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Professional services and integration.
Get your Hyper modules combined into a ready-to-use project.
With the Hyper Integration Service, a Hyper Team member will personally integrate all your purchased Hyper modules into one clean project. No custom work, no setup stress — just a unified foundation to start building your game faster.
How it works
- After purchase, you provide us with your invoices for all Hyper modules you own.
- An example map is included with a default character that has all purchased modules assigned.
- If you own a main menu system, it will be set up to travel to the integrated map.
- If you own the Online Multiplayer Framework (OMF), it will be included with Unreal’s default online subsystem only (no Steam or EOS setup).
Important notes
- This service does not include custom work or feature changes.
- Currently, all Hyper modules can be combined — but in the future, certain modules may conflict (e.g. an arena game mode system vs. an open world system). If unsure, please contact us first.
- Delivery time is arround 7 business days after we receive your complete request and invoices.
- We only provide this service for our v3 5.5 and above modules.
Save time and start building your game right away — let the Hyper Team deliver your ready-to-go foundation.
Essential systems (inventory, attributes, UI, replication, audio, movement).
Hyper Inventory Crafting Hotbar Lootchest Vendor System V3
Any game needs an advanced inventory system right? It does not matter what game, this is the one for you! I have made this highly adaptable and customizable inventory system for you.🧩 Can Also Be Extended to Jigsaw & List Types
Use this inventory system as a standalone module, or extend it with the rest of the Hyper ecosystem:- 🧩 Switch to Jigsaw Inventory
- 🧾 Switch to List-Based Inventory
- use Jigsaw for the player, List-Based for vendors, and Slot-Based for loot.
- Just drag and drop the desired component, and the correct UI and logic will apply automatically.
- No code required. Fully replicated. 100% modular.
Key Features
This system is very extensive, the core features are as follows:- Inventory system
- Crafting System
- Vendor System
- Lootchest System
- Hotbar
- Professional UI
- Over 250 predefined items
- Pickup System
- Excel import logic
- Split
- Transfer
- Custom Amount
- Transfer All
- Swap Stacks
- Combine Stacks
- Default action
- Drop
- Each item has the option to decay
- Decay multiplier can be changed so we can simulate a refrigerator, freezer or hot environments
- If an item is fully decayed, it can be destroyed, chosen to be not useable anymore, required repair or even spawn a new item (e.g. spoiled meat)
- You can choose to use the limit of the inventory on weight or amount of slots
- Dynamic slot creation
- Weight based
- Slot based
- It is possible to assign starting items
- The amount of inventory slots can be tweaked per inventory
- The Inventory component can be switched to a vendor by clicking ”Is vendor”
- The vendor is based on a trade list which can use categories to spawn items.
- You can tweak the sell and buy price multipliers for the vendor
- The vendors do have: “Not interested” categories.
- Vendor has an amount of coins and cannot buy if it is not sufficient.
- The Inventory component can be switched to a loot chest.
- The loot is based on a loot list. I’ve set up low, medium and high-quality loot chests
- The loot can be determined perchance, per category, and even per item!
- The Vendor and loot chest have a restock and reset ability. The timer will trigger after interaction.
- Each item restocked can be set:
- A chance to spawn
- If spawning, what is the min and max amount that should be spawned.
- If restocking, don’t exceed this number of items.
- The inventory component can be used for crafting abilities.
- The player also has crafting abilities without a workstation. Open your personal inventory to see the crafting options of the player (Tab or I).
- Crafting is recipe based. So the player needs to know the recipe to be able to see and craft the item.
- Recipes are category based. E.g. Fish can only be cooked at a fireplace/campfire.
- The crafting station can have the option to have an On/Off requirement.
- It can also require fuel to be consumed. The accepted fuel can be set as an priority and manually be defined.
- Fuel can anything like: Sticks, logs, coal or whatever you like to define.
- Crafting queues can be cancelled per stack or for all.
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- Blueprints: 185
- Meshes: 416
- Materials: 234
- Textures: 1219
- Common UI
Hyper Attribute Manager v3
Add scalable, multiplayer-ready attributes like Health, Stamina, Hunger, and more. Trusted by professional studios, suitable for any genre. Includes modular setup, value decay, clamping, modifiers, and full replication. Easy to configure and extend — no coding required. Use it across RPG, Survival, Shooter, MMO, or Co-op projects. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is very extensive, the core features are as follows:- Managing Attributes
- Managing State Effects
- Extensive attribute management functions
- Datatable driven
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Hyper Footstep System v3
Trigger synced footstep effects based on surface type, speed, and movement state. Works with any animation system. Includes sounds, particles, decals, and multiplayer support. Modular, no code needed. Drop-in compatible with RPG, Shooter, Horror, and Survival projects. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is extensive, the core features are as follows:- Based on physical surfaces, switch footstep sounds and effects
- Includes Wet footsteps trigger in shallow water
- Defined in an actor component so you can drag it on your character
- Works with auto landscape material, example included
- Triggered via Animation Notify, easy to set up.
- Also works on non-humanoid characters.
- Light, Moderate, and Heavy steps possible. For instance, a light character should spawn a different sound on grass than a heavy one. These sound variants are not included but it is easy to switch!
- Sand
- Grass
- Stone
- Snow
- Wood
- Water
- And a default surface layer for fallback if none is specified.
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
Hyper Background Music System v3
Hyper Background Music System v3 helps you build an immersive and dynamic soundtrack for your game world, fully in Blueprints. I created this system to let developers trigger music naturally through environments, player states, or events — without complex scripting.It is built around flexible, predefined playlists that can dynamically switch based on regions, player states, or game events, allowing seamless transitions without audio interruptions. Hyper v3 modules are designed to fit together perfectly, making it easy to scale your project’s atmosphere as it grows.Key Features
- Background Music
- Play rich, ambient tracks to create atmosphere
- Region-Based Music
- Switch music based on player location or entered areas
- Time-Based Music
- Transition music according to in-game time, such as day/night cycles
- Fully combinable with regional triggers
- Battle Music
- Trigger intense, adrenaline-driven tracks during combat
- Attribute and State-Based Music
- Adjust music based on player conditions like being in combat or low health
- Playlist Manager
- Manage predefined music playlists for different game contexts, ensuring seamless playback control
- 100% Blueprint, modular, and easy to extend for different genres
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI (For example time skip UI)
Hyper Scalable Interaction System v3
Add plug-and-play interaction to any actor with support for prompts, progress bars, conditions, and network replication. Used in chests, doors, NPCs, items, switches, and more. Fully compatible with keyboard, mouse, or gamepad. No code required. Works in Adventure, RPG, Co-op, and Simulation games. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key features
- Interact with any object in the world.
- Implemented in an abstract way so you can use it easily on any system without any problem.
- Dynamic interact icons (E key)
- Shows dynamic interact text (Hold E to X)
- Shows interactable in radius so they can be found easily. Handy for when in a Forrest or in the dark.
- Predefined interaction types like Interact, Toggle, Grab
- Works easily via interfaces
- Advanced logic options: e.g. Turn these off and these on when button is down. Optional reverse.
- Many advanced examples
- Clickable buttons
- Toggle buttons
- Intractable Pull Chain
- Intractable Crank
- Intractable Switch/Lever
- Doors and fireplaces
- Intractable Lights
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Hyper Outliner and Symbol System v3
Guide and inform your players with in-world outlines and symbols. Fully replicated, clean, and ready for multiplayer games. Highlight interactables, enemies, objectives, and more — with dynamic symbols, distance-based visibility, and custom filters. No code needed. Works across Adventure, Co-op, Shooter, or Open-World games. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key characteristics:
- Set an outliner on any actor from any place
- Uses an actor component with useful functions to manage your outlines easily
- Three different Colors Predefined
- I've setup a primary, secondary and an third/other outliner.
- Toggle multiple actors via function from the AC_Outliner
- Toggle Global scene depth easily
- Set and attach a symbol on any of your actors. Like ? ! ⮟ Perfect for quest systems
- Set options on the Symbols like:
- Play Rate
- Rotation
- Up and Down Movement
- Mesh
- Color sets
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
- Discord 💬 Join the Hyper Discord
- Overview 📷 a high-level Walk-through
- Made by 🎮 Eric from Games by Hyper!
- Modular 🧩 Check out other compatible assets
- Documentation📑Download it via the Discord
- Integration ✨Video on how to integrate assets
Replication Subsystem
Have you ever wanted to play an animation, montage, sound, spawn an actor and would like this to be handled over the network easily instead of re-creating custom Remote Procedure Calls all the time? This is the system for you!Key Features
This comprehensive system comprises the following core features:- A single component which handles common replication actions.
- Call events on the component to initialize networked events.
- Spawn a sound and replicate it properly by calling a single event
- Attach a sound and replicate it properly by calling a single event
- Play a (latent) montage or animation and replicate it properly by calling a single event
- Spawn an actor, optionally attach it, play Niagara effects, and more, and replicate it properly by calling a single event
About Hyper
Hyper empowers creators worldwide by developing modular components for your game. Our goal is to assist your game project, allowing you to concentrate on its core elements while we furnish you with a solid foundation. Our tools are designed for flexibility and prepared to seamlessly integrate with any project concept you envision.Quality First
Excellence is our standard, and we adhere to core principles that position our assets at the top of what's available. Key Features:- Comprehensive and Adaptable: Our products include the most common use cases across various game types, ensuring completeness and flexibility.
- Data-Driven Approach: Easy adaptation is facilitated through a data-driven approach, offering spreadsheets for convenient mass edits.
- Seamless Integrations: Our assets seamlessly integrate, ensuring flawless migration.
- Blueprint-Exclusive Design: Accessible to both you and your entire team, our assets are designed exclusively in blueprint format.
- Extensive Documentation: From detailed code comments to post-verification documentation, we strive to provide comprehensive insights into the workings of our systems. Our aim is not only to explain what happens but also why, fostering a learning environment for you.
- Production-Ready Assurance: We commit to delivering assets that are ready for seamless integration into your production environment.
Illustrative Images and Content
Within the product page, I include sample images showcasing how the product can appear within a populated scene. Please note that the populated scene itself is not provided, but you can explore the full experience in the demo. The majority of the content is crafted by me. However, I also incorporate exceptional assets from Epic Games when available. Additionally, I utilize CC0 assets wherever feasible. Credits for external assets can be found in the readme files.Technical Specifications
· Enhanced Input · Network Replicated · Anticipated cross-platform functionality, although currently tested on Windows · Primary logic implemented in actor components, allowing for easy drag-and-drop integration onto an actorNumbers
Blueprints: Meshes: Materials: Textures:Multiplayer Survival Template [MST]
You can use this modular asset as a building block in your projects or in conjunction with my other modular assets. Additionally, it comes pre-integrated in the MST Starter, Plus, and Pro versions.Support, community and documentation📁
Upon purchase verification, you gain access to support forums for addressing bug encounters, data models, and a helpful community. Documentation📑and YouTube 🎥 is accessible through Discord without the need for verification. I comment extensively in the code, not just to explain actions but also to provide insights into their reasons, aiming to enhance your learning experience.Hyper Global Save System v3
Hyper Global Save System v3 is a robust and high-performance saving framework designed for Unreal Engine projects that span large open worlds, character switching, or streamed levels. At its core is a powerful C++ plugin, wrapped in Blueprint-accessible logic, built to handle autosaves, manual saves, cross-level transitions, and dynamic world states with precision.This system was created to help developers avoid the limitations of the built-in save game system and implement complex save structures with ease. ⚠️ Important Usage Note This listing contains a required C++ plugin, but does not include the full project used to demonstrate and implement its features.The complete functionality — including UI, save logic, teleport support, inventory & equipment saving, and world partition examples — is implemented in Blueprints inside a downloadable project. 👉 You must download the supporting example project here: Free Save System Example Project (Google Drive) Once the plugin is enabled in that project, all core functionality becomes accessible via Blueprints.Key Features
- Multi-Group Save Structure
- Save and load multiple character or player groups, each with its own manual and autosave system
- Autosaving
- Configure autosave intervals and triggers for reliable, non-intrusive saving
- Streaming Level & World Partition Support
- Seamlessly autosave and restore streamed levels and large partitioned worlds
- Custom Save Slots
- Allow players or developers to name and load from custom save files at runtime
- Dynamic Actor Save Support
- Load and save various types of actors with Blueprint-friendly implementations:
- Variable States: e.g. change the color of a box and keep it persistent
- Equipment State: track what an actor is carrying or wearing
- Actor Removal: restore destroyed actors properly
- PCG State: preserve generated content logic
- Seamless Travel: save and reload locations during map transitions
- Load and save various types of actors with Blueprint-friendly implementations:
- C++ Plugin Core
- Efficient and scalable plugin backend for advanced performance needs
- Clean Blueprint wrappers for fast integration into any system
- Built for large worlds, open-world survival, RPG, and modular projects
- Fully replicated, multiplayer-ready, and extensible
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Core C++ save plugin (Runtime module)
- Persistent save groups with autosave support
- Seamless level streaming and world partition integration
- Supports saving variables, equipment, destruction, PCG, custom locations
- Network-ready (server-side saving)
- Optimized for all Hyper v3 modules, fully pre-integrated
- HyperGlobalSave (Runtime)
- Plugin-only package (add to engine manually), Download example project required to access Blueprint features, UI, and example maps (World Partition, Streaming, Multiplayer)
- 1 Core GameMode component (Blueprint implementation which utilizes the exposed save functions)
- Several UI files in example project
- Documentation
- Windows
Hyper Swimming System v3
Give your characters the ability to swim with smooth transitions, full movement, and underwater support. Multiplayer-ready, cleanly implemented, and works with any movement system. Setup in minutes. Great for Adventure, Open-World, Survival, or RPG games. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is extensive, the core features are as follows:- Swimming animations
- 1D movement (Forward facing)
- 2D movement (Strafe movement)
- Oxygen management
- Choke and die
- Dive toggle vs on surface swimming
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Hyper Menu and Gamepad System v3
Add polished menus and full gamepad support to any project instantly. Includes tabbed layouts, tooltips, sliders, and input remapping. Supports keyboard, mouse, and controllers. Fully modular, clean, and multiplayer-aware. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This comprehensive system comprises the following core features:- Profesional UI
- Fully gamepad Compatible and dynamic switching between inputs.
- Fully based on CommonUI
- Adaptable inputs settingfs for Keyboard and Mouse
- Compatible with all Hyper V2 assets
- Dynamic Confirmation Dialogues
- Control Settings such as sensitivity
- Optional DLSS settings (Not included by default due to dependencies)
- Gamepad Inputs
- In-Game Menu
- Language setting placeholder (No language files included)
- Audio Settings with Mixer
- Start-up Screen
- Advanced Video Settings including auto-set quality, presets, colorblind modes and more
- Save and load user settings
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Hyper Ragdoll System v3
Add seamless, fully replicated ragdolling to any character with a single call. Perfect for animals, humanoids, monsters, or any custom pawn that needs realistic physics-based collapse on death, stun, or hit reaction. Easy to trigger, easy to customize, and tested across multiplayer setups No code required, no extra logic to maintain — just clean ragdoll behavior across the board Also included within our flagship product MST Pro Explore all compatible Hyper systems or buy directly from our store with shop now pay later availableKey Features
This comprehensive system comprises the following core features:- Drag and drop ragdoll component for any skeleton
- For basic ragdolling only requires Physical Asset preparation and assigning a component.
- For humanoid characters Dynamic getting up from front or back with small adjustment in AnimBP.
- Replicated
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
Hyper Respawn System v3
Handle death and player respawning in a clean, fully replicated way. Customize respawn delays, locations, conditions, and flow. Plug-and-play with no code required. Perfect for Survival, PvP, Co-op, Open-World, and Adventure games. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This comprehensive system comprises the following core features:- Arena based respawning (e.g. Teams or FFA)
- Open World respawning including: Zones, Sublocations and Owned locations (Sleeping bags, beds)
- Authorize/deauthorize owned locations
- Optional Retrieveable lootbag
- Respawn UI
- Respawn timers
- Fully replicated and managed by the game-mode.
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Slot inventory is provided in the core pack. Jigsaw & List are add-ons.
🧩 Jigsaw Inventory System V3
Tactical, grid-based inventory with rotation, stacking, and spatial decisions The Jigsaw Inventory System introduces deep inventory mechanics inspired by games like Diablo, Escape from Tarkov, and Resident Evil. Items have sizes, shapes, and can be rotated to fit into limited space — offering strategic depth and visual clarity.🧩 Can Also Be Extended to Slot & List Types, and used with Crafting, Vendors, Hotbars, Loot Chests, etc.
Use this inventory system as a standalone module, or extend it with the rest of the Hyper ecosystem:- 🧩 Switch to Slot Inventory
- 🧾 Switch to List-Based Inventory
- 🔧 Get the Crafting, Vendor, Hotbar & Loot Extension
- Spatial inventory grid with item size, rotation, and collision detection
- Drag-to-place interface with real-time feedback
- Stack, split, and combine items within the grid
- Full replication and multiplayer support
- Blueprint-only and ready to extend
- Compatible with MST Pro and all Hyper V3 modules
- Optional integration with vendors, loot, hotbars, and crafting (with other Hyper systems)
- Storage chests with size constraints
- Item rotation and stacking examples
- Visual feedback for blocked and valid placements
- Decay and metadata logic included
- Fully explained configuration assets and blueprints
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
🧾 List-Based Inventory System V3
Straightforward, multiplayer-ready inventory built for clean UI and fast interaction The List-Based Inventory System brings a familiar, clean interface to your game — perfect for RPGs, strategy games, or simplified survival systems. Display items with quantities, stats, or durability, and integrate it into your world with just one drag-and-drop component.🧩 Can Also Be Extended to Jigsaw & Slot Types, and Used with Crafting, Vendors, Hotbars, Loot Chests, etc.
Use this inventory system as a standalone module, or extend it with the rest of the Hyper ecosystem:- 🧩 Switch to Jigsaw Inventory
- 🧾 Switch to Slot-Based Inventory
- 🔧 Get the Crafting, Vendor, Hotbar & Loot Extension
- Scrollable list interface with item stacks and metadata
- Fully replicated and tested for multiplayer
- Drag-and-drop support for rearranging, splitting, and merging stacks
- Clean, modern UI built for expansion
- Component-based: drop it onto any actor to enable inventory
- Compatible with MST Pro and all Hyper V3 systems
- Optional integration with vendors, loot, hotbars, and crafting (with other Hyper modules)
- RPG-style inventories
- Clean vendor or loot UIs
- Minimalist survival interfaces
- Preconfigured inventory and loot chest
- Item stack examples with icons, durability, and quantity
- Clear explanations for fast onboarding
- Full support for drag-and-drop and item tooltips
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Ability, combat framework, attachments & related systems.
Hyper Ability System v3
Hyper Ability System v3 gives you a complete framework to build dynamic abilities, effects, and buffs for your Unreal Engine 5 project. I created this system to empower indie developers to add deep and flexible gameplay mechanics without getting stuck in complicated code. This system does not use Epic’s Gameplay Ability System (GAS). It is an independent solution built fully in Blueprints, made for developers who prefer a simpler, more direct approach without the complexity of GAS. Hyper v3 modules are built to fit together perfectly, so you can grow your game from a small project into a full experience without rework.Key Features
- Active Abilities
- Trigger dynamic abilities tailored to your gameplay needs
- Projectile-Based Abilities
- Launch customizable projectiles with full control
- Beam-Based Abilities
- Cast continuous beams for targeted or sweeping effects
- AOE-Based Abilities
- Create area-of-effect abilities, combinable with other types
- Instant Effect Abilities
- Apply immediate effects for fast-paced gameplay
- Effect Over Time Abilities
- Implement abilities with gradual impact
- Custom Abilities
- Build bespoke mechanics unique to your project
- Passive Abilities
- Add constant or triggered passive effects to characters
- Event Bindings
- On Kill, On Hit, On Getting Hit, On Equipment Equipped, Constant Passives
- Buff System
- Apply attribute changes dynamically (e.g., Health, Damage, Speed)
- Create custom buffs for unique stat enhancements
- 100% Blueprint, modular, highly extendable
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 18 core Blueprints
- 39 Niagara Systems
- Common UI
- AnimationLocomotionLibrary
- AnimationWarping
Hyper Equipment Manager v3
Equip items visually and functionally with this multiplayer-ready system. Designed for gear-based progression in any genre. Supports armor slots, weapons, cosmetic items, and automatic stat bonuses. Clean architecture, drag-and-drop setup, no code required. Works great in RPG, Looters, PvE Co-op, or Open-World games. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is very extensive, the core features are as follows:- Static Mesh Equipment
- Skeletal Mesh Equipment
- Master Pose Component, for swapping character skeletal meshes
- Dual Wield
- Latent Animation Handling
- Gender-specific equipment
- Ammo Management
- ~100 equipment examples
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Hyper Attribute Manager v3
Add scalable, multiplayer-ready attributes like Health, Stamina, Hunger, and more. Trusted by professional studios, suitable for any genre. Includes modular setup, value decay, clamping, modifiers, and full replication. Easy to configure and extend — no coding required. Use it across RPG, Survival, Shooter, MMO, or Co-op projects. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is very extensive, the core features are as follows:- Managing Attributes
- Managing State Effects
- Extensive attribute management functions
- Datatable driven
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Online, chat, admin console and session helpers.
Hyper Chat System v3
Hyper Chat System v3 gives you everything you need to create fast, reliable communication between players in your multiplayer game. I built this system to help developers add intuitive team chats, whispers, and command support easily without relying on complicated setups. Hyper v3 modules are designed to fit perfectly together, so you can integrate communication seamlessly into any project.Key Features
- Fully Replicated Chat
- Smooth, synchronized messaging across all players in multiplayer environments
- Chat Commands
- Add customizable text-based commands for players and admins to trigger in-game actions or moderation tools
- Team and Private Chat Channels
- Organize conversations with tabs for team-based or private communication
- Whispers
- Allow direct, private messages between players for personal coordination or role-play
- Flexible UI and Integration
- Easily expand or style the chat window to fit your game’s look
- 100% Blueprint, modular, and highly network-optimized
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 2 core Components
- Common UI
Hyper Console Command Manager v3
Hyper Console Command Manager v3 gives your project a powerful text-based command interface for gameplay, debugging, and admin tasks.Designed for both PIE and packaged builds, it offers a seamless user experience that works immediately without any C++. I created this system to give developers a clean and expandable way to manage in-game actions without bloating their Blueprints. It fits perfectly with all other Hyper v3 modules, allowing you to extend your systems easily as your game grows. With Hyper Console Command Manager, adding commands becomes clean, fast, and multiplayer-ready without touching backend systems yourself.Key Features
- Text-based interface for player commands, admin tools, and debugging
- UI entry points
- Press I or Tab to open the main menu with focus on the command box
- Press Esc, I, or Tab again to close
- Simple command syntax
- /command/arg1/arg2/... (no spaces, case-insensitive, arguments optional)
- Parsing and dispatch flow
- Text input → Manager splits command → Broadcasts to listeners
- Easy component integration
- Add BPI_Command_Listener to components
- Register with the manager on Begin Play
- Handle commands through a clean switch case on Name
- Fully extensible
- Add new commands easily via DT_Commands DataTable
- UI auto-updates when new commands are added
- Networking-ready
- Commands are server-originated and synchronized across clients
- Lightweight feedback system
- Success and error messages returned to users
- Example included
- Example map with /giveitem and /removeitem inventory commands
- Easily tie commands into any subsystem like chat, moderation, or gameplay logic
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Well-documented Blueprints with clean structure and clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 5 Core Blueprints
- 37 Meshes
- Common UI
Hyper Online Multiplayer Framework v3
Blueprint-only backbone for hosting, browsing, and running seamless multiplayer sessions in Unreal Engine. OMF v3 unifies lobbies, playlists, game settings, player and team tracking, and subsystem connectivity in one drop-in module, fully compatible with Hyper v3 modules. Upon verification integration files for Steam and EOS subsystems available using Betide Studio plugins. Important Note OMF includes a complete menu and lobby UI, but some elements are placeholders for you to configure. For example, a “Bomb Timer” field appears in the Game-Settings panel, yet no in-game logic is wired because OMF is a session framework, not a game-mode system. Download the demo project and test the flow first to ensure it matches your needs before purchase.Core Systems
1 · Session Management- Central manager controls the whole lifecycle
- Main Menu → Host / Server Browser → Lobby → Game → Next Game (playlist)
- Seamless travel between maps
- Replicated via GameState for perfect multiplayer sync
- Tracks connected players across all states
- Optional extensions
- Team Management – auto-assign or manual
- Score Management – per-player or per-team with live updates
- Chain multiple games/modes with all its own unique settings (e.g. FFA → Team DM → CTF)
- Each entry stores its own custom Game Settings
- Rotate maps or rules automatically between rounds
- Note: No Game Mode system included, it only distributes the settings for you to expand on. Some examples included on how to setup.
