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Description

Documentation | Discord | Videos | Demo

Hyper Reputation Manager v4

Let helping one person or angering a faction change how the world responds. Hyper Reputation Manager tracks faction standing and individual NPC relationships, with configurable stages, rewards and consequences.

Key Features

Relationships
  • Faction standing: track the player's relationship with a group, settlement or other shared identity.
  • Personal reputation: let one NPC respond differently from the wider faction.
  • Linked relations: configure a change to affect related reputation entries.
  • Gameplay actions: apply reputation changes from quests, dialogue, combat, interaction or custom events.
Stages and outcomes
  • Readable tiers: map values to stages such as hostile, neutral, friendly or honored.
  • Progression gates: require more than points before advancing to a stage.
  • Rewards: trigger configured results when a stage is reached.
  • Perks: expose values other systems can query for access, trading or other gameplay.
  • UI feedback: show reputation changes and current standing to the player.

Authoring and integration

The PlayerController reputation component reads faction, NPC and action definitions from DataTables. Use its queries and change events in your AI, vendors or dialogue rules to decide how a particular standing affects play.

Define what each action means
  • Discover relationships as you play: start with known factions or reveal a personal reputation entry when the player meets that NPC.
  • Reusable action consequences: define common actions such as helping, attacking or bribing by Gameplay Tag, with their default reputation change in the action table.
  • Special story outcomes: apply a custom change for a particular quest or dialogue decision instead of creating a new generic action for every one-off event.
  • Choose when consequences spread: enable relation changes where helping one person should affect a wider faction, and keep the result personal where it should not.
  • Separate rewards from ongoing perks: a reached stage can trigger a reward, while queryable perks let vendors, quests or access rules continue to use the current standing.

Start with a faction and a few meaningful actions, then add personal relationships where the story needs them.

32 reviews for Reputation Manager

  1. Acquired with code t_ibox –

    Review from Fab

    This asset is definitely one of my favorites. Hyper Reputation Manager v4 is an incredibly well-designed, complete, and professional system. The quality of the development, the organization, and the many possibilities it provides are truly impressive. Reputation management is an important mechanic in many types of games, and this asset delivers a powerful, flexible, and easy-to-integrate solution. It allows developers to create deeper player interactions and add a real sense of choices and consequences to their projects. I especially appreciate the attention to detail, the clean structure of the system, and how everything is organized. You can feel the amount of thought and work that went into creating an asset that is reliable and enjoyable to use. In my opinion, this is one of the best assets in this collection. It brings real value to any project and saves a huge amount of development time. Exceptional work from the creator, highly recommended!

  2. Dalcon4 –

    Review from Fab

    The Hyper Reputation System v4 (Reputation Manager) is a sophisticated faction and NPC standing tracker that monitors player relationships with various groups and individuals throughout the game world. It enables dynamic gameplay where vendor prices, quest availability, dialogue options, and NPC behavior all shift based on the player’s accumulated reputation. The system tracks reputation across multiple dimensions. It supports unlimited faction definitions, individual NPC reputation overrides, reputation thresholds with named tiers (Hated, Neutral, Revered, etc.), event-driven reputation changes, reputation decay over time, and a reward system that triggers at specific thresholds. The data table configuration makes defining complex faction webs straightforward. Setting up the reputation framework is intuitive. Define your factions and thresholds in data tables, attach the Reputation Component to your player, and fire reputation events from gameplay actions. The system handles accumulation, tier transitions, and broadcast notifications automatically. The pre-built reputation UI provides clear visual feedback for standing changes.

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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.

Can reputation differ between factions and individual NPCs?

Yes. You can track standing with a faction and with an individual NPC, using relationship tiers such as hostile, neutral and friendly.

Can reputation affect shops and dialogue?

Yes. Use reputation queries and changes to affect vendor access, dialogue options, quests or NPC behavior.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
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

  • Owner: PlayerController reputation component.
  • Data: faction, NPC and action tables with stage ranges, colors, gates, rewards and perks.
  • Relations: configured spillover between linked reputation entries.
  • Integration: Gameplay Tag actions, queries and change dispatchers.

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.

Reputation Manager € 74,00