Attribute Manager
The Attribute Manager is a character stat and state-effect system for health, stamina, survival resources, combat values, skill progression, equipment bonuses, temporary...
Documentation category
Combat is one of the places where the Hyper ecosystem shows its scale. This is not just "apply damage." Combat can involve attributes, state effects, team affiliation, equipment, abilities, target locking, health, ragdolls, limbs, corpse behavior, decomposition, lootable bodies, assassination logic, and the systems that need to know who did what to whom.
Related setup: Configure Attributes, Make your own Equipment.
The Attribute Manager is a character stat and state-effect system for health, stamina, survival resources, combat values, skill progression, equipment bonuses, temporary...
The Team Affiliation System is a gameplay-tag-based relationship system. It checks whether two actors share at least one affiliation tag, then lets...
Important: Read the Inventory documentation first so the container system, item data, and item movement rules are clear before configuring equipment. Overview...
The Ragdoll System provides a reusable component-driven workflow for putting a character into ragdoll and recovering back to animation. The setup is...
The Ability System defines active abilities, passive abilities, buffs, targeting, casting, impact behavior, projectiles, beams, AOE effects, cooldowns, and ability-driven status effects....
The combat system includes a lightweight target locking feature activated with T. When active, it auto-rotates the camera toward the selected target...
For shared setup guidance, see the Migration Guide and Integration Guide. Use the System Atlas to look up functions, variables, events, components,...
The Hyper Combat Framework combines equipment, attributes, locomotion, animation, projectiles, hit reactions, damage, input, and replication into a modular combat layer. Use...
AC_Actor_Health is a reusable, server-authoritative actor component for health, damage, healing, replication, and zero-health callbacks. For shared setup guidance, see the Migration...
Technical documentation for HyperBlueprint implementation based on supplied AC_CH_Lootable_Corpse and BP_Lootable_Corpse evidence For shared setup guidance, see the Migration Guide and Integration...
Technical documentation and user guide. Demo overview: humanoid corpse decomposition display with live state readout. Introduction The Corpse Decomposition System is a...
We noticed you're visiting from Netherlands. We've updated our prices to Euro for your shopping convenience. Use United States (US) dollar instead. Dismiss