- Per-mode rule sets (lives, win points, timers) stored in Blueprint-exposed structs
- Easy to extend for competitive or custom rule variants
- Works out of the box with Unreal’s default OSS (LAN discovery, direct IP)
- Subsystem-agnostic design
- Optionally, I provide drop-in integration files for the setup of Steam (SIK) and Epic Online Services (EIK) from Betide Studio plugins
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 29 core Blueprints
- 128 Meshes
- Common UI
Dialogue, quests, visual-novel, map and prompt/guide systems.
Hyper Dialogue System v3
Hyper Dialogue System v3 gives you everything you need to create dynamic, event-driven conversations that make your world and characters feel alive. I built this system to help developers craft branching dialogues, trigger world events through conversations, and bring more depth into their games without heavy coding. Hyper v3 modules are built to fit together perfectly, so you can start simple and scale your systems as your project grows. Currently, you can set up dialogues using the DataTable, it’s really easy to do, and most importantly, fully import/export friendly. A full walkthrough on how to create your dialogues starts here. However, it would be awesome to have a visual editor in the future. It’s something I’d love to explore to make things even smoother. The current approach is already powerful and flexible, but if anyone’s excited to help shape a visual solution, feel free to reach out!Key Features
- Predefined Dialogues
- Design scripted conversations with simple sentences or randomized dialogue arrays
- Dialogue Options with Event Triggers
- Let players make choices that trigger quests, item rewards, or story changes
- Proximity-Based Dialogue Triggers
- Automatically start dialogues when players enter an NPC’s area
- World Dialogues
- Predefined and Random Proximity Dialogues: ambient NPC lines when players approach
- Event-Based World Dialogues: react to game events like completing tasks or exploring areas
- Custom World Dialogues: create unique dialogue sets per NPC or location
- NPC Memory System
- Change dialogue choices based on what an NPC remembers about the player
- Audio Integration
- Recorded Audio: support pre-recorded voice lines
- Auto Gibberish: generate placeholder audio for quick testing or stylized characters
- 100% Blueprint, modular, and easy to extend
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Well-documented Blueprints with clean structure and clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 9 core Blueprints
- 32 Meshes
- Common UI
Hyper Visual Novel System v3
Hyper Visual Novel System v3 gives you the tools to create immersive, story-driven scenes with smooth transitions, atmospheric audio, and flexible pacing. I built this system to help developers bring emotional storytelling and dialogue-focused games to life, without the need for heavy custom code. Hyper v3 modules are designed to fit perfectly together, so you can integrate storytelling elements into any project smoothly. Note that this is a really basic system. Download the demo in advance to check it out and see if it fits your needs.Key Features
- Dynamic Scene Creation
- Build visual novel scenes with customizable background images
- Example Novel with Transition between locations like towns, cafés, forests, or cliffsides
- Background Music Integration
- Assign atmospheric music or sound effects per scene
- Seamless audio transitions for better immersion
- Sequential Dialogue System
- Deliver story-driven text with localized sentences
- Players can progress manually or scenes can auto-advance after timeouts
- Player Input Control
- Pause story progression until player input, enabling interactive moments or branching
- Configurable Display Timing
- Control how long each dialogue stays visible for smooth narrative pacing
- 100% Blueprint, modular, easy to extend into larger games
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core component
- 1 example Novel
- Common UI
Hyper World Map, Minimap & Compass System v3
Hyper Map System is a complete, modular mapping solution for Unreal Engine 5, created to help indie developers build faster and better. I built this system as part of the Hyper v3 collection, where every module is designed to work perfectly together without extra setup. With Hyper Map System, you can add world maps, mini-maps, and compasses to your project in minutes. Everything is 100% Blueprint, cleanly structured, and easy to customize. Whether you are making a small adventure or a large open world, this system is optimized for performance and scalability.Key Features
- Passive markers (loaded once, minimal overhead)
- Discovery Points, Passive Quest Locations, Player Waypoints, Event Locations
- Dynamic markers (updated in real time)
- Nearby and In-Radius actors, Always-visible elements like Player and Moving Quests
- World Map, Minimap, and Compass integration
- Minimap streams only nearby markers, Compass displays dynamic and tracked markers
- Efficient In-Radius detection
- Overlap box with a custom collision channel and flexible BPI_InRadius interface
- Automatic Map Texture Generator
- High-resolution capture of your level, streamed for better performance
- Fully network-replicated for multiplayer support
- 100% Blueprint, modular, and drag-and-drop ready
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 29 core Blueprints
- 128 Meshes
- Common UI
Hyper Quest System v3
Hyper Quest System v3 lets you create immersive, story-driven quests that guide players through epic adventures with diverse objectives and rewarding progression. I built this system to help developers design everything from simple side quests to full main storylines without getting buried in complicated setups. Hyper v3 modules are designed to fit perfectly together, making it easy to expand your game step by step.Key Features
- Quest Management
- Quest Menu: user-friendly interface for browsing and managing quests with cover images and descriptions
- Quest Tracking: real-time updates and clear objective displays
- Quest Info Customization: unique quest names, tags, types (main/side), level requirements, intro stories, chapter assignments, non-abandonable quests
- Quest Stages and Objectives
- Multi-Stage Quests: create quests with multiple stages, logs, and distinct objectives
- Diverse Quest Tasks supported:
- Deliver Item
- Kill specific targets
- Interact with Actors
- Learn skills or knowledge
- Obtain Object
- Craft items
- Gather materials
- Steal items
- Find NPCs or objects
- Perform gameplay actions
- Level Up To required levels
- Use Item or Skill
- Consume Item
- Discover Area
- Complete Narrative story pieces
- Optional Objectives: add side goals that enhance depth and player choice
- Quest Progression
- In-Game Progression Updates: real-time feedback for completed stages and objectives
- Triggerboxes: initiate quest stages or side quests on area entry
- Quest Markers: show configurable objective markers, sequentially or based on quest status
- Rewards and Prerequisites
- Stage Rewards: give items, experience, or currency
- Quest Prerequisites: set required skills, levels, or previous quests to unlock new missions
- 100% Blueprint, modular, and highly extendable
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 18 core Blueprints
- 39 Niagara Systems
- Common UI
- AnimationLocomotionLibrary
- AnimationWarping
Time, day/night and full dynamic weather.
