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Description

Discord💬 Demo📁Overview (v2 vid 📷 Quickstart guide & 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.


Note: We advise to use the latest version. V4 is available on 5.7 and above. V3 is 5.5 and 5.6, before 5.5 is v2.

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, examples, 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.

  • Not a content dump
    Hyper gives you working examples, modular structure, documentation, and patterns you can extend into your own game.

  • Made for serious projects, not just demos
    Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries.

  • Start fast, grow cleanly
    Use the included examples, replace visuals, adjust data, create child Blueprints, connect systems, and build toward your own game without rebuilding the same foundation from scratch.

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