Description

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Hyper Corpse Decomposition System v4

Enhance immersion with the Hyper Corpse Decomposition System v4. Instead of bodies simply vanishing, this system simulates biological decay over time. Corpses effectively decompose, accompanied by visual stages, particle effects (like flies), and material changes. It handles the cleanup of dead entities in a realistic manner, adding a gritty layer of detail to your game world.

Key Features
  • Time-based visual decomposition stages
  • Skeletal Mesh switching per stage (e.g. fresh to bones)
  • Particle effects integration (Flies, Odor)
  • Material parameter blending for rotting look
  • Optimized cleanup of actors
  • Network replicated for all clients
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.

3 reviews for Corpse Decomposition System

  1. Dalcon4

    Review from Fab

    The Hyper Corpse Decomposition System v4 simulates realistic biological decay over time, transforming defeated enemies from fresh kills through progressive decomposition stages with visual material changes, particle effects like swarming flies, and environmental interaction. Instead of bodies simply vanishing, they undergo a believable degradation process that adds immersion to any survival or RPG game. The system is surprisingly detailed. It supports multiple configurable decomposition stages, each with its own material parameters, particle effects, mesh deformation, and timing. The decay rate can be influenced by environmental factors, and each stage transition is smooth and convincing. The system also handles cleanup, eventually removing the actor when decomposition completes to maintain performance. Setup is clean and modular. Add the Decomposition Component to any actor, configure your stage definitions (materials, particles, timings), and the system runs autonomously after death. The Easy Material Function mentioned in the documentation makes visual setup accessible even to developers without shader experience. Default presets are provided that look great immediately. The visual progression from fresh to decomposed is convincing and well-paced. Material transitions are smooth, particle effects like flies appear at appropriate stages, and the overall effect significantly enhances environmental storytelling. The system manages its own performance by reducing visual complexity as decomposition progresses and cleaning up completed corpses.

  2. NotTheFed

    Review from Fab

    I 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.

  3. scallipus

    Review from Fab

    Works really well… Allows for multiple decomposition stages which can use different meshes and / or materials… Multiplayer ready is a nice touch. Quite straight forward to integrate! Just like a lot of other gamesbyhyper V4 products, this is one of the best examples of clean, scalable, and well commented game ready code. Comes with an example map that goes through explaining how to use it. Example characters etc so you can see how to implement it on your own characters. The discord community built for supporting the hyper products is one of the best I have had the pleasure of being a part of, with lots of involvement with the gamesbyhyper team and the very many devs who use the hyper systems. It rings true that you truely get what you pay for and this is a first class product. So much so that I have spent the last 3 years using and modifying various gamesbyhyper systems to suit my own games design goals and make my own personal game dev dreams become reality.

Add a review
  • 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
Corpse Decomposition System $ 49,99