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Hyper Procedural Spline Toolkit v4 ์ œํ’ˆ ๋“ฑ๋ก์„ ์œ„ํ•œ ๋ฏธ๋””์–ด 1๊ฐœ

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Discord๐Ÿ’ฌ Demo๐Ÿ“ Spline Toolkit ๐Ÿ“ท Written reviews ๐Ÿ’ญ Quickstart guide and Documentation ๐Ÿ“‘

Hyper Procedural Spline Toolkit v4

Author fences, walls, roads and organic spline content with two complementary spline systems: a classic blueprint-based spline for direct mesh-driven setups and a PCG-generated spline for large scale procedural placement. Both are performance-focused and include editor helpers to speed authoring.


Key features

โ€ข Blueprint spline (mesh-driven) โ€” select a mesh and author splines that place and orient that mesh along the curve. Options include forward axis, update spline automatically in editor, spline up direction, rotation inverse and per-point type overrides.

โ€ข Point type overrides โ€” set all spline points to one type: curve, constant, linear, curve-clamped or custom tangent. Includes a single-button action to set all points to the chosen type.

โ€ข Editor actions for mesh spline โ€” Build Spline, Disable Collision and Enable Collision on generated spline for editor performance and quick iteration.

โ€ข Perfect for lerp-mesh workflows โ€” ideal for castle walls, continuous mesh walls, rails and other cases where meshes are interpolated along a spline.

โ€ข PCG-generated spline โ€” places individual meshes along a generated spline without deforming the mesh. Controls include override section length, scale min / scale max, rotation variation min / rotation variation max, offset min / offset max.

โ€ข Project to landscape โ€” PCG spline includes a Shoot Project to Landscape button to snap placements to terrain. Great for fences, spike walls and procedural boundary elements.

โ€ข Decal spawner (spline mesh based) โ€” spawn decal roads and worn paths along splines using spline-mesh decals for quick road layout and visual fidelity.

โ€ข Example content โ€” example map with landscape, fences around a small town and small wall examples to demonstrate real-world setups and recommended workflows.

Built on 50 000 Hours of Experience

Every Hyper system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.

About the Developer

Hi, Iโ€™m Eric, Company Lead at Games by Hyper.

After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development.

Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers.

My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.

Why Hyper?
  • Hyper modules are fully modular and designed to integrate seamlessly

  • Clear, well-organized Blueprints that scale with your project

  • Reliable design principles for flexibility, maintainability, and performance

  • Active Discord community to support your development journey

  • Optional learning courses available:

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