Description
Documentation | Discord | Videos | Demo
Hyper Sequence Manager v4
Give quests, triggers and interactions one place to request a cinematic. Hyper Sequence Manager handles player-owned Level Sequence playback, skip presentation and playback callbacks through a small shared component.
Key Features
Playback control
- Sequence requests: provide the sequence asset, playback settings and whether it can be skipped.
- One active sequence: keep the current playback in one predictable location per player.
- Stop and skip: stop the active sequence or allow the player to skip it when configured. Skipping moves playback to the sequence end before stopping.
- Asset and player lifecycle: load the sequence, create its player, bind callbacks and clean up afterward.
Game integration
- Playback callbacks: respond to play, reverse play, pause, camera cuts, stop, finish and skip events.
- Overlay presentation: connect the sequence to its skip interface.
- Owning-client playback: requests can originate from server or client while playback resolves for the owning player.
- Project state coordination: use callbacks to manage your own input, UI or gameplay changes.
Place the manager on the PlayerController. World actors then submit a sequence request instead of creating and managing their own sequence players. Follow the example flow to connect a skippable cutscene.
34 reviews for Sequence Manager
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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 the player skip a cinematic?
Yes. Sequences can be skipped, and you can react to finish or skip events.
Can I coordinate UI and input during a cutscene?
Yes. The manager handles UI mode and input around the sequence. Connect it to your project's controls and the behavior you want when the cutscene ends.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| 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
- Owner: one PlayerController sequence manager per player.
- Payload: F_SequenceManager with Level Sequence, playback settings and skippable flag.
- Execution: owning-client playback with a single current sequence.
- Integration: playback callbacks and skip handling; coordinate project-specific input/UI state through those events.
Compatibility
- 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.
casigus –
Review from FabUnreal’s Sequencer is great until it decides your keyframes don’t exist. Hyper Sequence Manager is the grown-up version — reliable, predictable, and doesn’t gaslight you about your animations
MrIllDuckYouUp –
Review from FabI use this with the MST pro and other assets from Hyper. It was a lifesaver just to get it to hide HUD etc when playing a sequence, and also the skipping part. All in all pretty easy to setup, and once again I’ve saved time and frustration using this.
Dalcon4 –
Review from FabDirecting a game is about timing — and the Sequence Manager is a conductor’s baton for your moment-to-moment storytelling. Chain together camera moves, dialogue, VFX, audio cues, gameplay state changes, and UI beats into named sequences that designers can trigger, preview, and iterate on without a single C++ recompile. The module handles branching, conditional steps, interruption, and resumption elegantly, so your scripted moments hold up under player agency rather than breaking the moment someone walks the wrong way. Plays nicely with UE’s native Sequencer while filling the gap Sequencer leaves for gameplay-aware scripting. Whether you’re orchestrating a boss reveal, a mission intro, a quiet narrative beat, or a complex tutorial moment, this module is the glue that makes it feel intentional. Essential for any cinematic or narrative-driven project.