Cheat Engine Exploit Detection

I’ve seen that someone else posted about a detection that just renames the Players service but I found that to be a bad implementation because some script developers use game.Players instead of retrieving their services using GetService any who here’s a little quick detection for now:

Create a LocalScript in ReplicatedFirst

for i,v in game:GetService("TeleportService"):GetLocalPlayerTeleportData() do
    if typeof(v) == "Instance" and v.Name == "Inject" then
        game:GetService("Players").LocalPlayer:Kick()
    end
end

don’t rely on this detection because it can easily be bypassed if they decide to rename their injector’s script name but it should suffice for now. and to the people saying this is easy to bypass their executor runs at the same level as a LocalScript meaning they only have an identity of 2 so they aren’t able to hook anything or really do much.

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the only defense against exploits are server-sided detections…

most executors make the script names obscured and can just bypass the script easily before it loads because it is on the client.

it would be best to make this local script into a server script. then it is an actual exploit detection method for some old executors

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Pretty sure cheat engine is way slower than ReplicatedFirst, also It isn’t an old executor, It’s a new method that bypasses hyperion by using tools, and hacking into a local script bytecode or smth like that, but It has a lot of detections and It’s level 2 with no custom functions at all, so forget about things like Core Gui

This method hijacks the LocalScript’s thread. They have no real power it’s basically the exact same as LocalScript then their execution method is just basically a recreation of loadstring. They can change the name of the script but you should in theory always be able to detect this executor due to the Player’s Teleport Data

please do not make such forum posts, this is extremely easy for them to bypass, and there are multiple way to do it.

once you ban one exploiter, he’s gonna complain to the people who made the exploit and they will fix it within minutes.

2 Likes

regardless if anything is slower than any service inside the roblox engine, executors are preloaded when injected before the actual game environment loads. plus, as @karlisjarl stated:

loads of exploits have access to local scripts loaded onto the client. having a detection on the client side makes it easy to bypass in the first place.

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Deleting a local script enviroment is a thing, also how would they bypass if they can’t even execute, It doesn’t load before replicatedfirst, the player literally needs to equip a tool in order for it to work, so It loads way slower than any roblox service, and It’s local script lvl :skull:

If things like krnl, and other executors could get detected way before byfron was implemented in UWP version, why would this cheat engine lvl 2 would be better than an executor with CoreGui access, and “Complete” access to the client which are like a lot harder to even detect in the first place.

“don’t rely on this detection because it can easily be bypassed if they decide to rename their injector’s script name but it should suffice for now.”

every detection is easy to bypass if you were really wanting to stop them you would just check if the user is teleporting in or not and if they have any data.