Description
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Hyper Console Command Manager v4
Hyper Console Command Manager 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 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
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, examples, 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. - Not a content dump
Hyper gives you working examples, modular structure, documentation, and patterns you can extend into your own game. - Made for serious projects, not just demos
Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries. - Start fast, grow cleanly
Use the included examples, replace visuals, adjust data, create child Blueprints, connect systems, and build toward your own game 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.
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- Future-proof design with ongoing updates
- Clear, well-documented Blueprints with clear naming
- Scalable system for hobby to AAA-scale productions
- Cross-genre ready (Open-World, Survival, RPG, FPS, etc.)
- Fully network-replicated for multiplayer support
- Cross-platform ready (Windows tested)
- Modular, component-based (drag-and-drop integration)
- Data-driven setups using DataTables where applicable
- Blueprint-first where sensible
- Trusted by developers across indie to large productions
Support, Community, and Documentation
- Public Documentation, YouTube, and Discord are available.
- Verified buyers can use the support forums for bug reports, data models, and peer help.
- Blueprint comments explain both how the system works and why key choices were made.
Plugins
- Common UI
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