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Description

Documentation | Discord | Video | Video | How to add to MST Pro or other Hyper Modules? | Demo

Hyper Unlock System v4

Give players a visible path from early tools to new abilities and advanced recipes. Hyper Unlock System builds categorized progression trees from data, with level gates, point costs, quest requirements and dependencies between unlocks.

Key Features

Progression rules
  • Tagged unlocks: identify recipes, abilities, buildings or custom features through Gameplay Tags.
  • Starting access: choose which entries are available by default.
  • Level requirements: set the minimum level for each entry.
  • Point costs: spend unlock points or the equivalent progression currency.
  • Prerequisites: require quests or earlier unlocks before an entry becomes available.
  • Event-driven unlocks: grant an entry from your own gameplay action instead of a direct purchase.
Generated interface
  • Automatic hierarchy: generate the unlock panel from the configured data.
  • Category tabs: separate recipes, abilities and other progression groups.
  • Locked visibility: show unavailable entries or hide them until unlocked.
  • Clear requirements: display required levels, available points and the selected unlock cost.

Data and supporting systems

DT_Unlockables defines the entries and their relationships. The player component connects them to the generated UI and Level Manager. Add it after the relevant Ability and Level Manager components so those systems are initialized first.

Start with a short chain of unlocks, then expand the tree by adding data rows and categories.

54 reviews for Unlock System

  1. WWS – Lantianer –

    Review from Fab

    A solid unlock system for crafting recipes, skills, and similar progression mechanics, very much like what you would see in games such as ARK. The system is cleanly structured, well documented, and easy to understand, making customization and integration straightforward. What I especially appreciate about Hyper’s products is the long-term support behind them. When I first saw their ambitious roadmap, I was skeptical, as I’ve seen many developers make big promises only to abandon their assets or take years to deliver meaningful updates. I’m happy to say that Eric and the Hyper team have consistently delivered, kept their modules updated, and continued expanding the ecosystem. It’s not just this module I recommend, but also the team behind it, the growing ecosystem of compatible modules, and the community that has formed around it.

  2. Acquired with code wolfey91 –

    Review from Fab

    The Unlock System has been a brilliant addition to my project. It’s incredibly flexible and makes it easy to build progression systems that actually feel rewarding, whether you’re unlocking skills, features, items, areas or anything else you can think of. What I like most is how well it’s put together. It’s clean, data-driven and easy to customise, so you can adapt it to your own game instead of fighting against the framework. It also integrates really well with the rest of the Hyper ecosystem, but it’s just as useful as a standalone system. Like the other Hyper products I’ve used, the documentation is excellent, the support is top class and the quality of the work really shows. It’s one of those assets that saves a huge amount of development time while still giving you complete control over how your progression works. Highly recommended.

  3. Acquired with code t_ibox –

    Review from Fab

    Hyper Unlock System v4 is a high-quality asset that provides an excellent solution for managing progression and content unlocking in a game. It helps create a more natural and engaging progression experience for players. What I especially like is how the system allows developers to structure unlocks and create a real sense of progression. Whether it is skills, features, areas, items, or specific content, the possibilities are extensive. The asset is designed in a clean and flexible way, making it easy to adapt to different types of projects. It provides developers with a strong foundation for creating progression mechanics without having to build everything from scratch. What also makes this system stand out is the overall quality of the development. The organization, ease of use, and ability to integrate into a larger ecosystem make it a very enjoyable tool to work with. Like all Hyper assets, it shows professional work, thoughtful design, and a real effort to provide useful tools for developers. An excellent asset for improving player experience and creating deeper progression systems in your project. Highly recommended!

  4. Xx-JayCook-xX –

    Review from Fab

    I really enjoy systems that are data driven as it allows me to easily change the data tables without it breaking anything at all. Very easy to customise to my own needs. You can even unlock certain things for game play, so it’s good if you want to create a system like they have in skyrim where you learn abilities. But you can also unlock things in the same way that you can in games like rust. I like to give a neutral perspective and give a negative – but the system itself doesn’t actually have one. It’s just very useful if you want to create a sense of reward and gate progression!

  5. NotTheFed –

    Review from Fab

    I have a LOT of Hyper’s kits.. and for a lot it is plug in play for the basics. I have MST PRO as the base framework, and just plug in those that are relevant for my game like Dialog, companion, advanced NPC, lockpicking, Skills, quests, traps, unlock (learn), world map, weathertime, Skinning, body decompose, Mesh to Actor swap, Admin console, with chat.. and so on. Simple to understand, and gets you started with most key parts of any game framework I highly recommend, not just for the quality of the kit.. but the excellent support on discord. The very detailed documentation.

  6. xSgtSalty –

    Review from Fab

    Easy dynamic progression for any part of your game. Like i have said about all hypers products, they are such a massive time save and you get great support on discord for any unique use cases or support you need.

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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.

Can I use this for more than crafting recipes?

Yes. Recipes and abilities are examples. You can use the same unlock flow for levels, characters, cosmetics or other features in your game.

Can unlocks have requirements and costs?

Yes. Configure the tree through DataTables and use requirements such as player level, quest progress, unlock points or resource costs.

Unreal Engine

Compatibility and file information

Development platforms
Linux, Windows, macOS
Tested platforms
Windows
Versions and compatibility
VersionReleaseUnreal Engine
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

  • Data: DT_Unlockables using F_UnlockableInfo and Gameplay Tag keys.
  • Component: AC_PC_UnlockSystem on the PlayerController.
  • UI: WBP_AutoGeneratedUnlocksPanel with configurable topbar categories.
  • Initialization: add Unlock System after the Level Manager and Ability components used by the project.

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.

Unlock System € 74,00