Hyper Procedural Spline Toolkit
28,00 €
Demo downloads: 0
Description
Discord💬📁 Spline Toolkit 📷 Written reviews 💭 Quickstart guide📑
Hyper Procedural Spline Toolkit v3
Author fences, walls, roads and organic spline content with two complementary spline systems: a classic blueprint-based spline for direct mesh-driven setups and a PCG-generated spline for large scale procedural placement. Both are performance-focused and include editor helpers to speed authoring.
Key features
- Blueprint spline (mesh-driven) — select a mesh and author splines that place and orient that mesh along the curve. Options include forward axis, update spline automatically in editor, spline up direction, rotation inverse and per-point type overrides.
- Point type overrides — set all spline points to one type: curve, constant, linear, curve-clamped or custom tangent. Includes a single-button action to set all points to the chosen type.
- Editor actions for mesh spline — Build Spline, Disable Collision and Enable Collision on generated spline for editor performance and quick iteration.
- Perfect for lerp-mesh workflows — ideal for castle walls, continuous mesh walls, rails and other cases where meshes are interpolated along a spline.
- PCG-generated spline — places individual meshes along a generated spline without deforming the mesh. Controls include override section length, scale min / scale max, rotation variation min / rotation variation max, offset min / offset max.
- Project to landscape — PCG spline includes a Shoot Project to Landscape button to snap placements to terrain. Great for fences, spike walls and procedural boundary elements.
- Decal spawner (spline mesh based) — spawn decal roads and worn paths along splines using spline-mesh decals for quick road layout and visual fidelity.
- Example content — example map with landscape, fences around a small town and small wall examples to demonstrate real-world setups and recommended workflows.
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.
About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.
Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available: