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Hyper Farming System V2

Games By Hyper聽- Blueprints聽- Mar 20, 2023

Place, manage and harvest crops. Includes water, fertilizer, growth, decay, sickness, UV and season based logic and more.

  • Supported Platforms
  • Supported Engine Versions
    5.0 - 5.3
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Discord 馃挰 Join the Hyper Discord

Demo 馃搧 Try it out!

Overview 馃摲 a high-level Walk-through

Made by 馃幃 Eric from Hyper!

Modular 馃З Check out other compatible assets

Documentation馃搼Download it via the Discord

Integration 鉁╒ideo on how to integrate assets

Hyper Farming System

Have you ever wanted to grow crops and harvest them? This is the system for you! Supercharge your project by months by using this module.

Key Features

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

  • Growing in stages
  • Regrow options
  • Harvest options
  • Pluckable Yield VS direct harvest
  • Crop Quality calculation
  • Durability options
  • Decay and dead crops
  • Advanced Growing and Regrowing Requirements
  • Season requirements
  • Data Table Driven including Excel import logic
  • UV lamps
  • Sprinkler system
  • Includes connection to an example inventory, equipment manager, interaction system and building system.
Plant Types:

I've created several plant types which can be re-used for different types of crops. The Plant types are (not all crops included):

  • Bush (For crops like: Tomato, Strawberry, Berries, Cranberries, Pepper, Eggplant, Lychee)
  • Dense Leaved Heads (For crops like: Cabbage, Cauliflower, Kale)
  • Flowering Head (For crops like: Artichoke, Pineapple, Broccoli)
  • Long (For crops like: Corn, Sunflower, Wheat, Rice, Fiber)
  • Stake (For crops like: Green Beans, Coffee Beans, Hops, Grapes)
  • Tree (For crops like: Bananas, Apple, Pear, Mango, Peach, Pomegranate, Mango, Orange)
  • Underground (For crops like: Carrot, Garlic, Parsnip, Potato, Rhubarb, Radish, Beet, Choy, Yam)
  • Vine (For crops like: Pumpkin, Watermelon )
Crops Included:
  • Potato
  • Beet
  • Pumpkin
  • Watermelon
  • Cabbage
  • Cauliflower
  • Tomato
  • Strawberry
  • Blackberry
  • Redberry
  • Lemon
  • Lime
  • Lychee
  • Kiwi
  • Bellpepper
  • Avocado
  • Green Beans
  • White Grapes
  • Purple Grapes
  • Pineapple
  • Broccoli
  • Corn
  • Banana
  • Orange
  • Peach
  • Pear
  • Apple
  • Pomegranate
Basic and Advanced components

The core of this system is placing, managing, and harvesting crops. But to show all capabilities of this system it also includes a lot of other systems on a basic level. These basic systems are just here to showcase how the product can be used and are not intended to be the core of this system. However, due to these basic systems, the integration is flawless with my other systems.

Don鈥檛 worry, if you do not want to use my other modular assets, it is no problem. You can use the basic integrations as an example of how to integrate into your own.

The integration examples that are included are:

路聽聽聽聽聽聽聽聽Basic Inventory System: pick up items and perform actions on them.

路聽聽聽聽聽聽聽聽UI Manager: handles the creation and deletion of HUD elements. A beautiful Survival Based Theme UI is used as an example.

路聽聽聽聽聽聽聽聽Basic Equipment manager: equip tools and weapons at a socket and be able to perform an action with it.

路聽聽聽聽聽聽聽聽Basic building system: place items from an inventory into the world

路聽聽聽聽聽聽聽聽Interaction: For any interaction in the world

Extended Movement Component

This system includes a basic 鈥淓xtended Movement Component鈥. It is capable of

路聽聽聽聽聽聽聽聽Handles player inputs via the Enhanced Input System. It uses input mapping and I have included an advanced method for handling and dynamically linking and unlinking mapping contexts.

路聽聽聽聽聽聽聽聽Provides a central place for the replication of montages, particle effects, spawning actors, and sounds.

路聽聽聽聽聽聽聽聽Is full of useful functions related to your character: Switch Global orientation between strafing and forward-facing character, Define Gender,聽get active camera component, and more

路聽聽聽聽聽聽聽聽Manages the camera of the player. It includes: zooming, switching between shoulder cameras, and basic first-person view

About Hyper

Hyper is empowering virtual world builders like yourself. Eric Ruts is running it and is the creator of all assets.

I would like you to focus on the creative side of your project, and I want to provide you with the building blocks to kickstart your dream. I have spent years of work on the assets I have made available and you are able to leverage that knowledge and work on your project! Please feel free to share your projects in Discord or via mail! I would love to know what awesome things you are working on.

Quality First

The best and nothing less. Our core principles keep our assets the top of what鈥檚 available.

Where possible:

路聽聽聽聽聽聽聽聽Complete and flexible, I include the most common use cases for most types of games in our products.

路聽聽聽聽聽聽聽聽Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.

路聽聽聽聽聽聽聽聽Flawless integrations.

路聽聽聽聽聽聽聽聽Blueprint only, so we keep it accessible for you and your complete team.

路聽聽聽聽聽聽聽聽Extensive documentation, I try to comment on everything in the code. Besides that, the systems come with documentation after verification. I try to not only explain what happens by also why. I聽want you to be able to learn.

路聽聽聽聽聽聽聽聽I aim for my assets to be production-ready.

Example Images and content

On the product page, I use some example images of how it can look in a populated scene. That populated scene is not included. The scene in the example area is. Check out the demo for the full experience!

Nearly everything is made by myself! However, I am also using amazing Epic Games content where I can. Also, I do make use of CC0 assets where possible. Credits are in the readme files.

Technical Details

  • Enhanced Input
  • Network Replicated
  • I expect it to work on all platforms, only tested on Windows
  • Main logic implemented in actor components so you can drag and drop it on an actor
  • Datatable driven where possible
  • Uses MetaSounds for example pickup pad

Numbers

Blueprints: 115

Meshes: 255

Materials: 131

Textures: 536


Multiplayer Survival Framework

All my v2 assets van be combined to a Multiplayer Survival Framework. Check out the details in the discord to get early access!


Support, community & Documentation馃搧:

Initial Support like bug encounters, datamodels, and a supportive community are available after purchase verification. You can do so by mail or via Discord. The latter has an automated bot that works via a command to verify.

Documentation馃搼can be viewed and downloaded via the Discord without verification. All my YouTube 馃帴 tutorials are also available there.

The discord is a meeting place where other game developers in the same boat as you can discuss, showcase, and help each other out. That also includes me, the developer [Eric].

I try to comment on everything in the code. I try to not only explain what happens by also why. I want you to be able to learn.