Hyper Time Manager System v3
Hyper Time Manager System v3 gives you full control over in-game time, allowing seamless synchronization between systems like NPC schedules, day-night cycles, and world events. I designed this system to help developers build immersive, time-aware gameplay mechanics that are both powerful and easy to integrate. It operates on a central time authority stored in the GameState, so all systems — from quests to environment — stay perfectly in sync. This system is also included in our Dynamic Weather & Sky system.Key Features
- Interactive Time Manipulation
- Let players skip time by interacting with objects like beds, advancing to specific hours for pacing or immersion
- System Integration
- Use flexible dispatchers to connect with your own systems (e.g., day-night cycle, NPC routines, environment changes)
- Advanced Time Management
- Define non-linear timelines, custom time scales, and dynamic schedules for time-based events
- Time Zones
- Assign unique time zones to regions of your world for added realism or gameplay contrast
- Gamestate Time Authority
- The core system stores and syncs time centrally in the GameState, so other systems can bind to it and stay consistent
- 100% Blueprint, multiplayer-ready, modular, and fully customizable
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Actor Component for the GameState
- Common UI
Hyper Day Night Cycle v3
Hyper Day Night Cycle v3 brings your game world to life with smooth, dynamic transitions between sunlight and moonlight, all fully customizable and performance-friendly. Built for open worlds, survival games, and RPGs, it includes a fully integrated Time Manager System, allowing you to connect gameplay systems like NPC behavior, environment effects, and quests directly to the in-game time. Whether you want fast cycles or realistic 24-hour flow, Hyper gives you full control with a clean Blueprint setup and modular triggers.This system is also included in our Dynamic Weather & Sky system.Key Features
- Dynamic Day-Night Transitions
- Smooth real-time blending of lighting, skylight, fog, and directional shadows
- Fully editable to match stylized or realistic visual styles
- Configurable Cycle Duration
- Set total day length and customize day/night balance (e.g. long days, short nights)
- Environmental Integration
- Dynamically update fog, post-processing, sky, directional light, and ambient settings
- Great for shifting tone and mood in real-time
- Gameplay Triggers Based on Time
- Trigger enemy spawns, quests, or NPC behaviors depending on day/night state
- Fully compatible with custom event dispatchers
- Includes Time Manager System
- Manage in-game hours, trigger autosaves, apply time zones, and enable skip-time logic
- Syncs easily with all other Hyper v3 systems
- Fully multiplayer-ready and optimized for open worlds
- Blueprint-only and cleanly documented for quick integration
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 2 core Components
- Common UI
Hyper Dynamic Weather & Sky System v3
Hyper Dynamic Weather & Sky System v3 brings your game world to life with immersive, real-time weather, seamless day-night transitions, and complete time control, all in one unified system. It combines a flexible weather engine, modular sky and lighting logic, and full Blueprint integration with a bundled Time Manager and Day Night Cycle system. Whether you're crafting peaceful landscapes or stormy survival games, this system gives you total control over atmosphere, gameplay effects, and visual fidelity. Unlike other systems, Hyper Weather is driven by the GameState for seamless multiplayer support and features native biome-specific weather, allowing each region of your world to experience its own conditions — no custom code required.Modular & Game-Ready
These modular systems are fully compatible with MST Pro and all other V3 modules. They’re designed to integrate seamlessly, for example with the Attribute Manager and Farming System and other Hyper systems. The goal is to offer a complete and reliable set of environmental tools that go far beyond visuals, focusing on gameplay-relevant features like multiplayer-safe biome syncing, dynamic temperature, and localized weather logic. It’s not just a sky system. It’s built to solve real gameplay challenges and integrate deeply with the Hyper framework, which is harder to achieve with most standalone tools. Time and day-night progression are managed directly through the GameState to ensure full multiplayer consistency and easy access across all systems! I am really happy with that!This system includes our Day Night Cycle and Time ManagerKey Features
- Three-Layer Temperature System (multiplayer-safe)
- Global temperature – driven by season and time-of-day
- Biome temperature – modified by current biome weather (e.g. snowy, desert, overcast, clear, rainy)
- Local temperature – additive volumes and sources (campfire, interior, wet (in water), damp etc.)All layers stack automatically and replicate for consistent client read-outs.
- Diverse Weather Types
- Includes prebuilt profiles for:
- Sunny, Cloudy, Partly Cloudy, Overcast
- Rainy, Light Rain, Thunderstorm, Thunderstorm with Rain
- Foggy, Windy, Snowy, Blizzard
- Sandstorm, Hailstorm
- Each type is configurable with dynamic intensity, audio, and visual effects
- Includes prebuilt profiles for:
- Dynamic Weather Management
- Seamless transitions between weather types
- Define weather cycles using probability, frequency, and duration settings
- Blend lighting, sky, fog, and particle systems naturally as weather shifts
- Gameplay Integration
- Instant integration with Hyper Farming, Attribute Manager, etc.
- Change surface effects on landscapes and meshes (wet, snowy, dust)
- Adjust fog density, wind force, visibility, and lighting behavior
- Drive gameplay changes: affect NPCs, quests, events, or hazards
- Includes Day Night Cycle and Time Manager Systems
- Modular time control with triggers, time zones, and skip-time support
- Day-night visuals synced with lighting, fog, and sky changes
- Built-in event dispatchers to connect time and weather to your own systems
- Fully network-ready for multiplayer weather sync
- 100% Blueprint, modular, optimized for large open worlds
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 3 Example maps
- 2 Core components on the GameState
- 3 BP Managers(Biome, Time, DayNight)
- Common UI, Water
Skill manager, unlocks and level progression.
