Description

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Hyper Team Affiliation System v4

Define friend and foe with the Hyper Team Affiliation System v4. Using efficient Gameplay Tags, this module assigns allegiances (e.g., Order, Chaos, Balance) to actors. It acts as the central logic for Damage calculation (Friendly Fire checks) and AI Targeting, ensuring that combat and interactions adhere to the defined team rules.

Key Features
  • Tag-based Team definition
  • Fast relationship lookups (IsHostile, IsFriendly)
  • Integration with Attribute/Damage systems
  • Used by AI Perception for target selection
  • Dynamic Team changing support
  • Lightweight and reliable
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.

1 review for Team Affiliation System

  1. Dalcon4

    Review from Fab

    The Hyper Affiliation System v4 (also known as the Team Affiliation System) uses Unreal Engine’s efficient Gameplay Tags to assign allegiances such as Order, Chaos, Balance, or any custom faction to actors throughout your game world. It is the foundational system that enables friend-or-foe identification across all combat, AI, and social systems in the Hyper V4 framework. Completeness The system is thorough and well-architected. It supports unlimited faction definitions, hierarchical tag structures for sub-factions, dynamic allegiance changes at runtime, and configurable relationship matrices between factions. Neutral, hostile, and allied relationships are all handled with proper fallback logic for unregistered combinations. Ease of Use & Integration Implementation could not be simpler. Add the Affiliation Component to any actor, assign a Gameplay Tag representing their faction, and the system handles the rest. Querying allegiance between two actors is a single function call. The Gameplay Tag approach means you can define as many factions and sub-factions as your game requires without any code changes. Overall Functionality The system is lightning fast. Gameplay Tag comparisons are highly optimized by Unreal Engine, so allegiance checks add virtually zero overhead even when called hundreds of times per frame. Dynamic faction changes propagate instantly, and the system gracefully handles edge cases like neutral actors, temporary alliances, and faction betrayal. MSTPro V4 Ecosystem Integration The Affiliation System is one of the most deeply integrated modules in the MSTPro V4 ecosystem. The Combat Framework uses it for damage filtering, the Turret Defense System uses it for auto-targeting, the Security System uses it for access control, and the Reputation System uses it for standing calculations. It is the invisible thread that ties the entire ecosystem’s social and combat logic together.

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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
Team Affiliation System £ 17.00