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Description

Documentation | Discord | Overview | Demo

Hyper Swimming System v4

Let players move naturally from land into water, swim at the surface and dive below it. Hyper Swimming System connects water movement, swimming animations and underwater breathing checks for survival and exploration games.

Key Features

Movement in water
  • Surface swimming: move through water while staying near the surface.
  • Diving: transition into underwater movement.
  • Movement styles: use forward swimming or strafe-oriented movement to match the character setup.
  • Animation support: start from the supplied Animation Blueprint or adapt its swimming logic to your character.
Underwater state
  • Breath point: determine when the character is underwater from a configured position.
  • Oxygen integration: connect the breathing state to attributes and your drowning rules.
  • Water presentation: use the included post-process and ambient audio setup for the underwater transition.

World and character setup

Mark the Physics Volume as water, configure its fluid friction and add the swimming component to the character. The documentation shows the animation, input and movement connections, including the supplied extended movement setup.

Follow the setup video to bring swimming into your own water area.

Related resources

MST Pro | Explore all compatible Hyper systems | try the MST Pro demo | official store

51 reviews for Swimming System

  1. pridge7 –

    Review from Fab

    Water movement feels natural and the surface and underwater transitions are handled well.

  2. bcv –

    Review from Fab

    It’s ok but transition between ground and water are pretty rough. The water mechanics are also very simple and old school, a box volume with overlap events attached to it with no depth taken into account in the logic. I was thinking that this was something a bit more realistic done using traces/raycasts etc

Add a review

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 I choose between forward-facing and strafe swimming?

Yes. You can use forward-facing or strafe swimming, with diving and surface swimming.

Does the example include oxygen and drowning behavior?

Yes. The setup includes oxygen management and choking or drowning behavior.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
V2V2 UE5.3, 5.4. Release: V2.V25.3, 5.4
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

  • Component: AC_CH_Swimming with a configured breath point.
  • Water: Physics Volume with Water Volume enabled and suitable fluid friction.
  • Character: swimming animation states and the appropriate movement/input connections.
  • Integration: underwater state can drive oxygen attributes and audiovisual changes.

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.

Swimming System € 46,00