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theres some bugs related to crashes, idk what causes them....
Embeddium
A self-contained Fortnite private server implemented as a C++ DLL that injects directly into the game process. All backend logic, HTTP routing, WebSocket handling, and asset data are embedded in the DLL, no external server process or configuration files are required.
Features
- Zero external dependencies at runtime all 55+ JSON/INI/binary assets
are baked into the DLL via generated
EmbeddedAssets.cpp - Async networking using Boost.Beast + Boost.Asio with strand serialisation
- HTTP server on port 3551, all Epic/Fortnite API endpoints
- WebSocket server on port 80, XMPP (presence) and Matchmaker
- cURL hook (MinHook), rewrites Epic domain URLs to
127.0.0.1:3551and disables SSL verification; supports multiple UE version signatures - Exit hook — suppresses
UnsafeEnvironmentPopupandRequestExitWithStatusstubs to keep the game alive after hook detection, IDA or whatever else
Supported Seasons / Builds
Seasons 1–19 are supported for:
- Timeline event flags (per-season switch, config-driven Cube/Geode/Oddity events)
- Cloud storage INI patches (per-CL
ClientSettings.savin%LOCALAPPDATA%) - Content page backgrounds (season and build-specific overrides)
- STW theater data (15.30+ and 30.20+ path migrations)
- Storefront catalog patches (30.10+ size tokens, 30.20+ path migration)
- Profile store season/build initialisation from the game's User-Agent
API Coverage
| Category | Endpoints |
|---|---|
| Version / Lightswitch | /fortnite/api/version, /lightswitch/api/service/* |
| Account / Auth | OAuth token (all variants), verify, exchange, kill session |
| MCP Profiles | QueryProfile + 15 mutation commands (locker, banner, favorites, …) |
| Friends | v1 list/summary, blocklist, recent players |
| Privacy | Get/set opt-out |
| Timeline | Full season event flags + config-driven live events |
| Storefront | Catalog + keychain |
| Content Pages | i18n background patching per season/build |
| Cloud Storage | System INI files, per-CL ClientSettings read/write |
| Discovery | Surface API + link mnemonics |
| Matchmaking | Ticket, session, matchmaking request |
| Party | Full CRUD — create, patch, join/leave, delete, pings |
| STW | World info (theater data) with seasonal merging |
| XMPP | Full WS handshake: SASL → bind → roster → presence |
| Matchmaker WS | Waiting → Queued → SessionAssignment state machine |
Building
Prerequisites
- Visual Studio 2022 (v143 toolset)
- Windows SDK 10.0
- Boost 1.82+ (
boost-asio,boost-beast,boost-uuidvia vcpkg or manual) - Added Boost in vendor btw
Steps
- Open
Embeddium.slnin Visual Studio 2022 - Build → Release | x64
- Output:
bin\Release\Embeddium.dll
Injecting
Use any standard DLL injector (e.g. Process Hacker, custom loader) to inject
Embeddium.dll into the Fortnite game process after it has launched.
The DLL spawns an initialisation thread from DllMain that:
- Loads all embedded assets into memory
- Initialises backend state stores
- Installs the cURL and Exit hooks via MinHook
- Starts the HTTP and WebSocket servers
- Registers all HTTP routes
Configuration
The embedded config.ini (baked into EmbeddedAssets.cpp) controls:
[Config]
DisplayName=YourName
UseConfigDisplayName=false
[Profile]
CompletedSeasonalQuests=false
GrantFoundersPacks=false
[GameServer]
Ip=127.0.0.1
Port=7777
[Events]
EnableGeode=false
EnableCrackInTheSky=false
EnableS4OddityPrecursor=false
EnableS4OddityExecution=false
EnableS5OddityPrecursor=false
EnableS5OddityExecution=false
EnableCubeLightning=false
EnableCubeLake=false
EnableBlockbusterRiskyEvent=false
Credits
- Milxnor — Fortnite reverse engineering research used to locate cURL function addresses across UE versions
- Lawin / LawinServer — backend API research and response format reference (https://github.com/Lawin0129/LawinServer)
License
This project is for educational and private-server research purposes only. It must not be used to operate public servers or to harm Epic Games' services.
Description
Single DLL Backend + libcurl hook. The definitive SP solution for Fortnite.
26 MiB
Languages
C++
100%