#include "FortKismetLibrary.h" UFortResourceItemDefinition* UFortKismetLibrary::K2_GetResourceItemDefinition(EFortResourceType ResourceType) { static auto fn = FindObject(L"/Script/FortniteGame.FortKismetLibrary.K2_GetResourceItemDefinition"); struct { EFortResourceType type; UFortResourceItemDefinition* ret; } params{ResourceType}; static auto DefaultClass = StaticClass(); DefaultClass->ProcessEvent(fn, ¶ms); return params.ret; } void UFortKismetLibrary::ApplyCharacterCosmetics(UObject* WorldContextObject, const TArray& CharacterParts, UObject* PlayerState, bool* bSuccess) { static auto fn = FindObject("/Script/FortniteGame.FortKismetLibrary.ApplyCharacterCosmetics"); if (fn) { struct { UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) TArray CharacterParts; // (Parm, ZeroConstructor, NativeAccessSpecifierPublic) UObject* PlayerState; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bSuccess; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) } UFortKismetLibrary_ApplyCharacterCosmetics_Params{ WorldContextObject, CharacterParts, PlayerState }; static auto DefaultClass = StaticClass(); DefaultClass->ProcessEvent(fn, &UFortKismetLibrary_ApplyCharacterCosmetics_Params); if (bSuccess) *bSuccess = UFortKismetLibrary_ApplyCharacterCosmetics_Params.bSuccess; return; } static auto CharacterPartsOffset = PlayerState->GetOffset("CharacterParts", false); if (CharacterPartsOffset != 0) { auto CharacterPartsPS = PlayerState->GetPtr<__int64>("CharacterParts"); static auto PartsOffset = FindOffsetStruct("/Script/FortniteGame.CustomCharacterParts", "Parts"); auto Parts = (UObject**)(__int64(CharacterPartsPS) + PartsOffset); // UCustomCharacterPart* Parts[0x6] for (int i = 0; i < CharacterParts.Num(); i++) { Parts[i] = CharacterParts.at(i); } static auto OnRep_CharacterPartsFn = FindObject("/Script/FortniteGame.FortPlayerState.OnRep_CharacterParts"); PlayerState->ProcessEvent(OnRep_CharacterPartsFn); } else { // TODO Add character data support } } UClass* UFortKismetLibrary::StaticClass() { static auto ptr = FindObject(L"/Script/FortniteGame.FortKismetLibrary"); return ptr; }