Description
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Hyper Reputation Manager v4
Create a reactive world with the Hyper Reputation Manager v4. This system tracks player standing with various Factions and Individual NPCs. Actions have consequences-helping a village raises reputation, while stealing lowers it. This system can be used to drive the hostility and friendliness of AI, blocking or opening trade, quests, and dialogue options based on social standing.
Key Features
- Faction and Individual Reputation tracking
- Relationship Tiers (e.g. Hostile, Neutral, Friendly, Honored)
- Modify reputation via Events or Gameplay Tags
- Influences NPC AI and Vendor prices
- Blueprint functions for queries
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
Dalcon4 –
Review from FabThe 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.