Hyper Scalable Interaction System V2

Games By Hyper - Blueprints - Jan 1, 2023

Interact with any object in the world the easy and scalable way. Perfect for systems that need any interaction like inventory, puzzle, building, quest, dialogue, farming, etc.

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  • Supported Platforms
  • Supported Engine Versions
    5.0 - 5.4
  • 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 💬 Join the Hyper Game-dev Discord

Demo 📁 Try it out!

Video ▶ To view the product

Made by 🎮 Eric from Hyper!

Modular 🧩 Check out other compatible assets

Documentation📑Download it via the Discord

Integration ✨Video on how to integrate assets

In-Dept guide of the system

Advanced Interaction System
  • Interact with any object in the world.
  • Implemented in an abstract way so you can use it easily on any system without any problem.
  • Dynamic interact icons (E key)
  • Shows dynamic interact text (Hold E to X)
  • Shows interactable in radius so they can be found easily. Handy for when in a Forrest or in the dark.
  • Predefined interaction types like Interact, Toggle, Grab
  • Works easily via interfaces
  • Advanced logic options: e.g. Turn these off and these on when button is down. Optional reverse.
  • Many advanced examples
  • Clickable buttons
  • Toggle buttons
  • Intractable Pull Chain
  • Intractable Crank
  • Intractable Switch/Lever
  • Doors and fireplaces
  • Intractable Lights
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’s available.

Where possible:

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

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

·        Flawless integrations.

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

·        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 want you to be able to learn.

·        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!

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
  • Includes advanced functions to trace in radius and trace for interactable and switch on interaction types.
  • Many examples


Blueprints: 46

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📁:

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📑can be viewed and downloaded via the Discord without verification. All my YouTube 🎥 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.