
Description
Discord💬 Demo📁 Video📷 Written reviews 💭 Quickstart guide and Documentation 📑
Hyper Inventory Crafting Hotbar Lootchest Vendor System V4
Any game needs an advanced inventory system right? It does not matter what game, this is the one for you! I have made this highly adaptable and customizable inventory system for you. This system has inventories in inventories in inventories! So yes, also backpacks with its own inventory.
🧩 Can Also Be Extended to Jigsaw & List Types
Use this inventory system as a standalone module, or extend it with the rest of the Hyper ecosystem:
🧩 Switch to Jigsaw Inventory
🧾 Switch to List-Based Inventory
You can mix inventory types per actor, for example:
use Jigsaw for the player, List-Based for vendors, and Slot-Based for loot.
Just drag and drop the desired component, and the correct UI and logic will apply automatically.
No code required. Fully replicated. 100% modular.
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:
Inventory system
Crafting System
Vendor System
Lootchest System
Hotbar
Professional UI
Over 250 predefined items
Pickup System
Excel import logic
Inventory Controls:
Split
Transfer
Custom Amount
Transfer All
Swap Stacks
Combine Stacks
Default action
Drop
Inventory Options:
Decay
Each item has the option to decay
Decay multiplier can be changed so we can simulate a refrigerator, freezer or hot environments
If an item is fully decayed, it can be destroyed, chosen to be not useable anymore, required repair or even spawn a new item (e.g. spoiled meat)
Slot system
You can choose to use the limit of the inventory on weight or amount of slots
Dynamic slot creation
Weight based
Slot based
Initial inventory
It is possible to assign starting items
The amount of inventory slots can be tweaked per inventory
Vendor
The Inventory component can be switched to a vendor by clicking ”Is vendor”
The vendor is based on a trade list which can use categories to spawn items.
You can tweak the sell and buy price multipliers for the vendor
The vendors do have: “Not interested” categories.
Vendor has an amount of coins and cannot buy if it is not sufficient.
Lootchest
The Inventory component can be switched to a loot chest.
The loot is based on a loot list. I’ve set up low, medium and high-quality loot chests
The loot can be determined perchance, per category, and even per item!
Restocking
The Vendor and loot chest have a restock and reset ability. The timer will trigger after interaction.
Each item restocked can be set:
A chance to spawn
If spawning, what is the min and max amount that should be spawned.
If restocking, don’t exceed this number of items.
Crafting
The inventory component can be used for crafting abilities.
The player also has crafting abilities without a workstation. Open your personal inventory to see the crafting options of the player (Tab or I).
Crafting is recipe based. So the player needs to know the recipe to be able to see and craft the item.
Recipes are category based. E.g. Fish can only be cooked at a fireplace/campfire.
The crafting station can have the option to have an On/Off requirement.
It can also require fuel to be consumed. The accepted fuel can be set as an priority and manually be defined.
Fuel can anything like: Sticks, logs, coal or whatever you like to define.
Crafting queues can be cancelled per stack or for all.
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:










