Frequently Asked Questions

Common Questions

  • If there is an update, should I update my own project?

    If you're currently deep into your production with Hyper V2 modules, the decision to upgrade depends on several factors:

    1. General Advice for Active Projects:

    o In normal development situations, especially when actively programming, it's generally advised not to update. External updates from Unreal Engine or any marketplace asset can potentially conflict with your ongoing work, considering the frequent changes to your own architecture.

    2. Easy Update if you did not change any code:

    o If you've primarily worked on the environment or something similar and haven't extensively modified the code of Hyper Assets, updating can be relatively straightforward.

    3. Important Notes for Updating:

    o Always make a backup and use version control before attempting any update.

    o Note that I cannot provide assistance in the updating process, and I don't maintain a log of every specific node change due to the extensive nature of updates.

    4. Updating Your Current Project:

    o If you haven't changed any code, consider removing all Hyper files, migrating, and integrating them anew.

    5. Additional Considerations:

    o Document any changes you make to my specific code.

    o Ensure your own data tables are backed up before updating.

    o Maintain the same folder structure to avoid overwriting files if they've been moved.

    6. Product Philosophy:

    o My products are sold "as is" and aren't regularly updated with new features. Updates focus on bug fixes and incremental improvements. You purchased a system for specific reasons in that current state while not expecting constant feature updates.

    7. File Structure and updating:

    o I aim to keep the file structure consistent for easy migration. However, if deemed necessary I can change. When you have the same versions and file structures, you can migrate the new files over your existing project but be aware that this will overwrite any changes in the code and the data table.

    o After migration, re-add your custom additions and reimport your own data table.

    o In the new updates I have changed the file structure I have created a Core folder that includes all the fundamentals of the architecture of an asset. E.g. Datastructures, Abstract Classes, Interfaces, etc. All the implementations are outside of the core files. Because of these changes, you cannot overwrite the files with older products easily.

    8. Selective Code Integration/Cherry picking:

    o For those deeply immersed in their projects, having implemented substantial code modifications, selectively picking specific portions of code for integration into your own project can be a strategic approach. This method proves beneficial for advanced users, allowing them to leverage the advantages of the new template while preserving their existing project structure.

    9. Conclusion:

    o Generally, updates may not be necessary. Consider the outlined steps carefully if you decide to update, ensuring the smooth integration of the latest assets into your project.

  • What you can expect from official support.

    There are thousands of people in the Games by Hyper community. To be able to offer the best support possible the following guidelines apply:

    Official Support Expectations

    • Community support forums after verification

    • Downloadable written documentation

    • Technical walkthrough videos when available on certain specialized topics

    • Bug fixes (prioritized by impact)

    • Engine updates for at least 3 years after the publishing date or until drastic engine changes (e.g. UE6)

    • Option to buy custom support at an hourly rate. Discounted per 5 hours.

    What is not included in standard support?

    Several examples fall outside the scope of default support and should not be anticipated:

    • Custom integration support

    • Bug fixes that arise in your project only after manually changing the code

    • Personal chat or video calls for any inquiry like advice on your project

    Additional, non-official support I might offer:

    In certain exceptional cases and subject to my availability, I may provide extra assistance on a complimentary basis. However, this is not guaranteed or obligatory. I am more inclined to offer time for this if you approach the situation with respect and kindness:

    • Offering abstract integration advice for your custom projects, provided your question aligns with support guidelines.

    • Providing personal-level pointers

    • Aiding in identifying the cause of bugs occurring in your project after integrating with one of Hyper's assets

    • Conducting a personal voice call to offer guidance in your custom integration project.

  • If you are develop RPG, Shooter, and other modules in the future. Will they be compatible?

    The whole idea of the Hyper assets is that it is highly modular. I intend other modules to be easily compatible on the same engine versions. 

  • Is it easy to integrate system X with system Y?

    Determining how easy migration and integration isn’t a straightforward 'yes' or 'no' answer. It depends on factors like 

    • Your skills,

    • System modularity,

    • Effort you're willing to invest, and more.

    While we've worked to make integration and migration simple, game development complexities shouldn't be underestimated. For example, a building system involves various aspects like interaction, inventory management, outlines, damage handling, etc.

    Migrating with Hyper assets is often easier than using custom ones. We provide documentation, tutorials, and videos for Hyper product migration. However, these resources don't cover external systems; you'll need to handle that independently if needed. The ⁠documentation-and-tutorials channel gives insights, and I've ensured clear outlines for connections to other systems, like inventory calls, adaptable to your own systems. In the support forums I am always happy to give pointers.

  • Did you make everything yourself?

    Nearly everything is made by me! However, I am also using amazing Epic Games content where I can. For instance, for my advanced locomotion framework, I've taken the Lyra animations as a base and adapted it.

    I also would like to reference some cool asset creators that publish CC0 models which I occasionally use. Please support them where possible: 

    • https://polyhaven.com/

    • https://ambientcg.com/

    • https://opengameart.org/ 

    • https://www.blendswap.com/ (Please make sure to filter on CC0)

  • The price is way too high! I want it for free!

