#pragma once #include "FortAthenaMutator.h" #include "GameplayAbilityTypes.h" #include "reboot.h" struct FFortPieSliceSpawnData { FScalableFloat SpawnDirection; // 0x0000(0x0020) (Edit, BlueprintVisible, DisableEditOnInstance, NativeAccessSpecifierPublic) FScalableFloat SpawnDirectionDeviation; // 0x0020(0x0020) (Edit, BlueprintVisible, DisableEditOnInstance, NativeAccessSpecifierPublic) FScalableFloat MinSpawnDistanceFromCenter; // 0x0040(0x0020) (Edit, BlueprintVisible, DisableEditOnInstance, NativeAccessSpecifierPublic) FScalableFloat MaxSpawnDistanceFromCenter; // 0x0060(0x0020) (Edit, BlueprintVisible, DisableEditOnInstance, NativeAccessSpecifierPublic) }; struct FHeistExitCraftSpawnData : public FFortPieSliceSpawnData { FScalableFloat SpawnDelayTime; // 0x0080(0x0020) (Edit, BlueprintVisible, DisableEditOnInstance, NativeAccessSpecifierPublic) FScalableFloat SafeZonePhaseWhenToSpawn; // 0x00A0(0x0020) (Edit, BlueprintVisible, DisableEditOnInstance, NativeAccessSpecifierPublic) FScalableFloat SafeZonePhaseWhereToSpawn; // 0x00C0(0x0020) (Edit, BlueprintVisible, DisableEditOnInstance, NativeAccessSpecifierPublic) }; class AFortAthenaMutator_Heist : public AFortAthenaMutator { public: TArray& GetHeistExitCraftSpawnData() { static auto HeistExitCraftSpawnDataOffset = GetOffset("HeistExitCraftSpawnData"); return Get>(HeistExitCraftSpawnDataOffset); } static UClass* StaticClass() { static auto Class = FindObject("/Script/FortniteGame.FortAthenaMutator_Heist"); return Class; } };