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Description

Documentation | Discord | Video | Demo

Hyper Fishing System v4

Add a quiet cast from the shore or a more active hunt beneath the surface. Hyper Fishing System includes rod fishing with a timing minigame and spear fishing against visible fish, both connected to equipment and inventory.

Key Features

Rod fishing
  • Cast and bobber: equip a rod, cast into a fishing spot and wait for a bite.
  • Fish selection: choose a catch from the spot's configured water and fish data.
  • Timing minigame: reel in the selected fish through the interactive catch challenge.
  • Catch difficulty: use fish difficulty to shape the challenge.
  • Catch rewards: successful catches enter the inventory with their quality and catch XP.
Spear fishing
  • Visible fish: fish actors swim inside the configured fishing area.
  • Manual hits: aim and strike with the equipped spear.
  • Spear attachment: a caught fish attaches to the spear before dropping as an item.
  • Pickup flow: collect the dropped fish into inventory.
Fishing spots and content
  • Water profiles: define different fishing locations and the fish available in them.
  • Fish profiles: configure fish mesh, difficulty and behavior.
  • Equipment integration: rod and spear setup uses the item and equipment tables.
  • Skill integration: connect catch XP to a fishing skill through the optional attribute integration.

Supporting setup

The character fishing component manages the rod state, bobber and catch result. Fishing-spot components define the bounds and fish data. Rod fishing selects from the data list; the visible swimming fish are used by spear fishing.

Give each fishing spot its own character
  • Weighted catches: set relative spawn weights so common fish appear more often than rare catches.
  • Environmental conditions: filter fish availability by weather, time of day and season in the water data. The same location can offer a different catch under different conditions.
  • Quality and rewards: configure Bronze, Silver and Gold quality chances, item references and catch XP alongside difficulty.
  • Visible populations: set the maximum visible fish count and respawn delay for spear-fishing areas. These actors swim within the configured spot bounds.
  • An adaptable catch challenge: fish data includes difficulty and behavior. Use those values when adapting the timing minigame or connecting your own success and failure logic.

Try both methods in the demo, then configure a fishing spot for your own water area.

42 reviews for Fishing System

  1. xSgtSalty –

    Review from Fab

    Adding another layer of content to any genre of game. Easy to throw into a level and get fishing.

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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 it include both rod and spear fishing?

Both. Players can use spear fishing or rod fishing with an interactive reeling minigame.

Can I add my own fish?

Yes. Configure each fish's mesh, behavior and difficulty, and set up the fishing waters for the experience you want.

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

  • Runtime: AC_CH_Fishing, BP_Bobber, AC_Fishing_Spot and BP_Fish_Base.
  • Data: DT_FishingWaters, DT_Fishes and item/equipment table entries.
  • Rod path: bobber in valid bounds, wait, fish selection, minigame and inventory result.
  • Spear path: visible fish actor, melee hit, spear attachment, drop and pickup.

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.

Fishing System € 46,00