├── FortConsole.sln
├── FortConsole.vcxproj
├── LICENSE
├── README.md
├── enums.h
├── main.cpp
├── memory.h
└── structs.h
/FortConsole.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
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7 | EndProject
8 | Global
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11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
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21 | {87FB450A-957F-446E-BE13-5F58074672A7}.Release|x64.Build.0 = Release|x64
22 | {87FB450A-957F-446E-BE13-5F58074672A7}.Release|x86.ActiveCfg = Release|Win32
23 | {87FB450A-957F-446E-BE13-5F58074672A7}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {B26F8D7A-BFBA-4C20-9D79-86656AC20EA0}
30 | EndGlobalSection
31 | EndGlobal
32 |
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/FortConsole.vcxproj:
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22 | 16.0
23 | Win32Proj
24 | {87fb450a-957f-446e-be13-5f58074672a7}
25 | FortConsole
26 | 10.0
27 |
28 |
29 |
30 | DynamicLibrary
31 | true
32 | v142
33 | Unicode
34 |
35 |
36 | DynamicLibrary
37 | false
38 | v142
39 | true
40 | Unicode
41 |
42 |
43 | DynamicLibrary
44 | true
45 | v142
46 | Unicode
47 |
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49 | DynamicLibrary
50 | false
51 | v142
52 | true
53 | Unicode
54 |
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74 | true
75 |
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77 | false
78 |
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80 | true
81 |
82 |
83 | false
84 |
85 |
86 |
87 | Level3
88 | true
89 | WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)
90 | true
91 |
92 |
93 |
94 |
95 | Console
96 | true
97 |
98 |
99 |
100 |
101 | Level3
102 | true
103 | true
104 | true
105 | WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)
106 | true
107 |
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110 |
111 | Console
112 | true
113 | true
114 | true
115 |
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120 | true
121 | _DEBUG;_CONSOLE;%(PreprocessorDefinitions)
122 | true
123 |
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127 | Console
128 | true
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135 | true
136 | true
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/LICENSE:
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/README.md:
--------------------------------------------------------------------------------
1 | # FortConsole
2 |
3 | Yes, this does work for the latest version of Fortnite, make sure you're compiling x64 and not x86 as that is the most common mistake.
4 |
5 | No, this does not need to be updated every update, and the rare occurrences where it does, I will update it within 24 hours.
6 |
7 | A DLL that creates the UE4 console.
8 |
9 | Specifically made for the latest version of Fortnite, so may not work for other games.
10 |
11 | Make sure to launch without anti-cheat to avoid being banned.
12 |
13 | Any DLL injector should work if launched without anti-cheat.
14 |
15 | CheatManager/FortCheatManager commands will not work (e.g.``toggledebugcamera``, ``summon``, ``destroyall``, ect).
16 | Re-enabling them will be added in the future, infact, it's already done, but won't be pushed to this repo yet due to inefficient version flexibility (breaks on updates).
17 |
18 | Be careful when using ``showdebug`` as it lags the game due to not being able to find a font.
