--[ repository ]------------------------------------------------------------
URL : https://github.com/imattas/RLMOD-Template
Language : C++
Status : archived
Stars : 0
Updated : 2026-04-19
RLMOD-Template that auto scans for offsets and RLSDK gets auto re-updated on
runtime
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--[ RLMod-Template ]--
:: Template for creating Rocket League mods
DISCLAIMER: IF YOU USE THIS PROJECT FOR MALICIOUS PURPOSES THAT IS ON YOU :P
THIS PROJECT HAS BEEN CREATED FOR SOLELY MODDING THE GAME.
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- RLMod-Template contains code from ItsBranK's old CodeRedTemplate and has ImGui
built in using KieroHook.
- This fork now does runtime global discovery for GObjects and GNames, so normal
Rocket League updates no longer require hand-editing Core.cpp offsets.
- Global discovery now uses Rocket League signature patterns first, then a
broader in-memory heuristic scan, and only falls back to the generated SDK
offsets if both runtime methods fail.
- RLSDK-Generator is bundled under Tools/RLSDK-Generator, and RLMod.sln opens
both projects in one solution when you do need a full SDK refresh.
The template now scans for the globals at runtime and only falls back to the SDK
offsets if discovery fails. If Psyonix ever changes actual class layouts instead
of just moving globals, use the bundled generator to rebuild RLSDK.
The filters(folders) in your solution explorer may not be correct / you may have
to check your additional includes in the project settings
To find functions you can use, you can either scour over the sdk given or use
the Rocket League function scanner tool with Bakkesmod.
If you do need a full SDK rebuild, use the bundled generator in
Tools/RLSDK-Generator (original upstream:
https://github.com/matix2/RLSDK-Generator/).
I have also generously included a "World to Screen" function in the drawing
module.
To call in game functions you can use:
-- cpp --
Main.Execute([]() { function });
RLMod-Template documentation below:
(some entries might not apply because the template has been modified for Rocket
League)
--[ RLMod-Template ]--
For instance storage, game state tracker, and function hooks, they are all
game-specific; so you will need to add on to it depending on what
classes/functions your game uses. There are comments throughout the project
explaining how everything works as well as some examples of certain features.
> Requirements
- Moderate understanding of how Unreal Engine works (Globals, objects, actors,
reflection system, etc).
- Moderate to advanced understanding of modern C++ (Memory and allocation
specifically).
- Visual Studio or another Windows based compiler (For Windows header files,
along with library linking).
- ISO C++20 Standard.
> Libraries
The following third party libraries are used for compiling, they are included in
this project but can be found below.
- Microsoft Detours https://github.com/microsoft/Detours/
--[ Features ]--
Included are the following features, each have their own examples in their own
files retrospectively; along with comments on how to use them and how they work.
- Multicolored debug console, along with writing to a text file for offline
logging/analyzing.
- Automatic initialization of globals, along with detouring of the Process Event
function.
- Pre and post function hooking, bind your own functions that fire when an
Unreal Engine function fires.
- Instance storage, static and dynamically store needed classes that can be
grabbed at any time.
- Command, setting, and mod manager. Bind strings to activate mods or change
certain settings dynamically (For separate UI/Console interaction like ImGui).
- GameState, track where the player is/what type of game they are in at all
times.
--[ License ]--
This repository is licensed under the MIT License, feel free to do what you want
but you are responsible for your own actions. Make sure the game you are using
this project with allows third party modding.
--[ Screenshots ]--