Hyper Unlock System v3
Hyper Unlock System v3 gives you a powerful framework to build technology trees, skill unlocks, and recipe progression into your Unreal Engine 5 game. I created this system to help developers add structured progression easily, inspired by popular systems like Ark or Rust, but fully Blueprint-driven and highly flexible. Hyper v3 modules are built to fit perfectly together, so you can expand your systems without rewriting core logic. Note: Example images used to demonstrate gameplayKey Features
- Unlockable Content
- Unlock Recipes: grant players access to new crafting recipes
- Unlock Abilities: add new player powers and skills through progression
- Flexible Unlocking Framework
- Easy Configurability: configure unlocking of levels, characters, cosmetics, or custom features with minimal setup
- Generic Unlock Mechanism: manage all unlockable elements consistently from a single system
- Auto-Generated Tech Trees
- Automatically build dynamic tech trees from a simple DataTable setup
- Supports hidden unlocks, visible unlocks, and mixed trees
- Requirements System
- Tie unlocks to player levels, completed quests, or resource costs
- Seamlessly integrate with Level Manager and Quest Systems
- Unlock Points and Resource Costs
- Require specific points or currencies to unlock items, skills, or technologies
- 100% Blueprint, modular, and highly extendable
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Video 📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 9 core Blueprints
- 32 Meshes
- Common UI
Hyper Skill Level Manager v3
Premium, tag-based progression system for seamless multiplayer survival, RPG, or shooter projects. Define skills in seconds, feed XP from any in-game event, and level them up with a smart growth curve. Passive events (crafting, pickups) and dynamic events (AI kills, world actions) route XP automatically through refactored listener logic and drop-in XP containers. Fully modular and already wired to the Multiplayer Survival Template Pro and every Hyper v3 module.Key Features
- Skill definitions – add, edit, or remove skills via DataTables and tags
- Flexible XP input – grant XP from Blueprints, items, AI, quests, crafting, interaction, more
- Smart level curve – growth-factor algorithm for balanced progression
- Live UI hooks – built-in XP gain & level-up widgets
- Stat tracking – level, XP, max XP, percent, total, awarded points, caps, growth factor
- Passive vs dynamic XP – handled by listener logic or drop-in XP containers on actors
- Datatable-driven – clean modular tables for skills & XP rules
- Event-ready – ideal base for reward trees, attribute boosts, unlocks
- Ecosystem-ready – plugs into Unlock, Attribute, Ability, Quest, Combat, Crafting, Inventory, MST Pro
Built on 50 000 Hours of Experience
Every Hyper v3 system embodies 50 000+ hours of real-world Unreal development. Scale from prototype to full production with proven tech.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years in C-level IT & cybersecurity I went all-in on game dev. I teach gamdev in Amsterdam and run a Discord of 4 000+ developers, sharing modular tools that help indies and studios build their dream games.Why Hyper?
- Fully modular v3 ecosystem
- Clear, well-organized Blueprints
- Designed for flexibility, performance, maintainability
- Active Discord & verified-buyer forums
- Optional learning courses:
Technical details
- Future-proof design with ongoing updates
- Clear, well-documented Blueprints
- Cross-genre (Adventure, Open-World, Co-op, RPG, FPS, etc.)
- Fully replicated for multiplayer
- Cross-platform ready (Windows tested)
- Modular, drag-and-drop components
- Data-driven via DataTables
- Blueprint-first where sensible
- Trusted by indies and studios
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- Common UI
Chop trees, mine rocks, interactive foliage.
Hyper Choppable Trees v3
Turn any tree into a gameplay element with this fully replicated, modular system. Trusted by professional studios and ready for indies and hobbyists alike. Players can chop trees, spawn resource drops, and trigger regrowth mechanics with ease. Works out of the box and requires no code to implement. Perfect for Survival, Open-World, RPG, or Adventure games. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is very extensive, the core features are as follows:- I have included two types of tree chopping logic. You choose which one you prefer.
- Material Offset based on a static mesh. The only thing you have to do is select your mesh in the configurable and it will work! It has fewer visual effects but is predictable and stable.
- Chaos-based trees. Looks amazing! But needs some work to configure. Less predictable and stable.
- Spawns logs when tree falls down, it is fully configurable
- Respawn logic
- 4 different trees included
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Hyper Mineable Rocks v3
Add mineable resources to your world with animated hit effects, resource drops, and full replication. Works like choppable trees. Easy setup, no code, optimized for multiplayer. Great for Survival, Crafting, Exploration, or MMO style games. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is very extensive, the core features are as follows:- I have included two types of rocks. You choose which one you prefer.
- Staged rocks based on a static mesh. The only thing you have to do is select your mesh in the configurable and it will work! It has fewer visual effects but is predictable and stable.
- Chaos-based rocks. Looks amazing! But needs some work to configure. Less predictable and stable.
- Spawns ores in different stages of destruction of the rock, fully configurable
- Respawn logic
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Hyper Interactive Foliage v3
Bring your world to life with fully replicated foliage reactions. Trusted by professional studios and made for indies and hobbyists alike. Players can interact with bushes, plants, and shrubs. Optimized for multiplayer, modular setup, and no code required. Fits perfectly in RPG, Survival, Adventure, or Simulation games. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is very extensive, the core features are as follows:- Spawn Foliage manually
- Spawn Foliage via Unreal Foliage spawner
- Spawn via Procedural foliage spawner
- Pickup foliage and add to inventory
- Berry Picking from bushes
- Respawn foliage
- Respawn in radius option
- Do not respawn option
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Routine NPCs, perception and companion systems. [Coming Soon]
Building, farming, locks/lockpicking, fishing.
Hyper Building System v3
Enable players to build structures freely in multiplayer. Place walls, doors, stairs, and foundations using a modular grid-based system. Replicated, snap-aware, supports rotation and previewing. Clean UI and instant feedback. No code setup. Works for Survival, Sandbox, Co-op, and Base-building RPGs. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is very extensive, the core features are as follows:- Ghost building placement e.g. Like The Forrest
- Direct Placement Mode e.g. like ARK Survival
- Modular Buildables including snap logic with trace channels and/or tags
- Placeables like a campfire, cabinet, drying rack, and many more (No logic implemented in the placeables itself in this system)
- Rotation and elevation
- Dynamic extension addition
- Parent and child connection
- Damage and repair
- Spline Building
- Align buildable to normal (Snap rotation of hitted surface)
- Lock System
- Automatic radial menu generation based per category
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Hyper Farming System v3
Quickly add fully replicated farming mechanics to your game, trusted by professional studios and perfectly suited for indies and hobbyists alike. Players can plant crops, manage growth, water fields, and harvest resources. Modular, clean, and fully multiplayer-ready. No code required. Ideal for Adventure, Open-World, RPG, Survival, Simulation, or Survival Horror games. Also included within our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system is very extensive, the core features are as follows:- Growing in stages
- Regrow options
- Harvest options
- Pluckable Yield VS direct harvest
- Crop Quality calculation
- Durability options
- Decay and dead crops
- Advanced Growing and Regrowing Requirements
- Season requirements
- Data Table Driven including Excel import logic
- UV lamps
- Sprinkler system
- Includes connection to an example inventory, equipment manager, interaction system and building system.