19 |
--------------------------------------------------------------------------------
/enums.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | enum EObjectFlags
4 | {
5 | RF_NoFlags = 0x00000000,
6 | RF_Public = 0x00000001,
7 | RF_Standalone = 0x00000002,
8 | RF_MarkAsNative = 0x00000004,
9 | RF_Transactional = 0x00000008,
10 | RF_ClassDefaultObject = 0x00000010,
11 | RF_ArchetypeObject = 0x00000020,
12 | RF_Transient = 0x00000040,
13 | RF_MarkAsRootSet = 0x00000080,
14 | RF_TagGarbageTemp = 0x00000100,
15 | RF_NeedInitialization = 0x00000200,
16 | RF_NeedLoad = 0x00000400,
17 | RF_KeepForCooker = 0x00000800,
18 | RF_NeedPostLoad = 0x00001000,
19 | RF_NeedPostLoadSubobjects = 0x00002000,
20 | RF_NewerVersionExists = 0x00004000,
21 | RF_BeginDestroyed = 0x00008000,
22 | RF_FinishDestroyed = 0x00010000,
23 | RF_BeingRegenerated = 0x00020000,
24 | RF_DefaultSubObject = 0x00040000,
25 | RF_WasLoaded = 0x00080000,
26 | RF_TextExportTransient = 0x00100000,
27 | RF_LoadCompleted = 0x00200000,
28 | RF_InheritableComponentTemplate = 0x00400000,
29 | RF_DuplicateTransient = 0x00800000,
30 | RF_StrongRefOnFrame = 0x01000000,
31 | RF_NonPIEDuplicateTransient = 0x02000000,
32 | RF_Dynamic = 0x04000000,
33 | RF_WillBeLoaded = 0x08000000,
34 | };
35 |
36 | enum EInternalObjectFlags
37 | {
38 | None = 0,
39 | ReachableInCluster = 1 << 23,
40 | ClusterRoot = 1 << 24,
41 | Native = 1 << 25,
42 | Async = 1 << 26,
43 | AsyncLoading = 1 << 27,
44 | Unreachable = 1 << 28,
45 | PendingKill = 1 << 29,
46 | RootSet = 1 << 30,
47 | GarbageCollectionKeepFlags = Native | Async | AsyncLoading,
48 | AllFlags = ReachableInCluster | ClusterRoot | Native | Async | AsyncLoading | Unreachable | PendingKill | RootSet,
49 | };
--------------------------------------------------------------------------------
/main.cpp:
--------------------------------------------------------------------------------
1 | /*
2 | * FortConsole by Makks
3 | * Build with debug configuration for nerd stuff.
4 | */
5 |
6 | #ifdef WIN32
7 | #error x86 is not supported, please compile in x64
8 | #endif
9 |
10 | #define _CRT_SECURE_NO_WARNINGS
11 |
12 | #include "enums.h"
13 | #include "structs.h"
14 | #include "memory.h"
15 | #include
16 | #include
17 |
18 | HMODULE handle;
19 |
20 | #ifdef _DEBUG
21 | #define DEBUG_LOG(input, ...) printf(input, __VA_ARGS__);
22 | #else
23 | #define DEBUG_LOG(input, ...)
24 | #endif
25 |
26 | #define VALIDATE_ADDRESS(address, error) \
27 | if (!address) { \
28 | MessageBox(0, (LPCWSTR)error, L"FortConsole", MB_OK); \
29 | FreeLibraryAndExitThread((HMODULE)param, 0); \
30 | return 0; \
31 | }
32 |
33 | UEngine* GEngine;
34 |
35 | typedef UObject* (__fastcall* f_StaticConstructObject_Internal)(
36 | UClass* Class,
37 | UObject* InOuter,
38 | void* Name,
39 | EObjectFlags SetFlags,
40 | EInternalObjectFlags InternalSetFlags,
41 | UObject* Template,
42 | bool bCopyTransientsFromClassDefaults,
43 | void* InstanceGraph,
44 | bool bAssumeTemplateIsArchetype
45 | );
46 | static f_StaticConstructObject_Internal StaticConstructObject_Internal;
47 |
48 | DWORD WINAPI MainThread(LPVOID param)
49 | {
50 | #ifdef _DEBUG
51 | AllocConsole();
52 | #pragma warning( push )
53 | #pragma warning( disable : 6031 )
54 | freopen("CONOUT$", "w", stdout);
55 | #pragma warning( pop )
56 | #endif
57 |
58 | handle = (HMODULE)param;
59 |
60 | uintptr_t GEngine_Address = Memory::FindPattern("\x48\x89\x74\x24\x20\xE8\x00\x00\x00\x00\x48\x8B\x4C\x24\x40\x48\x89\x05",
61 | "xxxxxx????xxxxxxxx");
