Read, write, and reverse any process memory.

CheatGear is a Rust-built toolkit for memory editing, reverse engineering, and AI-driven automation — across Unreal and Unity, on Windows and Linux.

  • Plug-n-play SDK
  • Auto-offsets
  • Lua scripting
  • AI / MCP automation
ShooterGame.PlayerState
Search objects & fieldsCtrl K
Live
Live memory inspector showing object fields, types, addresses and editable values
Field Type Value
Healthfloat 87.0
MaxHealthfloat 100.0
Ammoint 24
isInvinciblebool false
Position.Xfloat 1042.55
Position.Yfloat 318.10
Scoreint 15280
7 fields resolved committing to ShooterGame.exe
Unreal EngineUnityIL2CPPMonox86x64WindowsLinuxProton/WineRust
UE3/4/5

Unreal Engine lineage

0

IL2CPP metadata + Mono

0

SDK generation

0

MCP tools

Windows · Linux · Proton/Wine

How it works

From process to edit in three steps

Attach externally, narrow the scan, then edit or automate — no injection, no boilerplate.

  1. STEP 01

    Attach to a process

    Lock onto a running game externally — no injection. CheatGear auto-detects the engine and metadata version.

    target_lock
    process
    Game.exe (x64)
    engine
    Unreal Engine 5
    mode
    external · no injection
  2. STEP 02

    Scan and resolve

    Narrow scans to the values you need and resolve Unreal or Unity objects into a structured, named view — with automatic offsets, no config.

    resolve
    GNames
    loaded
    GObjects
    loaded
    offsets
    auto · 0 config
  3. STEP 03

    Edit and automate

    Commit edits live, script the toolkit with Lua, or hand control to an AI agent over the MCP server.

    edit · automate
    Health
    100 → 9999 ✓
    lua
    WriteMemoryT
    mcp
    agent connected

Feature set

Everything you need to read, write, and reverse memory

A modular Rust toolkit — live editing, engine resolution, scripting, and AI control in one grid.

Live memory inspector

Edit memory like a spreadsheet

Edit any int, float, or bool inline and commit the change straight to the running process. Filter and jump between resolved objects with a Ctrl+K palette, and drop into a hex detail view for raw memory.

01 Inline value edit

Edit int, float, and bool values in place and write them to memory instantly.

02 Ctrl+K object search

Fuzzy-search and filter across resolved objects without leaving the keyboard.

03 Live value commit

Changes propagate to the target process the moment you confirm an edit.

04 Hex memory detail

Drop into a hex detail view to inspect raw bytes behind any address.

process_memory.bin
raw bytes
offset00 01 02 03 04 05 06 07ascii0x7FF6A12C4000 00 AE 42 00 00 C8 42···B···B0x7FF6A12C5818 00 00 00 00 00 00 00········0x7FF6A12C709A 99 82 44 33 33 9F 43···D33·C0x7FF6A12C90B0 3B 00 00 02 00 00 00·;······0x7FF6A12CB020 88 0F 4C 01 00 00 00 ··L····
resolved into a structured, named view
ShooterGame.PlayerState
Search objects & fieldsCtrl K
Live
Live memory inspector showing object fields, types, addresses and editable values
Field Type Value
Healthfloat 87.0
MaxHealthfloat 100.0
Ammoint 24
isInvinciblebool false
Position.Xfloat 1042.55
Position.Yfloat 318.10
Scoreint 15280
7 fields resolved committing to ShooterGame.exe

MCP AI server

Let AI agents drive CheatGear

CheatGear ships a Model Context Protocol server over localhost HTTP. Connect an AI agent — Claude, Cursor, or any MCP client — and it can lock targets, run Lua, generate SDKs, and query engine state through 12 structured tool calls.

AI-assisted memory work

Describe the outcome in plain language and let an agent drive the scan. Across 12 structured tools, it locks targets, runs Lua, generates SDKs, and walks the type graph — no offsets, no manual steps.

Works withClaude Desktop / CodeCursorCodexCopilot

Agent prompt

“Generate an SDK for <game> and convert to C++.”

cheatgear — mcp agent session

  1. Generate an SDK for <game> and convert to C++.
  2. → project_create
  3. Spin up a fresh project for the session
  4. → target_lock <game>
  5. Attach to and lock the running game
  6. → unreal_load_names
  7. Load the GNames table
  8. → unreal_load_objects
  9. Load the GObjects array
  10. → unreal_generate_sdk
  11. Resolve types and build the SDK
  12. → unreal_convert_sdk --lang cpp
  13. Emit ready-to-build C++ output
  14. done — agent drove CheatGear end to end.

Why Rust

Memory-safe tooling for memory hacking

CheatGear is built as modular, trait-based Rust crates — memory, engines, and plugins behind stable interfaces. The result is fast, reliable tooling with the safety guarantees the work demands.

Modular crates

Memory, engine, and plugin layers are separate trait-based crates with stable contracts.

Memory safety

Rust's ownership model removes whole classes of crashes from the tooling itself.

Native performance

No runtime, no GC — predictable, low-latency reads and writes against the target.

Extensible by design

Add a new engine or backend as a plugin behind the existing C FFI, not a core rewrite.

Cross-platform

Windows, Linux, and Proton/Wine

Run natively on Windows and Linux, including games running under Proton/Wine. Read memory externally with no injection, or opt into an injected D3D11 backend for pixel-perfect overlay ESP.

Windows
Native x86 and x64 process access
Linux
Native external memory access
Proton/Wine
Attach to games running under Proton/Wine
  • External access — Read and write without injecting into the target
  • Injected D3D11 backend — Optional in-process backend for pixel-perfect overlay ESP

Releases & community

Shipping every release

A steady cadence from v1.1 to v1.4 — new engines, scripting, AI, and live editing in every version. Follow the changelog or join the Discord.

Four releases, one year — and counting

Read the full changelog for every release, or jump into the Discord to ask questions and share findings.

Release timeline

  1. v1.1

    Foundation

    • Unreal Engine SDK generation (UE3 / UE4 / UE5)
    • External memory access on Windows and Linux
  2. v1.2

    Scripting & speed

    • Embedded Lua scripting console with LuaCATS autocomplete
    • Faster SDK generation (~5.5s → ~0.5s on Unreal)
    • Fixture / dump-replay mode using .cgdump snapshots
  3. v1.3

    AI & live editing

    • MCP AI server — 12 tools over localhost HTTP
    • Live memory inspector with inline editing and Ctrl+K search
    • Partial runtime memory decryption (XOR on GObjects)
  4. v1.4

    Unity & conversion

    • Unity IL2CPP support with auto metadata detection (v16–106)
    • Unity Mono runtime resolution
    • SDK converter emits CMake and .sln / .vcxproj project files

FAQ

Questions, answered

Intended use, supported platforms, anti-cheat scope, and how to get started.

From raw memory to a ready SDK in seconds

CheatGear is a Rust-built toolkit for memory editing, reverse engineering, and AI-driven automation — across Unreal and Unity, on Windows and Linux.

  • Windows
  • Linux