Set Up Game Mechanics in Your World

Updated May 23, 2026

Use this page when your systems are integrated and you want to place actual gameplay actors into your map, such as AI, loot, chests, vendors, inspectables, sequences, guide triggers, and security actors.

This setup often touches systems such as Basic AI, Item Allocator, Vendor, Inspection System, Sequence Manager, Guide System, and Interaction System, depending on which gameplay actors you place in the world.

Before You Begin

Use the example maps as your reference. Most Hyper gameplay actors are configured by placing an actor, selecting variables, and adjusting the relevant data table row.

Quick Placement Checklist

You can place many mechanics into your world. The table below gives the first setup and first test for the most common categories.

MechanicFirst setupFirst test
AIPlace the AI actor, add a Nav Mesh Bounds Volume, and check team or faction setup if needed.AI spawns, moves, and reacts correctly.
LootPlace a loot actor or allocator and assign loot data.The player can receive or pick up loot.
ChestsPlace a chest or interactable container and assign inventory type or items.The chest opens and contains the expected items.
VendorsPlace the vendor actor and assign trade list or prices.The player can buy or sell.
InspectablePlace the inspectable actor and assign inspection data.Inspection opens and displays the correct content.
SequencePlace or trigger the sequence setup.The sequence starts, stops, and returns control.
GuidePlace a guide trigger or connect an event to a guide prompt.The prompt appears at the right time.
SecurityPlace lasers, cameras, alarm sounds, and related security actors.When an alarm is triggered, lights, cameras, and related actors behave as expected.

Example maps

There are too many systems and use cases to document every setup on this page. The best workflow is to open the example maps, inspect how the actor is configured, then recreate or adapt that setup in your own world.

Many Hyper actors are mostly drag-and-drop setup: place the asset, select variables, customize a data table row, and test. The common use cases are covered in the example maps. If something is not shown in an example map, that does not necessarily mean it is not included; there are too many features to show every one of them in a single map.

Example maps for common gameplay actor setups

Example Use Case

This example shows the general workflow: open an example map, inspect the settings, then place or recreate the actor in your own world.

Adding inspectable

This example adds an inspectable item to your map.

  1. Open the inspection example map.
  2. Select the example you want to copy, such as the document inspection example. This could also be an in-world inspectable.

Inspectable example selected in the inspection example map

  1. Copy and paste the actor, or select it in the Content Browser.
  2. Drag and drop, or paste, the item into your own world.
  3. Inspect the settings.
  4. Create a new data table row if needed.
  5. Adjust the settings to your liking.

Inspectable actor placed and configured in the world

  1. Press Play and test the inspectable.

Inspectable working in Play mode