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Description

Documentation | Discord | Overview | Migrating Level Manager vid | Video | Demo

Hyper Skill Level Manager v4

Turn the actions players already perform into meaningful progression. Hyper Skill Level Manager lets you define tagged skills, award experience from gameplay and tune how each skill grows, with feedback for XP gains and level-ups.

Key Features

Skills and growth
  • Skill definitions: configure skills through DataTables and Gameplay Tags.
  • Progression curves: adjust the growth factor, level cap and XP requirements.
  • Progress tracking: read the current level, XP, next-level requirement, percentage, total XP and awarded points.
  • Independent skills: give different activities their own progression rather than tying everything to one character level.
Earning and using XP
  • Item actions: award configured XP for crafting and pickups.
  • World actions: use listener logic and actor XP containers for events such as enemy kills.
  • Custom rewards: grant XP through Blueprint events, including quest rewards or your own interactions.
  • Level requirements: gate crafting, item pickup or equipment use by the required skill level, such as a weapon the character can equip after reaching its configured level.
  • Unlocks and attributes: use level changes and awarded points with compatible progression systems.
  • Player feedback: show XP gains and level-up notifications through the supplied UI.

Configuration and supporting UI

Skill data defines the progression rules, while gameplay events supply the rewards. The included UI hooks make those changes visible to the player. The documentation walks through item rewards and the level-growth calculation, with a curve-planning spreadsheet available through Discord.

Give different activities their own progression
  • Separate skill curves: configure growth factors and level caps per tagged skill, so gathering, crafting or combat need not advance at the same pace.
  • Rewards from actual play: item settings, gameplay listeners, kill rewards and direct XP calls provide several ways to feed the same progression model.
  • Useful progression data: read current XP, the next threshold, total experience, percentage progress and awarded points for your own UI or compatible unlock rules.

Start with a few important skills, tune their reward amounts and expand the same structure as your game grows.

Related resources

Multiplayer Survival Template Pro

68 reviews for Skill Level Manager

  1. WWS – Lantianer –

    Review from Fab

    This is a great skill system that lets players improve their skills through their actions, and optionally through items found in the world that boost them. It’s flexible, well made, and thoroughly documented, which makes it easy to adapt to your own project. Highly recommended. What I especially appreciate about Hyper’s products is the long-term support behind them. When I first saw their ambitious roadmap, I was skeptical, as I’ve seen many developers make big promises only to abandon their assets or take years to deliver meaningful updates. I’m happy to say that Eric and the Hyper team have consistently delivered, kept their modules updated, and continued expanding the ecosystem. It’s not just this module I recommend, but also the team behind it, the growing ecosystem of compatible modules, and the community that has formed around it.

  2. pridge7 –

    Review from Fab

    XP and leveling across multiple skills are easy to set up, and the UI gives clear progress feedback.

  3. Drakonia –

    Review from Fab

    Les produits sont de qualités, une réactivité pour les bugs et les problèmes. Les produits qu’ils proposent permettent de faire un bon en avant sur la création d’un jeu et vraiment je vous conseille leur professionnalisme.

  4. Acquired with code wolfey91 –

    Review from Fab

    The Skill Level Manager has been another great addition to my project. It’s really flexible and makes it easy to build progression around almost anything, whether that’s crafting, gathering, combat, exploration or any custom systems you come up with. What I like most is how easy it is to adapt to your own game. Everything is organised nicely, it’s straightforward to work with, and it doesn’t feel like you’re struggling against the system to get the result your wanting. It also works really well alongside the other Hyper products as expected, making it even more useful if you’re already using their ecosystem, while still being a strong standalone asset in my opinion. Like the other Hyper products I’ve used, the documentation is clear, the support is excellent and the quality really stands out. It’s save you a lot of development time which is always my primary reason to buy any asset and gives a solid base to build your own progression systems on. Highly recommended.

  5. dtrox107 –

    Review from Fab

    Been using this for a survival project and it slotted in way easier than I expected. The tag-based skill setup is clean, XP routing from different events (crafting, kills, pickups) just works without me having to rewrite listener logic myself. Blueprints are actually readable too, not the usual spaghetti mess you get with marketplace assets. Only minor gripe is the doc could use a couple more edge-case examples, but the Discord support more than makes up for it. Worth it if you’re building any kind of RPG progression system.

  6. Acquired with code t_ibox –

    Review from Fab

    Hyper Skill Level Manager v4 is a system that brings real depth to game progression. It is an excellent asset for projects that want to create a natural player evolution where skills improve based on player actions. What I especially appreciate is the freedom it provides when creating skills and managing experience. Almost any player activity can become a progression source, allowing developers to build many different systems such as professions, combat, gathering, crafting, exploration, or special abilities. The system gives developers a strong foundation for creating complex progression mechanics while keeping everything clean and manageable. The ability to customize XP rules and progression curves makes it possible to create a balanced experience that truly matches the intended gameplay. I also really like the modular approach of this asset. It integrates naturally with other systems and can become a central part of a complete game framework, helping create a stronger identity and deeper progression for players. Like the other Hyper tools, the design quality, organization, and overall vision behind the system show a very professional level of development. It saves a huge amount of time while providing a strong foundation for ambitious projects. An excellent system for developers who want to create a rich, evolving, and immersive progression experience. Outstanding work, highly recommended!

  7. realmalden420 –

    Review from Fab

    All the assets work well with each other and will save TONS of time. It’s been a lot of fun, and ill continue to buy more of these ! Thanks!

  8. xSgtSalty –

    Review from Fab

    Great way to effortlessly add progression into your Skills

  9. K1W1_LEGEND –

    Review from Fab

    Every game needs a skill level manager, this is a component based skill system easy to use and setup, and you can easily add new skills.

  10. P4uly_B –

    Review from Fab

    The asset is coded cleanly, well structured and the support forums are outstanding. I’ve purchased other products from this developer and they offer a consistently high standard of quality.

  11. Jimmy Saenz –

    Review from Fab

    I’m loving how all the assets work together seamless and how they merge with each other this asset will save you a lot of time and make game prototyping super fast.Jimmy Saenz#4491

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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 different skills use different progression rules?

Yes. Skills and XP rules are data-driven, with configurable growth factors, level caps and progression values.

Can gameplay events award XP?

Yes. Award XP from your Blueprints or events such as quests, combat, crafting and pickups, using the listeners or XP containers.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
V2V2 UE5.3. Release: V2.V25.3
V3V3 UE5.5, 5.6. Release: V3.V35.5, 5.6
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

  • Data: Gameplay Tag skill identities and DataTable definitions.
  • State: levels, XP totals, next-level thresholds, points, caps and growth factors.
  • Inputs: Add XP calls, item reward settings, listeners and actor XP containers.
  • Presentation: XP gain and level-up widgets with progression events.

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.

Skill Level Manager $ 59,99