Description
Documentation | Discord | Videos | Demo
Hyper Bury Storage System v4
Give players somewhere to hide supplies beyond an obvious chest in a base. Hyper Bury Storage System lets them bury world storage actors underground and dig them up again, creating a useful mechanic for survival games, hidden caches and scavenger hunts.
The bury component handles surface checks, digging progress and movement into or out of the ground. A digging tool finds the target, while the storage actor controls its own inventory and interaction behavior.
Key Features
Bury and recover
- Progress-based digging: use the same workflow to bury a container and recover it later. Configure separate numbers of dig actions for each direction.
- Physical surface validation: allow burial on selected surfaces, such as grass or dirt, while excluding rock or metal.
- Configurable depth and movement: adjust how far the actor moves below ground and how it settles into or rises out of the surface.
- Digging feedback: play configured Niagara and sound effects at the valid surface hit during progress changes.
Reusable actor behavior
- Storage integration: use the supplied buriable chest and Hyper Inventory workflow, or attach the component to another suitable world actor.
- Buried-state reactions: use progress and completion events to control interaction, prompts, collision or your own gameplay responses.
- Save/load connection: restore stored state and use the Loaded event to reapply the owner's interaction and presentation rules.
Tool, storage and player feedback
- Digging tool: a melee-equipment child traces for a buriable target and sends dig progress to its component.
- Buriable chest: the storage actor reacts to progress and load events to keep its interaction state consistent.
- Custom requirements: add tool restrictions, stamina costs or cooldowns before the tool calls Progress Dig. These rules can stay specific to your game.
Make hiding a stash a gameplay choice
Require several actions to bury a chest but fewer to recover it. Limit digging to soft ground and use a quiet soil effect or a more visible magical effect. The same component can also hide a relic container or another actor that needs underground concealment and recovery.
Try the demo and follow the documentation to configure the tool, approved surfaces and storage reactions.
32 reviews for Bury Storage System
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Frequently asked questions
Why Hyper?
The strongest public modular Unreal Engine framework available at this scale
Most studios keep tools like this internal. Hyper makes a serious technical foundation available to solo developers, indies, and teams.
Built from 75,000+ hours of Unreal Engine work
System design, Blueprint architecture, multiplayer patterns, documentation, testing, integration, iteration, and real production problem-solving.
Systems designed to work together
Inventory, crafting, equipment, interaction, UI, combat, attributes, multiplayer, AI, quests, dialogue, maps, progression, survival systems, environment tools, performance helpers, and more can all live inside one larger ecosystem.
Working systems with source
Hyper gives you functional systems, a modular structure and documentation, with source you can extend for your own game.
Architecture you can extend
Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries.
Start fast, grow cleanly
Build on the included systems, replace visuals, adjust data, create child Blueprints and connect features without rebuilding the same foundation from scratch.
Want to learn more about the Hyper ecosystem, architecture philosophy, workflows, and developer behind it? Read more here and get started (https://gamesbyhyper.com/docs/getting-started/start-here/).
How do I add this to my project?
This module is provided as a full project because it includes Gameplay Tags, collision settings, config settings and other project-level dependencies.
Use our free Integration Tool (https://gamesbyhyper.com/product/integration-tool/) to prepare the integration. It combines compatible Hyper projects and handles migration and the required project settings. Use matching Unreal Engine versions and compatible Hyper releases.
Your own character, GameMode or custom systems may still need to be connected. The Integration Tool walkthrough (https://gamesbyhyper.com/docs/getting-started/use-the-automatic-integration-tool/) explains the setup and what to check in the generated project.
Do I need to use other Hyper systems with this?
No. You can use your own systems.
Hyper modules are designed around interfaces, abstract classes, shared contracts and dynamic dispatch, so features are not tied to one specific implementation.
If a module demonstrates integration with our Inventory, Equipment, Interaction, Movement, NPC or another Hyper system, you can:
Use the included Hyper implementation.
Replace it with your own system.
Use our implementation as a reference for your own integration.
The supplied integration shows how the module connects to the rest of a game. You can connect your own implementation through the same interface, abstract class or integration point.
For example, Attribute Manager may demonstrate Equipment modifying attributes. That does not mean you must purchase our Equipment System. You can follow the same integration pattern with your own equipment system.
The module includes working gameplay and its integration points. Build on the supplied setup or connect your own systems where you want different behavior.