    I aim for maximum accessibility of MST for you, ensuring that you can select the tier that aligns with your budget and desired features. The starter tier is extra cheap to make sure most have a good option. It is good to know you can upgrade anytime if you need more functionalities.

  • Will you keep making modular components available?

    Yes, I think the strength of my products is that they are highly modular. I will keep publishing separate products on the marketplace which people can choose without having to commit to a full template. 

  • I am missing a crucial feature! Are you going to add it?

    Always let me know. If I really think it is crucial, I might add it. However, you should treat the template as is. It is good to know that this is a template, not a full game. The whole purpose of the template is to provide a foundation for you to build upon. This does not mean that no game development knowledge is required. On the contrary. If you want to utilize any assets you need to have the required skills to build upon it. Please utilize the documentation for it, and if needed the courses https://gamesbyhyper.com/courses/  

  • Is it 100% Bug-free?

    The framework is in a good state. In large and complex systems like this is can happen bugs will arise that I did not foresee. If you are experiencing any, please report them and I will fix it asap. Bug fixes are prioritized on the impact it has.

  • Can I make an MMO like WoW with this?

    In regard to expectation management of developers that want to build an MMO: It is hard, and requires a lot of custom implementations. I made it as easy as possible but I do not support large-scale MMO by default since it most likely requires custom engine implementations and more. Multiple people in our community are doing a successful approach and are working on custom implementations like segmental replication and more. I think the most easy answer is: If you need to ask this question, the answer will probably be not for you. If there are any other creators who say it is all possible and easy… They are most likely not telling the whole story! 

  • What are the system requirements?

    None of the technical components require a high-end system and should run without any significant performance impact.

    Nearly all performance impacts in the maps are assigned to the visual aspects of the map and related render settings. If you are targeting lower spec systems, consider adapting Lumen, VSM, bake lighting, simplifying meshes, and limiting texture size.

    In all example maps Lumen, VSM, and Nanite are enabled (UE5 Default). These settings do have a significant base impact. With these settings, a 3 or 4000-series graphics card is recommended or something similar.

  • What engine version does it run on?

    We have made the modules on the newest version. For now, it is 5.3.2. We chose the latest version to minimize problems with all the new features Epic made in the engine. Preferably with the current roadmap details we would like to base the template on 5.4 and probably stick with that version.

  • Is the framework as is, or will you also make quest and dialogue systems for it?

    The framework is as is, besides the fishing and save system. That is a promise from me to add in the Pro tier. I do not intend to add any other systems or at least will not promise it. Questing and dialogue will be for things like an RPG framework. 

  • How long have you been working on this?

    Good question. The answer is years! I do have over 10 years of experience now in Unreal Engine. Only in the past years, I have been working on these assets. So yes, that will mean if you have purchased my assets, you are using years of work to your advantage! I hope this helps you enable to focus on the creative side of the project. 

  • Am I required to use your other assets?

    Absolutely not. I am trying to provide the best building blocks for any of your projects. Feel free to adapt them as you see fit. I’ve made it as easy as possible to work on any type of project.

  • This system is huge! How will I be able to learn efficiently?

    I do provide optional courses. Currently, I have a course for absolute basics of UE5 and one in the making for learning how to create a multiplayer survival framework.

    UE5 Basics:

    Are you new to Unreal Engine and eager to grasp its fundamental principles? This course covers everything from understanding variables to unraveling the complexities of networking.

    Multiplayer Survival Framework Course:

    This course will guide you through the process of crafting the foundation of a multiplayer survival game with Unreal Engine 5. We will start with the essentials, such as thinking out the architecture and setting up a map. From there, we will dive into the technical aspects, exploring the world of Unreal Engine’s visual scripting through blueprints. You will gain proficiency in functions, macros, interfaces, variables, networking, and a wealth of other crucial concepts.

    The Survival Framework course helps to comprehend an extensive framework that also highlights “why” certain architectural choices are made with the goal to provide you with foundational knowledge.

  • What makes Hyper better than other assets on the marketplace?

    Hyper Modules: Your Premier Choice for Unreal Engine

    1 Top-Tier Modularity:

     Hyper offers unmatched modularity in the Unreal Engine Marketplace. Select only the components you need, ensuring a streamlined and efficient development process.

    2 High-Quality, Organized Code:

     Our assets set the standard for quality and organization. With Hyper, you'll find clear, well-structured code, designed for segmented functionality. Every module is logically placed, enhancing clarity and ease of use. No spaghetti code here!

    3 Robust and Reliable:

     Hyper Modules excel in crucial non-functional requirement areas such as: flexibility, maintainability, scalability, compatibility, usability and performance. Opt for Hyper and invest in a resilient, adaptable solution for your projects.

    Choose Hyper Modules for reliability, quality, and unparalleled modularity in your Unreal Engine endeavors. 

  • Can I upgrade anytime?

     Due to the versatile nature of Hyper Modules, I can provide various
    tiers for you to select the one that suits your requirements.  

    You can begin with the starter tier and assess its
    suitability. If you require additional features, you have the option to
    upgrade to the Plus or Pro tiers.  

    If you've acquired a game template, you can enhance it by
    paying only the price difference between the tiers. For more details, please
    visit: https://gamesbyhyper.com/request-tier-upgrade/