Dialogue System
The Dialogue System is a data-driven framework for fixed conversations, branching choices, predefined voice lines, world dialogue, proximity reactions, and dialogue-driven gameplay...
Documentation category
This is where Hyper starts feeling less like a collection of systems and more like a world that can remember, guide, surprise, reward, and tell stories. Exploration and narrative can be as small as one NPC with one quest marker, or as large as a layered RPG structure with regions, quest chains, dialogue, codex entries, inspections, map markers, memories, level instances, and scripted sequences all working together.
Related setup: Set Up First Narrative, Add Your World Map, Set Up Game Mechanics in Your World.
A simple narrative might ask the player to talk to an actor, inspect an object, follow a marker, complete an objective, and receive a reward. A larger narrative can touch almost every layer of the game: quests, dialogue, world map markers, guide prompts, regions, memory state, teleporting, databank unlocks, visual novel scenes, event triggers, level streaming, reputation, unlocks, inventory items, AI targets, and combat encounters.
That is the point of this category. It is not only about writing dialogue. It is about giving designers and developers the infrastructure to build playable story logic without hardcoding every beat into one-off Blueprints.
The Dialogue System is a data-driven framework for fixed conversations, branching choices, predefined voice lines, world dialogue, proximity reactions, and dialogue-driven gameplay...
The Memory System is a lightweight, tag-driven state layer that lets characters, quests, dialogue, map markers, and world logic remember past events...
The Quest System is a data-driven framework for defining, tracking, and completing player missions. It supports main quests, side quests, staged objectives,...
The Map System provides a world map, minimap, compass, map markers, fog/undiscovered logic, world beacons, and a texture-generation workflow for top-down map...
The Teleport System provides safe player teleportation for projects using World Partition or Level Streaming. It validates the teleport destination, fades the...
The Guide System shows player-specific guidance at the moment a gameplay event occurs. Guides are driven by Gameplay Tags and authored in...
The Visual Novel System provides a cinematic storytelling framework for dialogue-driven scenes in Unreal Engine. It combines images, audio, text, optional animation,...
Overview The Region System is a border-driven area management framework for Unreal Engine projects. Instead of relying on large trigger volumes, it...
Overview The Inspection System is a modular Blueprint framework for presenting readable, audible, and viewable interactables to the player. It supports traditional...
For shared setup guidance, see the Migration Guide and Integration Guide. Use the System Atlas to look up functions, variables, events, components,...
User guide for Hyper’s centralized Level Sequence playback workflow For shared setup guidance, see the Migration Guide and Integration Guide. Use the...