Description
Discord 💬 | Documentation 📑 | Props Spawner 📷
Hyper Procedural Props Spawner v4
Props Generation is a fast scene-dressing toolkit built on our PCG framework. It is data asset driven so you can swap mesh collections and set weights quickly to author dense, varied prop coverage.
Core
- Data asset driven spawn collections and per-mesh weights
- Built on the Procedural Content Generation framework for deterministic, repeatable spawns
Area & asset shapes
- Spawn area shapes: circle, square and other masks for targeted placements (e.g. hay piles, crate clusters, barrel rings)
Placement controls
- Choose what to spawn and overall density
- Sample spacing / size controls to tune distribution granularity
- Angle density / slope detection to control placement on inclines and cliffs
- Rotation and per-mesh variation presets
- Scale variation per item or per-collection
- Offset controls for per-item placement offsets
- Mesh bounce controls to tune final resting pose after physics placement
Overlap, exclusion & projection
- Prioritise overlapping PCG volumes so higher-priority areas take precedence
- Dynamic trace parameters to include or exclude landscape, actors or collision boxes
- Projection options to project spawns to landscape height or onto collision surfaces
Specialized spawners & examples
- Physics-based spawner editor widget, click to spawn using a short physics simulation so props fall and settle naturally (examples: skull piles, bone piles)
- Inline / line spawner blueprint for barrels, sacks and crates with variation controls, ideal for doorways, cave shelving and home edges
- Random-mesh spawner driven by presets for quick varied clusters
- Predefined mesh-spawner examples for table dressing (tables, chairs), cabinets with automatic book placement, statues, candles and bookshelves
- Included examples: tents, loot stations, carts and other set-dressing prefabs
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
Reviews
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