Description
Documentation | Discord | Overview | Video | Demo
Hyper Respawn System v4
Choose how players return after death. Hyper Respawn System supports arena spawn points and open-world return locations, with a respawn interface, timers and GameMode-managed character creation.
Key Features
Spawn modes
- Arena respawning: use team or free-for-all spawn locations.
- Open-world zones: group possible spawn points into named zones.
- Owned locations: let beds, sleeping bags or other configured locations act as personal return points.
- Authorization: authorize or remove access to owned spawn locations.
Player flow
- Respawn UI: show the available locations or zones after death.
- Timers: control the wait before returning.
- Inventory transfer: optionally transfer inventory into the newly spawned character.
- Loot recovery: use the optional retrievable lootbag flow.
- Component reinitialization: restore the connections that require a controller after the new character is created.
- First-spawn camera: use the optional world-placed start camera for the initial presentation.
Supporting setup
Choose matching arena or open-world components for the locations and player interface. The GameMode always needs the shared respawn handler, which selects the character, requests a location and performs the actual spawn.
Try both flows in the demo before choosing the return rules for your game.
Related resources
MST Pro | Explore all compatible Hyper systems | try the MST Pro demo | official store
44 reviews for Respawn System
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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 it support both arena and open-world respawning?
Yes. It includes arena respawning for teams or free-for-all, plus open-world zones and owned locations such as beds or sleeping bags.
Can I configure delays and recovery behavior?
Yes. Configure respawn timers, available locations and ownership rules. An optional retrievable loot bag is also supported.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| V2V2 UE5.3, 5.4. Release: V2. | V2 | 5.3, 5.4 |
| V4V4 UE5.7, 5.8. Release: V4. | V4 | 5.7, 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
- Architecture: location components, PlayerController manager, game-type-specific GameMode logic and shared respawn handler.
- Required handler: AC_Respawn_Handler on the GameMode performs the actual spawn.
- Open-world selection: owned locations, named zones and dynamically generated UI buttons.
- Extension: add matching game-type/spawn-type logic for a custom mode.
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.
Snowfang –
Review from Fabif you have a weak or basic respawn system like in my own game project, simply swamp yours out for this, it doesnt jsut handle open world spawning but location based positioning for those who want a more feasiable if not unique setup for respawned players, with my own camping and checkpoint setup this is absolutely perfect, and crazy enough it even comes with an entire setup for multiplayer pvp based respawning absolute gem of a system that can be applied to any type of game let alone a survival variation a must buy!
Rodzilla4269 –
Review from FabI bought all your v2 assets other than menu. Please add me on discord Rodzilla4269#6995