Description
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Hyper Lock and Lockpicking System v4
Hyper Lock and Lockpicking System brings thrilling lockpicking, hacking, and key-based unlocking mechanics into your game, inspired by classics like Skyrim and Fallout. I built this system to give developers an easy way to add immersive, skill-based security interactions that feel rewarding without heavy coding. Hyper modules are designed to fit together perfectly, so you can build deep gameplay systems without starting from scratch.
Key Features
Skyrim/Fallout-Style Lockpicking
- Engage players with tactile, skill-based lockpicking for doors and containers
Hacking Mechanics
- Add modern hacking gameplay for electronic locks and security systems
Level-Based Keycards
- Use tiered keycards to control access and drive player progression
Lockpicks for Lockpicking
- Dedicated lockpick items with customizable durability or success settings
Varied Key Types
- Basic Key: reusable key for standard locks
- Ancient Key: single-use key that disappears after use
- Gold Key: master key for unlocking all basic doors
- Fully modular and customizable to match different game genres
- 100% Blueprint, multiplayer-ready, and easy to extend
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.
34 reviews for Lock System
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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
Jengske –
Review from FabAs usual a other great module for your collection. Lockpicking system to expand on.
NotTheFed –
Review from FabI have a LOT of Hyper’s kits.. and for a lot it is plug in play for the basics. I have MST PRO as the base framework, and just plug in those that are relevant for my game like Dialog, companion, advanced NPC, lockpicking, Skills, quests, traps, unlock (learn), world map, weathertime, Skinning, body decompose, Mesh to Actor swap, Admin console, with chat.. and so on. Simple to understand, and gets you started with most key parts of any game framework I highly recommend, not just for the quality of the kit.. but the excellent support on discord. The very detailed documentation.