64_t AIPawnCustomizationPreloadData = 0x2190; // TArray<FAIPawnCustomizationPreloadData>
        inline uint64_t ReasonWereInSetupPhase = 0x21d0; // FString
        inline uint64_t CustomKeyMatchOwner = 0x21e0; // FString
        inline uint64_t CustomMatchKey = 0x21f0; // FString
        inline uint64_t EventTournamentRound = 0x2200; // EEventTournamentRound
        inline uint64_t bIsCustomMatch = 0x2201; // bool : 0
        inline uint64_t bIsTournamentMatch = 0x2202; // bool : 0
        inline uint64_t TournamentMatchPointState = 0x2203; // EFortTournamentMatchPointState
        inline uint64_t TournamentInputFilter = 0x2204; // EFortInputFilterLevel
        inline uint64_t CurrentPlaylistInfo = 0x2208; // FPlaylistPropertyArray
        inline uint64_t LobbySoundMix = 0x22d8; // USoundMix*
        inline uint64_t TotalPlayersBots = 0x22e0; // int32_t
        inline uint64_t PlayerBotsLeft = 0x22e4; // int32_t
        inline uint64_t LobbyAction = 0x22f8; // int32_t
        inline uint64_t MutatorEventData = 0x22fc; // FGameplayMutatorEventData
        inline uint64_t MutatorObjectDataArray = 0x2310; // FGameplayMutatorObjectDataArray
        inline uint64_t MutatorGenericInt_921443817 = 0x2368; // int32_t
        inline uint64_t MutatorGenericInt_921443818 = 0x236c; // int32_t
        inline uint64_t MutatorGenericInt_921443819 = 0x2370; // int32_t
        inline uint64_t GameplayMutator_AI = 0x2378; // UFortAthenaMutator_AI*
        inline uint64_t MutatorListComponent = 0x2380; // UFortMutatorListComponent*
        inline uint64_t DefaultGliderRedeployCanRedeploy = 0x2388; // float
        inline uint64_t DefaultRedeployGliderLateralVelocityMult = 0x238c; // float
        inline uint64_t DefaultRedeployGliderHeightLimit = 0x2390; // float
        inline uint64_t DefaultParachuteDeployTraceForGroundDistance = 0x2394; // float
        inline uint64_t DefaultAllowNeutralWallEditing = 0x2398; // float
        inline uint64_t SignalInStormRegenSpeed = 0x239c; // float
        inline uint64_t SignalInStormLostSpeed = 0x23a0; // float
        inline uint64_t StormCNDamageVulnerabilityLevel0 = 0x23a4; // float
        inline uint64_t StormCNDamageVulnerabilityLevel1 = 0x23a8; // float
        inline uint64_t StormCNDamageVulnerabilityLevel2 = 0x23ac; // float
        inline uint64_t StormCNDamageVulnerabilityLevel3 = 0x23b0; // float
        inline uint64_t MeshNetworkStatus = 0x23b4; // FMeshNetworkStatus
        inline uint64_t OnClientVolumeManagerReplicated = 0x23b8; // MulticastInlineDelegateProperty
        inline uint64_t VolumeManagerToUse = 0x23c8; // TSubclassOf<UClass>
        inline uint64_t PartyRiftPortalManagerToUse = 0x23d0; // TSubclassOf<UClass>
        inline uint64_t BattleRoyaleGamePhaseLogicClass = 0x23d8; // TSubclassOf<UClass>
        inline uint64_t bUseUEFNProjects = 0x23e0; // bool : 0
        inline uint64_t VolumeManager = 0x23f8; // UFortVolumeManager*
        inline uint64_t PartyRiftPortalManager = 0x2400; // UFortPartyRiftPortalManager*
        inline uint64_t LocalizationService = 0x2408; // UFortLocalizationService*
        inline uint64_t SanitizationService = 0x2410; // UFortSanitizationService*
        inline uint64_t HermesLoadContext = 0x2418; // UFortHermesLoadContext*
        inline uint64_t ResurrectionEnabledRow = 0x2420; // FScalableFloat
        inline uint64_t SpawnMachineIconBrush = 0x2450; // FSlateBrush
        inline uint64_t SpawnCardIconBrush = 0x2500; // FSlateBrush
        inline uint64_t SpawnMachineMapLegendTag = 0x25b0; // FGameplayTag
        inline uint64_t SpawnCardMapLegendTag = 0x25b4; // FGameplayTag
        inline uint64_t TeammateIconBrush = 0x25c0; // FSlateBrush
        inline uint64_t EliminationSelfIconBrush = 0x2690; // FSlateBrush
        inline uint64_t EliminationSelfClampedIconBrush = 0x2740; // FSlateBrush
        inline uint64_t EliminationSquadmateIconBrush = 0x27f0; // FSlateBrush
        inline uint64_t EliminationSquadmateClampedIconBrush = 0x28a0; // FSlateBrush
        inline uint64_t EliminationTeammateIconBrush = 0x2950; // FSlateBrush
        inline uint64_t EliminationTeammateClampedIconBrush = 0x2a00; // FSlateBrush
        inline uint64_t EliminationEnemyIconBrush = 0x2ab0; // FSlateBrush
        inline uint64_t EliminationEnemyClampedIconBrush = 0x2b60; // FSlateBrush
        inline uint64_t EliminationFadeInCurve = 0x2c10; // SoftObjectProperty
        inline uint64_t EliminationFadeOutCurve = 0x2c30; // SoftObjectProperty
        inline uint64_t EliminationScaleInCurve = 0x2c50; // SoftObjectProperty
        inline uint64_t EliminationScaleOutCurve = 0x2c70; // SoftObjectProperty
        inline uint64_t EliminationMarkerHUDMaxDistance = 0x2c90; // float
        inline uint64_t EliminationMarkerHUDZOffset = 0x2c94; // float
        inline uint64_t GoldenPoiLocationTags = 0x2cb8; // FGameplayTagContainer
        inline uint64_t UnicornDriver = 0x2d38; // UUnicornDriver*
        inline uint64_t ActiveEventNamesAtPlaylistLoad = 0x2d40; // TArray<FString>
        inline uint64_t NewItemDuringWarmupWeightAddMod = 0x2d50; // FScalableFloat
        inline uint64_t SmoothedWorldTimeSeconds = 0x2d78; // float
        inline uint64_t SmoothedWorldTimeSecondsDrift = 0x2d7c; // float
        inline uint64_t RolledLootGroupTags = 0x2d80; // FGameplayTagContainer
        inline uint64_t bEnvironmentDamageBlocked = 0x2da0; // bool : 0
        inline uint64_t ReticulatedSplineDefinitions = 0x2da8; // TArray<FString>
        inline uint64_t ReticulatedSplineIds = 0x2db8; // TArray<FAthenaStreamIdOverride>
        inline uint64_t StormShields = 0x2dc8; // TArray<UFortMissionStormShield*>
        inline uint64_t bDamageComboHUDEnabled = 0x2de0; // bool : 0
        inline uint64_t DamageComboHUDMinHits = 0x2de4; // int32_t
        inline uint64_t bEnableMatchesProxy = 0x2de8; // bool : 0
        inline uint64_t MatchesProxyMatchId = 0x2df0; // FString
        inline uint64_t EndGameTimeDilationCompleteDelegate = 0x2e00; // MulticastInlineDelegateProperty
        inline uint64_t DelayMovementInput = 0x2e10; // FScalableFloat
        inline uint64_t DelayMovementInputReplicated = 0x2e38; // float
        inline uint64_t bCraftingEnabled = 0x2e3c; // bool : 0
        inline uint64_t BusDriverMessages = 0x2e58; // TMap<void*, void*>
    }

    namespace FortPlayerStateZone {
        inline uint64_t OnCurrentPawnChanged = 0xa90; // MulticastInlineDelegateProperty
        inline uint64_t SpectatingTarget = 0xab8; // WeakObjectProperty
        inline uint64_t Spectators = 0xac0; // FFortSpectatorZoneArray
        inline uint64_t OnSpectatorsAddedEvent = 0xb20; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatingPlayerAddedEvent = 0xb30; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatingPlayerRemovedEvent = 0xb40; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatorsRemovedEvent = 0xb50; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatorCountChangedEvent = 0xb60; // MulticastInlineDelegateProperty
        inline uint64_t OnSpectatingTargetChangedEvent = 0xb70; // MulticastInlineDelegateProperty
        inline uint64_t OnBeginSpectatingEvent = 0xb80; // MulticastInlineDelegateProperty
        inline uint64_t KickedFromSessionReason = 0xbb0; // EFortKickReason
        inline uint64_t RS_Zone_Old = 0xbb4; // FReplicatedStatValues
        inline uint64_t OtherPlayersSpectatingCurrentTarget = 0xcd0; // TArray<UFortPlayerStateZone*>
        inline uint64_t CarriedObject = 0xce0; // UFortCarriedObject*
        inline uint64_t NumRejoins = 0xce8; // int32_t
        inline uint64_t OldTotalScoreStat = 0xcec; // int32_t
        inline uint64_t bInvincibleDueToUI = 0xd08; // bool : 0
        inline uint64_t CurrentHealth = 0xd0c; // float
        inline uint64_t MaxHealth = 0xd10; // float
        inline uint64_t CurrentShield = 0xd14; // float
        inline uint64_t MaxShield = 0xd18; // float
        inline uint64_t CurrentOvershield = 0xd1c; // float
        inline uint64_t MaxOvershield = 0xd20; // float
        inline uint64_t CurrentSignalInStorm = 0xd24; // float
        inline uint64_t MaxSignalInStorm = 0xd28; // float
        inline uint64_t bOvershieldBarVisible = 0xd2c; // bool : 0
        inline uint64_t OnOvershieldVisibilityChanged = 0xd30; // MulticastInlineDelegateProperty
        inline uint64_t OnSkydivedFromBusAndLanded = 0xd40; // MulticastInlineDelegateProperty
        inline uint64_t AccumulatedItems = 0xd58; // TArray<FAccumulatedItemEntry>
        inline uint64_t OnAccumulatedItemsChanged = 0xd68; // MulticastInlineDelegateProperty
        inline uint64_t SimulatedAttributes = 0xd78; // FSimulatedAttributeArray
        inline uint64_t PendingDestroyedGadgetItemDefinition = 0xe08; // UFortGadgetItemDefinition*
        inline uint64_t bInAircraft = 0xe10; // bool : 0
        inline uint64_t bHasEverSkydivedFromBus = 0xe10; // bool : 1
        inline uint64_t bHasEverSkydivedFromBusAndLanded = 0xe10; // bool : 2
        inline uint64_t QuickbarEquippedItems = 0xe18; // TArray<UFortItemDefinition*>
        inline uint64_t TeamMemberState = 0xe40; // ETeamMemberState
        inline uint64_t TeamMemberStateRepTime = 0xe44; // float
        inline uint64_t ReplicatedTeamMemberState = 0xe50; // ETeamMemberState
        inline uint64_t pad_trailing = 0xe51; // uint8[0x1F]
    }

    namespace FortWeaponBoardBase {
        inline uint64_t RangedWeaponDisplaySlots = 0x278; // TArray<FFortWeaponBoardDisplaySlot>
        inline uint64_t MeleeWeaponDisplaySlots = 0x288; // TArray<FFortWeaponBoardDisplaySlot>
        inline uint64_t DisplaySlotItemList = 0x298; // TArray<FFortWeaponBoardDisplaySlotItem>
        inline uint64_t WeaponLists = 0x2a8; // FFortWeaponBoardWeaponLists
        inline uint64_t pad_trailing = 0x2c8; // uint8[0x10]
    }

    namespace FortWeaponKeepScore {
        inline uint64_t OnFireFailed = 0x2980; // MulticastInlineDelegateProperty
        inline uint64_t bCurrentAttackOffhand = 0x2990; // bool : 0
        inline uint64_t BulletPatternNumber = 0x29ac; // int32_t
        inline uint64_t bGateFireCall = 0x29b0; // bool : 0
        inline uint64_t IsFiringGameplayTag = 0x29b4; // FGameplayTag
        inline uint64_t MuzzleLocationOffset = 0x29b8; // FVector
        inline uint64_t ReloadingTag = 0x29d0; // FGameplayTag
        inline uint64_t ReloadAbilityEventTag = 0x29d4; // FGameplayTag
        inline uint64_t FireAbilityEventTag = 0x29d8; // FGameplayTag
        inline uint64_t bAllowAutoReload = 0x29e0; // FScalableFloat
        inline uint64_t pad_trailing = 0x2a08; // uint8[0x8]
    }

    namespace BuildingActorManager {
        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<void*, void*>
        inline uint64_t bCachedIsBattleRoyalePlaylist = 0xa0; // bool : 0
        inline uint64_t pad_trailing = 0xa1; // uint8[0x7]
    }

    namespace FortGameModeFrontEnd {
        inline uint64_t TheaterMapViewer = 0x6f0; // UFortTheaterMapViewer*
        inline uint64_t pad_trailing = 0x6f8; // uint8[0x50]
    }

    namespace FortGameStateEndless {
        inline uint64_t WaveNumber = 0x1118; // int32_t
        inline uint64_t pad_trailing = 0x111c; // uint8[0x4]
    }

    namespace FortGameStateOutpost {
        inline uint64_t bOutpostDefenseActive = 0x1118; // bool : 0
        inline uint64_t bWargameActive = 0x1119; // bool : 0
        inline uint64_t StormShieldDefenseType = 0x111a; // EStormShieldDefense
        inline uint64_t bOutpostStatusAllowsMissionStart = 0x111b; // bool : 0
        inline uint64_t IronCityEarlyPlayerInfos = 0x1120; // TArray<UFortRegisteredPlayerInfo*>
        inline uint64_t IronCityLowestPlayerAccountLevel = 0x1130; // int32_t
        inline uint64_t IronCityMinPowerLevel = 0x1134; // float
        inline uint64_t IronCityMaxPowerLevel = 0x1138; // float
        inline uint64_t IronCityDifficultyInfo = 0x1140; // FIronCityDifficultyInfo
        inline uint64_t PlayerWeaponSkillLevel = 0x1168; // float
        inline uint64_t PrepTimeErrorOffset = 0x116c; // float
        inline uint64_t OwnedZoneComponent = 0x1178; // UFortGameStateComponent_OwnedZone*
        inline uint64_t pad_trailing = 0x1180; // uint8[0x10]
    }

    namespace FortInventoryContext {
        inline uint64_t OnMcpWorldItemsChanged = 0x30; // MulticastInlineDelegateProperty
        inline uint64_t OnMcpOutpostItemsChanged = 0x40; // MulticastInlineDelegateProperty
        inline uint64_t OnWorldItemListChanged = 0x50; // MulticastInlineDelegateProperty
        inline uint64_t OnOutpostItemListChanged = 0x60; // MulticastInlineDelegateProperty
        inline uint64_t OnItemPickedUp = 0x70; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarContentsChanged = 0x80; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarRecordsChanged = 0x90; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarSlotFocusChanged = 0xa0; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarSecondarySlotFocusChanged = 0xb0; // MulticastInlineDelegateProperty
        inline uint64_t OnQuickbarForceFullUpdate = 0xc0; // MulticastInlineDelegateProperty
        inline uint64_t OnWorldItemsChanged = 0xd0; // MulticastInlineDelegateProperty
        inline uint64_t OnCraftItemFailed = 0x100; // MulticastInlineDelegateProperty
        inline uint64_t OnVaultItemLimitStateChangedEvent = 0x120; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0x124; // uint8[0xE4]
    }

    namespace FortInventoryManager {
        inline uint64_t PersistenceManager = 0x28; // UVkPersistenceManager*
        inline uint64_t VkProjectId = 0x30; // FString
        inline uint64_t pad_trailing = 0x40; // uint8[0x20]
    }

    namespace FortInventoryOutpost {
        inline uint64_t UnavailableItemInstances = 0x3f0; // TArray<UFortWorldItem*>
        inline uint64_t bHasUnavailableItems = 0x400; // bool : 0
        inline uint64_t pad_trailing = 0x401; // uint8[0x7]
    }

    namespace FortPlayerCameraBase {
        inline uint64_t CameraBlendStack = 0x28e0; // TArray<FActiveFortCamera>
        inline uint64_t CameraInstances = 0x28f0; // TArray<FFortCameraInstanceEntry>
        inline uint64_t CameraOverridesStack = 0x2900; // TArray<FFortAbilityCameraOverrideSettings>
        inline uint64_t UICamera = 0x2910; // UFortUICameraManagerComponent*
        inline uint64_t Base3PClass = 0x2918; // TSubclassOf<UClass>
        inline uint64_t Targeting3PClass = 0x2920; // TSubclassOf<UClass>
        inline uint64_t OverrideCameraClass = 0x2928; // TSubclassOf<UClass>
        inline uint64_t CinematicCameraClass = 0x2930; // TSubclassOf<UClass>
        inline uint64_t DBNOCameraClass = 0x2938; // TSubclassOf<UClass>
        inline uint64_t DBNOCarriedCameraClass = 0x2940; // TSubclassOf<UClass>
        inline uint64_t DeathCameraClass = 0x2948; // TSubclassOf<UClass>
        inline uint64_t RespawnedInAirCameraClass = 0x2950; // TSubclassOf<UClass>
        inline uint64_t SkydiveGlideCameraClass = 0x2958; // TSubclassOf<UClass>
        inline uint64_t SkydiveDiveCameraClass = 0x2960; // TSubclassOf<UClass>
        inline uint64_t SkydiveParachuteCameraClass = 0x2968; // TSubclassOf<UClass>
        inline uint64_t HoverboardCameraClass = 0x2970; // TSubclassOf<UClass>
        inline uint64_t WaterSprintBoostCameraClass = 0x2978; // TSubclassOf<UClass>
        inline uint64_t FocalPointCameraClass = 0x2980; // TSubclassOf<UClass>
        inline uint64_t TetheredTargeting3PClass = 0x2988; // TSubclassOf<UClass>
        inline uint64_t RCActorCameraClass = 0x2990; // TSubclassOf<UClass>
        inline uint64_t CameraPrototypes = 0x2998; // TArray<FFortCameraPrototype>
        inline uint64_t bCanDeathCameraBlendOut = 0x29a8; // bool : 0
        inline uint64_t ZoomPostProcessVolume = 0x2a38; // UPostProcessVolume*
        inline uint64_t TaggedOverrideStack = 0x2a40; // TArray<FCameraModeTaggedOverrideEntry>
        inline uint64_t bLockCameraWhileInactiveForNextTransition = 0x3370; // bool : 0
        inline uint64_t pad_trailing = 0x3371; // uint8[0x4F]
    }