See how to adapt a module (https://gamesbyhyper.com/docs/getting-started/customize-modules/) and how the shared data and abstract classes work (https://gamesbyhyper.com/docs/project-foundations/datamanagement/).
Where should I put my own changes?
Keep your own Blueprints, UI and data in your project's folder, for example Content/MyProject. Use child Blueprints or replacement components for your custom logic where possible.
That keeps your changes separate when you update Hyper. If you edit the original framework files directly, you will need to merge those edits when updating. The folder structure guide (https://gamesbyhyper.com/docs/project-foundations/folder-structure/) explains where everything belongs.
Can I restrict which surfaces allow buried storage?
Yes. Physical material checks let you control which surfaces can be used. For example, you can allow soil while preventing players from burying a stash in rock or metal.
What kind of gameplay is this designed for?
Players can bury a stash and retrieve it later. The buried stash does not display a persistent marker for other players.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| V4V4 UE5.7, 5.8. Release: V4. | V4 | 5.7, 5.8 |
Implementation and interaction
- Modular / extensible
- Yes
- Multiplayer ready
- Yes
- UI components
- Yes
- Input methods
- Gamepad, Keyboard, Mouse
- AI gameplay features
- No
System setup
- Architecture: AC_Buriable_Storage on the world actor, driven by a digging tool through Progress Dig.
- Configuration: bury/dig-up hit counts, burial depth, allowed physical surfaces, movement interval, Niagara and sound.
- Events: On Bury Progress Changed, On Buried, On Dug Up and Loaded let the owner manage interaction and state restoration.
- Supporting setup: buriable chest and melee-equipment digging tool. Inventory and owner-specific behavior remain outside the core bury component.
Compatibility
- Networking: replicated multiplayer support.
- Platform testing: Windows tested.
- Plugins: Common UI.
Release notes | Documentation | YouTube | Discord
Documentation, videos and Discord are public. Verified buyers can use the support forums.
scallipus –
Review from FabI own a lot of the hyper products, I literally fell in love with them and the community around them a couple of years ago. I have found them to be cleanly coded, scalable, fairly well documented and honestly, pretty much bug free… Any bugs get addressed quickly and the developers respond to the community in a timely manner. You really do get more than you pay for with the hyper assets IMHO. Top rate assets, great quality documentation typically and an awesome discord community server with dedicated support channels for each asset once you have verified your purchase. This system alone saved me about 150 hours of development work on my project. That alone makes it pennies on the dollar for the purchase cost
Dalcon4 –
Review from FabThe Hyper Bury Storage v4 is a unique and inventive system that allows players to bury containers underground for hidden storage. Players can dig holes, place storage containers, bury them, and later return to excavate their hidden stashes. It is a compelling survival mechanic that adds strategic depth to resource management and base defense. The system handles the complete bury-and-retrieve workflow. It includes terrain validation for digging, configurable hole sizes, container placement within holes, covering and concealment mechanics, optional map markers for buried locations, dig-time progression, tool requirements, and capacity limits. The system even supports degradation of buried items over time if desired. Setting up Bury Storage is clean and modular. The system provides pre-built interaction flows for digging, burying, and excavating. Terrain validation ensures players can only dig in appropriate locations. The container system is compatible with the existing inventory framework. Configuration options are well-organized and cover every aspect of the burial workflow. The burying and digging interactions feel satisfying and grounded. Progress feedback during dig operations is clear, container placement is intuitive, and the excavation flow is reliable. The system handles edge cases like overlapping burial sites, terrain changes, and multiplayer contention for the same site gracefully. Performance is efficient even in areas with many buried containers. Within MSTPro V4, Bury Storage integrates with the Inventory System for container management, the Region Manager for zone-based digging restrictions, the Permission System for access control, and the Memory System for tracking buried locations. It adds a distinctive survival mechanic that encourages exploration and strategic thinking, perfectly complementing the resource management philosophy of the Hyper V4 ecosystem.
NotTheFed –
Review from FabI have a LOT of Hyper’s kits.. and for a lot it is plug in play for the basics. I have MST PRO as the base framework, and just plug in those that are relevant for my game like Dialog, companion, advanced NPC, lockpicking, Skills, quests, traps, unlock (learn), world map, weathertime, Skinning, body decompose, Mesh to Actor swap, Admin console, with chat.. and so on. Simple to understand, and gets you started with most key parts of any game framework I highly recommend, not just for the quality of the kit.. but the excellent support on discord. The very detailed documentation.