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Engine Helpers

Tiago Valente edited this page Oct 10, 2026 · 1 revision

Many games keep the names of their classes and fields in memory. Where they do, the Engine tab turns bare addresses into names: an object is "a PlayerCharacter" and an offset is "FireRate".

Read this first: the engine helpers are new in 0.4.0 and have only been tested against memory layouts built for the tests. None has been run against a real game yet. Expect rough edges, and please report what you find, with the game's title ID and version.

What is supported

Engine Class names Fields Live objects Functions
Unreal Engine 4 and 5 Yes Yes, with type and offset Yes Yes
Unity (IL2CPP) Yes Yes Yes Yes
Godot Partly Script variables Partly No
GameMaker Detection No No Script and object functions
Other C++ games that keep class names Yes No (the names are not stored) Yes No

Games on a studio's own engine (most first-party titles) fall under the last row, if they kept class names at all. Many strip them, and then the tab says so.

Detection starts when you first open the Engine tab, not when you connect, and can take a little while on a big game. The summary card says which engine was found, the evidence, and what was tried.

Using it

  • Search classes by part of a name, open one to see its parent and its fields with offsets and types.
  • List live objects of a class, with a few field values.
  • On a field: Use this as a cheat, see what it points to, show it in Memory, or look at it in Debug.
  • Search functions where the engine keeps them, and jump to the code.

A cheat made from a field of a heap object uses a raw address, which is only good until the game restarts; the cheat's note says so. Use the pointer finder to make it last (see Making and Managing Cheats).

Hidden settings and switches

Unreal: game settings hidden from the menu

Unreal games have hundreds of "console variables" that the menu never shows: frame-rate cap (t.MaxFPS), resolution scale, motion blur, field of view and so on. The Engine tab lists them with their current values, has shortcuts for the common ones, and can add one to your cheats with sensible choices.

Changing a value this way writes memory directly, so a setting the engine only reads at start-up will not react.

Any engine: find hidden switches

Searches the game's read-only data for words such as debug, cheat, god, noclip, fps and devmenu, in plain and wide text, and groups the hits by topic. For each hit, what uses this finds the code that refers to it, which is where a curious modder starts looking for a developer menu or a frame-rate lock.

Finding the text is the easy half. Whether the feature behind it still exists in the shipped game varies; many are compiled out.

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