Description
Documentation | Discord | Overview | Video | Demo
Hyper Interactive Foliage v4
Turn scattered plants and ground resources into things players can collect. Hyper Interactive Foliage connects placement, pickup rewards and respawning for resources such as sticks, fiber, stones, mushrooms and berries.
Key Features
Place and gather
- Manual placement: choose the exact location of a resource actor.
- Foliage placement: use the foliage workflow for repeated resources.
- Procedural placement: use procedural foliage or the PCG-based placement setup.
- Inventory rewards: collect resources into the player inventory.
- Berry picking: use bushes as a gathering interaction.
Resource return
- Respawn resources: configure collectible resources to return after use.
- Radius-based return: use the respawn-in-radius option where appropriate.
- One-time resources: disable respawning when a pickup should stay removed.
Connected resource workflow
The setup combines Respawn Actor Manager, Inventory, Pickup Leader and placement tools. Those parts keep the world resource, its inventory reward and its return behavior together.
Follow the overview above to configure a collectible resource for your environment.
Related resources
MST Pro | Explore all compatible Hyper systems | try the MST Pro demo | official store
46 reviews for Interactive Foliage
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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 I control whether plants respawn?
Yes. You can configure respawning, limit respawning by radius or disable it.
How can I place interactive foliage?
You can place foliage manually, with Unreal's foliage tools or through procedural spawning. The examples include picking foliage and berries into an inventory.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| V2V2 UE5.3, 5.4. Release: V2. | V2 | 5.3, 5.4 |
| V3V3 UE5.5, 5.6. Release: V3. | V3 | 5.5, 5.6 |
| V4V4 UE5.7, 5.8. Release: V4. | V4 | 5.7, 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
- Composition: Respawn Actor Manager, inventory integration, Pickup Leader and PCG-based placement.
- Placement: manual, foliage and procedural workflows.
- Lifecycle: pickup reward followed by configured respawn, radius-based respawn or no respawn.
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.
Eddie6120 –
Review from FabSuch an excellent product with top level customer support. I don’t have that much experience with UE5, yet managed to incorporate this kit into my existing project. I had a few minor issues and managed to receive assistance from the team at Hyper in record time. The Discord group is quite active and others are keen to assist. I can’t recommend this enough. Check out the Demo level and see the potential. So many features and it’ll bring your game to life!
Thepinnacle0317 –
Review from FabIt does what it says. I don’t think there is much else to add other than being able to spawn in interactive foliage that flawlessly integrates into the whole framework. Very easy to look at the examples and extend it to more types of interactive foliage and start surviving.