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Descripción

Discord💬 Demo📁Overview 📷 Written reviews 💭 Quickstart guide and Documentation 📑

Hyper Attribute Manager v4

Add scalable, multiplayer-ready attributes like Health, Stamina, Hunger, and more. Trusted by professional studios, suitable for any genre.
Includes modular setup, value decay, clamping, modifiers, and full replication. Easy to configure and extend — no coding required.
Use it across RPG, Survival, Shooter, MMO, or Co-op projects.

Also included within our flagship product MST Pro.
Explore all compatible Hyper systems or try the MST Pro demo to experience the Hyper ecosystem.
Or buy directly from our official storeshop now, pay later available.

Key Features

This system is very extensive, the core features are as follows:

  • Managing Attributes

  • Managing State Effects

  • Extensive attribute management functions

  • Datatable driven

Attributes

They are defined into 6 main categories:

-         Non-Persistent_Character_Attributes

-         Persistent_Primary_Character_Attributes

-         Persistent_Character_Survival_Attributes

-         Persistent_Generic_Combat_Attributes

-         Persistent_Ranged_Combat_Attributes

-         Persistent_Level_Attributes 

State Effects

The attribute manager has a state effect manager.

-         These state effects are fully driven by a data table.

-         These state effects can be activated or removed.

-         These states will be automatically activated based on your current state or even on consumption.

Several states:

-         Sick

-         Healthy

-         Infection

-         Wounded

-         Poisoned

-         Drunk

Misc States:

 This affects the chill temperature of the individual.

-         Wet

-         Warming

-         On Fire

Temperature states:

Based on "external temperature", the temperature state is switched.

-         Be aware, the character also has a "Chill" temperature.

-         The chill temperature can differ per character.

-         This is dependent on a chill temp penalty.

-         The penalty is determined by e.g. clothing if is wet, or near a fire and warmed.

-         Each state has a screen animation effect.

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, 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 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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