#pragma once #include "NetSerialization.h" #include "Class.h" #include "reboot.h" struct FFortItemEntry : FFastArraySerializerItem { FGuid& GetItemGuid() { static auto ItemGuidOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "ItemGuid"); return *(FGuid*)(__int64(this) + ItemGuidOffset); } class UFortItemDefinition*& GetItemDefinition() { static auto ItemDefinitionOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "ItemDefinition"); return *(class UFortItemDefinition**)(__int64(this) + ItemDefinitionOffset); } int& GetCount() { static auto CountOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "Count"); return *(int*)(__int64(this) + CountOffset); } int& GetLoadedAmmo() { static auto LoadedAmmoOffset = FindOffsetStruct("/Script/FortniteGame.FortItemEntry", "LoadedAmmo"); return *(int*)(__int64(this) + LoadedAmmoOffset); } static UStruct* GetStruct() { static auto Struct = FindObject("/Script/FortniteGame.FortItemEntry"); return Struct; } static int GetStructSize() { static auto StructSize = GetStruct()->GetPropertiesSize(); return StructSize; } }; class UFortItem : public UObject { public: FFortItemEntry* GetItemEntry() { static auto ItemEntryOffset = this->GetOffset("ItemEntry"); return &Get(ItemEntryOffset); } void SetOwningControllerForTemporaryItem(UObject* Controller); };