lounge

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.

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  • GObjectsGlobal Offset

    Pointer to the global UObject array. Iterate this to enumerate every live UObject in the process.

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  • ProcessEventGlobal Offset

    UObject::ProcessEvent vtable index / virtual call. Hooked for caller-side function dispatch.

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  • GameViewportUEngine member

    UGameViewportClient — holds the world and the local player list for rendering.

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  • LocalPlayersUGameInstance member

    TArray<ULocalPlayer*>. Index 0 is the local client.

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  • PlayerControllerULocalPlayer member

    Owns input + AcknowledgedPawn + PlayerCameraManager.

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  • AcknowledgedPawnAPlayerController member

    The pawn the server has acked for this controller — your local pawn.

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  • PlayerCameraManagerAPlayerController member

    Holds CameraCachePrivate / POV. Read this for true camera location+rotation.

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  • 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.

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  • PersistentLevelUWorld member

    ULevel containing static actors. Iterate Actors to find world geometry / loot / vehicles.

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  • RootComponentAActor member

    USceneComponent root. Read RelativeLocation/Rotation off it for actor world transform.

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  • MeshACharacter member

    USkeletalMeshComponent. Required for bone-based ESP.

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  • BoneArrayUSkeletalMeshComponent member

    Cached bone transforms array — where you read each bone's position for skeleton ESP.

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  • ComponentToWorldUSceneComponent member

    FTransform matrix converting component-local coords to world space. Multiply bone positions by this.

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  • RelativeLocationUSceneComponent member

    FVector world position when component has no parent.

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  • RelativeRotationUSceneComponent member

    FRotator orientation. Drives world→screen and aim math.

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  • LastRenderTimeAActor / component member

    Timestamp of the last frame this actor was rendered. Compare against world time for visibility checks.

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  • 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