Skid Lounge
Reference material, an offset-native dev AI, and a live offset updater that diffs your file against the current dump.
- GEngineGlobal Offset
Pointer to UEngine. Root of the engine subsystem — you can reach GameViewport and the world through it.
fortnite - GWorldGlobal Offset
Pointer to the active UWorld. Entry point for every actor / level / pawn walk. Decrypt with the UWorld decryption routine, then walk OwningGameInstance, GameState, PersistentLevel and Levels from it.
fortnite - GNamesGlobal Offset
Pointer to FNamePool. Used to resolve FName indexes into readable strings. Required for any SDK dumper.
fortnite - GObjectsGlobal Offset
Pointer to the global UObject array. Iterate this to enumerate every live UObject in the process.
fortnite - ProcessEventGlobal Offset
UObject::ProcessEvent vtable index / virtual call. Hooked for caller-side function dispatch.
fortnite - GameViewportUEngine member
UGameViewportClient — holds the world and the local player list for rendering.
fortnite - LocalPlayersUGameInstance member
TArray<ULocalPlayer*>. Index 0 is the local client.
fortnite - PlayerControllerULocalPlayer member
Owns input + AcknowledgedPawn + PlayerCameraManager.
fortnite - AcknowledgedPawnAPlayerController member
The pawn the server has acked for this controller — your local pawn.
fortnite - PlayerCameraManagerAPlayerController member
Holds CameraCachePrivate / POV. Read this for true camera location+rotation.
fortnite - TargetedFortPawnAFortPlayerController member
Fortnite-specific — the pawn currently targeted by the local player (used for aim logic).
fortnite - PlayerStateAPawn / AController member
Replicated per-player info (team, name, etc.).
fortnite - PlayerArrayAGameStateBase member
TArray<APlayerState*>. Iterate this for every player in the match — the ESP loop.
fortnite - PersistentLevelUWorld member
ULevel containing static actors. Iterate Actors to find world geometry / loot / vehicles.
fortnite - RootComponentAActor member
USceneComponent root. Read RelativeLocation/Rotation off it for actor world transform.
fortnite - MeshACharacter member
USkeletalMeshComponent. Required for bone-based ESP.
fortnite - BoneArrayUSkeletalMeshComponent member
Cached bone transforms array — where you read each bone's position for skeleton ESP.
fortnite - ComponentToWorldUSceneComponent member
FTransform matrix converting component-local coords to world space. Multiply bone positions by this.
fortnite - RelativeLocationUSceneComponent member
FVector world position when component has no parent.
fortnite - RelativeRotationUSceneComponent member
FRotator orientation. Drives world→screen and aim math.
fortnite - LastRenderTimeAActor / component member
Timestamp of the last frame this actor was rendered. Compare against world time for visibility checks.
fortnite - CurrentWeaponAFortPawn member
Pointer to the currently equipped weapon — used to read ammo, spread and recoil data.
fortnite - il2cpphandleGlobal Offset
Base of the GameAssembly module handle. Every Unity class lookup for Rust starts from here.
rust - base_playerClass Offset
BasePlayer type. Holds display_name, inventory, model, eyes, input and movement — the root of every player.
rust - base_combat_entityClass Offset
BaseCombatEntity. Contains _health / _maxHealth / lifestate — how you know if someone is alive.
rust - player_modelClass Offset
Skinned mesh + bone transforms (headBone, jawBone, neckBone). Required for bone ESP in Rust.
rust - player_eyesClass Offset
Eyes component. bodyRotation and viewOffset give you the true view angles + camera position.
rust - player_inventoryClass Offset
Splits into wear, main and belt containers. Iterate item_list on each to enumerate items.
rust - base_projectileClass Offset
Weapon class. Holds recoil, aimCone, spread and mag data — used to build no-recoil / no-spread.
rust - recoil_propertiesClass Offset
Per-weapon recoil pattern (min/max pitch, yaw, curves). Zero these for recoil control.
rust - cameraClass Offset
MainCamera static — view_matrix and position live here. Feed view_matrix into world→screen.
rust - ClientStateGlobal Offset
CClientState — network state, level name, signon state, local player handle. The client-side hub.
apex - cl_entitylistGlobal Offset
Entity list base. Iterate 0..MAX_EDICTS to enumerate every C_BaseEntity in the world.
apex - LocalPlayerGlobal Offset
Pointer to the local C_Player. Everything you aim from is derived from this entity.