    namespace FortPlayerController {
        inline uint64_t bUnlockAllZones = 0x740; // bool : 0
        inline uint64_t OnPlayerPawnPossessed = 0x770; // MulticastInlineDelegateProperty
        inline uint64_t OnEnteredEditMode = 0x780; // MulticastInlineDelegateProperty
        inline uint64_t OnPickupCreated = 0x790; // MulticastInlineDelegateProperty
        inline uint64_t OnLoadoutChanged = 0x7a0; // MulticastInlineDelegateProperty
        inline uint64_t OnCosmeticLoadoutChanged = 0x7b0; // MulticastInlineDelegateProperty
        inline uint64_t OnViewTargetChanged = 0x7f0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerStateReady = 0x830; // MulticastInlineDelegateProperty
        inline uint64_t OnInputFiltered = 0x840; // MulticastInlineDelegateProperty
        inline uint64_t OnTouchDirectionTriggered = 0x850; // MulticastInlineDelegateProperty
        inline uint64_t bTrapsInNoBuild = 0x878; // bool : 0
        inline uint64_t OnFortPawnChangedEvent = 0x880; // MulticastInlineDelegateProperty
        inline uint64_t OnControllerComponentAttachedEvent = 0x8a8; // MulticastInlineDelegateProperty
        inline uint64_t bInPossession = 0x9b1; // bool : 0
        inline uint64_t HybridControlsComponentComponent = 0x9f8; // UFortControllerComponent_HybridMouseControls*
        inline uint64_t AircraftInputComponent = 0xa20; // UInputComponent*
        inline uint64_t SprintOverrideComponent = 0xa28; // UActorComponent*
        inline uint64_t SkydiveMusicAudioComp = 0xa30; // UAudioComponent*
        inline uint64_t bIsDisconnecting = 0xa38; // bool : 0
        inline uint64_t bIsBeingKicked = 0xa38; // bool : 1
        inline uint64_t bHasInitiallySpawned = 0xa38; // bool : 2
        inline uint64_t bAssignedStartSpawn = 0xa38; // bool : 3
        inline uint64_t bReadyToStartMatch = 0xa38; // bool : 4
        inline uint64_t bClientPawnIsLoaded = 0xa38; // bool : 5
        inline uint64_t bWantsWeaponAutoPickup = 0xa38; // bool : 6
        inline uint64_t bAutoPickUpEnabled = 0xa38; // bool : 7
        inline uint64_t SpawnLoc = 0xa40; // FVector
        inline uint64_t NumPreviousSpawns = 0xa58; // int32_t
        inline uint64_t bCanSpectateBot = 0xa5c; // bool : 0
        inline uint64_t OnBlueprintReadyCheckCompleted = 0xa60; // MulticastInlineDelegateProperty
        inline uint64_t OnDelayForPreServerTransitionAnimationEvent = 0xa70; // MulticastInlineDelegateProperty
        inline uint64_t SimpleLoadingScreenSoundMix = 0xab0; // USoundMix*
        inline uint64_t SprintOverrideAbilityGameplayTag = 0xac4; // FGameplayTag
        inline uint64_t HandledReturnToMainMenuReasons = 0xac8; // TArray<FString>
        inline uint64_t ManagedAIs = 0xae8; // TArray<UFortAIPawn*>
        inline uint64_t MyFortPawn = 0xaf8; // UFortPlayerPawn*
        inline uint64_t CachedFortPawn = 0xb00; // UFortPawn*
        inline uint64_t MyFortPawnBeforeTakeoverOfScriptedPawn = 0xb08; // UFortPlayerPawn*
        inline uint64_t ScriptedPawnControllerBeforeTakeover = 0xb10; // UController*
        inline uint64_t bHasClientFinishedLoading = 0xb18; // bool : 0
        inline uint64_t bHasServerFinishedLoading = 0xb19; // bool : 0
        inline uint64_t TimeStartedWaiting = 0xb1c; // float
        inline uint64_t TimeFinishedNavigationBuild = 0xb20; // float
        inline uint64_t MaterialParameterCollection = 0xb28; // UMaterialParameterCollection*
        inline uint64_t bLoadingScreenDropped = 0xb39; // bool : 0
        inline uint64_t PendingSpectatorLocation = 0xb40; // FVector
        inline uint64_t ActorUnderReticle = 0xb58; // WeakObjectProperty
        inline uint64_t WeakspotUnderReticle = 0xb60; // WeakObjectProperty
        inline uint64_t ActiveWeakSpots = 0xb68; // TArray<FBuildingWeakSpotData>
        inline uint64_t IdleKickLastTimeActive = 0xb78; // float
        inline uint64_t LastTimeActive = 0xb7c; // float
        inline uint64_t CachedCoreInputComponent = 0xb98; // WeakObjectProperty
        inline uint64_t bRevertPlayerListenerChange = 0xbb8; // bool : 0
        inline uint64_t VehicleInputComponent = 0xbe8; // UInputComponent*
        inline uint64_t VehicleInputContexts = 0xbf0; // TArray<UInputMappingContext*>
        inline uint64_t bHoldingPrimaryFireFromTouch = 0xc08; // bool : 0
        inline uint64_t bHoldingSecondaryFire = 0xc09; // bool : 0
        inline uint64_t bSupportNextPieceAssist = 0xc0a; // bool : 0
        inline uint64_t bAutoBuildForTrapPlacement = 0xc0b; // bool : 0
        inline uint64_t bAutoBuildForFloorTrapPlacement = 0xc0c; // bool : 0
        inline uint64_t bAutoBuildForWallTrapPlacement = 0xc0d; // bool : 0
        inline uint64_t bAutoBuildForCeilingTrapPlacement = 0xc0e; // bool : 0
        inline uint64_t bNoControllerLighting = 0xc0f; // bool : 0
        inline uint64_t ReturnToMainMenuTimeoutDelay = 0xc10; // float
        inline uint64_t OnQuestObjectiveStateChanged = 0xc18; // MulticastInlineDelegateProperty
        inline uint64_t LastDamager = 0xc40; // UFortPlayerController*
        inline uint64_t LastFallInstigator = 0xc50; // UFortPlayerController*
        inline uint64_t LastDamagerCreditThresholdDropElim = 0xc5c; // float
        inline uint64_t LastDamagerCreditThresholdSelfElim = 0xc60; // float
        inline uint64_t LastDamagerCreditThresholdStormElim = 0xc64; // float
        inline uint64_t bGiveLastDamagerElimCreditOnDrop = 0xc68; // bool : 0
        inline uint64_t bGiveLastDamagerElimCreditOnSelfDamage = 0xc69; // bool : 0
        inline uint64_t bGiveLastDamagerElimCreditOnStormDamage = 0xc6a; // bool : 0
        inline uint64_t OnMcpProfilesInitializedEvent = 0xcb8; // MulticastInlineDelegateProperty
        inline uint64_t OnEnterVehicleDriver = 0xe18; // MulticastInlineDelegateProperty
        inline uint64_t OnEnterVehiclePassenger = 0xe28; // MulticastInlineDelegateProperty
        inline uint64_t OnExitVehicle = 0xe38; // MulticastInlineDelegateProperty
        inline uint64_t OnFullyExitVehicle = 0xe48; // MulticastInlineDelegateProperty
        inline uint64_t OnVehicleSeatChanged = 0xe58; // MulticastInlineDelegateProperty
        inline uint64_t OnVehicleSeatChangedComplete = 0xe68; // MulticastInlineDelegateProperty
        inline uint64_t OnVehicleAbilitiesRemoved = 0xe78; // MulticastInlineDelegateProperty
        inline uint64_t OnTetherChanged = 0xe88; // MulticastInlineDelegateProperty
        inline uint64_t OnClientRefreshHUDForRespawn = 0xe98; // MulticastInlineDelegateProperty
        inline uint64_t bHoldingObject = 0xed4; // bool : 0
        inline uint64_t SecondaryInteractInputComponent = 0xed8; // UInputComponent*
        inline uint64_t DBNOCarryInputComponent = 0xee0; // UInputComponent*
        inline uint64_t HeldObjectsInputComponent = 0xee8; // UInputComponent*
        inline uint64_t OnInventoryActiveChangedEvent = 0xef0; // MulticastInlineDelegateProperty
        inline uint64_t bEnableProcessGamepadInput = 0xf30; // bool : 0
        inline uint64_t bWantsToSprint = 0xf40; // bool : 0
        inline uint64_t bHoldingSprint = 0xf40; // bool : 1
        inline uint64_t bSprintToggleable = 0xf40; // bool : 2
        inline uint64_t bForcingWalkFromToggleInput = 0xf40; // bool : 3
        inline uint64_t bForceWalkHeldInput = 0xf40; // bool : 4
        inline uint64_t bForceWalkFromSavedMove = 0xf40; // bool : 5
        inline uint64_t bIgnoreForceWalk = 0xf40; // bool : 6
        inline uint64_t bForceBinaryForward = 0xf40; // bool : 7
        inline uint64_t bSprintBehaviorIsOverridden = 0xf41; // bool : 0
        inline uint64_t bSprintByDefaultWhenSprintIsOverridden = 0xf41; // bool : 1
        inline uint64_t bSprintByDefault = 0xf41; // bool : 2
        inline uint64_t bAutoRunOn = 0xf41; // bool : 3
        inline uint64_t bUseHoldToSwapPickup = 0xf41; // bool : 4
        inline uint64_t bTargetingToggleable = 0xf41; // bool : 5
        inline uint64_t bTargetingToggleableWithTouch = 0xf41; // bool : 6
        inline uint64_t bMovementDisabledDueToCancellableAction = 0xf41; // bool : 7
        inline uint64_t bIsPlayerActivelyMoving = 0xf42; // bool : 0
        inline uint64_t bPlaceHeldObjectPressed = 0xf42; // bool : 1
        inline uint64_t bJumpInputPressed = 0xf42; // bool : 2
        inline uint64_t bIsRunningAllowedByMoveKeys = 0xf42; // bool : 3
        inline uint64_t bShowDamageNumbersOfConvertedNPC = 0xf42; // bool : 4
        inline uint64_t InMovementCancellableAction = 0xf44; // int32_t
        inline uint64_t bAllowHoldForAmmoCrafting = 0xf4c; // bool : 0
        inline uint64_t bIsClientTimingOut = 0xf4d; // bool : 0
        inline uint64_t ClientTimeoutBlockInputTime = 0xf50; // float
        inline uint64_t LastMoveInputFrame = 0xf60; // uint64_t
        inline uint64_t LastPressGamepadSprintTime = 0xf68; // float
        inline uint64_t LastToggleAutoRunTime = 0xf6c; // float
        inline uint64_t bAutoRunWasHoldingForward = 0xf70; // bool : 0
        inline uint64_t bAtNameBaseScreen = 0xf71; // bool : 0
        inline uint64_t GameplaySettingsTags = 0xf78; // FGameplayTagContainer
        inline uint64_t OnSetFirstPersonCamera = 0xfa0; // MulticastInlineDelegateProperty
        inline uint64_t OnCameraShoulderSwapChanged = 0xfd0; // MulticastInlineDelegateProperty
        inline uint64_t CinematicCameraClassOverride = 0xff8; // TSubclassOf<UClass>
        inline uint64_t bOnPressExecuteJetpack = 0x1000; // bool : 0
        inline uint64_t bShowHitMarkersForFriendlyFire = 0x1040; // bool : 0
        inline uint64_t bServerSideHitMarkers = 0x1041; // bool : 0
        inline uint64_t OnTextChatRequestedDelegate = 0x1070; // MulticastInlineDelegateProperty
        inline uint64_t OnToggleMainMenuDelegate = 0x1080; // MulticastInlineDelegateProperty
        inline uint64_t OnBuildingActorsIndestructibleChangedEvent = 0x1090; // MulticastInlineDelegateProperty
        inline uint64_t OnRegainedFocus = 0x10a0; // MulticastInlineDelegateProperty
        inline uint64_t OnReloadCancelingSprint = 0x10b0; // MulticastInlineDelegateProperty
        inline uint64_t OnOpenVoteDialog = 0x10d8; // MulticastInlineDelegateProperty
        inline uint64_t bToggleMainMenuEnabled = 0x1228; // bool : 0
        inline uint64_t FlooredDamageZeroValue = 0x122c; // int32_t
        inline uint64_t bGamepadAbilityPending = 0x1230; // bool : 0
        inline uint64_t bForceAllowCursorMode = 0x1231; // bool : 0
        inline uint64_t bForceAllowCameraMode = 0x1232; // bool : 0
        inline uint64_t bSuppressEventNotifications = 0x1234; // bool : 0
        inline uint64_t CachedUIFeedbackBank = 0x1238; // UFortUIFeedbackBank*
        inline uint64_t LastSpotTime = 0x1258; // float
        inline uint64_t LastPlayerLocalMoveInput = 0x1260; // FVector2D
        inline uint64_t CurrentMarks = 0x1270; // TArray<WeakObjectProperty>
        inline uint64_t LoopingUIFeedbackComponents = 0x1280; // TMap<void*, void*>
        inline uint64_t PreviewAbility = 0x1290; // UFortGameplayAbility*
        inline uint64_t bDisableNativeHitMarker = 0x1298; // bool : 0
        inline uint64_t bDisableNativeDamageNumbers = 0x1299; // bool : 0
        inline uint64_t DummyCamera = 0x12a0; // UActor*
        inline uint64_t IntensityGraphInfo = 0x12c0; // FAIDirectorDebugInfo
        inline uint64_t PIDValuesGraphInfo = 0x12e8; // FAIDirectorDebugInfo
        inline uint64_t PIDContributionsGraphInfo = 0x1310; // FAIDirectorDebugInfo
        inline uint64_t AIDirectorDataManager = 0x1338; // UFortAIDirectorDataManager*
        inline uint64_t MusicManager = 0x1340; // UFortMusicManager*
        inline uint64_t OnBuildPreviewMarkerVisibilityChanged = 0x1348; // MulticastInlineDelegateProperty
        inline uint64_t OnWeakSpotReset = 0x1358; // MulticastInlineDelegateProperty
        inline uint64_t bUsePredictedBuildingActors = 0x1378; // bool : 0
        inline uint64_t bRegisterPredictedBuildingActorsWithGrid = 0x1379; // bool : 0
        inline uint64_t bPredictedBuildingWallsHaveNoCollision = 0x137a; // bool : 0
        inline uint64_t PredictedActorLifespan = 0x137c; // float
        inline uint64_t PredictedBuildingSMActors = 0x1380; // TArray<WeakObjectProperty>
        inline uint64_t BuildPreviewModeInputComponent = 0x1588; // UInputComponent*
        inline uint64_t SimpleBuildInputComponent = 0x1590; // UInputComponent*
        inline uint64_t BaseBuildInputComponent = 0x1598; // UInputComponent*
        inline uint64_t UnblockedInputComponent = 0x15a0; // UFortEnhancedInputComponent*
        inline uint64_t BuildPreviewMarker = 0x15a8; // UBuildingPlayerPrimitivePreview*
        inline uint64_t BuildPreviewMarkerExtraPiece = 0x15b0; // UBuildingPlayerPrimitivePreview*
        inline uint64_t bAllowBuildingPreviewAutoRotation = 0x1620; // bool : 0
        inline uint64_t bRequireTraceToExistingBuildingToSetContext = 0x1621; // bool : 0
        inline uint64_t bAllowTraceToExistingBuildingToSetContextToRedirectToBlockingBuilding = 0x1622; // bool : 0
        inline uint64_t bRequireTraceToExistingBuildingToSetContextExcludeCurrentContext = 0x1623; // bool : 0
        inline uint64_t TargetedBuilding = 0x16c0; // UBuildingActor*
        inline uint64_t TargetedVehicle = 0x16c8; // UActor*
        inline uint64_t TargetedFortPawn = 0x16d0; // UFortPawn*
        inline uint64_t StartUpgradeSound = 0x16d8; // SoftObjectProperty
        inline uint64_t HighlightedPrimaryBuildings = 0x16f8; // TArray<UBuildingActor*>
        inline uint64_t HighlightedInteractionBuildings = 0x1708; // TArray<UBuildingActor*>
        inline uint64_t BuildPreviewMarkerMIDs = 0x1718; // TArray<UMaterialInstanceDynamic*>
        inline uint64_t BuildPreviewRotationIterations = 0x1728; // uint8_t
        inline uint64_t bBuildPreviewMirrored = 0x172c; // bool : 0
        inline uint64_t BuildPreviewMarkerOptionalAdjustment = 0x1730; // EFortBuildPreviewMarkerOptionalAdjustment
        inline uint64_t bBuildFree = 0x1734; // bool : 0
        inline uint64_t IMC_PushToTalk = 0x1780; // FFortEnhancedInputScalableData
        inline uint64_t IA_PushToTalk = 0x17c8; // FFortEnhancedInputActionScalableData
        inline uint64_t bCraftFree = 0x1808; // bool : 0
        inline uint64_t CurrentBuildableClass = 0x1810; // TSubclassOf<UClass>
        inline uint64_t CurrentResourceLevel = 0x1818; // EFortResourceLevel
        inline uint64_t CurrentResourceType = 0x1819; // EFortResourceType
        inline uint64_t LastBuildableStateData = 0x1820; // FLastBuildableState
        inline uint64_t QueuedDamageNumbers = 0x1910; // TArray<FFortDamageNumberInfo>
        inline uint64_t DamageNumbersInterface = 0x1920; // InterfaceProperty
        inline uint64_t EditModeInputComponent = 0x1930; // UInputComponent*
        inline uint64_t EditBuildingActor = 0x1938; // UBuildingSMActor*
        inline uint64_t EditModeDistance = 0x1940; // float
        inline uint64_t LastBuildPreviewGridSnapLoc = 0x1948; // FVector
        inline uint64_t LastBuildPreviewGridSnapRot = 0x1960; // FRotator
        inline uint64_t LastBuildPreviewGridSnapCentroid = 0x1978; // FVector
        inline uint64_t PickerInputComponent = 0x1990; // UInputComponent*
        inline uint64_t TrapPickerDecoHelper = 0x1998; // UFortDecoHelper*
        inline uint64_t TouchEditResults = 0x19a0; // TArray<FHitResult>
        inline uint64_t bBuildingPlacementTraceSkipInitialPenetrationOfBuildingSMActor = 0x19b1; // bool : 0
        inline uint64_t bBuildingPlacementTraceSkipInitialPenetrationOfStaticMesh = 0x19b2; // bool : 0
        inline uint64_t ClientQuickBars = 0x19f8; // UFortQuickBars*
        inline uint64_t RecentlyRemovedQuickbarInfo = 0x1a08; // TArray<FRecentlyRemovedQuickbarInfo>
        inline uint64_t DelayedQuickBarActions = 0x1a68; // FDelayedQuickBarActionContainer
        inline uint64_t ClientProcessedQuickBarActions = 0x1ac8; // TSet<void*>
        inline uint64_t bShouldForceDeleteDroppedItems = 0x1ad8; // bool : 0
        inline uint64_t bUsePickUpFlagToCheckPreviouslyGathered = 0x1b11; // bool : 0
        inline uint64_t QueuedItemsToDrop = 0x1b18; // FQueuedItemsToDropViaPickup
        inline uint64_t bAutoEquipBetterItems = 0x1bd8; // bool : 0
        inline uint64_t bShouldConstructReplicatedInventories = 0x1bdc; // bool : 0
        inline uint64_t WorldInventoryClass = 0x1be0; // TSubclassOf<UClass>
        inline uint64_t WorldInventory = 0x1be8; // InterfaceProperty
        inline uint64_t OutpostInventory = 0x1bf8; // UFortInventory*
        inline uint64_t ViewTargetInventory = 0x1c00; // InterfaceProperty
        inline uint64_t bHasInitializedWorldInventory = 0x1c5c; // bool : 0
        inline uint64_t bHasInitializedHeroInventory = 0x1c5c; // bool : 1
        inline uint64_t bAccountInventoryWasUpdated = 0x1c5c; // bool : 2
        inline uint64_t bForceWorldInventoryUpdate = 0x1c5c; // bool : 3
        inline uint64_t CosmeticLoadoutPC = 0x1d88; // FFortAthenaLoadout
        inline uint64_t LocalPawnCustomizationAssetLoader = 0x1e88; // UFortCustomizationAssetLoader*
        inline uint64_t bDropWeaponsDuringAllMissionStates = 0x1e90; // bool : 0
        inline uint64_t LatestRewardReport = 0x1eb0; // FFortRewardReport
        inline uint64_t MyPlayerInfo = 0x1f08; // UFortRegisteredPlayerInfo*
        inline uint64_t UpdatedObjectiveStats = 0x1f10; // TArray<FFortUpdatedObjectiveStat>
        inline uint64_t bHasUnsavedPrimaryMissionProgress = 0x1f20; // bool : 0
        inline uint64_t StatManager = 0x1f40; // UStatManager*
        inline uint64_t HeartbeatManager = 0x1f48; // UHeartbeatManager*
        inline uint64_t StatEventManager = 0x1f50; // UFortStatEventManager*
        inline uint64_t CachedPersistentGameplayStats = 0x1f58; // FFortPersistentGameplayStatContainer
        inline uint64_t LastEmotePlayed = 0x1f78; // UFortMontageItemDefinitionBase*
        inline uint64_t EmoteUsageCounts = 0x1f80; // TMap<void*, void*>
        inline uint64_t AnalyticsBuildingWallTooLowLocations = 0x1f90; // TArray<FVector>
        inline uint64_t NearbyEmotingPawns = 0x1fa0; // TSet<void*>
        inline uint64_t NearbyEmotingPawnCount = 0x1fb0; // TMap<void*, void*>
        inline uint64_t McpProfileGroup = 0x1fc0; // UMcpProfileGroup*
        inline uint64_t CommonPublicMcpProfile = 0x1fc8; // UFortMcpProfileCommonPublic*
        inline uint64_t CommonCoreMcpProfile = 0x1fd0; // UFortMcpProfileCommonCore*
        inline uint64_t MainMcpProfile = 0x1fd8; // UFortMcpProfileCampaign*
        inline uint64_t AthenaProfile = 0x1fe0; // UFortMcpProfileAthena*
        inline uint64_t MetadataProfile = 0x1fe8; // UFortMcpProfileMetadata*
        inline uint64_t CreativeModeMCPProfile = 0x1ff0; // UFortMcpProfileCreative*
        inline uint64_t FortProfileFNE = 0x1ff8; // UFortProfileFNE*
        inline uint64_t TutorialCompletedState = 0x2000; // EFortPCTutorialCompletedState
        inline uint64_t bShouldReceiveCriticalMatchBonus = 0x2020; // bool : 0
        inline uint64_t bIgnoreExperienceOwnership = 0x2021; // bool : 0
        inline uint64_t OnPlayerChangedBuildMode = 0x2028; // MulticastInlineDelegateProperty
        inline uint64_t OnAutoRunEnabled = 0x2038; // MulticastInlineDelegateProperty
        inline uint64_t CustomVoicePriorityListPlayers = 0x20a8; // TArray<WeakObjectProperty>
        inline uint64_t VoiceInputSourceEffectPresetChain = 0x2128; // USoundEffectSourcePresetChain*
        inline uint64_t ProximityVoiceChatAttenuation = 0x2130; // USoundAttenuation*
        inline uint64_t ProximityChatSettingsProviderClass = 0x2138; // TSubclassOf<UClass>
        inline uint64_t ProximityChatSettingsProvider = 0x2140; // UFortProximityChatSettingsProviderBase*
        inline uint64_t bLocalEnableCustomProximityChatPriorityList = 0x2148; // bool : 0
        inline uint64_t bLocalEnableCustomPriorityList = 0x2149; // bool : 0
        inline uint64_t bHasAttemptedGameServerVoiceChatConnectOrDisconnect = 0x214a; // bool : 0
        inline uint64_t ProximityChatPriorityListProviderClass = 0x2150; // TSubclassOf<UClass>
        inline uint64_t LocalProximityChatPriorityListProviderClass = 0x2158; // TSubclassOf<UClass>
        inline uint64_t ProximityChatPriorityListProvider = 0x2160; // UFortProximityChatPriorityListProviderBase*
        inline uint64_t VoiceChatRenderMode = 0x2168; // EFortVoiceChatRenderMode
        inline uint64_t LocationUnderReticle = 0x21b0; // FVector
        inline uint64_t VoiceChatMethod = 0x21c8; // EFortVoiceChatMethod
        inline uint64_t bVoiceChatOpenMicSelfMuted = 0x21cc; // bool : 0
        inline uint64_t bVoiceChatPTTTransmit = 0x21cc; // bool : 1
        inline uint64_t bInfiniteAmmo = 0x21cc; // bool : 2
        inline uint64_t bInfiniteConsumables = 0x21cc; // bool : 3
        inline uint64_t bInfiniteMagazine = 0x21cc; // bool : 4
        inline uint64_t bInfiniteCharges = 0x21cc; // bool : 5
        inline uint64_t bInfiniteLoadedEnergy = 0x21cc; // bool : 6
        inline uint64_t bInfiniteReserveEnergy = 0x21cc; // bool : 7
        inline uint64_t bNoCoolDown = 0x21cd; // bool : 0
        inline uint64_t bInfiniteDurability = 0x21cd; // bool : 1
        inline uint64_t bUsePickers = 0x21cd; // bool : 2
        inline uint64_t bPickerOpen = 0x21cd; // bool : 3
        inline uint64_t bPickerEnabled = 0x21cd; // bool : 4
        inline uint64_t bCheatGhost = 0x21cd; // bool : 5
        inline uint64_t bCheatFly = 0x21cd; // bool : 6
        inline uint64_t bEnableShotLogging = 0x21ce; // bool : 0
        inline uint64_t bIsNearActiveEncounters = 0x21ce; // bool : 1
        inline uint64_t OverriddenBackpackSize = 0x21d0; // int32_t
        inline uint64_t CurrentReplaySpotLight = 0x21d8; // UFortReplayMovableSpotLight*
        inline uint64_t AimHelpMode = 0x21e0; // uint32_t
        inline uint64_t JumpStaminaCost = 0x21e4; // EFortJumpStaminaCost
        inline uint64_t CameraPrototypeName = 0x21e8; // FName
        inline uint64_t OnActorUnderReticleSetBP = 0x2210; // MulticastInlineDelegateProperty
        inline uint64_t bAllowPawnHealthPostProcess = 0x2220; // bool : 0
        inline uint64_t bHideHudEnglishText = 0x2258; // bool : 0
        inline uint64_t bAutoChangeMaterial = 0x2259; // bool : 0
        inline uint64_t bServerAutoChangeMaterial = 0x225a; // bool : 0
        inline uint64_t bPeripheralLightingEnabled = 0x225b; // bool : 0
        inline uint64_t bRudderControlEnabled = 0x225c; // bool : 0
        inline uint64_t RudderDeadZone = 0x2260; // float
        inline uint64_t RudderMaxThrottle = 0x2264; // float
        inline uint64_t FOVMinimum = 0x2268; // float
        inline uint64_t FOVMaximum = 0x226c; // float
        inline uint64_t FrontendScriptedBehavior = 0x2270; // UFortFrontendScriptedBehavior*
        inline uint64_t ActiveSprayInstances = 0x2278; // TArray<UFortSprayDecalInstance*>
        inline uint64_t ActiveToyInstances = 0x2288; // TArray<UActor*>
        inline uint64_t ToySummonCounts = 0x2298; // TMap<void*, void*>
        inline uint64_t bSyncPeripheralLightingWithEmoteMusic = 0x22d0; // bool : 0
        inline uint64_t bPushEmoteAudioDataToCosmeticMaterials = 0x22d1; // bool : 0
        inline uint64_t LastEmoteMusicFFT100hz = 0x22d4; // float
        inline uint64_t LastEmoteMusicFFT2000hz = 0x22d8; // float
        inline uint64_t EmoteMusicBeatThreshold = 0x22dc; // float
        inline uint64_t EmoteMusicEnvelopeBeatCount = 0x22e0; // float
        inline uint64_t AimAssistOffset = 0x22f0; // FQuat
        inline uint64_t AdditionalAimOffset = 0x2310; // FRotator
        inline uint64_t LastAdditionalAimOffset = 0x2328; // FRotator
        inline uint64_t PlayerAimOffset = 0x2340; // FRotator
        inline uint64_t WeaponRecoilOffset = 0x2358; // FRotator
        inline uint64_t WeaponOffsetCorrection = 0x2370; // FRotator
        inline uint64_t bZeroingCameraRoll = 0x2540; // bool : 0
        inline uint64_t bTryPickupSwap = 0x2541; // bool : 0
        inline uint64_t bClientSideEditPrediction = 0x2542; // bool : 0
        inline uint64_t ClientSideEditPredictionTimeout = 0x2544; // float
        inline uint64_t PendingEnterEditModeActor = 0x255c; // WeakObjectProperty
        inline uint64_t AntiAddictionPlayTimeMultiplier = 0x2564; // float
        inline uint64_t bUsesWidgetForFPSDisplay = 0x2568; // bool : 0
        inline uint64_t bShowFPS = 0x2569; // bool : 0
        inline uint64_t OnShowFPSChange = 0x2570; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerPawnForcedRestartDelegate = 0x2580; // MulticastInlineDelegateProperty
        inline uint64_t OnCheatListReceived = 0x2590; // MulticastInlineDelegateProperty
        inline uint64_t bShowTemperature = 0x25a0; // bool : 0
        inline uint64_t OnShowTemperatureChange = 0x25a8; // MulticastInlineDelegateProperty
        inline uint64_t LockOnInfo = 0x2648; // FLockOnInfo
        inline uint64_t bLockPrimaryInputMethodToMouse = 0x26ec; // bool : 0
        inline uint64_t bUseActionRouterIgnoreLookInput = 0x26ed; // bool : 0
        inline uint64_t IndicatorManager = 0x2700; // UFortIndicatorManager*
        inline uint64_t bFinalXPUpdateFailed = 0x2718; // bool : 0
        inline uint64_t BattleMapSpectatorClass = 0x2720; // TSubclassOf<UClass>
        inline uint64_t bReleaseBuildingContextOnPlace = 0x2790; // bool : 0
        inline uint64_t TurboPlaceFirstInterval = 0x2794; // float
        inline uint64_t TurboPlaceInterval = 0x2798; // float
        inline uint64_t bCreativeTurboDelete = 0x279c; // bool : 0
        inline uint64_t TurboDeleteFirstInterval = 0x27a0; // float
        inline uint64_t TurboDeleteInterval = 0x27a4; // float
        inline uint64_t bTurboBuild = 0x27a9; // bool : 0
        inline uint64_t TurboBuildFirstInterval = 0x27ac; // float
        inline uint64_t TurboBuildRequestFailedInterval = 0x27b0; // float
        inline uint64_t TurboBuildInterval = 0x27b4; // float
        inline uint64_t FortControllerComponent_Telemetry = 0x27c0; // UFortControllerComponent_Telemetry*
        inline uint64_t InventoryNetworkManagementComponent = 0x27c8; // UFortControllerComponent_InventoryNetworkManagement*
        inline uint64_t InteractionComponent = 0x27d0; // UFortControllerComponent_Interaction*
        inline uint64_t QuestsComponent = 0x27d8; // UFortControllerComponent_Quests*
        inline uint64_t SharedQuestsComponent = 0x27e0; // UFortControllerComponent_SharedQuests*
        inline uint64_t MiniMapComponent = 0x27e8; // UFortControllerComponent_Minimap*
        inline uint64_t AutofireComponent = 0x27f0; // UFortControllerComponent_Autofire*
        inline uint64_t StreamingSourcesComponentClass = 0x27f8; // TSubclassOf<UClass>
        inline uint64_t StreamingSourcesComponent = 0x2800; // UFortControllerComponent_StreamingSources*
        inline uint64_t CollectionsComponent = 0x2808; // UFortControllerComponent_Collections*
        inline uint64_t CosmeticLoadoutComponent = 0x2810; // UFortControllerComponent_CosmeticLoadout*
        inline uint64_t InventorySwitcherComponent = 0x2818; // UFortControllerComponent_InventorySwitcher*
        inline uint64_t EnhancedInputControllerComp = 0x2820; // UFortControllerComponent_Input*
        inline uint64_t ControllerComponentsRegisteredForPlayerTick = 0x2828; // TArray<UControllerComponent*>
        inline uint64_t PendingExecuteInventoryItemHandle = 0x2838; // FItemVariantHandle
        inline uint64_t QuickHealItemPickerClass = 0x2870; // TSubclassOf<UClass>
        inline uint64_t OnPlayerSpawnedBuildingActor = 0x2878; // MulticastInlineDelegateProperty
        inline uint64_t MeshParentIds = 0x2888; // TArray<FString>
        inline uint64_t OnBoundActionFreed = 0x28c0; // MulticastInlineDelegateProperty
        inline uint64_t OnFortControllerTick = 0x2910; // MulticastInlineDelegateProperty
        inline uint64_t ForcedInputRotationSpeed = 0x2920; // float
        inline uint64_t PendingClientRestartPawn = 0x2928; // UPawn*
        inline uint64_t CachedPlayerSpawningComponent = 0x2958; // WeakObjectProperty
        inline uint64_t CachedViewTarget = 0x2960; // WeakObjectProperty
        inline uint64_t IgnoreSignifanceBasedCustomDepthRendering = 0x2980; // FCompositeBool
        inline uint64_t PickupInteractOverrides = 0x2998; // TArray<UFortPickupInteractOverrideComponent*>
        inline uint64_t PlayerAbilitySetBR = 0x2a20; // SoftObjectProperty
        inline uint64_t PreloadedPlayerAbilitySetBR = 0x2a40; // UFortAbilitySet*
        inline uint64_t DamageNumbersActorClass = 0x2a48; // TSubclassOf<UClass>
    }

