Description
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Hyper Unlock System v4
Hyper Unlock System gives you a powerful framework to build technology trees, skill unlocks, and recipe progression into your Unreal Engine 5 game. I created this system to help developers add structured progression easily, inspired by popular systems like Ark or Rust, but fully Blueprint-driven and highly flexible. Hyper modules are built to fit perfectly together, so you can expand your systems without rewriting core logic. Note: Example images used to demonstrate gameplay
Key Features
Unlockable Content
- Unlock Recipes: grant players access to new crafting recipes
- Unlock Abilities: add new player powers and skills through progression
Flexible Unlocking Framework
- Easy Configurability: configure unlocking of levels, characters, cosmetics, or custom features with minimal setup
- Generic Unlock Mechanism: manage all unlockable elements consistently from a single system
Auto-Generated Tech Trees
- Automatically build dynamic tech trees from a simple DataTable setup
- Supports hidden unlocks, visible unlocks, and mixed trees
Requirements System
- Tie unlocks to player levels, completed quests, or resource costs
- Seamlessly integrate with Level Manager and Quest Systems
Unlock Points and Resource Costs
- Require specific points or currencies to unlock items, skills, or technologies
- 100% Blueprint, modular, and highly extendable
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.
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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
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