Description
Documentation | Discord | Videos | Demo
Hyper Turret Defense System v4
Add automated defenses with distinct firing styles and clear resource rules. Hyper Turret Defense provides a shared targeting and firing framework with area, hitscan, laser and projectile turret variants.
Key Features
Firing styles
- Area damage: build close-range defenses such as flame-based turrets.
- Hitscan fire: apply direct shot logic with the configured impact presentation.
- Laser beams: use continuous beam-style presentation and damage.
- Projectile weapons: launch projectiles, including missiles and homing projectiles.
Targeting and resources
- Target selection: detect and sort potential targets before firing.
- Aiming: rotate toward a valid target and respect the firing gates.
- Combat tuning: configure range, firing intervals and damage.
- Ammunition modes: use inventory-backed ammo, data-only resources or infinite ammunition.
- Effects and sound: configure audio and Niagara beam or trail parameters for each weapon.
- Damage integration: use Hyper attributes or the standard damage fallback.
Shared base, specialized turrets
The base turret owns detection, rotation, fire timers and shared feedback. Child classes supply the weapon behavior. Placement, build-menu access and ownership rules connect through the surrounding game setup.
Targeting and fire control in detail
- Visible target selection: sort detected pawns by distance and choose the closest visible candidate.
- Leading a moving target: configure aim prediction and how it changes with range, together with smooth or constant turning interpolation.
- Facing checks: base and gun acceptance ranges determine when the turret is aligned closely enough to fire.
- Shared ammunition sources: check a connected external resource provider before the local resource consumer. Inventory-backed consumers identify accepted ammo through a Gameplay Tag.
- Projectile damage profiles: choose direct impact or radial damage, with inner and outer radii and falloff for the area-damage path.
Choose from the included firing styles, then adjust targets, resources and presentation for your defenses.
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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.
Is this limited to hitscan turrets?
No. It also includes homing rockets and flamethrower-style defenses.
Can I change targeting and weapon behavior?
Yes. Configure the range, firing rate and damage, and use friend-or-foe checks to choose valid targets.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| 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
- Architecture: BP_Turret_Base with area, hitscan, laser and projectile child classes.
- Resources: helper supports inventory ammunition, data-only resource values and infinite use.
- Damage: Hyper Attribute integration with standard Unreal damage fallback.
- Presentation: configured sound and Niagara parameters for beams, trails and impacts.
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.
Dalcon4 –
Review from FabThe Hyper Turret Defense System v4 provides a complete, multiplayer-ready turret placement and management framework. Players can build, place, aim, and fire automated or manual turrets with full projectile systems, targeting logic, and health management. It is the go-to solution for adding tower defense mechanics, base defense gameplay, or mountable weapon emplacements. The system is impressively complete. It covers turret construction, placement validation, manual aiming and firing, automated target acquisition, projectile spawning with pooling support, damage application, turret health and destruction, and visual feedback for all states. Ammo management, reload mechanics, and firing rate controls are all included and fully configurable through data tables.