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Multimedia 1 dla listy Hyper Online Multiplayer Framework v4

Opis

Discord💬 Demo (Startup two times to try the connection) 📁Video 📷 Written reviews 💭 Quickstart guide and Documentation 📑 OMF Setup Guide

Hyper Online Multiplayer Framework v4

Blueprint-only backbone for hosting, browsing, and running seamless multiplayer sessions in Unreal Engine. OMF v4 unifies lobbies, playlists, game settings, player and team tracking, and subsystem connectivity in one drop-in module, fully compatible with Hyper v4 modules. Upon verification integration files for Steam and EOS subsystems available using Betide Studio plugins.

Important Note: OMF includes a complete menu and lobby UI, but some elements are placeholders for you to configure. For example, a “Bomb Timer” field appears in the Game-Settings panel, yet no in-game logic is wired because OMF is a session framework, not a game-mode system. Download the demo project and test the flow first to ensure it matches your needs before purchase.

Explore All Compatible Plug and Play Systems

Whether you're making an RPG, survival, open world, adventure, co-op PvE, or story-driven game, this module fits right in
Use it standalone or combine it with MST Pro and other Hyper modules to expand your project with ease.
Explore all compatible systems.

Core Systems

1 · Session Management

  • Central manager controls the whole lifecycle

    • Main Menu → Host / Server Browser → Lobby → Game → Next Game (playlist)

  • Seamless travel between maps

  • Replicated via GameState for perfect multiplayer sync

2 · Player Management

  • Tracks connected players across all states

  • Optional extensions

    • Team Management – auto-assign or manual

    • Score Management – per-player or per-team with live updates

3 · Playlist System

  • Chain multiple games/modes with all its own unique settings (e.g. FFA → Team DM → CTF)

  • Each entry stores its own custom Game Settings

  • Rotate maps or rules automatically between rounds

  • Note: No Game Mode system included, it only distributes the settings for you to expand on. Some examples included on how to setup.

4 · Game Settings Management

  • Per-mode rule sets (lives, win points, timers) stored in Blueprint-exposed structs

  • Easy to extend for competitive or custom rule variants

5 · Online Subsystem Support

  • Works out of the box with Unreal’s default OSS (LAN discovery, direct IP)

  • Subsystem-agnostic design

    • Optionally, I provide drop-in integration files for the setup of Steam (SIK) and Epic Online Services (EIK) from Betide Studio plugins

Built on 50 000 Hours of Experience

Every Hyper v4 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, I’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 v4 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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