Scripting
Script the whole toolkit
An embedded Lua console exposes the full memory API, process and module enumeration, pattern scanning, overlay drawing, and engine-aware Unreal and Unity SDK APIs — with LuaCATS autocomplete so the API is discoverable as you type. Scripts run on a background thread, are timeout-safe, and work on live games or replayed .cgdump fixtures.
Lua console
The full toolkit, exposed to Lua
Every capability below is callable from the embedded console — memory access, scanning, overlay drawing, and the Unreal and Unity SDK APIs, with the real function names you call.
01 Memory read / write
Read and write typed values, up to 16 MB per call.
- ReadMemory()
- WriteMemory()
- ReadMemoryT()
- WriteMemoryT()
02 Process & modules
Enumerate processes and modules and resolve the main module base address.
- GetProcesses()
- GetModules()
- GetBaseAddress()
03 AOB pattern scanning
Scan for array-of-bytes signatures to locate code and data.
- PatternScan()
04 Overlay drawing
Draw lines, text, boxes, and circles with built-in color constants.
- DrawLine()
- DrawText()
- DrawBox()
- DrawCircle()
05 Unreal API
Find objects, read properties, and project world coordinates to screen.
- FindObject()
- FindObjectsByClass()
- WorldToScreen()
- GetBoneMatrix()
- GetGObjects()
06 Unity API
Query the reconstructed IL2CPP and Mono SDK — classes, fields, methods, and enums — from script.
- GetSdkClasses()
- GetSdkClassFields()
- GetSdkClassMethods()
- GetSdkInfo()
07 LuaCATS autocomplete
Type annotations drive editor autocomplete so the whole API is discoverable.
08 Background-safe execution
Scripts run on a background thread and are timeout-safe — the GUI stays responsive.
09 Fixture replay
Run the same scripts against a live game or a replayed .cgdump fixture.
Live console
Write a full ESP loop in a few lines
Pattern-scan for a base pointer, resolve Unreal objects, project world coordinates to screen, draw the overlay, and write back to memory — all from one script.
One API, end to end
Scanning, memory reads, the Unreal object model, world-to-screen projection, and overlay drawing are all reachable from the same console session.
Background-safe and timeout-safe
Scripts run on a background thread and are timeout-safe, so the GUI stays responsive no matter what your loop does.
Live games or replayed fixtures
The same script runs against a live target or a replayed .cgdump fixture, so you can develop and debug without launching the game.
cheatgear — lua console
- local base = PatternScan("48 8B 05 ?? ?? ?? ?? 48 8B 88")
- [scan] match at 0x7FF6A1240C30
- local pawns = FindObjectsByClass("PlayerPawn")
- [unreal] 9 objects resolved
- for _, pawn in ipairs(pawns) do
- local x = ReadMemoryT(pawn + 0x130, "float")
- local screen = WorldToScreen({ x, y, z }, view, proj, w, h)
- DrawText("enemy", screen.x, screen.y, COLOR_GREEN)
- end
- [overlay] 9 labels drawn · 0.21 ms
- WriteMemoryT(pawns[1] + 0x80, 9999, "int32")
- [ok] committed to memory · health frozen
Discoverable API
LuaCATS autocomplete as you type
Type annotations describe every exposed function, so editor autocomplete surfaces the whole API — no docs lookup, no guessing at signatures.
Every function exposed to the console ships with LuaCATS type annotations, so your editor can autocomplete names, parameters, and return types as you write a script.
The whole API stays discoverable without leaving the editor.
At your fingertips
- Typed memory reads and writes
- AOB pattern scanning
- Overlay lines, text, boxes, and circles
- Unreal object model and Unity SDK reflection
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
