QuickStart #
Games by Hyper – Quickstart Guide #
Introduction
Thank you for choosing a Games by Hyper module! Games by Hyper is a small, dedicated team led by Eric Ruts, with over 50,000 hours invested in building modular, production-quality systems for Unreal Engine. Our focus is on delivering robust, original, and highly extensible tools, helping you build your game faster, smarter, and with fewer roadblocks.
We really hope you enjoy our systems. Feel free to reach out anytime.
With gratitude and warmth, Eric Ruts
Resources & Support #
Video Tutorials (Recommended)
- YouTube Channel – Games by Hyper
Tutorials are frequently updated and often made based on community requests.
Documentation
- Official Docs
Documentation is available but may be less up to date than the video tutorials. For the latest guidance, please check our videos first. Documentation will continue to be updated and expanded.
Courses
Udemy courses by Eric Ruts
Community & Support
- Join our Discord for community-driven support, quick questions, or to connect directly with the team:
https://discord.gg/gamesbyhyper
Migration #
- Before You Begin
- Back up your project.
This includes any Data Tables that might be affected during migration.
- Plugins
- Check which plugins are required for this module.
You can right-click the .uproject file and choose “Edit with Notepad” to view all plugins used in the project. - Most Hyper modules use the Common UI plugin for widgets.
- Project Settings
- Review the config files of this project.
Pay special attention to gameplay tags, physical surfaces, and all trace and object channels.
These settings are important for correct integration and may differ from your current project setup.
-
- Physical Surfaces:
Some modules use custom physical surfaces. Copy the setup from the config file and ensure the order and numbers match those in the demo project. - Damageable Trace Channel:
Used for correct hit detection. Check the config file for the correct number and response settings. - Interaction Trace Channel:
All interactables use this channel. By default, set to “Ignore.” Only set to “Block” for items you want to be interactable. Again, match numbers as in the config.
- Physical Surfaces:
- Migration Steps
- Migrate from the content folder of the module to the content folder of your target project.
- Do not choose to overwrite existing files when prompted–this will overwrite your data tables.
- Always use the Unreal migration tool. Never copy-paste files manually; it ensures references remain correct.
- Close your target project before migrating.
- Testing
- Open the Example map and test if everything works without any problems.
Do not continue if it does not. - For minimal file migration, select only the actor component you want, right-click, and select “Migrate” for that specific component.
Additional Notes
- Always migrate into your most complete project with the largest data tables (such as MST Pro).
- If you have multiple data tables with unique values from different systems, combine them by exporting as JSON, merging, and re-importing as needed.
- To restore original data tables (for example, if DT_Items is overwritten), download the correct data table file (available after verification), re-import it as JSON, and you’re set (ignore warnings).
- Always back up your data tables before starting migration or making changes.
If you encounter any issues, ensure your project has no errors and reach out for support. Following these steps will help migration and integration go smoothly.
Integration #
- Open the Example Map and check for components
After a successful migration, open the provided Example Map in your target project.
Test thoroughly: Play around in this map and ensure everything works as expected. If there are issues, resolve them before continuing.
Check the following assets for assigned actor components:
- Pawn
- Player Controller
- Game Mode
- Game State
Make sure to implement these components in your own system, or add them together with other Hyper modules as needed.
- Components
- You can integrate this system into any project, usually in any order.
Exception: Some systems (like the Unlock System and Ability System) may require a specific order in the Actor Component list. For example, the Unlock System should be below the Ability System if you want them to work together for unlocking features. - Add the required actor components to the appropriate assets (such as Pawn, Player Controller, Game Mode, or Game State) in your own project.
- If you have an advanced version of a component, use that one instead of the basic or example version.
- If you already added a component during a previous migration, only keep one instance.
- You do not need to use all components. Advanced users can swap components for their own implementations, but for most users, it’s best to use the provided setup.
- Refer to video materials for practical integration examples.
- If you use your own skeleton and want to utilize the equipment logic, add the following sockets (as needed) to your skeletal mesh:
weapon_r, weapon_l, ring_r, ring_l, head, body, necklace, backpack
