Description
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Hyper Skill Level Manager v4
Premium, tag-based progression system for seamless multiplayer survival, RPG, or shooter projects.
Define skills in seconds, feed XP from any in-game event, and level them up with a smart growth curve. Passive events (crafting, pickups) and dynamic events (AI kills, world actions) route XP automatically through refactored listener logic and drop-in XP containers. Fully modular and already wired to the Multiplayer Survival Template Pro and every Hyper v3 module.
Key Features
Skill definitions – add, edit, or remove skills via DataTables and tags
Flexible XP input – grant XP from Blueprints, items, AI, quests, crafting, interaction, more
Smart level curve – growth-factor algorithm for balanced progression
Live UI hooks – built-in XP gain & level-up widgets
Stat tracking – level, XP, max XP, percent, total, awarded points, caps, growth factor
Passive vs dynamic XP – handled by listener logic or drop-in XP containers on actors
Datatable-driven – clean modular tables for skills & XP rules
Event-ready – ideal base for reward trees, attribute boosts, unlocks
Ecosystem-ready – plugs into Unlock, Attribute, Ability, Quest, Combat, Crafting, Inventory, MST Pro
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
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