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Description

Documentation | Discord | Videos | Demo

Hyper Inspection System v4

Let players stop and examine the details that matter. Hyper Inspection System presents objects, notes, recordings and video through a shared inspection workflow, with options for close-up viewing or inspection in the world.

Key Features

Inspection experiences
  • 3D item viewer: rotate and zoom a model for a closer look.
  • World-space examination: keep an object in the level and examine relevant points on it.
  • Readable documents: present single-page or multi-page notes.
  • Narrated documents: accompany written content with recorded narration.
  • Audio logs: play recordings through an audio-focused inspection.
  • Video playback: connect a media source and material to the inspection presentation.
Discoveries and configuration
  • First-time reactions: track inspected entries and gate reactions to the first discovery.
  • Databank entries: optionally add the discovery to the player's codex.
  • Inventory pickup: optionally grant the inspected item to inventory.
  • Shared data model: author entries through DT_Inspection or supply custom inspection data directly.
  • Input support: use mouse or gamepad controls for the inspection interface.

Supporting setup

A player-owned inspection component coordinates the experience. Specialized inspectable actors select the presentation, while each entry describes its mesh, document pages, playback and optional reactions. The model-viewing setup supplies the close-up rendering and lighting.

Author the discovery, not a separate interface every time
  • Viewing rules per object: allow or block rotation and zoom, clamp the field of view and set the starting distance and rotation for a useful close-up.
  • Static, skeletal or custom presentation: choose the mesh type or supply an inspection actor when an object needs more specialized behavior.
  • Several presentation contexts: reuse inspection data in a fullscreen game view, a UI view or a databank information panel. World inspection can leave the object in its original location.
  • Media playback controls: choose autoplay and looping, then assign the media source and the material slot used to display it.
  • A discovery with follow-up: use the inspectable Gameplay Tag to track first inspection, play a first-time reaction and add the appropriate codex entry or inventory item.

Use the example inspection types to turn your next clue, collectible or audio log into an interaction.

33 reviews for Inspection System

  1. theblondebondOO –

    Review from Fab

    Very simple system that works hand in hand with other modules which makes life increadible easy to further develop our own projects

  2. Acquired with code t_ibox –

    Review from Fab

    Excellent inspection system, very well designed and really enjoyable to use. The interface is clean and modern, and the system allows detailed object examination through smooth 3D rotation and zoom. The result is polished and immediately gives a sense of quality and refinement. Information elements are well integrated (stats, descriptions, visual details), making the inspection experience more immersive and useful in gameplay. The full-screen mode with visual effects adds a strong cinematic touch. This is a very polished asset, with clear attention to presentation and overall user experience. Very satisfied, highly recommended ⭐⭐⭐⭐⭐

  3. Dalcon4 –

    Review from Fab

    The Hyper Inspection System v4 provides a complete item and object inspection interface that lets players examine objects in detail with full 3D rotation, zoom, and information display. Whether inspecting a weapon, a key item, a piece of lore, or a clue, this system delivers an immersive examination experience that adds depth to any game. Every inspection feature you could want is here. Full 3D model rendering with rotation and zoom, dynamic information panels, attachment point highlighting, stat displays, lore text overlays, and contextual action buttons. The system handles everything from simple item tooltips to full-screen examination modes with background blurring and cinematic lighting.

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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.

Can players inspect video and audio as well as 3D items?

Players can inspect 3D models, paper notes, video and audio. The model viewer supports rotation and zoom for closer examination.

Can inspection unlock a codex clue?

Yes. Optional Databank integration lets an inspected object add information or unlock a clue.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
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: player-controller inspection component and specialized inspectable actor Blueprints.
  • Data: F_Inspection payload from DT_Inspection or directly supplied custom data.
  • Presentation: model viewer, world-space examination, documents, audio and video.
  • Optional integrations: reaction dialogue, databank injection and item pickup.

Compatibility

  • 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.

Inspection System € 56,00