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Hyper Online Multiplayer Framework v4

Blueprint-only backbone for hosting, browsing, and running seamless multiplayer sessions in Unreal Engine. OMF v4 unifies lobbies, playlists, game settings, player and team tracking, and subsystem connectivity in one drop-in module, fully compatible with Hyper v4 modules. Upon verification integration files for Steam and EOS subsystems available using Betide Studio plugins.

Important Note: OMF includes a complete menu and lobby UI, but some elements are placeholders for you to configure. For example, a "Bomb Timer" field appears in the Game-Settings panel, yet no in-game logic is wired because OMF is a session framework, not a game-mode system. Download the demo project and test the flow first to ensure it matches your needs before purchase.

Explore All Compatible Plug and Play Systems

Whether you’re making an RPG, survival, open world, adventure, co-op PvE, or story-driven game, this module fits right in
Use it standalone or combine it with MST Pro and other Hyper modules to expand your project with ease.
Explore all compatible systems.

Core Systems

1 · Session Management

  • Central manager controls the whole lifecycle

    • Main Menu → Host / Server Browser → Lobby → Game → Next Game (playlist)
  • Seamless travel between maps
  • Replicated via GameState for perfect multiplayer sync

2 · Player Management

  • Tracks connected players across all states
  • Optional extensions

    • Team Management – auto-assign or manual
    • Score Management – per-player or per-team with live updates

3 · Playlist System

  • Chain multiple games/modes with all its own unique settings (e.g. FFA → Team DM → CTF)
  • Each entry stores its own custom Game Settings
  • Rotate maps or rules automatically between rounds
  • Note: No Game Mode system included, it only distributes the settings for you to expand on. Some examples included on how to setup.

4 · Game Settings Management

  • Per-mode rule sets (lives, win points, timers) stored in Blueprint-exposed structs
  • Easy to extend for competitive or custom rule variants

5 · Online Subsystem Support

  • Works out of the box with Unreal’s default OSS (LAN discovery, direct IP)
  • Subsystem-agnostic design

    • Optionally, I provide drop-in integration files for the setup of Steam (SIK) and Epic Online Services (EIK) from Betide Studio plugins

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.

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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
Online Multiplayer Framework Original price was: 92,00 €.Current price is: 65,00 €.