#include "FortPlaysetItemDefinition.h" #include "PlaysetLevelStreamComponent.h" void UFortPlaysetItemDefinition::ShowPlayset(UFortPlaysetItemDefinition* PlaysetItemDef, AFortVolume* Volume) { /* This doesn't stream it to the client. static auto SpawnPlaysetFn = FindObject("/Script/FortniteGame.FortPlaysetItemDefinition.SpawnPlayset"); struct { UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) UFortPlaysetItemDefinition* Playset; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FVector Location; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FRotator Rotation; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic) char pad[0x100]; // idk out param stuff } UFortPlaysetItemDefinition_SpawnPlayset_Params{GetWorld(), PlaysetItemDef, Volume->GetActorLocation(), FRotator()}; static auto defaultObj = FindObject("/Script/FortniteGame.Default__FortPlaysetItemDefinition"); defaultObj->ProcessEvent(SpawnPlaysetFn, &UFortPlaysetItemDefinition_SpawnPlayset_Params); return; */ auto VolumeToUse = Volume; static auto PlaysetLevelStreamComponentClass = FindObject("/Script/FortniteGame.PlaysetLevelStreamComponent"); auto LevelStreamComponent = (UPlaysetLevelStreamComponent*)VolumeToUse->GetComponentByClass(PlaysetLevelStreamComponentClass); if (!LevelStreamComponent) { return; } static auto SetPlaysetFn = FindObject("/Script/FortniteGame.PlaysetLevelStreamComponent.SetPlayset"); LevelStreamComponent->ProcessEvent(SetPlaysetFn, &PlaysetItemDef); LoadPlaysetOriginal(LevelStreamComponent); }