Current currency: GBP
Wishlist
Cart (0) Sign in / Register

Description

Documentation | Discord | Video | Video | How to Setup | Demo

Hyper Day Night Cycle v4

Give your world a changing rhythm, from morning light to the middle of the night. Hyper Day Night Cycle connects sun and moon positioning to a configurable Time Manager, so lighting and gameplay can follow the same clock.

Key Features

Day, night and seasons
  • Sun and moon: drive celestial positioning from simple or accurate time settings.
  • Cycle duration: choose the length of the day and night for the pace of your game.
  • Seasonal variation: vary day and night lengths with the configured seasons.
  • Sky controls: tune sun and moon color and intensity, skylight and cubemap intensity, and toggle aurora visibility.
  • Lights after dark: use the light-toggle component to switch lights on at night and off in the morning, together or in a timed, optionally shuffled sequence.
  • Environmental presentation: connect the cycle to directional light, sky, fog and ambient settings.
Included Time Manager
  • Simple time: configure the starting date and time, month lengths and season mapping.
  • Accurate time: use UTC, time zones and coordinates for more specific celestial positioning.
  • Runtime control: skip, add, freeze or speed up time.
  • Time events: connect quests, NPC behavior, autosave logic or other systems to time-change notifications.
  • Shared multiplayer time: GameState time management provides a common clock for the session.

Setup

Place the time and sun/moon actors in your level and add the time and day/night components to the configured GameState. The level actor supplies the initial settings; the runtime component manages time during play.

This package includes Time Manager and is also included in Dynamic Weather & Sky. Use the setup video above to connect it to your level.

Related resources

our Dynamic Weather & Sky system. | MST Pro | Explore all compatible systems | buy directly from our store

40 reviews for Day Night Cycle

There are no reviews yet.

Be the first to review “Day Night Cycle”

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.

Is the Time Manager included?

Yes. Day Night Cycle includes Time Manager. Both are also included in the separate Dynamic Weather & Sky product.

Can I change the day length and trigger gameplay events?

Yes. Set the day length and day/night balance, then use the time events to trigger your own lighting, NPC, quest or other gameplay changes.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
V3V3 UE5.5, 5.6. Release: V3.V35.5, 5.6
V4V4 UE5.7, 5.8. Release: V4.V45.7, 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: level time and sun/moon actors connected to GameState time/day-night components.
  • Time modes: simple calendar settings or accurate UTC/time-zone/coordinate configuration.
  • Controls: day/night duration, seasonal variation, starting time and runtime time changes.
  • Included system: Time Manager.

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.

Day Night Cycle £ 25.00