Description

Discord 💬 | Documentation 📑

Hyper Routine-driven NPC Framework v4

The Hyper NPC Framework v4 is a massive, state-of-the-art AI solution for living worlds. Driven by State Trees and a robust Perception System, it offers a huge library of included Logic. From task-based behaviors like Random Roam and Smart Object Interaction, to advanced melee combat with dodge rolls and heavy attacks. It includes routines for Day/Night cycles, emotional states (fleeing, cowering), sound investigation, and team socialization.

Key Features
  • Task-Based Behaviors: Random Roam, Spline Patrols, Pickup Items, Interactive Smart Objects
  • Melee Combat Logic: Step Out + Heavy Attack, Dodge Roll, Team Battles
  • Sound Responses: Move to Sound, Investigate Suspicious Audio (behind walls)
  • Emotional States: Afraid (Flee/Cower), Angry (Aggro), Reactive Fleeing
  • Advanced Perception: Sight, Hearing, Team Awareness
  • Highly optimized for large population counts

Please note that this one of the most advanced NPC frameworks available. The example map is big, but also small feature wise. We only show the core features as an foundation. With an extensive framework like this we match the foundation like many major titles use. However, this is hard to understand for novice users.

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.

2 reviews for Routine-driven NPC Framework

  1. NotTheFed

    Review from Fab

    I have a LOT of Hyper’s kits.. and for a lot it is plug in play for the basics. I have MST PRO as the base framework, and just plug in those that are relevant for my game like Dialog, companion, advanced NPC, lockpicking, Skills, quests, traps, unlock (learn), world map, weathertime, Skinning, body decompose, Mesh to Actor swap, Admin console, with chat.. and so on. Simple to understand, and gets you started with most key parts of any game framework I highly recommend, not just for the quality of the kit.. but the excellent support on discord. The very detailed documentation.

  2. Dalcon4

    Review from Fab

    A breath of fresh air in a sea of scripted AI. The Routine-Driven NPC Framework gives your world citizens a genuine sense of purpose — they wake up, go to work, eat, socialize, and sleep on believable daily schedules, all without hand-authored state machines. Setup is dead simple: define a routine, drop NPCs into your level, and watch them inhabit your world. The framework handles interruptions gracefully, so combat, dialogue, or dynamic events never leave an NPC awkwardly frozen mid-task. Performance-conscious design means you can populate entire cities without tanking your frame rate. For anyone building immersive sims, open-world RPGs, or narrative games where the world has to feel alive when the player isn’t looking, this is indispensable. The amount of time it saves over rolling your own scheduling system is frankly ridiculous.

Add a review
  • 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
Routine-driven NPC Framework £ 145.00