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𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒

𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒

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Online Crash Fixer.lua2.67 KB

git clone https://github.com/LSPosed/LSPatch.git cd LSPatch ./gradlew :core:assembleRelease

🎮 BGMI 2.0 & Unreal Engine 5: The Future is Coming! 🚀
There has been a lot of buzz regarding the shift to Unreal Engine 5 (UE5). Here is everything you need to know about the transition and the "PUBG 2.0" project:
🛠 The Engine Upgrade
Krafton has officially confirmed that they are migrating the PC/Console version to
Unreal Engine 5
. While an official release date for the mobile version (BGMI/PUBG Mobile) hasn't been locked in yet, the groundwork is being laid.
🔥 What’s Changing?
If the UE5 transition reaches mobile, expect a total overhaul:
• Destructible Environments:
The ability to destroy buildings and manipulate terrain (digging/trenching).
• Advanced Graphics:
Implementation of Lumen and Nanite for photorealistic lighting and textures.
• UGC Mode:
A "User Generated Content" system allowing players to build their own maps and modes.
📅 Current Timeline (April 2026)
• PC First:
The upgrade will hit PC/Console before trickling down to the mobile versions.
• BGMI Status:
We are currently seeing regular version cycles (v4.x). A full "2.0" or UE5 jump for mobile is expected to be teased toward the
end of 2026
.
Stay Tuned!
We are monitoring the core files and engine changes closely. If the engine shifts, the architecture for offsets and bypasses will change completely.
Join for more updates: [@FeaturesticLeaks] ⚡️

Lua Battery and Ping Change pcall(function() local IngamePhoneStateUI = require("GameLua.Mod.Library.Client.UI.IngamePhoneSta
Lua Battery and Ping Change
pcall(function() local IngamePhoneStateUI = require("GameLua.Mod.Library.Client.UI.IngamePhoneStateUI") if IngamePhoneStateUI and IngamePhoneStateUI.inner_impl then  IngamePhoneStateUI.inner_impl.TickRefreshBatteryInfo = function(self)         if self.UIRoot and self.UIRoot.ProgressBar_Battery then           self.UIRoot.ProgressBar_Battery:SetPercent(1.0)             self.UIRoot.ProgressBar_Battery:SetFillColorAndOpacity(                 FLinearColor(0, 0, 1, 1) -- Blue             )         end     end end end) local IngamePhoneStateUI = require("GameLua.Mod.Library.Client.UI.IngamePhoneStateUI") o_SetPingText = IngamePhoneStateUI.__inner_impl.SetPingText IngamePhoneStateUI.__inner_impl.SetPingText = function(self, ping, bLostNet)   if self.UIRoot and self.UIRoot.TextBlock_Ping then     self.UIRoot.TextBlock_Ping:SetText("69")     self.UIRoot.TextBlock_Ping:SetColorAndOpacity(       FSlateColor(FLinearColor(1, 0, 1, 1)) -- Purple     )   end end

💠Lua QualityUI Change local IngamePhoneStateUI = require("GameLua.Mod.Library.Client.UI.IngamePhoneStateUI") local o_UpdateA
💠Lua QualityUI Change
local IngamePhoneStateUI = require("GameLua.Mod.Library.Client.UI.IngamePhoneStateUI") 

local o_UpdateArtQualityUI = IngamePhoneStateUI.__inner_impl.UpdateArtQualityUI
IngamePhoneStateUI.__inner_impl.UpdateArtQualityUI = function(self, _, _)
self.UIRoot.TextBlock_quality:SetText("PUBG MOBILE") self.UIRoot.TextBlock_quality:SetColorAndOpacity(FSlateColor(FLinearColor(1, 0, 0, 1)))
end

Magic Bullet v1.zip10.11 MB

💠Lua QualityUI Change local IngamePhoneStateUI = require("GameLua.Mod.Library.Client.UI.IngamePhoneStateUI") local o_UpdateA
💠Lua QualityUI Change
local IngamePhoneStateUI = require("GameLua.Mod.Library.Client.UI.IngamePhoneStateUI") 

local o_UpdateArtQualityUI = IngamePhoneStateUI.__inner_impl.UpdateArtQualityUI
IngamePhoneStateUI.__inner_impl.UpdateArtQualityUI = function(self, _, _)
self.UIRoot.TextBlock_quality:SetText("PUBG MOBILE") self.UIRoot.TextBlock_quality:SetColorAndOpacity(FSlateColor(FLinearColor(1, 0, 0, 1)))
end