apex - ViewMatrixGlobal Offset
4x4 world→screen projection matrix. Multiply bone world positions by this for ESP.
apex - ViewAnglesGlobal Offset
Local view angles (pitch/yaw). Writing here rotates the camera — the basis of aimbots.
apex - GlobalVarsGlobal Offset
CGlobalVars — server tick, curtime, frametime, framecount. Needed for prediction math.
apex - HighlightSettingsGlobal Offset
Glow controller table. Writing indices here toggles the built-in glow ESP on any entity.
apex - m_iHealthC_Player member
Current HP. Read as an int; 0 or dead lifestate means skip.
apex - m_iTeamNumC_BaseEntity member
Team ID. Compare against local player's team to skip friendlies.
apex - m_vecAbsOriginC_BaseEntity member
Absolute world position (Vector3). Root position for distance + world→screen.
apex - m_lifeStateC_Player member
0 = alive, non-zero = dead/knocked. Filter your ESP loop with this.
apex - m_bleedoutStateC_Player member
Apex-specific knocked state. Non-zero = downed, still targetable but not fully dead.
apex - m_shieldHealthC_BaseCombatCharacter member
Current shield HP. Combine with m_shieldHealthMax to draw shield bars.
apex - m_inventoryC_BaseCombatCharacter member
Inventory handle table. Resolve indices back through cl_entitylist to read carried items.
apex - m_latestPrimaryWeaponsC_BaseCombatCharacter member
Handle to the currently equipped primary — look up via cl_entitylist to get the CWeaponX.
apex - m_ammoInClipCWeaponX member
Rounds left in the mag. Freeze for no-reload builds.
apex - P1 — P4Byte Signature
Health pattern sigs. Scan these in the game module, then resolve the RIP-relative displacement to get the current health data offset — Siege shifts it every patch.
r6 - healthDataOffsetResolved Offset
Offset from the entity to its health block. Recovered by scanning the P1–P4 signatures rather than hardcoded.
r6 - physWorldOffsetResolved Offset
Pointer to the physics world. Used for bone/skeleton reads since Siege keeps bone data in the physics representation.
r6 - rotQuatBone member
Quaternion rotation on a bone node. Combine with the bone position to build a world transform.
r6 - boneArraySkeleton member
Unencrypted bone list — each node holds a position in the physics VA. Root of Siege skeleton ESP.
r6 - entityListGlobal Offset
Player/entity list base. Iterate to enumerate every operator in the round.
r6 - UWorldGlobal Offset
Encrypted UWorld pointer. Must be passed through the Decrypt routine before it points at a real world object.
pubg - DecryptGlobal Offset
PUBG's pointer decryption function. Every encrypted global (UWorld, GNames, actor pointers) goes through this.
pubg - GNamesGlobal Offset
FName pool base. Resolves FName indexes into readable class/actor names.
pubg - ElementsPerChunkConstant
How many FName entries live per chunk in the name pool. Needed to index GNames correctly.
pubg - CurrentLevelUWorld member
Active ULevel — iterate its actor array for players, vehicles and loot.
pubg - GameInstanceUWorld member
UGameInstance holding LocalPlayers. Path to the local controller and pawn.
pubg - PlayerCameraManagerAPlayerController member
Camera POV — location, rotation and FOV for world→screen projection.
pubg - RootComponentAActor member
Scene root; read RelativeLocation off it for the actor's world position.
pubg - MeshACharacter member
Skeletal mesh component. Required for bone positions / skeleton ESP.
pubg - g_worldGlobal Offset
CPed world pointer. Dereference to reach the local ped — the start of every FiveM read.
fivem - g_viewportGlobal Offset
Viewport struct containing the view matrix used for world→screen.
fivem - g_camera_managerGlobal Offset
Camera manager — gives real camera position and rotation, more reliable than the ped's aim data.
fivem - MaxHealth / HealthCPed member
Float health values on a ped. Filter dead peds out of your ESP with these.
fivem - ArmorCPed member
Float armor value stacked on top of health.
fivem - WeaponManagerCPed member
Pointer to the ped's weapon manager — resolves the currently equipped weapon info.
fivem - BoneMatrixCPed member
Skeleton bone matrix pointer. Multiply bone entries by the entity matrix for world bone positions.
fivem - PlayerInfoCPed member
Player-specific data (name, wanted level, ped type) attached to a ped that represents a real player.
fivem