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

  1. local base = PatternScan("48 8B 05 ?? ?? ?? ?? 48 8B 88")
  2. [scan] match at 0x7FF6A1240C30
  3. local pawns = FindObjectsByClass("PlayerPawn")
  4. [unreal] 9 objects resolved
  5. for _, pawn in ipairs(pawns) do
  6. local x = ReadMemoryT(pawn + 0x130, "float")
  7. local screen = WorldToScreen({ x, y, z }, view, proj, w, h)
  8. DrawText("enemy", screen.x, screen.y, COLOR_GREEN)
  9. end
  10. [overlay] 9 labels drawn · 0.21 ms
  11. WriteMemoryT(pawns[1] + 0x80, 9999, "int32")
  12. [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.

LuaCATS type annotationsautocomplete · inline 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