XINOX STIRKE .zip69.91 MB

雷帝内核917813.zip44.96 MB

Lua 165FPS Code
local logic_setting_graphics = require("client.slua.logic.setting.logic_setting_graphics") local GSC_FPS = require("client.slua.umg.NewSetting.GraphicsNew.Comps.GSC_FPS") local GSC_FPSFT = require("client.slua.umg.NewSetting.GraphicsNew.Comps.GSC_FPSFT") local GraphicSettingDB = require("client.slua.umg.NewSetting.GraphicsNew.GraphicSettingDB") local GraphicConst = require("client.slua.umg.NewSetting.GraphicsNew.GraphicConst") if logic_setting_graphics then local old_SetFPS = logic_setting_graphics.SetFPS logic_setting_graphics.SetFPS = function(gameInstance, FPSLevel) if FPSLevel == 8 and GraphicSettingDB then local currentSwitch = GraphicSettingDB:GetUIData(GraphicSettingDB.FPSFineTuneSwitch) if not currentSwitch then GraphicSettingDB:UpdateUIData(GraphicSettingDB.FPSFineTuneSwitch, true) end end old_SetFPS(gameInstance, FPSLevel) if FPSLevel == 8 and GraphicSettingDB then local ftNum = GraphicSettingDB:GetUIData(GraphicSettingDB.FPSFineTuneNum) if ftNum and ftNum > 120 then gameInstance:ExecuteCMD("t.MaxFPS", tostring(ftNum)) gameInstance:ExecuteCMD("r.FrameRateLimit", tostring(ftNum)) end end end end if GSC_FPS and GSC_FPS.__inner_impl then local impl = GSC_FPS.__inner_impl impl.GetMaxFPSLevel = function(self) return 8, 8 end impl.InitRealSupportFPS = function(self) local RealSupportFPS = {} for i = 1, 8 do RealSupportFPS[i] = {true, true} end if GraphicSettingDB then GraphicSettingDB:UpdateUIData(GraphicSettingDB.RealSupportFPS, RealSupportFPS, false) end return RealSupportFPS end end if GSC_FPSFT and GSC_FPSFT.__inner_impl then local impl = GSC_FPSFT.__inner_impl local old_ShowOrHide = impl.ShowOrHide impl.ShowOrHide = function(self) local SelectedFPS = GraphicSettingDB:GetUIData(GraphicSettingDB.SelectedFPS) if self.name == "FPSFT2" then if SelectedFPS == 8 then self:SelfHitTestInvisible() if self.InitFPSFTSwitch then self:InitFPSFTSwitch() end return else self:Collapsed() return end end old_ShowOrHide(self) end impl.InitFPSFTSwitch = function(self) local FPSFineTuneSwitch = GraphicSettingDB:GetUIData(GraphicSettingDB.FPSFineTuneSwitch) if self.UIRoot.Setting_Switch then self.UIRoot.Setting_Switch:SetSwitcherEnable2(FPSFineTuneSwitch, true) end if self.UIRoot.WidgetSwitcher_0 then self.UIRoot.WidgetSwitcher_0:SetActiveWidgetIndex(2) end if self.InitFPSFTValue165 then self:InitFPSFTValue165() end end end local gameInstance = logic_setting_graphics.GetGameInstance() if gameInstance then if GraphicSettingDB then GraphicSettingDB:UpdateUIData(GraphicSettingDB.FPSFineTuneSwitch, true) GraphicSettingDB:UpdateUIData(GraphicSettingDB.FPSFineTuneNum, 165) end gameInstance:ExecuteCMD("t.MaxFPS", "165") gameInstance:ExecuteCMD("r.FrameRateLimit", "165") end

local Lobby_Main_Wifi_UIBP = require("client.slua.umg.lobby.Main.Lobby_Main_Wifi_UIBP") o_UpdateQuality = Lobby_Main_Wifi_UIB
local Lobby_Main_Wifi_UIBP = require("client.slua.umg.lobby.Main.Lobby_Main_Wifi_UIBP") o_UpdateQuality = Lobby_Main_Wifi_UIBP.__inner_impl.UpdateQuality Lobby_Main_Wifi_UIBP.__inner_impl.UpdateQuality = function(self) self.UIRoot.WidgetSwitcher_Quality:SetActiveWidgetIndex(0) self.UIRoot.TextBlock_High:SetText("AR-Admin") self.UIRoot.TextBlock_High:SetColorAndOpacity(FSlateColor(FLinearColor(1, 1, 1, 1))) end

Lua QualityUI Change local IngamePhoneStateUI = require("GameLua.Mod.Library.Client.UI.IngamePhoneStateUI") local o_UpdateArt
Lua QualityUI Change
local IngamePhoneStateUI = require("GameLua.Mod.Library.Client.UI.IngamePhoneStateUI") local o_UpdateArtQualityUI = IngamePhoneStateUI.__inner_impl.UpdateArtQualityUI IngamePhoneStateUI.__inner_impl.UpdateArtQualityUI = function(self, _, _) self.UIRoot.TextBlock_quality:SetText("PUBG MOBILE") self.UIRoot.TextBlock_quality:SetColorAndOpacity(FSlateColor(FLinearColor(1, 0, 0, 1))) end

WOLTAJ HAX V2.zip140.91 MB