Description
Documentation | Discord | Videos | Demo
Hyper Character Previewer v4
Show players what they have equipped without leaving the inventory screen. Hyper Character Previewer renders the character to a Render Target for inventory, equipment, vendor and customization interfaces, with visual changes reflected in the preview.
Key Features
Character presentation
- Render Target preview: display the character inside your own interface.
- Equipment updates: refresh the preview as equipment is added or removed.
- Visual swaps: keep the preview aligned with changes to the character appearance.
- Camera controls: adjust the preview camera distance and angle.
Interface integration
- On-demand rendering: enable the preview while its menu is visible and disable it when the menu closes.
- Reusable widget: use the character preview widget within your inventory or other menus.
Working setup
The preview component lives on the character. The interface displays its Render Target, while equipment-change events update what is shown. A mesh-toggle interaction lets you try visual changes.
Watch the examples above and use the setup guide to connect the preview to your own menu.
35 reviews for Character Previewer
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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 the preview reflect equipped items?
It renders your character to a Render Target for use in inventory, equipment, vendor or customization screens. Equipment and visual changes can update in the preview.
Does the preview have to render all the time?
No. Enable the preview while the relevant screen is open and disable it when you no longer need it. You can also adjust the camera distance and angle.
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: character preview component and Render Target displayed through a UI widget.
- Update hooks: equipment-added/removed events and menu visibility control the preview refresh and rendering state.
- Configuration: preview camera distance and character visual setup.
Compatibility
- 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.
Acquired with code FootlongTube –
Review from FabI wanted players to see what they were equipping and how there character changes as they equip items. This gave me what i needed and was fairly easy to customize so i could get the sort of look i was after
Acquired with code casigus –
Review from FabEver tried previewing a character in Unreal and ended up previewing your own despair? This tool fixes that. It’s like Unreal’s Persona, but without the existential dread.
Dalcon4 –
Review from FabThe Hyper Character Previewer v4 delivers a professional-grade 3D character viewing experience, allowing players to inspect, rotate, and zoom into their characters with full equipment visualization. It is the definitive solution for character selection screens, inventory previews, and cosmetic showcases in any Unreal Engine project. Every detail has been accounted for. The previewer supports full 360-degree rotation, zoom controls, lighting adjustments, animation playback, and real-time equipment swapping. It handles multiple character meshes, skeletal animations, and material instances without missing a beat. Background customization options let you create studio-quality presentation screens with minimal effort.