    namespace FortPlayerPawnAthena {
        inline uint64_t OnInteractionFailedCallback = 0x4b60; // MulticastInlineDelegateProperty
        inline uint64_t ItemInteractionActor = 0x4b70; // UActor*
        inline uint64_t PreviousVelocityXY = 0x4b98; // FVector
        inline uint64_t OnReviveSound = 0x4bb0; // USoundBase*
        inline uint64_t ReviveFromDBNOTime = 0x4bb8; // float
        inline uint64_t CanBeDamagedInDBNO = 0x4bbc; // bool : 0
        inline uint64_t DBNOStartTime = 0x4bc0; // float
        inline uint64_t DBNOStartLocation = 0x4bc8; // FVector
        inline uint64_t DeathTime = 0x4be0; // float
        inline uint64_t DBNOInvulnerableTime = 0x4be4; // float
        inline uint64_t CachedDBNOInvulnerableTime = 0x4be8; // float
        inline uint64_t ConvertFromDBNOTime = 0x4bec; // float
        inline uint64_t ServerWorldTimeRevivalTime = 0x4bf0; // float
        inline uint64_t bWasCrouchedBeforeDBNO = 0x4c00; // bool : 0
        inline uint64_t LastCrouchUpdateTime = 0x4c08; // int64_t
        inline uint64_t ItemSpecialActorID = 0x4c10; // FName
        inline uint64_t ItemSpecialActorCategoryTag = 0x4c14; // FGameplayTag
        inline uint64_t BecameSpecialActorTime = 0x4c1c; // float
        inline uint64_t bPlaytestWithNoMouse = 0x4c20; // bool : 0
        inline uint64_t LandEmitterTemplate = 0x4c30; // UParticleSystem*
        inline uint64_t CustomDepthComponent = 0x4c38; // UFortPawnComponent_CustomDepth*
        inline uint64_t IgnoreLandGhostModeTags = 0x4c40; // FGameplayTagContainer
        inline uint64_t LandWindEmitterTemplate = 0x4c60; // UParticleSystem*
        inline uint64_t LandFXLocationOffset = 0x4c68; // FVector
        inline uint64_t LandFXRotateYawMaxDegrees = 0x4c80; // float
        inline uint64_t LandFXMaxDrawDistance = 0x4c84; // float
        inline uint64_t LandForceIntensityVelocityZFactor = 0x4c88; // float
        inline uint64_t MinLandForceIntensity = 0x4c8c; // float
        inline uint64_t MaxLandForceIntensity = 0x4c90; // float
        inline uint64_t MinLandForceDuration = 0x4c94; // float
        inline uint64_t MaxLandForceDuration = 0x4c98; // float
        inline uint64_t LandFXCoolDownTime = 0x4c9c; // float
        inline uint64_t LandFXPawnRecentRenderTolerance = 0x4ca0; // float
        inline uint64_t bShouldPawnInstantDie = 0x4cb8; // bool : 0
        inline uint64_t bShouldPawnDBNODisplayOnKillFeed = 0x4cb9; // bool : 0
        inline uint64_t bShouldPawnDeathDisplayOnKillFeed = 0x4cba; // bool : 0
        inline uint64_t bShouldPawnLeaveEliminationIndicator = 0x4cbb; // bool : 0
        inline uint64_t bShouldPawnAwardPoints = 0x4cbc; // bool : 0
        inline uint64_t bShouldTriggerDeathAnalytics = 0x4cbd; // bool : 0
        inline uint64_t bShouldDropItemsOnDeath = 0x4cbe; // bool : 0
        inline uint64_t bShouldSkipMovementFullSimulation = 0x4cbf; // bool : 0
        inline uint64_t bShouldForceMovementFullSimulationWhenFallingAndDead = 0x4cc0; // bool : 0
        inline uint64_t bEnableGroundInteractionEffects = 0x4cc1; // bool : 0
        inline uint64_t bEnableUpdateHealthPostProcess = 0x4cc1; // bool : 1
        inline uint64_t bCanPawnUseAimAssist = 0x4cc1; // bool : 2
        inline uint64_t AbilityRangeCheckOverride = 0x4cc4; // float
        inline uint64_t QuickChatRequestBankOverride = 0x4cc8; // UAthenaQuickChatBank*
        inline uint64_t ResurrectionPlayerStartActorComponent = 0x4cd0; // UChildActorComponent*
        inline uint64_t ResurrectionPlayerStart = 0x4cd8; // UFortPlayerStart*
        inline uint64_t CachedCustomMinimapTeamIndicator = 0x4ce0; // WeakObjectProperty
        inline uint64_t AttributeReplicationProxy = 0x4ce8; // FFortPlayerAthenaAttributeReplicationProxy
        inline uint64_t GravityAttributeReplicationProxy = 0x4d14; // FFortPlayerAthenaGravityAttributeReplicationProxy
        inline uint64_t ReplayRepAnimMontageInfo = 0x4d28; // FGameplayAbilityRepAnimMontage
        inline uint64_t SimulatedProxyActiveGameplayCues = 0x4d60; // FMinimalGameplayCueReplicationProxy
        inline uint64_t SimulatedProxyMinimalReplicationGameplayCues = 0x5020; // FMinimalGameplayCueReplicationProxy
        inline uint64_t FastReplicationMinimalReplicationTags = 0x52e0; // FMinimalReplicationTagCountMap
        inline uint64_t FastReplicationReplicatedLooseTags = 0x5598; // FMinimalReplicationTagCountMap
        inline uint64_t bEnableMinimalReplicationTagsAndCues = 0x55c0; // bool : 0
        inline uint64_t bADSWhileNotOnGround = 0x55c1; // bool : 0
        inline uint64_t DefaultCrouchedFootstepSound = 0x55c8; // USoundBase*
        inline uint64_t DefaultCrouchSprintFootstepSound = 0x55d0; // USoundBase*
        inline uint64_t OnFortPlayerDied = 0x55d8; // MulticastInlineDelegateProperty
        inline uint64_t OnFortDeathCause = 0x55e8; // MulticastInlineDelegateProperty
        inline uint64_t OnFortPlayerHitByVehicle = 0x55f8; // MulticastInlineDelegateProperty
        inline uint64_t KillerForSpectatorRotation = 0x5608; // UPawn*
        inline uint64_t bCheckVisibilityViaSmartObjectPhysicsRoot = 0x5611; // bool : 0
        inline uint64_t bDelaySimProxyCollisionInAircraftPhase = 0x5612; // bool : 0
        inline uint64_t TimeToDelaySkydiveCollision = 0x5614; // float
        inline uint64_t SkydiveAudioMovementVolumeInterpSpeed = 0x5628; // float
        inline uint64_t SkydiveAudioForwardDotInterpSpeed = 0x5638; // float
        inline uint64_t SkydiveAudioRightDotInterpSpeed = 0x563c; // float
        inline uint64_t DamageFXSignificance = 0x5644; // FFortEffectDistanceQuality
        inline uint64_t ScreenEffectHealthDamage = 0x5668; // TSubclassOf<UClass>
        inline uint64_t ScreenEffectShieldDamage = 0x5670; // TSubclassOf<UClass>
        inline uint64_t AdditiveHitReactsMontage = 0x5678; // UAnimMontage*
        inline uint64_t DamageTagsToNotDisplayDirectionDamage = 0x5680; // FGameplayTagContainer
        inline uint64_t DamageTagsToNotAddCameraShake = 0x56a0; // FGameplayTagContainer
        inline uint64_t TagsToNotPlayCircleAndStreakFX = 0x56c0; // FGameplayTagContainer
        inline uint64_t OnPlayerLootedContainer = 0x56e0; // MulticastInlineDelegateProperty
        inline uint64_t DisplayHitNotify = 0x56f0; // MulticastInlineDelegateProperty
        inline uint64_t OnShieldBreak = 0x5700; // MulticastInlineDelegateProperty
        inline uint64_t OnCurrentMovementStyleChanged = 0x5710; // MulticastInlineDelegateProperty
        inline uint64_t bIsPlayerPawnReady = 0x5748; // bool : 0
        inline uint64_t LastFiredLocation = 0x5750; // FVector
        inline uint64_t LastFiredDirection = 0x5768; // FVector
        inline uint64_t LastFiredTime = 0x5780; // float
        inline uint64_t PrototypeShootingModel = 0x5798; // UDataTable*
        inline uint64_t FallInstigator = 0x57a0; // UController*
        inline uint64_t FallDamageTags = 0x57a8; // FGameplayTagContainer
        inline uint64_t LastFloorBeforeFalling = 0x57c8; // UBuildingSMActor*
        inline uint64_t LastFallDistance = 0x57d0; // float
        inline uint64_t SkydiveDebugTimer = 0x57d4; // float
        inline uint64_t MeleeCombatSlowSpeedMultiplier = 0x57d8; // float
        inline uint64_t MeleeCombatSlowDuration = 0x57e4; // float
        inline uint64_t EncryptedPawnReplayData = 0x57e8; // FAthenaPawnReplayData
        inline uint64_t InAirAudioComp = 0x5818; // UAudioComponent*
        inline uint64_t PSC_PlayerWalkLand = 0x5820; // UParticleSystemComponent*
        inline uint64_t PSC_PlayerRunLand = 0x5828; // UParticleSystemComponent*
        inline uint64_t PSC_HitDamage = 0x5830; // UParticleSystemComponent*
        inline uint64_t UseNiagaraPlayerHitDamageTags = 0x5838; // FGameplayTagContainer
        inline uint64_t NiagaraPlayerRunDustKickupComp = 0x5860; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerWalkDustKickupComp = 0x5868; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerHitDamageComp = 0x5870; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerLandDustPuffComp = 0x5878; // UFXSystemComponent*
        inline uint64_t NiagaraPlayerRunDustKickup = 0x5880; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerWalkDustKickup = 0x5888; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerHitDamage = 0x5890; // UNiagaraSystem*
        inline uint64_t NiagaraPlayerLandDustPuff = 0x5898; // UNiagaraSystem*
        inline uint64_t PlayerKickupFXSocketName = 0x58a0; // FName
        inline uint64_t PlayerKickupSurfaceParameterName = 0x58a4; // FName
        inline uint64_t PlayerKickupSurfaceParamList = 0x58a8; // TArray<uint8_t>
        inline uint64_t PlayerFootstepKickupSurfaceParamList = 0x58b8; // TArray<EnumProperty>
        inline uint64_t ContrailsComponent = 0x58c8; // UFortContrailsComponent*
        inline uint64_t MobileInteractionComponents = 0x58d0; // TArray<UFortMobileInteractionComponent*>
        inline uint64_t MinimapIconColorFiftyFiftyPlayer = 0x58e0; // FLinearColor
        inline uint64_t MaxIndicatorVisibilityDistForReplays = 0x58f0; // float
        inline uint64_t ConsumableUseAudio = 0x58f8; // UAudioComponent*
        inline uint64_t InAirAudioParameterValue = 0x5900; // float
        inline uint64_t InAirAudioFallDistanceThreshold = 0x5904; // float
        inline uint64_t WalkDustActivateSpeed = 0x590c; // float
        inline uint64_t WalkDustResetSpeed = 0x5914; // float
        inline uint64_t RunParticleActivateSpeed = 0x591c; // float
        inline uint64_t ImmersionDepthToSplashScaleInput_Min = 0x5934; // float
        inline uint64_t ImmersionDepthToSplashScaleInput_Max = 0x5938; // float
        inline uint64_t ImmersionDepthToSplashScaleOutput_Min = 0x593c; // float
        inline uint64_t ImmersionDepthToSplashScaleOutput_Max = 0x5940; // float
        inline uint64_t SoundFX_WaterExit_3P = 0x5948; // USoundBase*
        inline uint64_t SoundFX_WaterExit_1P = 0x5950; // USoundBase*
        inline uint64_t SoundFX_WaterEntry_3P = 0x5958; // USoundBase*
        inline uint64_t SoundFX_WaterEntry_1P = 0x5960; // USoundBase*
        inline uint64_t WaterAudioLocationOffset = 0x5968; // FVector
        inline uint64_t WaterAudioVolumeMultiplier_Local = 0x5980; // float
        inline uint64_t WaterAudioVolumeMultiplier_Remote = 0x5984; // float
        inline uint64_t VelocityToWaterEntrySpeedParamInput_Min = 0x5988; // float
        inline uint64_t VelocityToWaterEntrySpeedParamInput_Max = 0x598c; // float
        inline uint64_t VelocityToWaterEntrySpeedParamOutput_Min = 0x5990; // float
        inline uint64_t VelocityToWaterEntrySpeedParamOutput_Max = 0x5994; // float
        inline uint64_t EntrySpeedParameterName = 0x5998; // FName
        inline uint64_t LastHealthPostProcessWeight = 0x599c; // float
        inline uint64_t HealthPostProcessStartTime = 0x59a0; // float
        inline uint64_t HealthPostProcessMuteTime = 0x59a4; // float
        inline uint64_t bIsCreativeGhostModeActivated = 0x59e0; // bool : 0
        inline uint64_t bIsCreativeModeratorModeActivated = 0x59e1; // bool : 0
        inline uint64_t OnCreativeModeratorModeActivatedChanged = 0x59e8; // MulticastInlineDelegateProperty
        inline uint64_t SkinWeightManager = 0x5a38; // UFortSkinWeightOverrideManager*
        inline uint64_t InvulnerabilityTags = 0x5ab0; // FGameplayTagContainer
        inline uint64_t UnicornPawnSampler = 0x5ba8; // UUnicornAthenaPawnSampler*
        inline uint64_t bShowMarkerIcon = 0x5bb0; // bool : 0
        inline uint64_t MarkerDisplay = 0x5bb8; // FMarkedActorDisplayInfo
        inline uint64_t MarkerPositionOffset = 0x5c68; // FVector
        inline uint64_t bCanBeMarkedAsTeammate = 0x5c80; // bool : 0
        inline uint64_t DamageForceFeedback = 0x5c98; // UForceFeedbackEffect*
        inline uint64_t DamageCameraShakeClass = 0x5ca0; // TSubclassOf<UClass>
        inline uint64_t DamageTagsExcludedFromCameraShake = 0x5ca8; // FGameplayTagContainer
        inline uint64_t UpdateSharedReplicationWhileAttachedCount = 0x5ce0; // int32_t
        inline uint64_t BP_RotationSpeedWhenTurnedOffByAnim = 0x5ce4; // float
        inline uint64_t BP_RotationSpeedOnDetach = 0x5ce8; // float
        inline uint64_t BP_MaxRotationSpeedWhenAttached = 0x5cec; // float
        inline uint64_t BP_TimeToReachMaxRotationSpeed = 0x5cf0; // float
        inline uint64_t BP_AddedRotationInfluenceFromForwardVectorOnAttach = 0x5cf4; // float
        inline uint64_t YawNegative90 = 0x5cf8; // FRotator
        inline uint64_t CallerID_update_mesh_rotation = 0x5d10; // FString
        inline uint64_t AttachPointNormalizeTolerance = 0x5d20; // float
        inline uint64_t ForwardProjectedNormalizeTolerance = 0x5d24; // float
        inline uint64_t Swinging_AttachBGA = 0x5d28; // UBuildingGameplayActor*
        inline uint64_t Swinging_RightVec = 0x5d30; // FVector
        inline uint64_t Swinging_LastAttachTime = 0x5d48; // float
        inline uint64_t bSwingingShouldRotateMesh = 0x5d4c; // bool : 0
        inline uint64_t bSwinging_UseProgrammaticRotation = 0x5d4d; // bool : 0
        inline uint64_t bImprovedDBNOEnabled = 0x5d4e; // bool : 0
        inline uint64_t DBNORevivingActorsCount = 0x5d4f; // uint8_t
        inline uint64_t RimLightComponent = 0x5d58; // UFortPlayerPawnAthenaRimLight*
        inline uint64_t TornOffLifespan = 0x5d60; // float
        inline uint64_t VoiceChatComp = 0x5d68; // UAudioComponent*
        inline uint64_t OnVoiceChatComponetCreated = 0x5d78; // MulticastInlineDelegateProperty
        inline uint64_t OnVoiceChatComponentCreated = 0x5d88; // MulticastInlineDelegateProperty
        inline uint64_t OnVoiceChatComponentStopped = 0x5d98; // MulticastInlineDelegateProperty
        inline uint64_t OnVoiceChatSoundAttenuationSettingsChanged = 0x5da8; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0x5dac; // uint8[0x34]
    }

    namespace FortWeaponModManager {
        inline uint64_t WeaponModBucketRegistryType = 0x48; // FDataRegistryType
        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<void*, void*>
        inline uint64_t WeaponModPriorityList = 0x88; // TArray<FFortWeaponModPriorityEntry>
        inline uint64_t PerfMeshDataCache = 0x98; // TMap<void*, void*>
        inline uint64_t AutonomousProxyPlayers = 0xb0; // TArray<UFortPlayerControllerAthena*>
        inline uint64_t AutoApplyModDataAsset = 0xc8; // UFortWeaponPickupSpawnModData*
        inline uint64_t ApplyWeaponModData = 0x108; // TArray<FAutoApplyWeaponModData>
        inline uint64_t TagToBucketDataCache = 0x118; // TMap<void*, void*>
    }

    namespace FortWeaponModSetData {
        inline uint64_t ModSetName = 0x30; // TextProperty
        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 = 0x2980; // USkeletalMeshComponentBudgeted*
        inline uint64_t bSyncFiringHand = 0x2988; // bool : 0
        inline uint64_t bCustomHandChanging = 0x2988; // bool : 1
        inline uint64_t bStopBothHandsOnMontageBlendingOut = 0x2988; // bool : 2
        inline uint64_t LeftHandFireAnimation = 0x2990; // UAnimMontage*
        inline uint64_t LeftCockingAnimation = 0x2998; // UAnimMontage*
        inline uint64_t LeftHandFireDownsightsAnimation = 0x29a0; // UAnimMontage*
        inline uint64_t LeftWeaponFireMontage = 0x29a8; // UAnimMontage*
        inline uint64_t LeftWeaponFireDownsightsMontage = 0x29b0; // UAnimMontage*
        inline uint64_t LeftWeaponCockingMontage = 0x29b8; // UAnimMontage*
        inline uint64_t LeftWeaponReloadMontage = 0x29c0; // UAnimMontage*
        inline uint64_t OnHandFired = 0x29c8; // MulticastInlineDelegateProperty
        inline uint64_t ParticleSystem_SpawnedShells_Right = 0x29d8; // UParticleSystemComponent*
        inline uint64_t ParticleSystem_SpawnedShells_Left = 0x29e0; // UParticleSystemComponent*
        inline uint64_t Niagara_SpawnedShells_Right = 0x29e8; // UNiagaraComponent*
        inline uint64_t Niagara_SpawnedShells_Left = 0x29f0; // UNiagaraComponent*
        inline uint64_t LastFireHand = 0x29f8; // EDualWeaponHand
        inline uint64_t pad_trailing = 0x29f9; // uint8[0x37]
    }

    namespace FortGameModeSummaryVM {
        inline uint64_t FakeData = 0x68; // OptionalProperty
        inline uint64_t LocalPlayer = 0x88; // ULocalPlayer*
        inline uint64_t GameModeName = 0x90; // FName
        inline uint64_t SeasonInfos = 0x98; // TArray<UFortGameModeSeasonInfoVM*>
    }

    namespace FortGameStateFrontEnd {
        inline uint64_t MiniMapInterface = 0x800; // InterfaceProperty
        inline uint64_t MiniMapManagerClass = 0x810; // TSubclassOf<UClass>
        inline uint64_t RegisteredSTWComponents = 0x818; // TArray<UGameStateComponent*>
        inline uint64_t pad_trailing = 0x828; // uint8[0x48]
    }

    namespace FortGameStateSurvival {
        inline uint64_t bFireEndOfDayDelegate = 0x1118; // bool : 0
        inline uint64_t TimeToDelayEndOfDayZoneScoreWidgetDisplay = 0x111c; // 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_trailing = 0xdc; // uint8[0x2C]
    }

    namespace FortPawnDamagedParams {
        inline uint64_t DamagedPawn = 0x28; // UFortPawn*
        inline uint64_t DamagedController = 0x30; // UController*
        inline uint64_t DamagedBy = 0x38; // UController*
        inline uint64_t Tags = 0x48; // FGameplayTagContainer
    }

    namespace FortPawnSpinParamsObj {
        inline uint64_t bReplicatedFlag = 0x28; // bool : 0
        inline uint64_t SpinParams = 0x2c; // FFortPawnSpinParams
        inline uint64_t pad_trailing = 0x34; // uint8[0x4]
    }

    namespace FortPawnTickSubsystem {
        inline uint64_t Pawns = 0x60; // TArray<UFortPlayerPawn*>
        inline uint64_t pad_trailing = 0x70; // uint8[0x18]
    }

    namespace FortPlayerStateAthena {
        inline uint64_t PersonalLobbyAction = 0xe8c; // int32_t
        inline uint64_t RespawnData = 0xe90; // FFortRespawnData
        inline uint64_t OnSquadIdChangedDelegate = 0xf00; // MulticastInlineDelegateProperty
        inline uint64_t bHasWonAGame = 0xf40; // bool : 0
        inline uint64_t TeamKillScore = 0xf44; // int32_t
        inline uint64_t KillsWhileAthenaGadgetEquippedMap = 0xf48; // TMap<void*, void*>
        inline uint64_t DamageDealtToBigHealthProps = 0xf58; // TMap<void*, void*>
        inline uint64_t AlwaysIncludeTeamAsAllies = 0xf68; // bool : 0
        inline uint64_t TeamIndex = 0xf69; // uint8_t
        inline uint64_t TeamScorePlacement = 0xf6c; // int32_t
        inline uint64_t TeamScore = 0xf70; // int32_t
        inline uint64_t bTeamPlacementLocked = 0xf74; // bool : 0
        inline uint64_t Place = 0xf78; // int32_t
        inline uint64_t DownScore = 0xf7c; // int32_t
        inline uint64_t KillScore = 0xf80; // int32_t
        inline uint64_t SeasonLevelUIDisplay = 0xf84; // int32_t
        inline uint64_t HumanKillScore = 0xf8c; // int32_t
        inline uint64_t AIKillCount = 0xfcc; // int32_t
        inline uint64_t NumChestsOpened = 0xfd4; // int32_t
        inline uint64_t NumAmmoCansOpened = 0xfdc; // int32_t
        inline uint64_t NumSupplyDropsOpened = 0xfe4; // int32_t
        inline uint64_t NumLlamasOpened = 0xfec; // int32_t
        inline uint64_t NumForagedItemsConsumed = 0xff4; // int32_t
        inline uint64_t NumMinutesAlive = 0xffc; // int32_t
        inline uint64_t NumBronzeCoinsCollected = 0x1004; // int32_t
        inline uint64_t NumSilverCoinsCollected = 0x100c; // int32_t
        inline uint64_t NumGoldCoinsCollected = 0x1014; // int32_t
        inline uint64_t TotalPlayerScore = 0x101c; // int32_t
        inline uint64_t PointsAddedToScore = 0x1020; // MulticastInlineDelegateProperty
        inline uint64_t TeamScoreChanged = 0x1030; // MulticastInlineDelegateProperty
        inline uint64_t TeamPlacementChanged = 0x1040; // MulticastInlineDelegateProperty
        inline uint64_t TeamPlacementLockChanged = 0x1050; // MulticastInlineDelegateProperty
        inline uint64_t PlaceChanged = 0x1060; // MulticastInlineDelegateProperty
        inline uint64_t TeamAverageDamageChanged = 0x1070; // MulticastInlineDelegateProperty
        inline uint64_t MatchAbandonStateChanged = 0x1080; // MulticastInlineDelegateProperty
        inline uint64_t OnRespawnTimeReplicated = 0x1090; // MulticastInlineDelegateProperty
        inline uint64_t ActiveBeingRebootedChanged = 0x10a0; // MulticastInlineDelegateProperty
        inline uint64_t StormSurgeEffectCount = 0x10c0; // uint8_t
        inline uint64_t TeamAverageDamage = 0x10c2; // int16_t
        inline uint64_t SquadId = 0x10c4; // uint8_t
        inline uint64_t bThankedBusDriver = 0x10c5; // bool : 0
        inline uint64_t bDidNotThankBusDriver = 0x10c5; // bool : 1
        inline uint64_t bUsingAnonymousMode = 0x10c5; // bool : 2
        inline uint64_t bUsingAnonymousCharacterMode = 0x10c5; // bool : 3
        inline uint64_t bShowingSeasonLevel = 0x10c5; // bool : 4
        inline uint64_t PlayerNameCustomOverride = 0x10c8; // TextProperty
        inline uint64_t bHidingOtherPlayersNames = 0x10d8; // bool : 0
        inline uint64_t bIsTalking = 0x1158; // bool : 0
        inline uint64_t bIsMuted = 0x1159; // bool : 0
        inline uint64_t OnPersistenceErrorTypeChanged = 0x1358; // MulticastInlineDelegateProperty
        inline uint64_t OnOvershieldStateChanged = 0x1368; // MulticastInlineDelegateProperty
        inline uint64_t MetricInformation = 0x13a0; // FDetailedMetricInformation
        inline uint64_t SimpleMetricInformation = 0x13b0; // FSimpleMetricInformation
        inline uint64_t SecondsAlive = 0x1428; // int32_t
        inline uint64_t TimeOfPawnCreation = 0x142c; // int32_t
        inline uint64_t bActiveBeingRebooted = 0x1430; // bool : 0
        inline uint64_t bIsDisconnected = 0x1432; // bool : 0
        inline uint64_t GameModeIcon = 0x1468; // UTexture2D*
        inline uint64_t DeathInfo = 0x1488; // FDeathInfo
        inline uint64_t ChangeTeamInfo = 0x1548; // FChangeTeamInfo
        inline uint64_t ServerTimeForRespawn = 0x1570; // float
        inline uint64_t ResurrectionChipAvailable = 0x15d8; // FFortResurrectionData
        inline uint64_t bResurrectingNow = 0x1600; // bool : 0
        inline uint64_t bRespawningFromRespawnData = 0x1601; // bool : 0
        inline uint64_t RebootCounter = 0x1604; // int32_t
        inline uint64_t InteractingRebootVan = 0x1608; // InterfaceProperty
        inline uint64_t InteractingRebootVanCheck = 0x1618; // FTimerHandle
        inline uint64_t InteractingRebootVanTimeout = 0x1620; // FTimerHandle
        inline uint64_t MatchAbandonState = 0x162c; // EMatchAbandonState
        inline uint64_t bIsAModerationBot = 0x162e; // bool : 0
        inline uint64_t bIsAnAthenaGameParticipant = 0x162f; // bool : 0
        inline uint64_t bIsContributingToOverbudgetHeatmap = 0x162f; // bool : 1
        inline uint64_t VerseVoiceChannelName = 0x1630; // FString
        inline uint64_t EOSProductUserId = 0x1648; // FString
        inline uint64_t BotUniqueId = 0x1658; // FUniqueNetIdRepl
        inline uint64_t bPreserveSquad = 0x1698; // bool : 0
        inline uint64_t KeepPlayingTogetherVotingStatus = 0x16b8; // EKeepPlayingTogetherVotingStatus
        inline uint64_t KeepPlayingTogetherMatchmakingRegion = 0x16d8; // FString
        inline uint64_t KeepPlayingTogetherMatchmakingId = 0x1700; // FString
        inline uint64_t InitialSquadSize = 0x1728; // uint8_t
        inline uint64_t SquadSizeIncrements = 0x1729; // uint8_t
        inline uint64_t SquadSizeDecrements = 0x172a; // uint8_t
        inline uint64_t PersistenceErrorType = 0x1770; // ECreativePersistenceErrorTypes
        inline uint64_t LocalSpecialActorData = 0x1778; // UFortSpecialActorReplicationInfo*
        inline uint64_t pad_trailing = 0x1780; // uint8[0x8]
    }

    namespace FortWeaponRangedProxy {
        inline uint64_t HostPawn = 0x2980; // UFortPawn*
        inline uint64_t bIsHostWeaponDisabled = 0x2988; // bool : 0
        inline uint64_t bDisablePreviousWeaponStowOnEquip = 0x2989; // bool : 0
        inline uint64_t pad_trailing = 0x298a; // uint8[0x6]
    }

    namespace BuildingActorViewModel {
        inline uint64_t CurrentHealth = 0x68; // float
        inline uint64_t CurrentHealthPercent = 0x6c; // float
        inline uint64_t pad_trailing = 0x70; // uint8[0x8]
    }

    namespace FortGameModePickup_Wax {
        inline uint64_t bIsFirstGeneration = 0x790; // bool : 0
        inline uint64_t AmountOfTokens = 0x794; // int32_t
        inline uint64_t HeightAboveTerrianDropPickupAt = 0x7a0; // FScalableFloat
        inline uint64_t HeightAboveTerrainPickupLandAt = 0x7c8; // FScalableFloat
        inline uint64_t RandomTossAngleTowardsCenter = 0x7f0; // FScalableFloat
        inline uint64_t TimeUntilDespawn_OutsideStorm = 0x818; // FScalableFloat
        inline uint64_t TimeUntilDespawn_InsideStorm = 0x840; // FScalableFloat
        inline uint64_t DrawOnCompassDistance = 0x868; // FScalableFloat
        inline uint64_t DrawOnCompassBrush = 0x890; // FSlateBrush
        inline uint64_t DrawOnMapBrush = 0x940; // FSlateBrush
        inline uint64_t UseInteractText_SingleCoin = 0x9f0; // TextProperty
        inline uint64_t UseInteractText_MultipleCoins = 0xa00; // TextProperty
        inline uint64_t pad_trailing = 0xa04; // uint8[0xC]
    }

    namespace FortInventorySubsystem {
        inline uint64_t OnItemAddedDelegate = 0x30; // MulticastInlineDelegateProperty
        inline uint64_t OnItemRemovedDelegate = 0x40; // MulticastInlineDelegateProperty
        inline uint64_t OnViewTargetInventoryUpdatedDelegate = 0x50; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0x54; // uint8[0xC]
    }

    namespace FortPlayerStateEndless {
        inline uint64_t BluGloActivityScore = 0xea8; // int32_t
        inline uint64_t pad_trailing = 0xeac; // uint8[0x4]
    }

    namespace FortPlayerStateOutpost {
        inline uint64_t bHasPermissionToEditOutpost = 0xea8; // bool : 0
        inline uint64_t pad_trailing = 0xea9; // uint8[0x7]
    }

    namespace FortWeaponAnimInstance {
        inline uint64_t bWantsReducedWork = 0x338; // bool : 0
        inline uint64_t bIsTargeting = 0x339; // bool : 0
        inline uint64_t bCurrentlyShooting = 0x33a; // bool : 0
        inline uint64_t bIsCrouched = 0x33b; // bool : 0
        inline uint64_t bIsMovingOnFoot = 0x33c; // bool : 0
        inline uint64_t AmmoRemaining = 0x340; // int32_t
        inline uint64_t bIsReloading = 0x344; // bool : 0
        inline uint64_t FireRate = 0x348; // double
        inline uint64_t BulletsPerClip = 0x350; // int32_t
        inline uint64_t OwnerPawnLODLevel = 0x354; // int32_t
        inline uint64_t pad_trailing = 0x358; // uint8[0x8]
    }

    namespace FortWeaponFireModeData {
        inline uint64_t FireModeDataDelay = 0x28; // float
        inline uint64_t TracerTemplate = 0x30; // TSubclassOf<UClass>
        inline uint64_t bOverrideImpactSurfaceEffects = 0x38; // bool : 0
        inline uint64_t ImpactPhysicalSurfaceEffects = 0x40; // UParticleSystem*
        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 : 0
        inline uint64_t ImpactPhysicalSurfaceSounds = 0x180; // USoundBase*
        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 : 0
        inline uint64_t PrimaryFireSound = 0x2c8; // USoundBase*
        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 : 0
        inline uint64_t OverrideReloadType = 0x309; // EFortWeaponReloadType
        inline uint64_t OverrideReloadDuration = 0x30c; // float
    }

    namespace FortWeaponModAudioData {
        inline uint64_t SoundLibraries = 0x28; // TArray<SoftObjectProperty>
        inline uint64_t MetaSoundPatch1P = 0x38; // SoftObjectProperty
        inline uint64_t MetaSoundPatch3P = 0x58; // SoftObjectProperty
        inline uint64_t SortOrder = 0x78; // int32_t
        inline uint64_t pad_trailing = 0x7c; // uint8[0x4]
    }

    namespace FortGameModeSummariesVM {
        inline uint64_t FakeData = 0x68; // OptionalProperty
        inline uint64_t LocalPlayer = 0x80; // ULocalPlayer*
        inline uint64_t GameModeSummaries = 0x88; // TArray<UFortGameModeSummaryVM*>
        inline uint64_t pad_trailing = 0x98; // uint8[0x10]
    }

    namespace FortPawnComponent_Focus {
        inline uint64_t FocusTargetStack = 0xc8; // FFocusTargetStack
        inline uint64_t pad_trailing = 0x120; // uint8[0x8]
    }

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

    namespace FortPawnComponent_Sleep {
        inline uint64_t OnBeginSleepEffects = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t OnEndSleepEffects = 0xd8; // MulticastInlineDelegateProperty
        inline uint64_t bCanSleep = 0x118; // bool : 0
        inline uint64_t bIsSleeping = 0x118; // bool : 1
        inline uint64_t bShouldStartSleeping = 0x118; // bool : 2
        inline uint64_t SleepForTheseGoalActorsQuery = 0x120; // FGameplayTagQuery
    }

    namespace FortPickupManagerWidget {
        inline uint64_t Panel_AllResources = 0x370; // UPanelWidget*
        inline uint64_t CurrentSpendableVisibleWidget = 0x378; // WeakObjectProperty
        inline uint64_t GoldSpendablesActorTags = 0x380; // FGameplayTagContainer
        inline uint64_t OverlapGoldSpendableSphereRadius = 0x3a0; // float
        inline uint64_t ResourceWidgets = 0x3a8; // TArray<UFortResourceWidget*>
        inline uint64_t pad_trailing = 0x3b8; // uint8[0x18]
    }

    namespace FortPlayerControllerPvE {
        inline uint64_t bForceAutoSlotWeaponsAtStart = 0x37f4; // bool : 0
        inline uint64_t bRecycleBrokenWeapons = 0x37f5; // bool : 0
        inline uint64_t MinTimeBetweenReinitProfileUpdateHero = 0x380c; // float
        inline uint64_t MinTimeBetweenCosmeticRefresh = 0x3810; // float
        inline uint64_t AutoImproveBuildingActor = 0x3830; // UBuildingSMActor*
        inline uint64_t CachedPrimaryQuickBarRecord = 0x3848; // FQuickBar
        inline uint64_t CachedSecondaryQuickBarRecord = 0x38b8; // FQuickBar
        inline uint64_t HeroLoadoutGadgets = 0x3928; // TArray<UFortGadgetItemDefinition*>
        inline uint64_t HeroAbilityGadgets = 0x3938; // TArray<UFortGadgetItemDefinition*>
        inline uint64_t IdleWarningAnnouncement = 0x3948; // UFortClientAnnouncement_Basic*
        inline uint64_t IdleWarningUpdateTimerHandle = 0x3950; // FTimerHandle
        inline uint64_t IdleKickEstimatedTime = 0x3958; // float
        inline uint64_t OnPostTeleportPlayerVictoryScreen = 0x3960; // MulticastInlineDelegateProperty
        inline uint64_t SquadCommsBank = 0x3970; // UFortSquadCommsBank_STW*
        inline uint64_t SquadCommsBankPath = 0x3978; // FSoftObjectPath
        inline uint64_t MarkerWidgetClass = 0x3990; // SoftClassProperty
        inline uint64_t MarkerActorClass = 0x39b0; // SoftClassProperty
        inline uint64_t bEnableSTWAccoladeRedeem = 0x3a00; // bool : 0
        inline uint64_t pad_trailing = 0x3a01; // uint8[0xF]
    }

    namespace FortWeaponPickaxeAthena {
        inline uint64_t SwingVFX = 0x1a00; // UFXSystemComponent*
        inline uint64_t IdleVFX = 0x1a08; // UFXSystemComponent*
        inline uint64_t AnimTrailsPSC = 0x1a10; // UFXSystemComponent*
        inline uint64_t AnimTrailsPSCTemplate = 0x1a18; // UParticleSystem*
        inline uint64_t AnimTrailsNiagaraAsset = 0x1a20; // UNiagaraSystem*
        inline uint64_t bUseAnimTrailsPSC = 0x1a28; // bool : 0
        inline uint64_t AnimTrailsFirstSocketName = 0x1a2c; // FName
        inline uint64_t AnimTrailsSecondSocketName = 0x1a30; // FName
        inline uint64_t AnimTrailsWidth = 0x1a34; // float
        inline uint64_t IdleFXSocketName = 0x1a38; // FName
        inline uint64_t SwingFXSocketName = 0x1a3c; // FName
        inline uint64_t GenericImpactSound = 0x1a40; // USoundBase*
        inline uint64_t Material0MID = 0x1a48; // UMaterialInstanceDynamic*
        inline uint64_t bWatchKills = 0x1a50; // bool : 0
        inline uint64_t WatchedKills = 0x1a54; // float
        inline uint64_t bCandyCaneKillReaction = 0x1a58; // bool : 0
        inline uint64_t CQCEnemyAudio = 0x1a60; // USoundBase*
        inline uint64_t PokeAnimationsToCheckForOnImpact = 0x1a68; // TArray<UAnimMontage*>
        inline uint64_t PickaxeHarvestingMontage = 0x1a78; // UAnimMontage*
        inline uint64_t ImpactFXInternal = 0x1a88; // UFXSystemComponent*
        inline uint64_t HitWeakSpotFXParameterResetTimer = 0x1a90; // FTimerHandle
        inline uint64_t CachedCosmeticItemDefinition = 0x1a98; // UAthenaPickaxeItemDefinition*
        inline uint64_t SoftFallbackMesh = 0x1aa8; // SoftObjectProperty
        inline uint64_t LoadedFallbackMesh = 0x1ac8; // USkeletalMesh*
        inline uint64_t SoftFallbackFireSound = 0x1ad0; // SoftObjectProperty
        inline uint64_t LoadedFallbackFireSound = 0x1af0; // USoundBase*
        inline uint64_t CosmeticData = 0x1af8; // FFortAthenaLoadout
        inline uint64_t CosmeticLoadoutData = 0x1bf8; // FCosmeticLoadout
        inline uint64_t CosmeticLoadoutReplicator = 0x1c38; // FFortAthenaLoadoutReplicator
        inline uint64_t CosmeticDataComponent = 0x1d88; // UCosmeticDataComponent*
        inline uint64_t WeaponMeshTransformOffset = 0x1d90; // FTransform
        inline uint64_t FrontendFXParameterName = 0x1df0; // FName
        inline uint64_t IdleFXAttachmentRules = 0x1df4; // FPickaxeFXAttachmentRules
        inline uint64_t SwingFXAttachmentRules = 0x1df7; // FPickaxeFXAttachmentRules
        inline uint64_t bUseWeakpointImpactFX = 0x1dfa; // bool : 0
        inline uint64_t pad_trailing = 0x1dfb; // uint8[0x15]
    }

    namespace FortWeaponRangedTowHook {
        inline uint64_t TowHook = 0x2980; // UFortPhysicsTowHook*
        inline uint64_t TowHookParams = 0x2988; // FTowHookParams
        inline uint64_t pad_trailing = 0x2a58; // uint8[0x30]
    }

    namespace FortGameModeHestiaBeauty {
        inline uint64_t OwnedZoneComponent = 0xb80; // UFortGameModeComponent_OwnedZone*
        inline uint64_t pad_trailing = 0xb88; // uint8[0x18]
    }

    namespace FortGameModeSeasonInfoVM {
        inline uint64_t FakeData = 0x68; // OptionalProperty
        inline uint64_t LocalPlayer = 0x80; // ULocalPlayer*
        inline uint64_t GameModeName = 0x88; // FName
        inline uint64_t SeasonId = 0x90; // FString
        inline uint64_t pad_trailing = 0xa0; // uint8[0x10]
    }

    namespace FortPawnComponent_AIJump {
        inline uint64_t UpAction = 0x112; // EGeneratedJumpVerticalLinkAction
        inline uint64_t DownAction = 0x113; // EGeneratedJumpVerticalLinkAction
        inline uint64_t pad_trailing = 0x114; // uint8[0x4]
    }

    namespace FortPawnComponent_BaseCC {
        inline uint64_t ActiveOptions = 0xf8; // UCustomControlOptions_Base*
        inline uint64_t HighestPriorityOptions = 0x100; // UCustomControlOptions_Base*
        inline uint64_t OwnedOptions = 0x118; // TArray<UCustomControlOptions_Base*>
    }

    namespace FortPawnComponent_LookAt {
        inline uint64_t CurrentTarget = 0xc8; // WeakObjectProperty
        inline uint64_t pad_trailing = 0xcc; // uint8[0x4]
    }

    namespace FortPawnComponent_Tether {
        inline uint64_t TetherPawn = 0xd0; // WeakObjectProperty
        inline uint64_t TetherPawnSavedCullDistanceSquared = 0xd8; // float
        inline uint64_t bTetheredWithoutWeapon = 0xdc; // bool : 0
        inline uint64_t bPressedTetheredBoost = 0xdd; // bool : 0
        inline uint64_t bAllowVehicleTether = 0xfc; // bool : 0
        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 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 TetheredInputComponent = 0x190; // UInputComponent*
        inline uint64_t TetheredExitHoldTime = 0x1a0; // float
        inline uint64_t pad_trailing = 0x1a4; // uint8[0x24]
    }

    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; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0x6c; // uint8[0x44]
    }

    namespace FortPlayerControllerBoss {
        inline uint64_t LastPossessedPawn = 0x3a10; // FName
        inline uint64_t pad_trailing = 0x3a18; // uint8[0x8]
    }

    namespace FortPlayerControllerZone {
        inline uint64_t OnBeginSkydiving = 0x3120; // MulticastInlineDelegateProperty
        inline uint64_t OnEndSkydiving = 0x3130; // MulticastInlineDelegateProperty
        inline uint64_t OnBeginSkydivingFromBus = 0x3140; // MulticastInlineDelegateProperty
        inline uint64_t OnEndSkydivingFromBus = 0x3150; // MulticastInlineDelegateProperty
        inline uint64_t OnVehicleSeatTransitionTargetIndexChange = 0x3160; // MulticastInlineDelegateProperty
        inline uint64_t OnStartedRespawn = 0x3170; // MulticastInlineDelegateProperty
        inline uint64_t LastVehicleSeatSwitchTime = 0x3180; // float
        inline uint64_t PlayerToSpectateOnDeath = 0x3190; // UPawn*
        inline uint64_t NumRefundForceQueryProfileRequestsInFlight = 0x319c; // int32_t
        inline uint64_t GadgetTrackedAttributeItemInstanceIds = 0x31a0; // TSet<void*>
        inline uint64_t TriggerHapticsComponent = 0x31f8; // UFortControllerComponent_TriggerHaptics*
        inline uint64_t SpectatorModeComponent = 0x3200; // UFortControllerComponent_SpectatorMode*
        inline uint64_t PurchaseCatalogEntryComponent = 0x3208; // UFortControllerComponent_PurchaseCatalogEntry*
        inline uint64_t RefundMtxPurchaseComponent = 0x3210; // UFortControllerComponent_RefundMtxPurchase*
        inline uint64_t DeathInputComponent = 0x3218; // UInputComponent*
        inline uint64_t RemoteControlledPawnInputComponent = 0x3220; // UInputComponent*
        inline uint64_t MarkerComponent = 0x3228; // UAthenaMarkerComponent*
        inline uint64_t bUseDeferredFireInputs = 0x3250; // bool : 0
        inline uint64_t PlayerDeathReport = 0x3278; // FFortPlayerDeathReport
        inline uint64_t bClientNotifiedOfPawnDied = 0x33a0; // bool : 0
        inline uint64_t bEnterCameraModeOnDeath = 0x33a1; // bool : 0
        inline uint64_t MPCForReticles = 0x33a8; // UMaterialParameterCollection*
        inline uint64_t MPCForReticlesParamName = 0x33b0; // FName
        inline uint64_t PlayerLeecherStatus = 0x33b4; // ELeecherStatus
        inline uint64_t OnPossessedPawnDied = 0x33d0; // MulticastInlineDelegateProperty
        inline uint64_t HUDTargetUnderReticle = 0x34d0; // InterfaceProperty
        inline uint64_t RejoinablePartyMembers = 0x34e0; // TArray<FUniqueNetIdRepl>
        inline uint64_t LastScoreEarnedTime = 0x3500; // float
        inline uint64_t VehicleSeatTransitionTargetIndex = 0x3520; // int32_t
        inline uint64_t VoiceChatChannel = 0x3528; // FVoiceChatChannelInfo
        inline uint64_t VoiceChatCachedTokenLifetimeSeconds = 0x3598; // float
        inline uint64_t DesyncNotifyList = 0x35b0; // TArray<UActor*>
        inline uint64_t bJetpackExecuteToggle = 0x3618; // bool : 0
        inline uint64_t bAllowMovementCancellableActionsWithIceFeet = 0x3619; // bool : 0
        inline uint64_t bAllowMovementCancellableActionsDuringInputWithIceFeet = 0x361a; // bool : 0
        inline uint64_t MoveForwardOnlyEmoteCancelBackwardsThreshold = 0x361c; // float
        inline uint64_t MoveForwardOnlyEmoteCancelStrafeThreshold = 0x3620; // float
        inline uint64_t NonTraversalEmoteCancelForwardThreshold = 0x3624; // float
        inline uint64_t MovementCancellableActionLeashLength = 0x3628; // FScalableFloat
        inline uint64_t MovementCancellableActionLeashLocation = 0x3658; // FVector
        inline uint64_t MovementCancellableActionStartingLeashLocation = 0x3670; // FVector
        inline uint64_t UpdateSurfaceTypeMinimumLength = 0x3688; // FScalableFloat
        inline uint64_t UpdateSurfaceTypeMinimumDelay = 0x36b0; // FScalableFloat
        inline uint64_t MovementCancellableActionComponentClass = 0x36f8; // TSubclassOf<UClass>
        inline uint64_t AutorunAnalyticsDataArray = 0x3750; // TArray<FAutorunUsageData>
        inline uint64_t ClientSubmitLogsLockoutIntervalSeconds = 0x3760; // double
        inline uint64_t bPlaceDangerMarkerWhenTargeting = 0x3798; // bool : 0
        inline uint64_t MinQuickChatCooldown = 0x379c; // float
        inline uint64_t QuickChatOffCooldownTime = 0x37a0; // float
        inline uint64_t pad_trailing = 0x37a4; // uint8[0x1C]
    }

    namespace FortWeaponEventSubsystem {
        inline uint64_t ActiveWeaponEventHandler = 0x38; // InterfaceProperty
        inline uint64_t pad_trailing = 0x3c; // uint8[0xC]
    }

    namespace FortWeaponItemDefinition {
        inline uint64_t WeaponActorClass = 0xc0; // SoftClassProperty
        inline uint64_t WeaponMeshOverride = 0xe0; // SoftObjectProperty
        inline uint64_t bHideWeaponDefaultActorMeshUntilCosmeticsInitialized = 0x100; // bool : 0
        inline uint64_t IntrinsicOverrideWrap = 0x108; // SoftObjectProperty
        inline uint64_t WeaponStatHandle = 0x128; // FDataTableRowHandle
        inline uint64_t AbilitySet = 0x148; // SoftObjectProperty
        inline uint64_t AlterationSlotsLoadoutRow = 0x168; // FName
        inline uint64_t BaselineAlterationSlotsLoadoutRow = 0x16c; // FName
        inline uint64_t BaseAlteration = 0x170; // SoftObjectProperty
        inline uint64_t BaseCosmeticAlteration = 0x190; // SoftObjectProperty
        inline uint64_t PrimaryFireAbility = 0x1b0; // SoftClassProperty
        inline uint64_t SecondaryFireAbility = 0x1f0; // SoftClassProperty
        inline uint64_t EquippedAbilities = 0x230; // TArray<SoftClassProperty>
        inline uint64_t EquippedAbilitySet = 0x240; // SoftObjectProperty
        inline uint64_t AmmoData = 0x260; // SoftObjectProperty
        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 bRequestClientPreload = 0x29b; // bool : 1
        inline uint64_t bEnableWeaponMeshOverrideUpdates = 0x29b; // bool : 2
        inline uint64_t bIsModifiableWeapon = 0x29b; // bool : 3
        inline uint64_t bModsHidden = 0x29b; // bool : 4
        inline uint64_t bEquippedCharacterPartsMatchWeaponVisibility = 0x29b; // bool : 5
        inline uint64_t bForceReticleTrace = 0x29b; // bool : 6
        inline uint64_t HitNotifyDuration = 0x29c; // float
        inline uint64_t ReticleImage = 0x2a0; // SoftObjectProperty
        inline uint64_t ReticleCornerAngles = 0x2c0; // TArray<float>
        inline uint64_t ReticleCenterImage = 0x2d0; // SoftObjectProperty
        inline uint64_t ReticleCenterPerfectAimImage = 0x2f0; // SoftObjectProperty
        inline uint64_t ReticleCenterImageOffset = 0x310; // FVector2D
        inline uint64_t ReticleInvalidTargetImage = 0x320; // SoftObjectProperty
        inline uint64_t AnalyticTags = 0x340; // FGameplayTagContainer
        inline uint64_t PlayerGrantedGameplayTags = 0x360; // FGameplayTagContainer
        inline uint64_t CosmeticGatingTags = 0x380; // FGameplayTagContainer
        inline uint64_t ActualAnalyticFNames = 0x3a0; // TArray<FName>
        inline uint64_t RequiredWeaponParent = 0x3b0; // SoftObjectProperty
        inline uint64_t BoneSetsToHide = 0x3d0; // FGameplayTagContainer
        inline uint64_t WeaponMovementSpeedStats = 0x3f0; // FWeaponMovementSpeedStats
        inline uint64_t AimAssistConfiguration = 0x4b0; // UFortAimAssistConfiguration*
        inline uint64_t CreativeTagsHelper = 0x4b8; // FFortCreativeTagsHelper
        inline uint64_t pad_trailing = 0x4c8; // uint8[0x8]
    }

    namespace FortWeaponModRuntimeData {
        inline uint64_t SpawnedSubweapons = 0x28; // TMap<void*, void*>
        inline uint64_t SpawnedStaticMeshes = 0x38; // TMap<void*, void*>
        inline uint64_t ActiveRuntimeGEs = 0x48; // TMap<void*, void*>
        inline uint64_t CachedAnimData = 0x58; // FWeaponModAnimData
        inline uint64_t ModToAddedLooseTagMap = 0x70; // TMap<void*, void*>
    }

