Multiplayer, Player Hiding, and Cheating - security risk ?

@matan19 For ESP/wallhack etc you’re going to have to look at mitigation/server-side detection/arbitration instead of prevention. There’s no other cost effective approach to be had at this time. Especially for indie devs.

Look at games like PubG, WarZone, CoD, Battlefield…CSGO. They are inundated with cheats. These are games that spend millions on client-side cheat software, anti-cheat engineers, reverse engineering, patching etc. A week after they patch for specific cheats the cheats are updated and working again (ESP, Wallhack, Radar).

PubG (UE4 based game) recently started encrypting there updates (replication data) to stop middleware esp/wallhacks. Clients were routing through VPN’s that would sniff the packet and provide a radar map for another device to display. It worked for about a week. The longstanding approach is using DKOM to read game memory directly. The data can then be sent to another device on the local network (phone, laptop, pc, tablet etc) and display a radar map, a 1:1 view with esp overlay and so forth.


Hiding a player in an attempt to limit or outright stop replicating information would not work. Current cheats simply mark a players position frame to frame. In this regard they’d simply maintain a mark on the last known position.

Ever had a game lag out for a second or two? Did you notice that other players stopped moving? Last known position! Same applies to cheats.