Description

Discord 💬 | Documentation 📑 | Videos 📷

Hyper Skinning System v4

Add depth to hunting with the Hyper Skinning System v4. After defeating an animal, players can perform a skinning action to harvest resources. The system plays an animation, triggers particle effects (blood/debris), and generates loot items based on the creature type. It seamlessly connects the Death and Inventory systems.

Key Features
  • Skinning interaction on corpses
  • Animation and Montage support
  • Particle Effects integration
  • Loot generation logic
  • Configurable harvest times and tools
  • Network Replicated action
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.

3 reviews for Skinning System

  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. Cursedsniper556

    Review from Fab

    extremly smooth animations and extramly easy to use and has one of the best supports and community

  3. Dalcon4

    Review from Fab

    The Hyper Skinning System v4 enables players to harvest resources from defeated creatures through an interactive skinning mechanic. It spawns a temporary skinning knife actor, uses the AC_Skinnable component for configuration, and provides a complete workflow for resource extraction including required tools, skill checks, loot determination, and animation playback. The system covers the entire skinning workflow. It checks for required tools in the player’s inventory, validates skinning eligibility, plays skinning animations, applies skill-based yield modifiers, resolves loot from configurable drop tables, and transfers harvested resources to the player’s inventory. Timer-based skinning with progress feedback and interrupt handling is fully implemented. Making a creature skinnable requires just adding the AC_Skinnable component and configuring the loot table and required tool. The system handles the interaction prompt, tool validation, animation playback, and resource distribution automatically. The skinning knife actor spawns and despawns transparently, and the entire flow works without any custom Blueprint logic. The skinning experience feels tactile and rewarding. The animation timing is well-paced, the progress indicator is clear, and the loot reveal at completion is satisfying. The system handles interruptions (damage, movement) gracefully, and multiplayer replication ensures other players can see skinning in progress. Performance is efficient with no unnecessary The Skinning System connects to multiple MSTPro V4 modules. It requires the Actor Health system for death state detection, works alongside the Lootable Corpse system for combined harvest-and-loot flows, uses the Inventory System for tool checking and resource transfer, and feeds into the Reputation System where skinning certain creatures might affect faction standing. It adds meaningful post-combat resource gathering that deepens the survival experience.

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
Skinning System  56,00