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Description

Documentation | Discord | Overview | Video | Demo

Hyper Replication Subsystem v4

Use one set of multiplayer helpers for common presentation actions. Hyper Replication Subsystem centralizes montage playback, sounds and spawned actors so each gameplay system does not need its own copy of the same RPC flow.

Key Features

Animation and audio
  • Montage playback: play animation montages through the replicated execution path.
  • Notify callbacks: bind to montage events for actions that depend on animation timing.
  • Attached sounds: play audio from a component or actor attachment.
  • World sounds: play at a location with attenuation and concurrency settings.
Spawned presentation actors
  • Generic actor spawning: configure a spawned actor with static or skeletal mesh data.
  • Attachments: attach the result to an actor or component.
  • Effect actors: use actor-based presentation for effects, including your Niagara setup.
  • Named cleanup: destroy an actor by the key assigned when it was spawned.
  • Custom behavior: extend the generic spawn actor for project-specific presentation.

Integration

Add the component to the character and call its helpers from the systems that need them. The generic spawn actor provides the shared presentation data, while child classes supply any additional behavior.

Use the walkthrough to replace repeated presentation RPCs with the shared helper flow.

Related resources

MST Pro | Explore all compatible Hyper systems | try the MST Pro demo | official store

40 reviews for Replication Subsystem

  1. V_wie_Vale –

    Review from Fab

    Perfect Tool for beginners and actually everyone who is doing Multiplayer! Best thing it fixes the weird Standard Movement Replication of UE5! looking forward for more! 🙂

  2. Rodzilla4269 –

    Review from Fab

    I bought all your v2 assets other than menu. Please add me on discord Rodzilla4269#6995

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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.

Which actions can I send through the shared replication flow?

You can replicate animations, montages, sounds, spawned actors and Niagara effects. Supported actions also have attachment options.

Does this remove the need to understand networking?

It gives supported actions a shared replication flow, so you do not have to repeat the same RPC setup. You still decide when your gameplay calls those actions.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
V2V2 UE5.3, 5.4. Release: V2.V25.3, 5.4
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

  • Component: AC_Replication_SubSystem on the character.
  • Helpers: montages, notify binding, attached/location audio and actor spawn/destruction.
  • Spawn class: BP_Generic_Actor_Spawn with mesh and attachment data.
  • Cleanup: Spawned Actor Name is the key used by the server destroy helper.

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.

Replication Subsystem € 14,00