- Bush (For crops like: Tomato, Strawberry, Berries, Cranberries, Pepper, Eggplant, Lychee)
- Dense Leaved Heads (For crops like: Cabbage, Cauliflower, Kale)
- Flowering Head (For crops like: Artichoke, Pineapple, Broccoli)
- Long (For crops like: Corn, Sunflower, Wheat, Rice, Fiber)
- Stake (For crops like: Green Beans, Coffee Beans, Hops, Grapes)
- Tree (For crops like: Bananas, Apple, Pear, Mango, Peach, Pomegranate, Mango, Orange)
- Underground (For crops like: Carrot, Garlic, Parsnip, Potato, Rhubarb, Radish, Beet, Choy, Yam)
- Vine (For crops like: Pumpkin, Watermelon )
- Potato
- Beet
- Pumpkin
- Watermelon
- Cabbage
- Cauliflower
- Tomato
- Strawberry
- Blackberry
- Redberry
- Lemon
- Lime
- Lychee
- Kiwi
- Bellpepper
- Avocado
- Green Beans
- White Grapes
- Purple Grapes
- Pineapple
- Broccoli
- Corn
- Banana
- Orange
- Peach
- Pear
- Apple
- Pomegranate
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI
Hyper Lock and Lockpicking System v3
Hyper Lock and Lockpicking System v3 brings thrilling lockpicking, hacking, and key-based unlocking mechanics into your game, inspired by classics like Skyrim and Fallout. I built this system to give developers an easy way to add immersive, skill-based security interactions that feel rewarding without heavy coding. Hyper v3 modules are designed to fit together perfectly, so you can build deep gameplay systems without starting from scratch.Key Features
- Skyrim/Fallout-Style Lockpicking
- Engage players with tactile, skill-based lockpicking for doors and containers
- Hacking Mechanics
- Add modern hacking gameplay for electronic locks and security systems
- Level-Based Keycards
- Use tiered keycards to control access and drive player progression
- Lockpicks for Lockpicking
- Dedicated lockpick items with customizable durability or success settings
- Varied Key Types
- Basic Key: reusable key for standard locks
- Ancient Key: single-use key that disappears after use
- Gold Key: master key for unlocking all basic doors
- Fully modular and customizable to match different game genres
- 100% Blueprint, multiplayer-ready, and easy to extend
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 11 core Blueprints
- 53 Meshes
- Common UI
Auto-generate environments and mesh-to-actor swap.
Hyper Environment Building Toolkit v3
Shape entire worlds effortlessly with the most flexible environment-building system for Unreal Engine 5. Hyper Environment Building Toolkit v3 gives you everything you need to build high-quality open worlds faster and easier than ever. I created this system to empower developers to generate beautiful forests, caves, landscapes, paths, props and villages, while keeping full creative control over every detail. Hyper v3 modules are designed to fit together perfectly, allowing you to create stunning, professional-scale environments without compromise.Key Features
- Modular Cave Generation Toolkit
- Build caves manually using modular parts like rooms, tunnels (spline-based), entrances, and end caps
- The cave system focuses on easy manual placement for full creative control, without procedural cave generation (future updates may explore this)
- Automatic PCG support for floor and ceiling object placement
- Lighting and atmosphere placement tools included
- Advanced PCG Forest System
- Generate large-scale, high-quality forests with Data Asset-based biome management
- Handle biome transitions and environmental variety easily
- PCG Ditch Generation
- Create natural trenches, ditches, and river features procedurally
- UE5 Auto-Landscape System
- Automatically texture and sculpt terrain based on landscape rules
- Props Generation Toolkit
- Spawn props like rocks, ruins, foliage, or debris using PCG or physics-based randomization
- Includes scriptable tools for precision and creativity
- Spline Generation Toolkit
- Build fences, walls, castle structures, and more with PCG splines or classic mesh splines
- Exclusion Systems
- Define exclusion zones to control PCG spawning
- 100% Blueprint, modular, multiplayer-support ready
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 14 Example maps
- 110 Blueprints
- 410 Meshes
- PCG, Water, CommonUI
Hyper Mesh to Actor Swap System v3
Hyper Mesh to Actor Swap System v3 gives you a powerful way to optimize game performance while keeping your world interactive and dynamic.I built this system to help developers control mesh behavior intelligently, activating expensive features like physics only when truly needed.Hyper v3 modules are designed to fit together perfectly, so you can scale your systems without creating unnecessary performance bottlenecks.Key Features
- Dynamic Mesh Type Swapping
- Swap Meshes: transition from static to stationary meshes to enable interactivity or physics
- In Radius Activation
- Swap meshes automatically when a player enters a defined radius
- On Hit Swapping
- Trigger mesh swaps on collision impacts to enable real-time dynamic interactions
- Static to Stationary Optimization
- Keep meshes static for performance, dynamically convert to stationary only when necessary
- Flexible Blueprint Setup
- Easy integration into existing worlds, actors, or instanced setups
- Performance-Focused
- Designed specifically for large open worlds, multiplayer games, and densely populated scenes
- 100% Blueprint, modular, highly optimized
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core component
- 72 Meshes
- Common UI (for UI example)
- PCG (for testing)
Creator utilities (icon generator, etc).
Hyper Mesh to Icon Creator v3
Convert meshes into clean inventory icons with lighting, backgrounds, rotation, and transparency. Fully local and fast. No Photoshop or render queue needed. Ideal for any game with inventory, vendors, or UI. Perfect in combination with our flagship product MST Pro. Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem. Or buy directly from our official store — shop now, pay later available.Key Features
This system comprises the following core features:- Generate Icon Textures from Static or Skeletal Meshes
- Save and Load your current configurations quicker generation
- Use a Datatable to configure which items you want to show in the icon generator and use shortcuts to toggle between meshes
Built on 50 000 Hours of Experience
Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development. By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.About the Developer
Hi, I’m Eric, Company Lead at Games by Hyper. After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development. Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers. My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.Why Hyper?
- Hyper v3 modules are fully modular and designed to integrate seamlessly
- Clear, well-organized Blueprints that scale with your project
- Reliable design principles for flexibility, maintainability, and performance
- Active Discord community to support your development journey
- Optional learning courses available:
Technical details
- Future-proof design with ongoing updates
- Clean, well-documented Blueprints with clear naming
- Scalable systems for hobby to AAA-scale productions
- Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
- Fully network-replicated for multiplayer support
- Built for cross-platform use (tested on Windows)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-only implementation where practical
- Optimized for performance in multiplayer and large worlds
- Trusted by developers across indie to large productions
- Public Documentation📑, YouTube🎥, and Discord available
- Verified buyers unlock forums for bug reports, data models, and peer help
- Extensive Blueprint comments explain both how and why
- 1 Example map
- 1 core Component
- Common UI