Description
Documentation | Discord | Video | Video | How to Setup | Demo
Hyper Time Manager System v4
Give NPC schedules, world events and environmental systems one shared clock. Hyper Time Manager stores game time centrally in the GameState and exposes changes to the systems that need to respond.
Key Features
Clock and calendar
- Game-time controls: advance, skip, freeze or scale the passage of time.
- Calendar data: configure days per month, months per year and the season assigned to each month in simple-time mode.
- Custom pacing: configure the length of the day and night for your game.
- Accurate-time setup: use the documented UTC, time-zone and location settings when the world needs a real-world-based clock.
Time-aware gameplay
- Interaction triggers: let a bed or another interaction advance the clock to a selected time.
- Change events: notify other systems at a configured time interval, on date changes, at dawn or dusk and when the part of day changes.
- NPC and world schedules: connect routine changes, quests or other events to the shared time source.
- Environment integration: feed the Day Night Cycle or Dynamic Weather & Sky setup with the same clock.
Shared time authority
The GameState component maintains time; the level setup connects that state to world behavior. Time Manager is also included in the related Dynamic Weather & Sky system, so choose the package that fits how much environmental control you need.
Use the setup guide to establish the clock, then bind the systems that should follow it.
Related resources
our Dynamic Weather & Sky system. | MST Pro | Explore all compatible systems | buy directly from our store
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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.
Where is shared game time managed?
Time is managed centrally in the GameState, so the systems connected to it use the same in-game time.
Can gameplay advance time, for example when sleeping?
Yes. You can advance time through an interaction such as sleeping and let connected systems respond through the time events.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| V3V3 UE5.5, 5.6. Release: V3. | V3 | 5.5, 5.6 |
| V4V4 UE5.7, 5.8. Release: V4. | V4 | 5.7, 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
- Authority: AC_GS_Time on the GameState.
- Configuration: game-time/calendar settings, speed controls and accurate-time parameters.
- Events: time and date changes for listening gameplay systems.
- World integration: level time setup connects the shared clock to environmental behavior.
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.
Acquired with code casigus –
Review from FabUnreal’s timeline tools make you question time itself. Hyper Time Manager makes it make sense again. It’s the only clock in Unreal that doesn’t lie.
theblondebondOO –
Review from FabI ve been searching for a multiplayer replicated system for time manager and this partnered with the day and night cycle works great and has saved me soo much time rather than developing myself
MrIllDuckYouUp –
Review from FabPretty great system to integrate into your game. I’ve used it so far for managing player-sleeping and also connected it to Ultra dynamic sky for controlling days, seasons etc! Time manager saves me time!
Faust Flammans –
Review from FabI picked up Hyper Time Manager System v3 and I’m really happy with it. It feels like a lot of value for the price. The core idea – a single time authority stored in the GameState – is exactly what I wanted for a clean, reliable setup. It keeps everything in sync, which is perfect if you’re tying together NPC schedules, quests, day-night cycles, and world events. I also like how practical the features are. Letting players skip time (for example via beds) is a great quality-of-life tool for pacing. The dispatchers make it easy to hook into your own systems without messy workarounds. Time scaling, non-linear setups, and region-based time zones give you plenty of room for more advanced designs too. Everything being 100% Blueprint, modular, and multiplayer-ready makes it very approachable and quick to integrate. The overall structure feels well organised and thoughtfully built. If you’re working on an RPG, survival, or open world project and want time to be a first-class gameplay system, this is a strong, dependable choice.