Migrate and Integrate Hyper
Updated May 23, 2026
Use this page before setting up your own maps and systems. Migration moves Hyper content into your project. Integration connects the migrated content to your own GameMode, PlayerController, Character, GameState, PlayerState, data tables, project settings, and example maps.
Related setup: Use the Automatic Integration Tool, Set Up Your Map to Play In, Gameplay Tags, Datamanagement, System Atlas.
Before You Begin
- Back up your project and any important data tables. Use version control.
- Close the target project before migrating content into it.
- Check which plugins are enabled in the Hyper project, especially Common UI and any plugin required by the module you migrate.
- Review config files for gameplay tags, physical surfaces, trace channels, object channels, input, and other project settings.
- Decide whether you are migrating a full system or only a specific component.
Recommended: Use the Automatic Integration Tool
Migration and integration can be tedious, especially when you own multiple Hyper systems. The free Hyper Integration Tool can automatically create an integration project from the Hyper projects you own.
The tool is strongly recommended when it fits your setup. You should still review the generated project, remove logic for systems you do not own, and verify your GameMode, components, data tables, and required world actors.
Migration Steps
- Open the Hyper project that contains the system you want to use.
- Select the content or actor component you need.
- Right-click and use Unreal’s Migrate tool. Do not copy files manually, because migration keeps references intact.
- Migrate into the Content folder of your target project.
- Do not overwrite existing files unless you are certain. Be especially careful with data tables.
- Open the target project and let Unreal load, compile, and discover any missing references.
Integration Steps
- Open the provided Hyper example map in your target project.
- Press Play and confirm the example map works before changing your own map.
- Check which components are assigned to the example Pawn, Character, PlayerController, GameMode, GameState, and PlayerState.
- Add the required components to your own matching classes.
- Merge or restore data tables only after making a backup. When needed, export as JSON, merge carefully, and re-import.
- Resolve Blueprint compile errors, missing plugins, missing gameplay tags, and missing collision channels before continuing.
Verify Before Moving On
- Every example map you migrated can be opened.
- Every example map can be played without blocking errors.
- The Output Log does not show missing classes, missing components, or invalid data table rows for the migrated systems.
- Your project has the required plugins enabled.
- Your project settings include the required tags, surfaces, trace channels, and object channels.
- Your core classes compile: GameMode, GameState, PlayerController, PlayerState, and Character.
Common Things to Check
| Area | What to check |
|---|---|
| Plugins | Common UI, online subsystem plugins, or any plugin required by the migrated module. |
| Gameplay Tags | Tags used by quests, abilities, inventory, teams, interaction, UI, and game flow. |
| Collision | Interaction trace, damageable trace, mesh-to-actor swap channel, buildable trace, and water/swimming volumes. |
| Data Tables | Items, equipment, abilities, buildables, quests, dialogue, vendors, loot, maps, and other gameplay data. |
| Class setup | Components on Character, PlayerController, GameMode, GameState, and PlayerState. |
Next Step
After migration and integration, continue with Set Up Your Map to Play In. If you used the Automatic Integration Tool, use that page to verify GM_Hyper, required components, and world actors in your own map.