
Descrição
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 store — shop 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:











