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Description

Documentation | Discord | Video explaining the system | Video | How to add to MST Pro or other hyper systems | Demo

Hyper World Map, Minimap & Compass System v4

Help players understand where they are, what is nearby and where to go next. Hyper Map System connects a world map, minimap and compass with discoverable areas, quest targets, player waypoints and world beacons.

Key Features

Maps and navigation
  • World map: zoom and pan across a map of your world.
  • Minimap: show the player's surroundings with configurable masking and rotation.
  • Compass: display nearby points of interest and keep focused targets visible.
  • Discovery fog: reveal explored areas over time.
  • Map capture: generate a top-down texture using the supplied capture workflow and configured world bounds.
Markers and beacons
  • Static locations: register landmarks, shops, fast-travel points and other passive markers.
  • Nearby actors: add and remove dynamic markers according to the player's detection radius.
  • Tracked targets: keep selected quests, moving targets or focused waypoints visible.
  • Player waypoints: mark a chosen location for navigation.
  • World beacons: use distant beams or nearby icons to connect the map target to the 3D world.
  • Interface rules: let each actor describe when and where its marker should appear.

World setup and supporting UI

Set two reference bounds, capture the map texture and register the relevant map-element interfaces. The player map manager converts world positions into map and UI coordinates. The minimap and compass use nearby detection with exceptions for tracked targets.

Choose what players see at each distance
  • Landmarks without constant movement updates: passive elements represent locations such as shops, save points, search areas and fast-travel points.
  • Nearby details when they matter: dynamic nearby elements enter and leave the minimap or compass according to radius checks and their own display rules.
  • A destination that stays in view: focused player waypoints and tracked quest targets can use the always-visible path, including moving targets.
  • Beacons in the actual world: large focused beacons can change height with player distance, while nearby icons use their own offsets and radius.
  • Capture a map around your level: set bounds even when the world is offset from the origin, use orthographic capture and exclude unwanted objects through capture show flags.

Follow the world-map setup guide to capture your level and add its first landmarks.

58 reviews for Map System

  1. theblondebondOO –

    Review from Fab

    Very complex map and compass system made easy for the every day user. An absolute must for any open world game

  2. WWS – Lantianer –

    Review from Fab

    This map system has everything I need and more. It feels like a complete solution for navigation, world travel, and discovery mechanics. I haven’t fully explored all of its features yet, but my first impressions have been very positive. The system feels solid, well thought out, and provides a strong foundation for any game that needs a world map and exploration functionality. What I especially appreciate about Hyper’s products is the long-term support behind them. When I first saw their ambitious roadmap, I was skeptical, as I’ve seen many developers make big promises only to abandon their assets or take years to deliver meaningful updates. I’m happy to say that Eric and the Hyper team have consistently delivered, kept their modules updated, and continued expanding the ecosystem. It’s not just this module I recommend, but also the team behind it, the growing ecosystem of compatible modules, and the community that has formed around it.

  3. Acquired with code wolfey91 –

    Review from Fab

    A powerful, polished and highly customisable map system with everything you could need. It integrates brilliantly with other Hyper products while also working perfectly as a versatile standalone solution. Another excellent product backed by great documentation as usual and a fantastic Discord community. Hyper products genuinely dont miss in my opnion thanks to Eric and the Hyper team.

  4. Refunded PanMaso –

    Review from Fab

    The project is a mess. You ended up downloading far too many files, and it has dependencies on other Hyper systems. All I wanted was one clean folder containing only the essential files and a few simple boxes.

    Games By Hyper

    ERuts • 2 months ago Publisher Hey! Thank you for the feedback. Ah yes, I would also love to have one simple folder with a few checkboxes where everything works perfectly in every project. That would be awesome. We try our best to get as close as possible to it. Unfortunately, things like this are complex (there is a reason why games costs tens of millions and sometimes billions), especially a (multiplayer) map system that can connect to quests, dialogue, world objects, interaction, teleporting, fast travel, saving, menus, UI, NPCs, dynamic markers, interactable map elements, and many other use cases. With a simpler system, you would need to build all of those integrations manually. We already provide them as connection points. If you do not need them, you can simply leave them unused. They add no meaningful overhead. You can also replace them with your own systems. This video shows an example: https://www.youtube.com/watch?v=UHqEHAMzKqk Have a great day!

  5. PolskiKot –

    Review from Fab

    This is one of the worst-designed Unreal Engine plugins I have worked with. The code is buried under pointless abstractions, wrappers, and duplicated engine functionality. It even recreates basic Unreal structures such as FTransform. That is not modularity. It is unnecessary complexity. A good example is World Map Manager inheriting from World Map Manager Abstract, a class containing almost every possible function with no implementation. It appears to exist mainly so the author’s other systems can connect to it, even though those systems are not included with your purchase. No matter which product you buy, you receive a large number of unrelated classes and dependencies tied to the author’s wider map ecosystem. Most of them are useless unless you own his other products. The dependency structure is awful. Classes reference each other in both directions, circular dependencies are common, and almost everything depends on everything else. Removing or replacing one part can trigger problems across the entire system. This is also not packaged like a real drop-in plugin. It behaves more like a starter project that expects your whole game to be built around it. Integrating it into an existing codebase is a nightmare. The package is also filled with large amounts of AI-looking artwork, icons, and assets. The code has the same feel: repetitive, overengineered, inconsistent, and seemingly lacking proper review. It is advertised as modular, scalable, and easy to customize. My experience was the opposite. It is tightly coupled, bloated, difficult to migrate, and full of technical debt. Writing your own map system from scratch would likely be faster, safer, and cleaner.

    Games By Hyper

    ERuts • 2 months ago Publisher Thank you for sharing your feedback. I’m sorry the system did not fit your integration workflow. A few points may clarify the design: - Abstract classes are standard architecture. They centralize shared logic and provide intentional extension points. - References to, interaction, saving, etc. are logical points, not hard dependencies. This example shows how such connection points can be replaced: https://youtu.be/UHqEHAMzKqk - The code was developed manually and is not generated. Our code is known to be clean! - It is delivered as a full project because Unreal asset migration does not transfer required plugins or project settings, such as the `MapElement` collision channel. Without these, it will appear broken despite the assets being present. - Our free Integration Tool helps transfer the required setup: https://gamesbyhyper.com/product/integration-tool/ - All content is organized under one `Hyper` root folder, with the individual systems separated beneath it. Thank you again!

  6. Acquired with code t_ibox –

    Review from Fab

    Hyper World Map, Minimap & Compass System v4 is an asset that brings a real improvement to the overall gameplay experience. It is not just a simple map system, but a complete navigation tool designed to add more depth and clarity to a virtual world. The way information is presented to players is especially well done. Being able to organize points of interest, important locations, objectives, and gameplay-related elements helps create a much smoother and more enjoyable exploration experience. The system provides great customization options, making it easy to adapt to different types of projects, whether it is an adventure game, survival game, open world, or multiplayer project. The combination of world map, minimap, and compass creates a very consistent experience. I also appreciate the attention given to the interface and overall user experience. Everything is designed so players can understand their surroundings quickly while keeping immersion intact. This is a high-quality asset that provides a strong foundation for creating a modern and complete navigation system. Excellent work from the creator, highly recommended for developers looking to improve exploration in their games.

  7. Xx-JayCook-xX –

    Review from Fab

    I spent way too long trying to make the map on my own, after getting this is has a capture landscape feature, so it generates your map instantly. The entire system is clean and professional, you can even have different markers for enemies in the area etc as well as POI markers etc. It’s a really great system and highly recommend it – Anything Hyper is really good because of their team too, great support on the discord and they are constantly working on both the systems themselves and documentation

  8. realmalden420 –

    Review from Fab

    Almost a neccessity when it comes to big maps! Thanks again, always connects perfectly as well.

  9. NotTheFed –

    Review from Fab

    I 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.

  10. xSgtSalty –

    Review from Fab

    Making my project look professional, thanks again Eric and the team

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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 include map texture generation?

Yes. The map texture generator captures your level, with tiered textures and zooming for larger maps.

Can moving actors and static locations use different markers?

Yes. Passive markers are loaded once for static locations. Dynamic markers can follow players, nearby actors or moving objectives across the map, minimap and compass.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
V3V3 UE5.5, 5.6. Release: V3.V35.5, 5.6
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

  • Runtime: AC_PC_WorldMapManager with map, minimap and compass presentation.
  • Capture: orthographic top-down capture with configured bounds and power-of-two Render Targets.
  • Elements: passive, dynamic, nearby, always-visible, discovery and fast-travel interfaces.
  • Discovery: Render Target fog updated around the player on a timer.

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.

Map System $ 149,99