
Описание
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:





