Quote:
Originally Posted by Omdi
Your question is so silly its hard to help you.
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that's kinda true but I'll try anyway
Quote:
Originally Posted by ownzies
Code:
FVector UE4::WorldToScreen(FVector WorldLocation) {
using namespace ue4;
FVector Screenlocation{};
FMatrix tempMatrix = ToMatrix(ue4::gMinimalViewInfo.rotation);
FVector vAxisX, vAxisY, vAxisZ;
vAxisX = FVector{ tempMatrix.XPlane.X, tempMatrix.XPlane.Y, tempMatrix.XPlane.Z };
vAxisY = FVector{ tempMatrix.YPlane.X, tempMatrix.YPlane.Y, tempMatrix.YPlane.Z };
vAxisZ = FVector{ tempMatrix.ZPlane.X, tempMatrix.ZPlane.Y, tempMatrix.ZPlane.Z };
FVector vDelta = WorldLocation - ue4::gMinimalViewInfo.location;
FVector vTransformed = FVector{ vDelta.Dot(vAxisY), vDelta.Dot(vAxisZ), vDelta.Dot(vAxisX) };
if(vTransformed.Z < 1.f)
vTransformed.Z = 1.f;
float FovAngle = ue4::gMinimalViewInfo.FOV;
Screenlocation.X = ScreenCenterX + vTransformed.X * (ScreenCenterX / tanf(FovAngle * (float)M_PI / 360.f)) / vTransformed.Z;
Screenlocation.Y = ScreenCenterY - vTransformed.Y * (ScreenCenterX / tanf(FovAngle * (float)M_PI / 360.f)) / vTransformed.Z;
Screenlocation.Z = vDelta.Size() / 100.f;
return Screenlocation;
}
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this is indeed a W2S function. what it does is take the position of entities in a 2D world and calculate them so that your screen can show them in 3D perspective (therefore the name world to screen). Even if you had a bypass this wouldn't make a finished ESP. You need a function that reads said positions from memory and some drawing functions to show text or a box on your overlay (that you also need to make). I would recommend for you to learn a programming language first and then go through the guidedhacking game hacking bible to learn and understand how to hack a game.
best regards