Start Here
Updated May 23, 2026
The Foundation of Your Next Game
You found something special here. Hyper is not just a pile of Unreal Engine assets, and it is not a narrow template that only works if your game fits one exact idea.
Hyper is a modular Unreal Engine game-development framework built around production-minded systems, reusable architecture, practical examples, and more than 75,000 hours of real Unreal Engine development.
This is the foundation of your next game. A serious technical base you can prototype with, customize, extend, and grow into your own project.
Build Almost Any Kind of Game From This Foundation
Hyper is not locked to one genre. You can use it as a base for many kinds of Unreal Engine projects:
- Oblivion-style RPGs
- ARK-style survival games
- GTA-style open worlds
- Sons of the Forest-style co-op games
- Rust-like multiplayer worlds
- Assassin’s Creed-style singleplayer adventures
- Narrative RPGs
- Sandbox games
- Automation-heavy worlds
- Survival crafting games
- Open-world PvE or PvP games
- Base-building and colony-style projects
- Exploration, quest, and dialogue-driven games
- Your own strange, beautiful hybrid that does not fit neatly into a genre box
You bring the game idea. Hyper gives you the foundation to build it on.
Why Hyper?
- The strongest public modular Unreal Engine framework available at this scale. Most studios keep tools like this internal. Hyper makes a serious technical foundation available to solo developers, indies, and teams.
- Built from 75,000+ hours of Unreal Engine work. System design, Blueprint architecture, multiplayer patterns, documentation, testing, examples, iteration, and real production problem-solving.
- Systems that are designed to work together. Inventory, crafting, equipment, interaction, UI, combat, attributes, multiplayer, AI, quests, dialogue, maps, progression, survival systems, environment tools, performance helpers, and more can all live inside one larger ecosystem.
- Not a content dump. Hyper gives you working examples, modular structure, documentation, and patterns you can extend into your own game.
- Made for serious projects, not just demos. Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries.
- Start fast, grow cleanly. Use the included examples, replace visuals, adjust data, create child Blueprints, connect systems, and build toward your own game without rebuilding the same foundation from scratch.
What This Means For You
With Hyper, you are not buying one isolated feature.
You are buying into a framework that helps you:
- Prototype faster
- Build on proven systems
- Avoid months or years of foundation work
- Connect gameplay systems instead of stitching random assets together
- Customize through data, child Blueprints, and modular components
- Scale your project without losing structure
- Turn examples into your own game instead of starting from zero
Hyper gives you the systems underneath serious games: inventory, interaction, UI, combat, attributes, multiplayer, AI, quests, dialogue, maps, progression, building, survival loops, environment tools, save/load, performance helpers, and more.
Prototype faster. Customize deeper. Build on a foundation that can grow with your game.
Useful starting points: Use the Automatic Integration Tool, Migrate and Integrate Hyper, Set Up Your Map to Play In, Set Up Your Own Character, Set Up Your Main Menu and Game Map.
What You Are Looking At
Hyper is built as a larger Unreal Engine ecosystem. Some pages are quick setup guides. Some pages explain a complete system. Some pages are reference material for assets, components, data, events, functions, extension points, and ownership rules.
Do not try to understand everything before you begin. Use the Getting Started pages to create a working baseline first. Once your own map, character, menu flow, and core data are working, the deeper system documentation becomes much easier to read because you can test every idea in your own project.
Getting Started
Start with the core setup pages first. If you are integrating multiple Hyper systems, the free Integration Tool is usually the fastest path. It creates a combined setup automatically, and then the other Getting Started pages help you verify, adjust, and customize it for your project.
