Start Here
The Foundation of Your Next Game You found something special here. Hyper is not just a pile of Unreal Engine assets, and...
Documentation category
Getting Started is the guided route from "I have the files" to "I can actually play, test, and build with this." These pages are written for the moment where you do not want theory yet. You want the map to open, the character to spawn, the UI to work, inventory to exist, systems to be placed in the world, and the project to feel like a real base instead of a pile of assets.
Start here: Start Here, then Migrate and Integrate Hyper.
Hyper is modular, but the first pass should not feel like assembling a spaceship blindfolded. This category gives you a practical order: migrate, configure the map, set up the player, connect UI and inventory, prepare the environment, then add gameplay systems one by one.
Do not try to integrate every system at once. Get one small slice working, test it, then add the next. The systems are built to work together, but your first project pass should be calm, visible, and easy to verify.
The Foundation of Your Next Game You found something special here. Hyper is not just a pile of Unreal Engine assets, and...
The Hyper Integration Tool is strongly recommended when you are migrating and integrating Hyper systems into your own Unreal project. Instead of...
Use this page before setting up your own maps and systems. Migration moves Hyper content into your project. Integration connects the migrated...
Use this page to set up the GameMode, gameplay framework classes, required components, and world actors for your own playable map. The...
Use this page after your project has a playable map and a character class assigned. If those basics are not ready yet,...
Use this page to configure which map your main menu opens and which main menu settings are shown for singleplayer or multiplayer....
Use this page to quickly adjust the visual style of the UI through the Hyper CommonUI style classes. This is meant for...
Use this page to choose which core attributes your character uses and where to adjust the main attribute behavior values. Related setup:...
Use this page to select the player inventory type, assign the correct inventory component, configure context menu actions, and optionally define starting...
Use this page when an interact location, such as a storage chest, loot chest, or crafting station, should use a different inventory...
Use this page when you want to customize data-driven content such as items, equipment, crafting recipes, abilities, buildables, quests, dialogue, NPC definitions,...
Use this page to create a new equipment item, add it to the required data tables, choose the correct equipment base class,...
Use this page to understand the recommended way to customize Hyper systems without editing core framework files directly. Related setup: Set Up...
Scope: this page is not about setting up the map you play in. For GameMode, player classes, navigation mesh, weather, time, and...
Use this page if you use the building system and want players to build on landscapes or other world objects. Related setup:...
Use this page when you need to decide how players come back after death, loading, checkpoints, arena rounds, or team-based gameplay. Before...
This page only covers placing a swimming volume. It assumes the required prerequisites are already working. Required plugins are enabled and integrated,...
The Mesh to Actor Swap system is straightforward once it is integrated. Hyper already has automatic mapping from items in DT_Items to...
Use this page when your systems are integrated and you want to place actual gameplay actors into your map, such as AI,...
Use this page to change the default background music and battle music when you use the Hyper background music system. The system...
Use this page after the World Map system has been migrated, integrated, and tested in the default project. The goal is to...
Use this page to set up a first simple narrative that combines quests, dialogue, actors in the world, quest markers, world map...