    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 = 0x2980; // MulticastInlineDelegateProperty
        inline uint64_t PunchPreviewAsyncTargetingHandle = 0x2990; // FTargetingRequestHandle
        inline uint64_t GroundPunchTargetingPreset = 0x2998; // UTargetingPreset*
        inline uint64_t AirPunchTargetingPreset = 0x29a0; // UTargetingPreset*
        inline uint64_t pad_trailing = 0x29a8; // uint8[0x10]
    }

    namespace FortWeaponRanged_Ostrich {
        inline uint64_t ProjectileTemplate = 0x2ad0; // TSubclassOf<UClass>
        inline uint64_t bRocketsOnCooldown = 0x2ad8; // bool : 0
        inline uint64_t bLocalChargingRockets = 0x2ae0; // bool : 0
        inline uint64_t bRocketFireButtonDown = 0x2ae1; // bool : 0
        inline uint64_t RocketAmmoLocal = 0x2ae4; // int32_t
        inline uint64_t ServerLoadedRockets = 0x2ae8; // int32_t
        inline uint64_t bFiringRockets = 0x2aec; // bool : 0
        inline uint64_t bUseShotgunSecondBarrel = 0x2aed; // bool : 0
        inline uint64_t RocketFireTimer = 0x2af0; // float
        inline uint64_t RocketChargeTimer = 0x2af4; // float
        inline uint64_t FireRate = 0x2af8; // FScalableFloat
        inline uint64_t AutofireDelay = 0x2b20; // FScalableFloat
        inline uint64_t RocketsCooldown = 0x2b48; // FScalableFloat
        inline uint64_t TimeToLoadOneAmmoCharge = 0x2b70; // FScalableFloat
        inline uint64_t AimPointCacheRange = 0x2b98; // FScalableFloat
        inline uint64_t MinRocketsForFiring = 0x2bc0; // FScalableFloat
        inline uint64_t AmmoPerCharge = 0x2be8; // FScalableFloat
        inline uint64_t MaxRockets = 0x2c10; // FScalableFloat
        inline uint64_t SecondaryFireMuzzleName = 0x2c38; // FName
        inline uint64_t SecondaryFireTraceSocket = 0x2c3c; // FName
        inline uint64_t ShotgunSecondBarrelMuzzleName = 0x2c40; // FName
        inline uint64_t StartLoadingSectionName = 0x2c44; // FName
        inline uint64_t RocketChargingLoop = 0x2c48; // UAnimMontage*
        inline uint64_t RocketFullyChargedLoop = 0x2c50; // UAnimMontage*
        inline uint64_t RocketFire = 0x2c58; // UAnimMontage*
        inline uint64_t RocketFireSettle = 0x2c60; // UAnimMontage*
        inline uint64_t RocketCooldownLoop = 0x2c68; // UAnimMontage*
        inline uint64_t RocketCooldownReady = 0x2c70; // UAnimMontage*
        inline uint64_t ShotgunFireSecondBarrel = 0x2c78; // UAnimMontage*
        inline uint64_t GamepadHudKeyActionData = 0x2c80; // TArray<FWeaponHudData>
        inline uint64_t LoadRocketTag = 0x2c90; // FGameplayTagContainer
        inline uint64_t AutoFireTimer = 0x2cb0; // FTimerHandle
        inline uint64_t ReloadShotgunTimer = 0x2cb8; // FTimerHandle
        inline uint64_t ServerSideRocketCooldownTimer = 0x2cc0; // FTimerHandle
    }

    namespace FortGameStateHestiaBeauty {
        inline uint64_t TheaterMapViewer = 0x1118; // UFortTheaterMapViewer*
        inline uint64_t RegisteredSTWComponents = 0x1120; // TArray<UGameStateComponent*>
        inline uint64_t OwnedZoneComponent = 0x1298; // UFortGameStateComponent_OwnedZone*
        inline uint64_t OnLocalPlayerHomebaseUIActiveUpdate = 0x12a0; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0x12a4; // uint8[0xC]
    }

    namespace FortPawnComponent_AIGroup {
        inline uint64_t bCanBeGroupLeader = 0xc8; // bool : 0
        inline uint64_t bCanFollowGroupLeader = 0xc9; // bool : 0
        inline uint64_t LeaderPriority = 0xcc; // int32_t
        inline uint64_t GroupID = 0xd0; // int32_t
        inline uint64_t CachedAIServiceGroup = 0xd8; // UAthenaAIServiceGroup*
        inline uint64_t pad_trailing = 0xe0; // uint8[0x30]
    }

    namespace FortPawnComponent_Convert {
        inline uint64_t ConvertedTypeColorMap = 0xc8; // TMap<void*, void*>
        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<UClass>
        inline uint64_t OnConvertedEvent = 0x1d8; // MulticastInlineDelegateProperty
        inline uint64_t OnUnconvertedEvent = 0x1e8; // MulticastInlineDelegateProperty
        inline uint64_t OnConvertEvent = 0x1f8; // MulticastInlineDelegateProperty
        inline uint64_t OnUnconvertEvent = 0x208; // MulticastInlineDelegateProperty
        inline uint64_t OnShowConvertedIndicator = 0x218; // MulticastInlineDelegateProperty
        inline uint64_t OnHideConvertedIndicator = 0x228; // MulticastInlineDelegateProperty
        inline uint64_t OnPingCommandEvent = 0x238; // MulticastInlineDelegateProperty
        inline uint64_t bCanConvert = 0x248; // bool : 0
        inline uint64_t bCanBeConverted = 0x248; // bool : 1
        inline uint64_t bCanBeConvertedFromDBNO = 0x248; // bool : 2
        inline uint64_t ConvertTimeDBNO = 0x24c; // float
        inline uint64_t bCanShowMarker = 0x250; // bool : 0
        inline uint64_t ConvertFromDBNOInteractionText = 0x258; // TextProperty
        inline uint64_t AvoidTeleportWhenConverterHasTags = 0x268; // TArray<FAvoidedConverterTagsForTeleport>
        inline uint64_t bShouldShowIndicatorMarker = 0x278; // bool : 0
        inline uint64_t bOwnerPawnDied = 0x278; // bool : 1
        inline uint64_t ConverterPlayerInfo = 0x27c; // FConverterPlayerInfo
        inline uint64_t PreviousConverterPlayerState = 0x288; // WeakObjectProperty
        inline uint64_t ConvertedPawnComponents = 0x298; // TArray<FConvertedComponentInfo>
        inline uint64_t PreviousConverters = 0x2a8; // TArray<WeakObjectProperty>
        inline uint64_t ConvertedType = 0x2b8; // EConvertedType
        inline uint64_t ConverterSpecificAbilitiesAddedToConverted = 0x2f0; // TArray<FTaggedConversionAbilities>
        inline uint64_t bOnlyLeaderInteraction = 0x30c; // bool : 0
        inline uint64_t PlayerCommandsAllowedBitMask = 0x310; // uint32_t
        inline uint64_t pad_trailing = 0x314; // uint8[0x4]
    }

    namespace FortPawnComponent_Zipline {
        inline uint64_t ZiplineExtLogicClass = 0xd0; // TSubclassOf<UClass>
        inline uint64_t ZiplineSplineExtLogicClass = 0xd8; // TSubclassOf<UClass>
        inline uint64_t OwnerPawn = 0xe0; // WeakObjectProperty
        inline uint64_t OwnerMovementComponent = 0xe8; // WeakObjectProperty
        inline uint64_t ZiplineSocketZOffset = 0xf0; // float
        inline uint64_t UseLegacyCode = 0x108; // FScalableFloat
        inline uint64_t UseLegacyGameplayAbilities = 0x130; // FScalableFloat
        inline uint64_t pad_trailing = 0x158; // uint8[0x28]
    }

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

    namespace FortPlayerCameraSpectator {
        inline uint64_t SpectatorCam = 0x33c0; // UFortCinematicCamera*
        inline uint64_t pad_trailing = 0x33c8; // uint8[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; // WeakObjectProperty
        inline uint64_t pad_trailing = 0x4c; // uint8[0x4]
    }

    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_trailing = 0x48; // uint8[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 : 0
        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 : 0
        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_trailing = 0xfc; // uint8[0x4]
    }

    namespace FortWeaponRangedDualSwing {
        inline uint64_t OverrideSwingingControlParams = 0x2a30; // TMap<void*, void*>
        inline uint64_t InitialOverrideSwingingControlParamsTag = 0x2a40; // FGameplayTag
        inline uint64_t ReticleTypeTag = 0x2a44; // FGameplayTag
        inline uint64_t BP_ReticleUpdate = 0x2a48; // MulticastInlineDelegateProperty
        inline uint64_t bAlwaysUseDefaultReticleColor = 0x2a58; // bool : 0
        inline uint64_t RopeAttachPointActor = 0x2a60; // UActor*
        inline uint64_t RopeAnchor = 0x2a68; // UStaticMeshComponent*
        inline uint64_t Rope = 0x2a70; // UStaticMeshComponent*
        inline uint64_t SwingSocketName = 0x2a78; // FName
        inline uint64_t RopeMeshLengthMultiplier = 0x2a7c; // float
        inline uint64_t RopeUpdateFrequency = 0x2a80; // float
        inline uint64_t RopeFadeTime = 0x2a84; // float
        inline uint64_t HitCheckFrequency = 0x2aa0; // FScalableFloat
        inline uint64_t MaximumHeightToStartSkidding = 0x2ac8; // float
        inline uint64_t SkiddingTag = 0x2acc; // FGameplayTag
        inline uint64_t MaximumSwingHitWallAngle = 0x2ad0; // float
        inline uint64_t MinimumSwingHitGroundAngle = 0x2ad4; // float
        inline uint64_t pad_trailing = 0x2ad8; // uint8[0x10]
    }

    namespace BuildingActorHotSpotConfig {
        inline uint64_t DirectionSetup = 0x28; // FBuildingActorHotSpotDirection
        inline uint64_t DefaultSetup = 0x118; // FBuildingActorHotSpotDirection
        inline uint64_t ExtraTypeConfig = 0x140; // UAIHotSpotConfig*
        inline uint64_t bHasDirectionalSetup = 0x148; // bool : 0
        inline uint64_t pad_trailing = 0x149; // uint8[0x7]
    }

    namespace FortAbilitySystemComponent {
        inline uint64_t OnClientVehicleBlockingChanged = 0xb00; // MulticastInlineDelegateProperty
        inline uint64_t LandingMontagePair = 0xc40; // FReplicatedMontagePair
        inline uint64_t LastResolvedEmoteMontage = 0xc68; // UAnimMontage*
        inline uint64_t RepSharedAnimInfo = 0xc70; // FGameplayAbilityRepSharedAnim
        inline uint64_t pad_trailing = 0xc80; // uint8[0x80]
    }

    namespace FortGameModeEmptyDedicated {
        inline uint64_t FortGameSessionDedicated = 0x6f0; // UFortGameSessionDedicated*
    }

    namespace FortPawnComponent_AIConvoy {
        inline uint64_t bCanBeConvoyLeader = 0xc8; // bool : 0
        inline uint64_t LeaderPriority = 0xcc; // int32_t
        inline uint64_t ConvoyID = 0xd0; // int32_t
        inline uint64_t CachedAIServiceConvoy = 0xd8; // UAthenaAIServiceConvoy*
        inline uint64_t CachedAIGroup = 0xe0; // UFortPawnComponent_AIGroup*
        inline uint64_t Formation = 0xe8; // FFortAthenaAIConvoyFormation
        inline uint64_t pad_trailing = 0x120; // uint8[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; // MulticastInlineDelegateProperty
        inline uint64_t OnEnergyNoLongerDepleted = 0x118; // MulticastInlineDelegateProperty
        inline uint64_t EnergyThresholdEventArray = 0x128; // TArray<FAIEnergyThresholdEventData>
    }

    namespace FortPawnComponent_AIPatrol {
        inline uint64_t PatrolStateTag = 0xc8; // FGameplayTag
        inline uint64_t CurrentTraversalEmote = 0xe8; // UFortItemDefinition*
        inline uint64_t bIsPatrolling = 0xf0; // bool : 0
        inline uint64_t pad_trailing = 0xf1; // uint8[0x7]
    }

    namespace FortPawnComponent_Disguise {
        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; // UFortGameStateComponent_AffiliationManager*
    }

    namespace FortPickupCapsuleComponent {
        inline uint64_t MoveIgnoreEntities = 0x5a0; // TArray<WeakObjectProperty>
    }

    namespace FortPlayerControllerAthena {
        inline uint64_t FireAbilityToWeaponSwitchTime = 0x37d0; // float
        inline uint64_t OnAircraftStateChange = 0x3800; // MulticastInlineDelegateProperty
        inline uint64_t OnItemDropSpawnedDelegate = 0x3848; // MulticastInlineDelegateProperty
        inline uint64_t OnItemDroppedDueToOverflow = 0x3858; // MulticastInlineDelegateProperty
        inline uint64_t SwappingItemDefinition = 0x3868; // UFortWorldItemDefinition*
        inline uint64_t WinScreenDelayTime = 0x3870; // float
        inline uint64_t bSkipPlayWinEffects = 0x3874; // bool : 0
        inline uint64_t bAllowPlayersCreditOnLeave = 0x3875; // bool : 0
        inline uint64_t bLockingOnFocalPoint = 0x3876; // bool : 0
        inline uint64_t FocalPoint = 0x3878; // UActor*
        inline uint64_t FocalPointOffset = 0x3880; // FVector_NetQuantize
        inline uint64_t FocalPointFOV = 0x3898; // float
        inline uint64_t FocalPointDuration = 0x389c; // float
        inline uint64_t OnUsingFocalPointChanged = 0x38a8; // MulticastInlineDelegateProperty
        inline uint64_t OnFocalPointActorChanged = 0x38b8; // MulticastInlineDelegateProperty
        inline uint64_t OnCinematicCameraSkipped = 0x38c8; // MulticastInlineDelegateProperty
        inline uint64_t OnSkydiveLeaderChanged = 0x38d8; // MulticastInlineDelegateProperty
        inline uint64_t OnClientDonationSuccessDelegate = 0x38e8; // MulticastInlineDelegateProperty
        inline uint64_t SkydiveLeaderManualCameraTime = 0x3930; // float
        inline uint64_t InterpolatedSkydiveFollowerViewRotation = 0x3938; // FRotator
        inline uint64_t SkydiveLeader = 0x3968; // UFortPlayerState*
        inline uint64_t bSkydiveLeaderIsDropMaster = 0x3970; // bool : 0
        inline uint64_t OnPickupProjectileCreatedDelegate = 0x3978; // MulticastInlineDelegateProperty
        inline uint64_t LastDownedVictim = 0x3988; // UFortPlayerStateAthena*
        inline uint64_t LastElimVictim = 0x3990; // UFortPlayerStateAthena*
        inline uint64_t OnCameraInStormWallChangeDelegate = 0x39a0; // MulticastInlineDelegateProperty
        inline uint64_t bLeaveDisconnectedPawnsInGame = 0x39c8; // bool : 0
        inline uint64_t DisconnectedPawn = 0x39d0; // UFortPlayerPawn*
        inline uint64_t PreviousPawn = 0x39d8; // UFortPlayerPawn*
        inline uint64_t bReplicateViewTargetInventory = 0x39e0; // bool : 0
        inline uint64_t bHasHadValidPawn = 0x39e1; // bool : 0
        inline uint64_t bClientNotifiedOfWin = 0x39e1; // bool : 1
        inline uint64_t bClientNotifiedOfTeamWin = 0x39e1; // bool : 2
        inline uint64_t bClientNotifiedOfLoss = 0x39e1; // bool : 3
        inline uint64_t bHideWarmUpLoadingScreen = 0x39e1; // bool : 4
        inline uint64_t bAlterHostileWallsEnabled = 0x39e1; // bool : 5
        inline uint64_t PlayersTalking = 0x3a28; // TArray<FString>
        inline uint64_t TalkingPlayersChanged = 0x3a38; // MulticastInlineDelegateProperty
        inline uint64_t bHighlightRecordingEnabled = 0x3a48; // bool : 0
        inline uint64_t bDeferringStartRecordingHighlights = 0x3a49; // bool : 0
        inline uint64_t HighlightGroupId = 0x3a50; // FString
        inline uint64_t CachedHighlightCount = 0x3a60; // int32_t
        inline uint64_t HighlightFirstKillTime = 0x3a64; // float
        inline uint64_t HighlightKillMultiple = 0x3a68; // int32_t
        inline uint64_t HighlightDownMultiple = 0x3a6c; // int32_t
        inline uint64_t HighlightKillCooldown = 0x3a70; // float
        inline uint64_t HighlightKillRewindTime = 0x3a74; // float
        inline uint64_t CabinModeCheckTimeInterval = 0x3a78; // float
        inline uint64_t CabinModeRestartTimeInterval = 0x3a7c; // float
        inline uint64_t RespawnCamera_Time = 0x3a80; // float
        inline uint64_t RespawnCamera_HoldPositionTime = 0x3a84; // float
        inline uint64_t RespawnCamera_InitialLocOffset_InAir = 0x3a88; // FVector
        inline uint64_t RespawnCamera_InitialLocOffset_OnGround = 0x3aa0; // FVector
        inline uint64_t RespawnCamera_InitialRotOffset_InAir = 0x3ab8; // FRotator
        inline uint64_t RespawnCamera_InitialRotOffset_OnGround = 0x3ad0; // FRotator
        inline uint64_t RespawnCamera_OffsetFromHit = 0x3ae8; // float
        inline uint64_t RespawnCameraBehavior = 0x3aec; // FName
        inline uint64_t StreamingSourceLocationRotationOverride = 0x3b00; // FStreamingSourceLocationRotationOverride
        inline uint64_t MaximumNumberOfPawnsToSearchForEmoteMusic = 0x3b88; // int32_t
        inline uint64_t PickupSwapHoldTime = 0x3b98; // float
        inline uint64_t bUseNewPickupSwapLogic = 0x3b9c; // bool : 0
        inline uint64_t SpectatorLevelStreamDistance = 0x3ba0; // float
        inline uint64_t RespawnLevelStreamDistance = 0x3ba4; // float
        inline uint64_t SpectatorStreamingChanged = 0x3ba8; // MulticastInlineDelegateProperty
        inline uint64_t InGameLoadScreenChanged = 0x3bb8; // MulticastInlineDelegateProperty
        inline uint64_t OnLocalPlayerChangedTeams = 0x3bc8; // MulticastInlineDelegateProperty
        inline uint64_t LevelStreamRequestHandshakeState = 0x3bf8; // FLevelStreamRequestHandshakeState
        inline uint64_t OnCreativePlotLinkedVolumeChanged = 0x3c38; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePlotLinkedSpatialGameplayInterfaceChanged = 0x3c48; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePermissionsChanged = 0x3c58; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeContentFilterChanged = 0x3c68; // MulticastInlineDelegateProperty
        inline uint64_t OnClientLeaveIsland = 0x3c78; // MulticastInlineDelegateProperty
        inline uint64_t OnClientForcedOffIsland = 0x3c88; // MulticastInlineDelegateProperty
        inline uint64_t OnMakeNewCreativePlotFinished = 0x3ce8; // MulticastInlineDelegateProperty
        inline uint64_t OnDestroyCreativePlotFinished = 0x3cf8; // MulticastInlineDelegateProperty
        inline uint64_t OnRestoreCreativePlotFinished = 0x3d08; // MulticastInlineDelegateProperty
        inline uint64_t OnDuplicateCreativePlotFinished = 0x3d18; // MulticastInlineDelegateProperty
        inline uint64_t OnIslandEntriesChanged = 0x3d28; // MulticastInlineDelegateProperty
        inline uint64_t OnUpdateCreativePlotName = 0x3d48; // MulticastInlineDelegateProperty
        inline uint64_t OnUpdateCreativeDescriptionTags = 0x3d58; // MulticastInlineDelegateProperty
        inline uint64_t RespawnCameraActor = 0x3d68; // UCameraActor*
        inline uint64_t bDelayedTeleporting = 0x3d70; // bool : 0
        inline uint64_t bBlockTeleporting = 0x3d71; // bool : 0
        inline uint64_t bKeepLoadingScreen = 0x3d72; // bool : 0
        inline uint64_t KeepLoadingScreenUntilMinigameState = 0x3d73; // EFortMinigameState
        inline uint64_t MaxPlotCount = 0x3d78; // int32_t
        inline uint64_t InGameMatchmakingReadyCheckStarted = 0x3df0; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingReadyCheckComplete = 0x3e00; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingReadyCheckCanceled = 0x3e10; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingStarted = 0x3e20; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingComplete = 0x3e30; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingStateChanged = 0x3e40; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingQueuedStatusUpdated = 0x3e50; // MulticastInlineDelegateProperty
        inline uint64_t InGameMatchmakingError = 0x3e60; // MulticastInlineDelegateProperty
        inline uint64_t OnInGameMatchmakingCanceled = 0x3e70; // MulticastInlineDelegateProperty
        inline uint64_t OnInGameMatchmakingUpdateCheckFailed = 0x3e80; // MulticastInlineDelegateProperty
        inline uint64_t OnInGameContentDownloadStarted = 0x3e90; // MulticastInlineDelegateProperty
        inline uint64_t OnInGameMatchmakingUtilityStateChanged = 0x3ea0; // MulticastInlineDelegateProperty
        inline uint64_t bNoInGameMatchmaking = 0x3eb0; // bool : 0
        inline uint64_t AudioOnExitAircraft = 0x3ee8; // USoundBase*
        inline uint64_t AudioOnExitAircraftHornDoppler = 0x3ef0; // USoundBase*
        inline uint64_t bMarkedAlive = 0x3ef8; // bool : 0
        inline uint64_t CreativeIslands = 0x3f00; // TArray<FCreativeIslandData>
        inline uint64_t bIsAllowedToPublish = 0x3f10; // bool : 0
        inline uint64_t GamepadSettingsAssetPtr = 0x3f28; // SoftObjectProperty
        inline uint64_t TouchInputSettingsAssetPtr = 0x3f48; // SoftObjectProperty
        inline uint64_t TeamMemberIndicatorColor = 0x3f68; // FLinearColor
        inline uint64_t bMatchStatsForPlayerSent = 0x3fa0; // bool : 0
        inline uint64_t bAddedBookProgressStatsToGamemode = 0x3fa1; // bool : 0
        inline uint64_t bHasSentFinalProgressionExport = 0x3fa2; // bool : 0
        inline uint64_t QuickBarDefinitions = 0x3fa8; // FQuickBarData
        inline uint64_t OnStateChanged = 0x3fe8; // MulticastInlineDelegateProperty
        inline uint64_t bEnableBroadcastRemoteClientInfo = 0x3ff8; // bool : 0
        inline uint64_t BroadcastRemoteClientInfo = 0x4000; // UFortBroadcastRemoteClientInfo*
        inline uint64_t StrongMyHero = 0x4010; // UFortHero*
        inline uint64_t ClientGameWorldHolds = 0x4018; // TArray<WeakObjectProperty>
        inline uint64_t EndMatchHeartbeatTimerDelay = 0x4040; // float
        inline uint64_t EndMatchHeartbeatTimestamp = 0x4048; // double
        inline uint64_t WarmupPlayerStart = 0x4050; // UFortPlayerStartWarmup*
        inline uint64_t FullScreenScoreboardInputComponent = 0x4058; // UInputComponent*
        inline uint64_t CurrentFullscreenInputComponent = 0x4060; // UInputComponent*
        inline uint64_t GameChannelRecommendationInputComponent = 0x4068; // UInputComponent*
        inline uint64_t bUseTrapPicker = 0x4225; // bool : 0
        inline uint64_t bDefaultDisableHarvestSlot = 0x4226; // bool : 0
        inline uint64_t MatchReport = 0x4250; // UAthenaPlayerMatchReport*
        inline uint64_t bAllowMoveInputInMenusEvenIfBlocked = 0x42c8; // bool : 0
        inline uint64_t bBlockMoveInputInMenus = 0x42c9; // bool : 0
        inline uint64_t MinimapIndicatorClass = 0x42d0; // TSubclassOf<UClass>
        inline uint64_t bEnableInGameChallengeLocationIndicators = 0x42d8; // bool : 0
        inline uint64_t SquadMarkerActorClass = 0x42e0; // TSubclassOf<UClass>
        inline uint64_t UnprocessedXp = 0x42f4; // int32_t
        inline uint64_t XpReceivedLastAtTime = 0x42f8; // float
        inline uint64_t BuildingsCreated = 0x42fc; // int32_t
        inline uint64_t BuildingsEdited = 0x4300; // int32_t
        inline uint64_t BuildingsRepaired = 0x4304; // int32_t
        inline uint64_t BuildingsUpgraded = 0x4308; // int32_t
        inline uint64_t BuildingActionDoneLastAtTime = 0x430c; // float
        inline uint64_t BuildingMatchStats = 0x4310; // FBuildingStats
        inline uint64_t BuildingAnalyticsArray = 0x4338; // TArray<FBuildingEditAnalyticEvent>
        inline uint64_t TimeStartedTrackingBuildingAnalytics = 0x4348; // float
        inline uint64_t CreativePlotLinkedVolume = 0x4390; // UFortVolume*
        inline uint64_t CreativePlotSessionData = 0x4398; // FCreativePlotSessionData
        inline uint64_t OwnedPortal = 0x43b0; // UFortAthenaCreativePortal*
        inline uint64_t OwnedPartyRiftPortal = 0x43b8; // UFortAthenaPartyRiftPortal*
        inline uint64_t MinigameReadyState = 0x43c0; // FMinigameReadyState
        inline uint64_t OnHUDMessageToggled = 0x4410; // MulticastInlineDelegateProperty
        inline uint64_t CachedPurchasedItems = 0x4420; // TArray<FItemAndCount>
        inline uint64_t PendingMinigameSpawnData = 0x4430; // FMinigameSpawnData
        inline uint64_t CurrentPlayset = 0x4460; // UFortPlaysetItemDefinition*
        inline uint64_t DestructedBuildingInGridTimeoutOverride = 0x4468; // float
        inline uint64_t ClientRespawnText = 0x4470; // TextProperty
        inline uint64_t ClientRebootingText = 0x4480; // TextProperty
        inline uint64_t ClientIslandTravelText = 0x4490; // TextProperty
        inline uint64_t ClientTravelToCreativeHubText = 0x44a0; // TextProperty
        inline uint64_t VolumesLoading = 0x44b0; // TArray<UActor*>
        inline uint64_t VolumesUnloading = 0x44c0; // TArray<UActor*>
        inline uint64_t ResurrectionComponent = 0x44d0; // UAthenaResurrectionComponent*
        inline uint64_t RebootTimerHandle = 0x44d8; // FTimerHandle
        inline uint64_t XPComponent = 0x4500; // UFortPlayerControllerAthenaXPComponent*
        inline uint64_t DiscoverabilityComponent = 0x4508; // UFortControllerComponent_MapDiscoverability*
        inline uint64_t TransientQuestsComponent = 0x4510; // UFortControllerComponent_TransientQuests*
        inline uint64_t SkydiveFeedback = 0x4518; // UFortControllerComponent_SkydiveFeedback*
        inline uint64_t HabaneroComponent = 0x4520; // UFortControllerComponent_Habanero*
        inline uint64_t IndicatedActorManagementComponent = 0x4528; // UFortControllerComponent_IndicatedActorManagement*
        inline uint64_t LocalizationServiceComponent = 0x4530; // UFortControllerComponent_LocalizationService*
        inline uint64_t ToxicityServiceComponent = 0x4538; // UFortControllerComponent_ToxicityService*
        inline uint64_t RechargingWeaponsComponent = 0x4540; // UFortControllerComponent_RechargeWeapons*
        inline uint64_t RadiusTrackerComponent = 0x4548; // UFortControllerComponent_RadiusTracker*
        inline uint64_t MinigameActivityComponent = 0x4550; // UFortControllerComponent_MinigameActivity*
        inline uint64_t CreativeAnalyticsComponent = 0x4558; // UCreativeAnalyticsComponent*
        inline uint64_t QuestPinnerComponent = 0x4568; // UFortControllerComponent_AthenaQuestsPinner*
        inline uint64_t SpatialMetricsComponent = 0x4570; // UFortControllerComponent_SpatialMetrics*
        inline uint64_t VirtualPointerComponent = 0x4578; // UFortControllerComponent_VirtualPointer*
        inline uint64_t SightWeatherCapRadius = 0x4580; // FScalableFloat
        inline uint64_t TimeSinceLastCreativeSpawn = 0x45d0; // double
        inline uint64_t CreativeUserContentManager = 0x4640; // UCreativeUserContentManager*
        inline uint64_t CreativeUserContentManagerClassSoftClassPtr = 0x4648; // SoftClassProperty
        inline uint64_t CreativeObjectTrackingComponent = 0x4678; // UFortCreativeObjectTrackingComponent*
        inline uint64_t CreativeEntitlementComponent = 0x4680; // UFortCreativeEntitlementComponent*
        inline uint64_t OnPreviewScreenshotCameraActivated = 0x4688; // MulticastInlineDelegateProperty
        inline uint64_t PrimaryQuickBarSlotItemGuids = 0x4850; // FQuickBarEquippedItemGuids
        inline uint64_t bIgnoreSpectatorViewRotation = 0x4900; // bool : 0
        inline uint64_t bIgnorePlayerInfoAbandonStateForSpecialEventRtmm = 0x4901; // bool : 0
        inline uint64_t UntrustedCosmeticLoadout = 0x4908; // FCosmeticLoadout
        inline uint64_t UntrustedMultiProductCosmeticLoadout = 0x4930; // FCosmeticLoadout
        inline uint64_t pad_trailing = 0x4958; // uint8[0x58]
    }

