Description
Documentation | Discord | Demo
Hyper Companion & Taming System v4
Let players recruit a humanoid ally or tame a creature, then manage both through the same companion system. Hyper Companion & Taming System connects ownership, commands, active party slots and inactive storage, with utility and combat companions.
Key Features
Recruit and tame
- Direct recruitment: recruit the supplied humanoid through interaction without a taming phase.
- Food-based taming: configure accepted food and taming progress over time.
- Unconscious-state requirements: use incapacitation or tranquilizer-style gating where configured.
- Companion ownership: track who owns a companion and which actions are valid.
Command and develop companions
- Radial actions: group movement, generic, gathering and stance commands in a radial menu.
- Requirement checks: gate an action by ownership, taming state, equipment or other reusable checks.
- Gathering action: the Gather Wood action checks for a hatchet before starting its task.
- Level-based actions: unlock configured actions through progression.
- Names and inventory: offer companion naming and inventory actions through the same interface.
Party and storage
- Active party: select companions through the party overlay and deploy or retrieve them.
- Inactive storage: move, swap and transfer companion records between storage slots.
- Recall settings: configure recall range and cooldown.
- Persistence integration: use Hyper Global Save System, or your own equivalent, to restore detailed actor and component state.
Supporting interface and integration
The companion owns its live taming and action state. Controller components manage the radial menu, failure prompts, party overlay and storage. Humanoid recruitment and creature taming both enter the same management flow.
Advanced party and box persistence requires the save integration. The fallback class-spawn example does not restore a complete companion state.
Life after recruitment
- A new routine when tamed: assign a routine override in the companion data so gaining an owner can change what the companion does.
- Food and hydration handling: configure the resources a companion needs and the items used by automatic consumption when the relevant attributes fall below their thresholds.
- Reusable action requirements: actions carry their own requirement checks and failure feedback. Use the same checks across multiple companion types.
- Stored companions keep an identity: inactive records include a unique identity, class and UI attributes, plus serialized actor and component data when the save integration is present.
Try the demo to follow the recruit, command, retrieve and deploy loop.
40 reviews for Companion 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.
Does advanced companion storage require another system?
The supplied advanced-saving integration uses the separate Hyper Global Save System. If you use your own save system, you need to connect the companion state to it.
Can companions be creatures or humanoids?
Yes. The system supports creature and humanoid companions, with taming, party and box storage, summoning and orders.
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
- Runtime: companion component on the companion actor, with player-controller manager, storage and party components.
- Data model: companion and action DataTables, Gameplay Tags and reusable action-requirement Blueprints.
- Persistence: inactive records store identity, class, UI attributes and serialized actor/component data when a save system is connected.
- Dependencies: advanced restored state requires Hyper Global Save System or an equivalent custom persistence implementation.
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.
Acquired with code t_ibox –
Review from FabHonestly incredible! Hyper Companion & Taming System v4 is a real gem. Everything is very well made, clean, and really well optimized for Unreal Engine. The companion and taming system is complete, smooth, and very enjoyable to use. It saves a huge amount of time thanks to the quality of the asset and its well-thought-out structure. It’s clearly a powerful tool for any RPG or survival-type project. Integration is quick, and even though the system is rich, everything remains logical and well organized. You can really tell there is serious work behind it. I am completely satisfied with my purchase, it’s exactly what I was looking for, if not better. The customer support is excellent: professional, responsive, and very attentive. It really builds confidence when working within the Hyper ecosystem. I highly recommend it! ⭐⭐⭐⭐⭐
realmalden420 –
Review from FabI’ve always wanted to be able to have a taming system , and this one connects perfectly! Thanks again!
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.
Dalcon4 –
Review from FabThis is a well-structured, feature-rich companion system with solid architectural decisions — abstract/concrete separation, data-driven configuration, StateTree AI, and component composition. It covers the full companion lifecycle: taming, following, commanding, storing, and managing via UI. The main gap is creature-type examples. For a Hyper Framework module, the quality and scope are very strong.
WHYPHY710 –
Review from FabYou get to store, and carry creatures too, didn’t even notice before I purchased, so that was a treat🤣 worth it! I’ve purchased pro version, and 23 more modules from hyper. I’m the laziest dev, but they make up for it with their amazing work!