62 |
63 | VALIDATE_ADDRESS(GEngine_Address, L"Failed to find GEngine.");
64 |
65 | GEngine = *(UEngine**)(GEngine_Address + 22 + *(int32_t*)(GEngine_Address + 18));
66 |
67 | DEBUG_LOG("GEngine: %p\n", GEngine);
68 | DEBUG_LOG("Console Class: %p\n", GEngine->ConsoleClass);
69 | DEBUG_LOG("Game Viewport Client: %p\n", GEngine->GameViewportClient);
70 |
71 | uintptr_t SCOI_Address = Memory::FindPattern("\x4C\x89\x44\x24\x18\x55\x53\x56\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x8D\xAC\x24\x00\x00\x00\x00\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\x05\x00\x00\x00\x00\x48\x33\xC4",
72 | "xxxxxxxxxxxxxxxxxxxxx????xxx????xxx????xxx");
73 |
74 | VALIDATE_ADDRESS(SCOI_Address, L"Failed to find StaticConstructObject_Internal.");
75 |
76 | StaticConstructObject_Internal = (f_StaticConstructObject_Internal)(SCOI_Address);
77 |
78 | DEBUG_LOG("StaticConstructObject_Internal: %p\n", StaticConstructObject_Internal);
79 |
80 | UConsole* Console = reinterpret_cast(StaticConstructObject_Internal(
81 | GEngine->ConsoleClass,
82 | reinterpret_cast(GEngine->GameViewportClient),
83 | nullptr,
84 | EObjectFlags::RF_NoFlags,
85 | EInternalObjectFlags::None,
86 | nullptr,
87 | false,
88 | nullptr,
89 | false
90 | ));
91 |
92 | DEBUG_LOG("Console: %p\n", Console);
93 |
94 | GEngine->GameViewportClient->ViewportConsole = Console;
95 |
96 | FreeLibraryAndExitThread((HMODULE)param, 0);
97 | return 0;
98 | }
99 |
100 | BOOL APIENTRY DllMain(HMODULE hModule, DWORD dwReason, LPVOID lpReserved)
101 | {
102 | switch (dwReason)
103 | {
104 | case DLL_PROCESS_ATTACH:
105 | CreateThread(0, 0, MainThread, hModule, 0, 0);
106 | break;
107 | }
108 | return TRUE;
109 | }
110 |
--------------------------------------------------------------------------------
/memory.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #include
4 | #include
5 |
6 | class Memory {
7 | private:
8 | static __forceinline bool MaskCompare(PVOID pBuffer, LPCSTR lpPattern, LPCSTR lpMask)
9 | {
10 | for (PBYTE value = reinterpret_cast(pBuffer); *lpMask; ++lpPattern, ++lpMask, ++value)
11 | {
12 | if (*lpMask == 'x' && *reinterpret_cast(lpPattern) != *value)
13 | return false;
14 | }
15 | return true;
16 | }
17 | public:
18 | static __forceinline uintptr_t FindPattern(PVOID pBase, DWORD dwSize, LPCSTR lpPattern, LPCSTR lpMask)
19 | {
20 | dwSize -= static_cast(strlen(lpMask));
21 | for (unsigned long index = 0; index < dwSize; ++index)
22 | {
23 | PBYTE pAddress = reinterpret_cast(pBase) + index;
24 | if (MaskCompare(pAddress, lpPattern, lpMask))
25 | return reinterpret_cast(pAddress);
26 | }
27 | return NULL;
28 | }
29 |
30 | static __forceinline uintptr_t FindPattern(LPCSTR lpPattern, LPCSTR lpMask)
31 | {
32 | MODULEINFO info = { 0 };
33 | GetModuleInformation(GetCurrentProcess(), GetModuleHandle(0), &info, sizeof(info));
34 | return FindPattern(info.lpBaseOfDll, info.SizeOfImage, lpPattern, lpMask);
35 | }
36 | };
--------------------------------------------------------------------------------
/structs.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | struct UObject;
4 |
5 | struct UClass;
6 |
7 | struct UConsole;
8 |
9 | struct UGameViewportClient
10 | {
11 | char unknown1[0x40];
12 | UConsole* ViewportConsole;
13 | };
14 |
15 | struct UEngine
16 | {
17 | char unknown1[0xF8];
18 | UClass* ConsoleClass;
19 | char unknown2[0x688];
20 | UGameViewportClient* GameViewportClient;
21 | };
--------------------------------------------------------------------------------