Description
Discord 💬 | Documentation 📑 | How to add Auto Landscape, Forests, Biomes, Ditches and Paths 📷
Hyper Procedural Biome Generator v4
Generate large multi-biome environments extremely fast. Works with World Partition and non-World Partition workflows. Author pine forests (dense or sparse), mixed forest bands and full multi-biome scenes using data assets to swap entire biome definitions with a single click. Includes box-based and spline-based biomes, advanced exclusion controls, ditch generation and a landscape path toolkit so you can lay out playable environments in minutes. Example overlap scenes are included so you can see blending and edge sampling in practice.
Key features
- World Partition and non-World Partition compatible for large worlds
- Fast multi-biome authoring to create pine, dense and sparse forests and other biome types
- Data asset driven biomes, swap a complete biome definition with one click
- Support for box-based and spline-based biomes
- Spline biomes include edge sampling with distance fade to control density at edges
- Multi-biome overlap support with easy tweak controls for blending and priority
- Advanced exclusion controls: box exclusions, spline exclusions and landscape spline exclusions
- Selective exclusions so you can exclude only specific classes (for example: trees only)
- Dedicated generation settings to change density, spacing and global spawn parameters per-biome
- Ditch generation, drag and drop a ditch spline, auto-deform the landscape to create a walkable trench and PCG auto-excludes the carved area
- Landscape path toolkit with a large set of path presets (including desolation styles) and automatic PCG exclusion for paths
- Includes example maps and overlapping-biome examples to demonstrate real-world setups and recommended workflows
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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