| Step | Use it when | Done when |
|---|---|---|
| Use the Automatic Integration Tool | You want automatic migration and integration for the Hyper systems you own. | The tool creates a generated integration project and you have reviewed the basic follow-up errors. |
| Migrate and Integrate Hyper | You are adding Hyper content to your project manually or want to understand the migration/integration process. | Example maps open and play without errors. |
| Set Up Your Map to Play In | You want your own level to use the correct GameMode, player classes, save flow, and world basics. | You can press Play and spawn into your own map. |
| Set Up Your Own Character | You want your own character, visual, voice, team, and gender setup. | Your chosen character spawns and behaves correctly. |
| Set Up Your Main Menu and Game Map | You want the menu to open your map and use the correct singleplayer or multiplayer flow. | The menu launches the correct game map. |
| Customize Your Datatables | You want the project to use your own items, systems, labels, values, and content definitions. | Your project data reflects your game instead of only the example content. |
| Choose your systems | You want to configure the parts of Hyper your game needs: UI, attributes, player inventory, interact inventory types, equipment, modules, game environment, building landscape setup, respawn mode, water volume swimming, mesh-to-actor swap, game mechanics in the world, music, world map, and your first narrative. | The selected systems work in your own project and map. |
How to Use These Pages
- If you own multiple Hyper systems, start with the Use the Automatic Integration Tool.
- Start in the example maps and confirm the feature works there first.
- Move one system at a time into your own project or map.
- Use child Blueprints, duplicated project-specific assets, or your own data rows where that makes future updates safer.
- After each change, test in Play In Editor before moving to the next system.
- When a Getting Started page links to a deeper system document, use the deeper page for asset names, advanced options, architecture notes, and extension points.
- If you need to search across functions, variables, events, components, or system boundaries, use the System Atlas as a reference map.
Core vs Optional
Core steps: use the Integration Tool where possible, migrate and integrate Hyper, set up your playable map, set up your own character, connect the main menu/game map, and make sure your project data belongs to your game.
Optional steps: UI, attributes, inventory, environment, building, mesh-to-actor swap, swimming, respawn, map, narrative, music, gameplay actors, interact inventory behavior, equipment, modules, and datatables. Most real projects will use several of these, but you do not need all of them on day one.
A good Hyper project grows in layers. Get one layer working, test it, commit it, and then add the next one.
Before You Start
Hyper gives you a lot of power, and that means you should treat your project like a real production project from the beginning. A little discipline here will save you days later.
- Use version control. This is not optional for serious Unreal work. Commit before migration, before large data table changes, before deleting assets, and before changing shared framework classes.
- Use a real remote repository. Azure Repos is a practical option for private Git repositories, and Microsoft’s Azure DevOps pricing currently lists the first five Basic users as free with Azure Repos included. GitHub, Perforce, Plastic SCM, and other setups can also work. The important part is that you can roll back safely.
- Do not rely on one local folder. Make backups, keep commits, and avoid making large irreversible changes without a restore point.
- Use the Integration Tool when it fits your setup. It can save a huge amount of manual migration and integration work, but you still need to review the generated project and remove setup for systems you do not own.
- Test the Hyper example maps first. If the example map is broken, fix that before moving content into your own project. Do not build on top of a broken baseline.
- Move in small passes. Migrate, test, commit. Configure, test, commit. Customize data, test, commit.
- Keep notes of what you changed. Track which Hyper assets you duplicated, inherited from, edited directly, or replaced with your own project-specific version.
- Ask for help when you are stuck. The community Discord is the best place for quick questions, verification help, screenshots, and workflow discussions.
About Games by Hyper
Games by Hyper is built by a developer focused on serious Unreal Engine production: modular Blueprints, scalable data, multiplayer-aware systems, reusable architecture, and documentation that helps you actually build.
The goal behind Hyper is ambitious but simple:
Give developers access to the kind of technical foundation that normally takes studios years to build internally.
Hyper exists so you can spend less time rebuilding common game systems and more time creating the game only you can make.
What to Do Next
If this is your first time setting up Hyper, go straight to the Use the Automatic Integration Tool if you want the fastest automatic setup, or Migrate and Integrate Hyper if you want to do the process manually. After that, set up your playable map, character, main menu, and core data. Once that loop works, you can start choosing the systems that define your game.
You do not need to master the whole ecosystem today. Get one clean playable path working. Then make it yours. You can do it!
Thank you for trusting us.
From the whole Hyper team, thank you.
With warmth,
Eric Ruts
Company Lead, Games by Hyper