Description
Documentation | Discord | Video | Devlog | Demo
Hyper Lock and Lockpicking System v4
Make a locked door or chest a gameplay decision. Hyper Lock and Lockpicking System combines item-based access with a configurable lockpicking challenge and alternate unlock actors.
Key Features
Access rules
- Keys and keycards: check item tags for the required access item.
- Reusable or consumed keys: keep a basic key or consume a configured single-use key.
- Tiered and master-key setups: configure access patterns such as level-based keycards or a key accepted by several locks.
- Automatic relocking: return the actor to a locked state when configured.
- Open after unlock: continue into the actor's normal interaction after access succeeds.
Lockpicking and alternate paths
- Medieval lockpick minigame: use Novice, Advanced, Expert or Master difficulty. Tune the valid pick angle, tolerance and pick damage for each tier.
- Lockpick items: connect required tools and configured attempt behavior to inventory.
- Alternate unlock actors: let a lever, button or other interactable unlock one or several configured targets, with optional open-after-unlock and relocking behavior.
- Skill rewards: grant configured XP through a skill tag after unlocking.
- Custom bypass games: extend the minigame actor path for your own hacking or other challenge.
Working setup
The lock component belongs to the protected actor and controls its authoritative locked state. Minigame actors handle the challenge, controls and completion callback. The supplied demo includes door and item-access examples.
Hacking is a themed access example, not a separately supplied hacking minigame. Use the alternate bypass architecture if you want to add one.
53 reviews for Lock System
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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.
Does this only support physical keys?
It includes lockpicking, hacking, keycards and different key types. You can adapt the requirements and behavior to your doors or containers.
Can I change the lock types for my own game?
Yes. Use it for interactable objects such as doors and containers, with the lock rules you want for each one.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| 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
- Architecture: actor-owned lock state with separate unlock/minigame presentation actors.
- Configuration: item-tag requirements, consumption, difficulty, relock behavior and optional skill XP.
- Integration: route the protected actor's interaction through the unlock check.
- Included challenge: medieval lockpicking. Custom hacking challenges require a separate bypass implementation.
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.
Acquired with code FootlongTube –
Review from FabThe lockpicking UI itself looks abit out of date, but a simple mesh change sorted that. Simple but effective lockpicking system that i introduced across my entire game
Acquired with code casigus –
Review from FabFinally, a lockpicking system that doesn’t make you feel like you’re debugging your soul. It’s slick, satisfying, and doesn’t crash when you pick the wrong pin
xSgtSalty –
Review from FabSimply Easy to use, adds great complexicity to my game
Acquired with code t_ibox –
Review from FabHyper Lock and Lockpicking System v4 is an impressive asset that provides a very well-designed lock and lockpicking mechanic. This is the kind of system that can completely improve exploration gameplay by adding real depth and meaningful interactions. I especially like the ability to create different difficulty levels for locks. This makes it possible to build real progression, lock certain areas, create objectives, and give players a stronger feeling of discovery and reward. The system works perfectly for many different uses: opening doors, accessing buildings, securing areas, managing ownership, or creating progression-based mechanics. The possibilities are extremely wide. The integration is very well done, and the system is flexible enough to adapt to many different types of projects. Combined with MST PRO, it fits naturally into a larger framework and helps developers quickly create richer gameplay experiences. Like the other Hyper assets, the development quality, system organization, detailed documentation, and Discord support are major strengths. You can clearly see that the goal is to provide professional tools that are easy to understand and enjoyable to use. In my opinion, this is an essential asset for games that want exploration, stealth, or progression systems based on access and locked areas. Excellent work, highly recommended!
Xx-JayCook-xX –
Review from FabI don’t know why I enjoy these mini type things so much but it’s really good to use the actual lock system and have different difficulties within the level. I also used it pretty early into the introduction to my game, it starts off having to escape from a room and this allowed me the functionality to do that. But it’s also good to use if you want ownership of doors/ buildings. There’s also tier systems so it’s good to gate progression too
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.
Jengske –
Review from FabAs usual a other great module for your collection. Lockpicking system to expand on.