    namespace FortWeaponFxComponent_Beam {
        inline uint64_t bAttachBeamToMuzzle = 0xc8; // bool : 0
        inline uint64_t bUseBeamSmoothing = 0xc9; // bool : 0
        inline uint64_t bSpawnImpactFXAtInterpedBeamEndpoints = 0xca; // bool : 0
        inline uint64_t ImpactFxPerSecond = 0xcc; // float
        inline uint64_t BeamInterpTime = 0xd8; // float
        inline uint64_t pad_trailing = 0xdc; // uint8[0x14C]
    }

    namespace FortWeaponRangedForVehicle {
        inline uint64_t CachedWeaponMeshCompOnVehicle = 0x2988; // USkeletalMeshComponent*
        inline uint64_t WeaponLoc = 0x2990; // FVector
        inline uint64_t WeaponRot = 0x29a8; // FRotator
        inline uint64_t MountedWeaponInfo = 0x29c0; // FMountedWeaponInfo
        inline uint64_t MountedWeaponInfoRepped = 0x2a80; // FMountedWeaponInfoRepped
        inline uint64_t pad_trailing = 0x2ac8; // uint8[0x8]
    }

    namespace AnimInstance_ChronoPanRifle {
        inline uint64_t bIsFiring = 0x260; // bool : 0
        inline uint64_t bIsReloading = 0x261; // bool : 0
        inline uint64_t MagRotationValue = 0x264; // float
        inline uint64_t ResetMagRotationCurveName = 0x268; // FName
    }

    namespace FortGameModeSpecialLocation {
        inline uint64_t GameplayTags = 0x270; // FGameplayTagContainer
    }

    namespace FortGameStateDeployableBase {
        inline uint64_t DeployableBaseManager = 0x1118; // UFortDeployableBaseManager*
        inline uint64_t OnDeployableBaseManagerCreated = 0x1120; // MulticastInlineDelegateProperty
        inline uint64_t bFireEndOfDayDelegate = 0x1130; // bool : 0
        inline uint64_t TierDifficultyConfig = 0x1138; // TArray<FHordeDifficultyTierInfo>
        inline uint64_t PrestigeTierDifficultyConfig = 0x1148; // 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 PreSequenceNetworkSmoothingMode = 0x109; // ENetworkSmoothingMode
        inline uint64_t PreSequenceMeshRelativeTransform = 0x110; // FTransform
        inline uint64_t PreSequenceGravityScale = 0x170; // float
        inline uint64_t CameraModifier = 0x178; // USequencerBindingCameraModifier*
        inline uint64_t NPCHashedIdentifier = 0x190; // uint32_t
        inline uint64_t NPCServerUniqueID = 0x194; // uint32_t
        inline uint64_t bNPCRequiresMeshTransformResetOnSequencerBinding = 0x198; // bool : 0
        inline uint64_t bAboutToBeBoundByNPC = 0x198; // bool : 1
        inline uint64_t NPCPawnBindingType = 0x199; // EPawnBindingType
        inline uint64_t pad_trailing = 0x19a; // uint8[0x6]
    }

    namespace FortPawnComponent_SkyDiving {
        inline uint64_t MovementModeExtensionSkyDiving = 0xd8; // TSubclassOf<UClass>
        inline uint64_t MovementModeExtensionSkyDivingFollowing = 0xe0; // TSubclassOf<UClass>
        inline uint64_t pad_trailing = 0xe8; // uint8[0x10]
    }

    namespace FortPawnSkeletalMeshContext {
        inline uint64_t FortPlayerPawn = 0x28; // UFortPlayerPawn*
        inline uint64_t RestorationSettings = 0x30; // FFortPawnSkeletalMeshSettings
        inline uint64_t pad_trailing = 0x58; // uint8[0x38]
    }

    namespace FortPlayerControllerOutpost {
        inline uint64_t BuildingBeingUpgraded = 0x3a10; // UFortOutpostItemDefinition*
        inline uint64_t LevelBeforeUpgrade = 0x3a18; // int32_t
        inline uint64_t bOutpostRefundDialogPending = 0x3a1c; // bool : 0
        inline uint64_t PostDepositedResources = 0x3a20; // TArray<FFortDepositedResources>
        inline uint64_t OwnedZoneComponent = 0x3a30; // UFortControllerComponent_OwnedZone*
        inline uint64_t pad_trailing = 0x3a38; // uint8[0x8]
    }

    namespace FortWeaponDamageCameraShake {
        inline uint64_t bCriticalHitsOnly = 0x200; // bool : 0
        inline uint64_t bScaleWithDamage = 0x200; // bool : 1
        inline uint64_t DamageCameraShakeCurve = 0x208; // UCurveFloat*
    }

    namespace FortWeaponModItemDefinition {
        inline uint64_t ModSlot = 0xb0; // FGameplayTag
        inline uint64_t PluginTuningTag = 0xb4; // FGameplayTag
        inline uint64_t DefaultModData = 0xc0; // FWeaponModCosmeticData
        inline uint64_t PlayerGrantedGameplayTags = 0x1f0; // FGameplayTagContainer
        inline uint64_t AdditionalGameplayTags = 0x210; // TArray<FFortConditionalIncludeTags>
        inline uint64_t AbilitySet = 0x220; // SoftObjectProperty
        inline uint64_t WeaponModComponents = 0x240; // TArray<FFortWeaponModComponentSpawnData>
        inline uint64_t bEnableWeaponRangedHitGameplayEvent = 0x250; // bool : 0
        inline uint64_t bDisplayModOnWeaponPickupUI = 0x250; // bool : 1
        inline uint64_t WeaponTuningPrefixTag = 0x254; // FGameplayTag
        inline uint64_t AllowedWeaponTagQuery = 0x258; // FGameplayTagQuery
        inline uint64_t WeaponModTag = 0x2a0; // FGameplayTag
        inline uint64_t WeaponModDataTable = 0x2a8; // SoftObjectProperty
        inline uint64_t WeaponModBalanceGE = 0x2c8; // SoftClassProperty
        inline uint64_t bIsDisabledViaHotfix = 0x2e8; // bool : 0
        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 = 0x2980; // bool : 0
        inline uint64_t pad_trailing = 0x2981; // uint8[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 : 0
        inline uint64_t bDesiredIdleParticleVisibility = 0x269; // bool : 0
        inline uint64_t FrontEndIdle = 0x270; // MulticastInlineDelegateProperty
        inline uint64_t pad_trailing = 0x274; // uint8[0x1C]
    }

    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_trailing = 0x4d8; // uint8[0x8]
    }

    namespace FortPawnComponent_AlertLevel {
        inline uint64_t OnAlertLevelDynamicChangeEvent = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t CurrentAlertLevel = 0x108; // EAlertLevel
        inline uint64_t LastKnownPosition = 0x110; // FVector
        inline uint64_t LastKnownPositionType = 0x128; // EStimType
        inline uint64_t LastKnownPositionTime = 0x12c; // float
        inline uint64_t CachedAIGoalComponent = 0x130; // WeakObjectProperty
        inline uint64_t CachedAIPerceptionComponent = 0x138; // WeakObjectProperty
        inline uint64_t pad_trailing = 0x13c; // uint8[0x4]
    }

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

    namespace FortPlayerControllerFrontEnd {
        inline uint64_t FrontEndMatchmakingStarted = 0x2a58; // MulticastInlineDelegateProperty
        inline uint64_t FrontEndMatchmakingComplete = 0x2a68; // MulticastInlineDelegateProperty
        inline uint64_t VehicleGamepadBindingsToSanitize = 0x2a78; // TArray<FName>
        inline uint64_t DiscoverabilityComponent = 0x2ad0; // UFortControllerComponent_MapDiscoverability*
        inline uint64_t FrontendQuestsComponent = 0x2ad8; // UFortControllerComponent_FrontendQuests*
        inline uint64_t SaveFrameworkComponent = 0x2ae0; // UFortControllerComponent_FrontendSaveFramework*
        inline uint64_t XPComponent = 0x2ae8; // UFortPlayerControllerComponent_Xp*
        inline uint64_t MarkerComponent = 0x2b48; // UAthenaMarkerComponent*
        inline uint64_t pad_trailing = 0x2b50; // uint8[0x20]
    }

    namespace FortPlayerControllerGameplay {
        inline uint64_t CreativeModeratorPhotoModeComponentClass = 0x2a50; // TSubclassOf<UClass>
        inline uint64_t CreativeModeratorPhotoDynamicScene = 0x2a58; // UDataAsset*
        inline uint64_t CreativeModeratorToolDynamicScene = 0x2a60; // UDataAsset*
        inline uint64_t FortAmbientAudioController = 0x2a68; // UFortAmbientAudioController*
        inline uint64_t PoiTagContainerTableID = 0x2a70; // int16_t
        inline uint64_t OnAddFuel = 0x2a90; // MulticastInlineDelegateProperty
        inline uint64_t VerifyAllowedToFlyTimerHandle = 0x2aa0; // FTimerHandle
        inline uint64_t OnCreativeGhostEnabledDelegate = 0x2ab0; // MulticastInlineDelegateProperty
        inline uint64_t VerifyAllowModeratorModeTimerHandle = 0x2ac0; // FTimerHandle
        inline uint64_t VerifyAllowedToBeInvulnerableTimerHandle = 0x2ac8; // FTimerHandle
        inline uint64_t OnCreativeInvulnerableEnabledDelegate = 0x2ad0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeHeatmapToggledDelegate = 0x2ae0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeSwapPhoneAndHarvestHoldChangedDelegate = 0x2af0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeFlyingSpeedChanged = 0x2b00; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeUIMetricsDisplayChanged = 0x2b10; // MulticastInlineDelegateProperty
        inline uint64_t OnShowCreativeGlobalOptions = 0x2b20; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeQuickbarEnabledChangedDelegate = 0x2b30; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeQuickbarComponentLoaded = 0x2b40; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeQuickmenuEnabledChangedDelegate = 0x2b50; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeModeEnabledChangedDelegate = 0x2b60; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePreviewScreenshotActiveChanged = 0x2b70; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePreviewScreenshotReset = 0x2b80; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePreviewScreenshotAccepted = 0x2b90; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePreviewScreenshotCancelled = 0x2ba0; // MulticastInlineDelegateProperty
        inline uint64_t OnBalloonMovementChanged = 0x2c58; // MulticastInlineDelegateProperty
        inline uint64_t OnUsingMovementToJump = 0x2c68; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePhotoModeActivated = 0x2c90; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativePhotoModeDeactivated = 0x2ca0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeModeratorToolModeActivated = 0x2cb0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeModeratorToolModeDeactivated = 0x2cc0; // MulticastInlineDelegateProperty
        inline uint64_t OnCreativeFlyChangedDelegate = 0x2cd0; // MulticastInlineDelegateProperty
        inline uint64_t CreativeMoveToolRegistryId = 0x2ce0; // FDataRegistryId
        inline uint64_t CreativeMoveToolPrimaryAsset = 0x2ce8; // FPrimaryAssetId
        inline uint64_t CreativeQuickbarClass = 0x2cf0; // SoftClassProperty
        inline uint64_t CreativeCameraPreviewScreenshotClass = 0x2d20; // TSubclassOf<UClass>
        inline uint64_t CreativeQuickbarComponent = 0x2d28; // UCreativeQuickbarComponent*
        inline uint64_t VehicleTrickInfo = 0x2d30; // FVehicleTrickInfo
        inline uint64_t GhostModeRepData = 0x2ec8; // FGhostModeRepData
        inline uint64_t OnGhostModeChanged = 0x2ee0; // MulticastInlineDelegateProperty
        inline uint64_t OnDBNOCarryPlayerChanged = 0x2ef0; // MulticastInlineDelegateProperty
        inline uint64_t OnWorldInventoryChangedDelegate = 0x2f00; // MulticastInlineDelegateProperty
        inline uint64_t OnHUDElementVisibilityRefreshedDelegate = 0x2f10; // MulticastInlineDelegateProperty
        inline uint64_t ServerNumNPCs = 0x2f2c; // uint16_t
        inline uint64_t ServerMaxNumNPCs = 0x2f2e; // uint16_t
        inline uint64_t AmbientControllerInitializeTimer = 0x2f30; // FTimerHandle
        inline uint64_t bDisplayNPCNumbers = 0x2f38; // bool : 0
        inline uint64_t bHasSetInitialPoiTags = 0x2f68; // bool : 0
        inline uint64_t CreativeModeFlyingInputComponent = 0x2f70; // UInputComponent*
        inline uint64_t CreativeModeInputComponent = 0x2f78; // UInputComponent*
        inline uint64_t CreativeGlobalOptionsInputComponent = 0x2f80; // UInputComponent*
        inline uint64_t CreativeModePreviewScreenshotInputComponent = 0x2f88; // UInputComponent*
        inline uint64_t CreativeModeInGameReadyCheckInputComponent = 0x2f90; // UInputComponent*
        inline uint64_t CreativeModeratorModeInputComponent = 0x2f98; // UInputComponent*
        inline uint64_t FlyingModifiers = 0x2fa0; // TArray<float>
        inline uint64_t AdditionalModeratorFlyingModifiers = 0x2fb0; // TArray<float>
        inline uint64_t FlyingModifierIndex = 0x2fc0; // int32_t
        inline uint64_t FlightSprintMultiplier = 0x2fc8; // FScalableFloat
        inline uint64_t UIMetricsDisplayIndex = 0x2ff0; // int32_t
        inline uint64_t FlightSpeedWhenEnteredSprint = 0x2ff4; // int32_t
        inline uint64_t bIsFlightSprinting = 0x2ff8; // bool : 0
        inline uint64_t bIsCreativeModeEnabled = 0x2ff9; // bool : 0
        inline uint64_t bIsCreativeQuickbarEnabled = 0x2ff9; // bool : 1
        inline uint64_t bIsCreativeQuickmenuEnabled = 0x2ff9; // bool : 3
        inline uint64_t bCreativeMCPProfileIsMatchamkingEnabled = 0x2ff9; // bool : 5
        inline uint64_t bIsCreativeThermometer2Enabled = 0x2ffa; // bool : 2
        inline uint64_t bBindQuickMenuInputsWhenFlying = 0x2ffa; // bool : 3
        inline uint64_t bIsCreativeThermometerNewUIEnabled = 0x2ffa; // bool : 4
        inline uint64_t bIsCreativeIslandExporterEnabled = 0x2ffa; // bool : 5
        inline uint64_t bIsCreativeModeratorModeEnabled = 0x2ffa; // bool : 6
        inline uint64_t bIsCreativeModeratorModeActive = 0x2ffa; // bool : 7
        inline uint64_t DefaultCameraModifierClasses = 0x3018; // TArray<TSubclassOf<UClass>>
        inline uint64_t CreativeOptions = 0x3040; // SoftObjectProperty
        inline uint64_t CreativeOptionsInternal = 0x3060; // UFortCreativeOptionsBundle*
        inline uint64_t WantsToGhostMode = 0x3068; // FCreativeOptionVariableBase
        inline uint64_t SocialNotificationInputComponent = 0x3070; // UInputComponent*
        inline uint64_t WantsToBeInvulnerable = 0x3078; // FCreativeOptionVariableBase
        inline uint64_t WantedFlightSpeed = 0x3080; // FCreativeOptionVariableBase
        inline uint64_t WantsToSwapPhoneAndHarvestHold = 0x3088; // FCreativeOptionVariableBase
        inline uint64_t WantedUIMetricsDisplay = 0x3090; // FCreativeOptionVariableBase
        inline uint64_t PreferredCreativeMenuTab = 0x3098; // FCreativeOptionVariableBase
        inline uint64_t AppliedInGameModifierAbilitySetHandles = 0x30a0; // TMap<void*, void*>
        inline uint64_t AbilityActivatedByInputInputComponentMap = 0x30b8; // TMap<void*, void*>
        inline uint64_t AbilityActivatedByInputSpecHandleMap = 0x30d8; // TMap<void*, void*>
        inline uint64_t SpawnedVehicleComponent = 0x30e8; // UFortControllerComponent_SpawnedVehicle*
        inline uint64_t SwingingComponent = 0x30f0; // UFortControllerComponent_Swinging*
        inline uint64_t bBindCreativeFlyUp = 0x30f8; // bool : 0
        inline uint64_t pad_trailing = 0x30f9; // uint8[0x17]
    }

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

    namespace FortWeaponComponent_Swinging {
        inline uint64_t CurForgivenessTimer = 0xc0; // float
        inline uint64_t bTargetUsingWeaponSecondary = 0xc4; // bool : 0
        inline uint64_t TargetingHitResult = 0xe8; // FHitResult
        inline uint64_t bFoundTarget = 0x1e0; // bool : 0
        inline uint64_t bMaintainCurrentTargetAfterSweeps = 0x1e1; // bool : 0
        inline uint64_t CameraLocation = 0x1e8; // FVector
        inline uint64_t CameraDirection = 0x200; // FVector
        inline uint64_t LastTargetPosition = 0x218; // FVector
        inline uint64_t bGrounded = 0x230; // bool : 0
        inline uint64_t bFastSpeed = 0x231; // bool : 0
        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 SpeedLinesGE = 0x4f8; // TSubclassOf<UClass>
        inline uint64_t bAllowTargetWalkableTerrain = 0x500; // FScalableFloat
        inline uint64_t bCheckForCloseDetach = 0x528; // bool : 0
        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 DefaultForgivenessTimer = 0x678; // FScalableFloat
        inline uint64_t ExperienceSettingsComponent = 0x6a0; // UFortExperienceSettingsComponent*
        inline uint64_t pad_trailing = 0x6a8; // uint8[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<void*, void*>
    }

    namespace FortGameStateComponent_Quests {
        inline uint64_t PlayersReceivingStatEvents = 0x140; // TArray<UFortPlayerController*>
    }

    namespace FortGameStateComponent_Reboot {
        inline uint64_t BuyRebootCardEnabled = 0xd8; // FFortCachedScalableFloat
        inline uint64_t RebootCardCost = 0x108; // FScalableFloat
        inline uint64_t SpawnMachineMinimapDrawDistanceSquared = 0x130; // FFortCachedScalableFloat
        inline uint64_t SpawnMachineMinimapDrawDistanceSquared_NoRebootCard = 0x160; // FFortCachedScalableFloat
        inline uint64_t SpawnMachineRepData = 0x190; // FSpawnMachineRepDataArray
        inline uint64_t EnhancedResurrectionLootItemEntries = 0x1f0; // TArray<FFortItemEntry>
        inline uint64_t CachedMutators = 0x200; // TArray<UFortAthenaMutator*>
        inline uint64_t CachedSpawnMachineLocations = 0x210; // TArray<FVector>
        inline uint64_t pad_trailing = 0x220; // uint8[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 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_trailing = 0x114; // uint8[0x4]
    }

    namespace FortPawnComponent_BoneRattler {
        inline uint64_t OnWallRevealTargetPlayerPawnsUpdated = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t WallRevealTargetPlayerPawns = 0xd8; // TArray<WeakObjectProperty>
        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 CrouchedTraceOffsets = 0x2d0; // TArray<FVector2D>
        inline uint64_t NormalTraceOffsets = 0x2e0; // TArray<FVector2D>
        inline uint64_t WallRevealedHostilePlayerEventTag = 0x2f0; // FGameplayTag
        inline uint64_t pad_trailing = 0x2f4; // uint8[0x64]
    }

    namespace FortPawnComponent_CustomDepth {
        inline uint64_t bEnableRenderCustomDepth = 0xd0; // bool : 0
        inline uint64_t CustomHighlightingDataPriorityStack = 0xe0; // TArray<FCustomHighlightingOverrideData>
        inline uint64_t DefaultHighlightingData = 0xf0; // FCustomHighlighting
        inline uint64_t CustomDepthMatchedComponents = 0xf8; // TArray<WeakObjectProperty>
        inline uint64_t pad_trailing = 0x108; // uint8[0x18]
    }

    namespace FortPawnComponent_PingCommand {
        inline uint64_t PingInfo = 0xc8; // FFortPingInfo
        inline uint64_t pad_trailing = 0x1c8; // uint8[0x18]
    }

    namespace FortPawnComponent_StormRiding {
        inline uint64_t LastTimeEjected = 0xc8; // float
        inline uint64_t bCanTriggerStormRiding = 0xcc; // bool : 0
        inline uint64_t NativeMovementModeClass = 0xd0; // TSubclassOf<UClass>
        inline uint64_t LaunchMovementModeClass = 0xd8; // TSubclassOf<UClass>
        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 WaveNormal = 0x128; // FVector
        inline uint64_t AngleOfIncline = 0x140; // float
        inline uint64_t bIsOnWave = 0x144; // bool : 0
        inline uint64_t bRidingTheWall = 0x145; // bool : 0
        inline uint64_t bGravityActive = 0x146; // bool : 0
        inline uint64_t RotationThisFrame = 0x148; // float
        inline uint64_t AngleToDesired = 0x14c; // float
        inline uint64_t EstimatedAirTime = 0x150; // float
        inline uint64_t LastUpdatedActorLocation = 0x158; // FVector
        inline uint64_t WaveKeepUpThisFrame = 0x170; // FVector
        inline uint64_t IntroMontage = 0x188; // UAnimMontage*
        inline uint64_t pad_trailing = 0x190; // uint8[0x38]
    }

    namespace FortWeaponComponent_Subweapon {
        inline uint64_t SubweaponData = 0xc0; // FFortSubweaponReplicationData
        inline uint64_t pad_trailing = 0xd0; // uint8[0x8]
    }

    namespace FortWeaponMeleeItemDefinition {
        inline uint64_t bPrimaryFireRequiresAmmo = 0x4d0; // bool : 0
        inline uint64_t bSecondaryFireRequiresAmmo = 0x4d0; // bool : 1
        inline uint64_t bNeedsMaterial0MID = 0x4d1; // bool : 0
        inline uint64_t bWatchKills = 0x4d2; // bool : 0
        inline uint64_t bCandyCaneKillReaction = 0x4d3; // bool : 0
        inline uint64_t WeaponMeshCosmeticTransformOffset = 0x4e0; // FTransform
    }

    namespace FortWeaponModStationComponent {
        inline uint64_t OnLocalModPurchaseStarted = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t OnStartInteractWithWorkbenchActor = 0xd8; // MulticastInlineDelegateProperty
        inline uint64_t OnStopInteractWithWorkbenchActor = 0xe8; // MulticastInlineDelegateProperty
        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_trailing = 0x188; // uint8[0x20]
    }

    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 = 0x2980; // UMeshComponent*
        inline uint64_t GlovePartModifier = 0x2988; // UCustomCharacterPartModifier*
        inline uint64_t WeaponSkeletalMesh = 0x2990; // USkeletalMeshComponentBudgeted*
        inline uint64_t NiagaraAncientWeaponAmbientComponent = 0x2998; // UNiagaraComponent*
        inline uint64_t GauntletEmissiveOnEquipCurve = 0x29a0; // UCurveFloat*
        inline uint64_t GauntletEmissiveOnEquipTimeline = 0x29a8; // FTimeline
        inline uint64_t GauntletEmissiveOnCatchCurve = 0x2a38; // UCurveFloat*
        inline uint64_t GauntletEmissiveOnCatchTimeline = 0x2a40; // FTimeline
        inline uint64_t GauntletEmissiveOnRecallCurve = 0x2ad0; // UCurveFloat*
        inline uint64_t GauntletEmissiveOnRecallTimeline = 0x2ad8; // FTimeline
        inline uint64_t BoomerangEmissiveOnEquipCurve = 0x2b68; // UCurveFloat*
        inline uint64_t BoomerangEmissiveOnEquipTimeline = 0x2b70; // FTimeline
        inline uint64_t BoomerangEmissiveOnCooldownEndedCurve = 0x2c00; // UCurveFloat*
        inline uint64_t BoomerangEmissiveOnCooldownEndedTimeline = 0x2c08; // FTimeline
        inline uint64_t GauntletEmissiveMaxValue = 0x2cd0; // float
        inline uint64_t GauntletEmissiveGemValue = 0x2cd4; // float
    }

    namespace FortWeaponRangedDemonFireMask {
        inline uint64_t FortPlayerPawn = 0x2980; // WeakObjectProperty
        inline uint64_t OutHits = 0x2988; // TArray<FHitResult>
    }

    namespace FortWeaponRangedForVehicleMod {
        inline uint64_t ModInstance = 0x2ad8; // UFortVehicleModComponent*
        inline uint64_t DamageStartBehavior = 0x2ae0; // EVehicleModWeaponUpdateDamageStartSetting
        inline uint64_t bFilterTargetsInSameVehicle = 0x2ae1; // bool : 0
        inline uint64_t SeatWithRoofTag = 0x2ae4; // FGameplayTag
    }

    namespace FortWeaponRangedMountedCannon {
        inline uint64_t FirePlayerInSeat = 0x2ad0; // int32_t
        inline uint64_t bUseLegacyLaunchLogic = 0x2ad4; // bool : 0
        inline uint64_t LaunchMode = 0x2ad5; // MountedCannonLaunchPlayerMode
        inline uint64_t bCanFireNormalProjectile = 0x2ad6; // bool : 0
        inline uint64_t pad_trailing = 0x2ad7; // uint8[0x1]
    }

    namespace SkeletalMeshComponentBudgeted {
        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_trailing = 0x1031; // uint8[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_trailing = 0xc4; // uint8[0x4]
    }

    namespace FortPawnComponent_SpeechBubble {
        inline uint64_t SpeechBubbleShow = 0xc8; // MulticastInlineDelegateProperty
        inline uint64_t SpeechBubbleHide = 0xd8; // MulticastInlineDelegateProperty
        inline uint64_t SpeechBubbleTexts = 0xe8; // SoftObjectProperty
        inline uint64_t SpeechBubbleWidgetComponentClass = 0x108; // TSubclassOf<UClass>
        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; // TextProperty
        inline uint64_t bIsLocallySpeaking = 0x250; // bool : 0
        inline uint64_t SpeechBubbleMaxDrawDistanceSqr = 0x254; // float
        inline uint64_t bShouldShowSpeechBubble = 0x258; // bool : 0
        inline uint64_t TextWidgetComponent = 0x260; // UWidgetComponent*
        inline uint64_t CachedGroupComponent = 0x270; // UFortPawnComponent_AIGroup*
        inline uint64_t LoadedTextsDataTable = 0x278; // UDataTable*
    }

    namespace FortPawnComponent_VoidTeleport {
        inline uint64_t TeleportHelperClassToSpawn = 0xc8; // TSubclassOf<UClass>
        inline uint64_t DemonMaskVoidEquipmentTag = 0xd0; // FGameplayTag
        inline uint64_t BGAToTeleport = 0xd4; // WeakObjectProperty
        inline uint64_t CurrentTrackedVoidProjectile = 0xdc; // WeakObjectProperty
        inline uint64_t OwnerFortPawn = 0xe4; // WeakObjectProperty
        inline uint64_t TeleportHelperActor = 0xec; // WeakObjectProperty
        inline uint64_t bForceCrouch = 0xf4; // bool : 0
        inline uint64_t bForceCrouchPredicted = 0xf5; // bool : 0
        inline uint64_t OwnerFortMovementComp = 0xf8; // WeakObjectProperty
        inline uint64_t pad_trailing = 0xfc; // uint8[0x4]
    }

    namespace FortPawnComponent_WingedFlying {
        inline uint64_t FlyingStatus = 0xc8; // EWingedFlyingStatus
        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 : 0
        inline uint64_t bIntendsToAscend = 0xdd; // bool : 0
        inline uint64_t bIntendsToCrash = 0xde; // bool : 0
        inline uint64_t bIntendsToRollLeft = 0xdf; // bool : 0
        inline uint64_t bIntendsToRollRight = 0xe0; // bool : 0
        inline uint64_t FlyingMovementModeExtension = 0xe8; // TSubclassOf<UClass>
        inline uint64_t TagsToEnableSkimmingCheck = 0xf0; // FGameplayTagContainer
        inline uint64_t SkimCheckTraceChannel = 0x110; // ECollisionChannel
        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_trailing = 0x178; // uint8[0x90]
    }

    namespace FortPlayerControllerSpectating {
        inline uint64_t CurrentCameraType = 0x3110; // ESpectatorCameraType
        inline uint64_t CameraModeCycle = 0x3118; // TArray<EnumProperty>
        inline uint64_t QuickBarDefinitions = 0x3160; // FQuickBarData
        inline uint64_t OnFollowedPlayerChanged = 0x3190; // MulticastInlineDelegateProperty
        inline uint64_t OnCameraTypeChanged = 0x31a0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerBecameRelevant = 0x31b0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerBecameIrrelevant = 0x31c0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerStateAdded = 0x31d0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerStateChanged = 0x31e0; // MulticastInlineDelegateProperty
        inline uint64_t OnFocusReticleVisibilityChanged = 0x31f0; // MulticastInlineDelegateProperty
        inline uint64_t OnPlayerDied = 0x3200; // MulticastInlineDelegateProperty
        inline uint64_t OnTimelineScrubbed = 0x3210; // MulticastInlineDelegateProperty
        inline uint64_t OnZoomChanged = 0x3220; // MulticastInlineDelegateProperty
        inline uint64_t OnShowNotification = 0x3230; // MulticastInlineDelegateProperty
        inline uint64_t OnShowNotificationsEnabledChanged = 0x3240; // MulticastInlineDelegateProperty
        inline uint64_t OnFollowedPlayerChangedTeam = 0x3250; // MulticastInlineDelegateProperty
        inline uint64_t OnSlomoChanged = 0x3260; // MulticastInlineDelegateProperty
        inline uint64_t OnHotkeyAssigned = 0x3270; // MulticastInlineDelegateProperty
        inline uint64_t OnHotkeyInvoked = 0x3280; // MulticastInlineDelegateProperty
        inline uint64_t SpectatorPostProcessMaterial = 0x32b8; // UMaterialInterface*
        inline uint64_t SpectatorPawnBaseClass = 0x32e0; // TSubclassOf<UClass>
        inline uint64_t ThirdPersonPawnBaseClass = 0x32e8; // TSubclassOf<UClass>
        inline uint64_t HoverDronePawnClass = 0x32f0; // TSubclassOf<UClass>
        inline uint64_t BattleMapPawnClass = 0x32f8; // TSubclassOf<UClass>
        inline uint64_t ARDronePawnClass = 0x3300; // TSubclassOf<UClass>
        inline uint64_t HoverDroneDynamicPawnClass = 0x3308; // TSubclassOf<UClass>
        inline uint64_t MinimapIndicatorClass = 0x3310; // TSubclassOf<UClass>
        inline uint64_t SavedCameraStates = 0x3318; // TArray<FSavedPlayerSpectatorCameraData>
        inline uint64_t PlayerRelevancyTrackingMap = 0x3610; // TMap<void*, void*>
        inline uint64_t AddedPlayersMap = 0x3620; // TMap<void*, void*>
        inline uint64_t PlayerMatchReports = 0x3630; // TMap<void*, void*>
        inline uint64_t ChaseCamOffset = 0x3640; // FVector
        inline uint64_t LastDamagerOfViewTarget = 0x3658; // UFortPlayerState*
        inline uint64_t HotkeyCameras = 0x3660; // FSavedSpectatorCameras
        inline uint64_t HotkeyCamerasBackup = 0x3670; // FSavedSpectatorCameras
        inline uint64_t LastKnownViewTarget = 0x36c8; // UActor*
        inline uint64_t RemoteViewRotSnapshotManager = 0x3788; // FRemoteViewRotSnapshotManager
        inline uint64_t CameraBoundsVolume = 0x37f0; // UVolume*
        inline uint64_t ClampDroneToCameraBoundsVolume = 0x37f8; // bool : 0
        inline uint64_t RelevancyZoneIndicatorClass = 0x3840; // TSubclassOf<UClass>
        inline uint64_t SpectatorPlayerHighlighterClass = 0x3848; // TSubclassOf<UClass>
        inline uint64_t RelevancyZoneIndicator = 0x3850; // UFortRelevancyZoneIndicator*
        inline uint64_t SpectatorPlayerHighlightersMap = 0x3858; // TMap<void*, void*>
        inline uint64_t ReplayContext = 0x3868; // UFortReplayContext*
        inline uint64_t MarkerComponent = 0x38d0; // UAthenaMarkerComponent*
        inline uint64_t SquadMembers = 0x38d8; // TArray<UFortPlayerStateAthena*>
        inline uint64_t FollowedPlayerRemoteClientInfo = 0x3920; // UFortBroadcastRemoteClientInfo*
        inline uint64_t OverriddenTODManager = 0x3948; // InterfaceProperty
        inline uint64_t DebugEmoteOverrides = 0x3970; // TMap<void*, void*>
    }

    namespace FortWeaponComp_FirstPersonMesh {
        inline uint64_t FirstPersonMeshFOVThreshold = 0xc0; // float
        inline uint64_t WeaponMeshBoundsScale = 0xc8; // FFortCachedScalableFloat
        inline uint64_t FirstPersonCameraGameplayEffect = 0xf8; // TSubclassOf<UClass>
        inline uint64_t ThirdPersonWeaponMeshComp = 0x100; // USkeletalMeshComponentBudgeted*
        inline uint64_t pad_trailing = 0x108; // uint8[0x50]
    }

    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 : 0
        inline uint64_t OnSpoolingStarted = 0x140; // MulticastInlineDelegateProperty
        inline uint64_t OnBrakingStarted = 0x150; // MulticastInlineDelegateProperty
        inline uint64_t OnRPMChanged = 0x160; // MulticastInlineDelegateProperty
        inline uint64_t CurrentRPM = 0x17c; // float
        inline uint64_t bIsSpooling = 0x180; // bool : 0
        inline uint64_t pad_trailing = 0x181; // uint8[0x7]
    }

    namespace FortWeaponRanged_DualWieldable {
        inline uint64_t SecondaryFireAnimation = 0x2980; // UAnimMontage*
        inline uint64_t SecondaryReloadAnimation = 0x2988; // UAnimMontage*
        inline uint64_t BothPairedReloadAnimation = 0x2990; // UAnimMontage*
        inline uint64_t SecondaryWeaponFireMontage = 0x2998; // UAnimMontage*
        inline uint64_t SecondaryWeaponReloadMontage = 0x29a0; // UAnimMontage*
        inline uint64_t DualWieldRole = 0x29a8; // EFortWeaponDualWieldRole
        inline uint64_t bCombineWeaponFunctionality = 0x29a9; // bool : 0
        inline uint64_t bCombinedSecondaryFiresWithPrimary = 0x29a9; // bool : 1
        inline uint64_t bAlternateWeaponFiring = 0x29ac; // bool : 0
        inline uint64_t bSecondaryUsesPrimaryAmmo = 0x29ac; // bool : 1
        inline uint64_t bAllowDeferredSecondaryFireInputForPrimaryWeapon = 0x29ac; // bool : 2
        inline uint64_t PairedWeapon = 0x29b0; // WeakObjectProperty
        inline uint64_t pad_trailing = 0x29b4; // uint8[0x1C]
    }

    namespace FortWeaponRangedDual_MurkyVole {
        inline uint64_t OnMissileNumberChanged = 0x2980; // MulticastInlineDelegateProperty
        inline uint64_t MissileAmmoDefinition = 0x2990; // UFortItemDefinition*
        inline uint64_t MissileProjectileClass = 0x2998; // TSubclassOf<UClass>
        inline uint64_t MissileGravityScale = 0x29a0; // FScalableFloat
        inline uint64_t MissileMinTurnSpeed = 0x29c8; // FScalableFloat
        inline uint64_t MissileMaxTurnSpeed = 0x29f0; // FScalableFloat
        inline uint64_t MissileRampTimeForTurnSpeed = 0x2a18; // FScalableFloat
        inline uint64_t MissileLockTargetDistanceThreshold = 0x2a40; // FScalableFloat
        inline uint64_t MissileFiredNumber = 0x2a68; // int32_t
        inline uint64_t LocalMissileNumber = 0x2a6c; // int32_t
        inline uint64_t ActualMissileNumber = 0x2a70; // int32_t
        inline uint64_t pad_trailing = 0x2a74; // uint8[0xC]
    }

    namespace FortWeaponRangedDualForVehicle {
        inline uint64_t MountedWeaponInfo = 0x2a50; // FMountedWeaponInfo
        inline uint64_t MountedWeaponInfoRepped = 0x2b10; // FMountedWeaponInfoRepped
        inline uint64_t LeftWeaponLoc = 0x2b58; // FVector
        inline uint64_t LeftWeaponRot = 0x2b70; // FRotator
        inline uint64_t RightWeaponLoc = 0x2b88; // FVector
        inline uint64_t RightWeaponRot = 0x2ba0; // FRotator
    }

    namespace FortWeaponRangedOctopusTowhook {
        inline uint64_t OnTargetUpdated = 0x2ad0; // MulticastInlineDelegateProperty
        inline uint64_t TowhookFuelCost = 0x2ae0; // FScalableFloat
        inline uint64_t pad_trailing = 0x2b08; // uint8[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]
    }

