• Future-proof design with ongoing updates

  • Clean, well-documented Blueprints with clear naming

  • Scalable systems for hobby to AAA-scale productions

  • Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)

  • Fully network-replicated for multiplayer support

  • Built for cross-platform use (tested on Windows)

  • Modular, component-based (drag-and-drop integration)

  • Data-driven setups using DataTables where applicable

  • Blueprint-only implementation where practical

  • Optimized for performance in multiplayer and large worlds

  • Trusted by developers across indie to large productions

Hyper’s Modular Templates

Use Hyper’s modular templates as flexible building blocks or combine them with other modular assets. Designed to support multiple genres like Survival, RPG, Shooter, and more.

Support, Community, and Documentation 📁

  • Public Documentation📑, YouTube🎥, and Discord available

  • Verified buyers unlock forums for bug reports, data models, and peer help

  • Extensive Blueprint comments explain both how and why

Numbers

  • 1 Example map

Plugins

  • PCG

  • Future-proof design with ongoing updates

  • Clean, well-documented Blueprints with clear naming

  • Scalable systems for hobby to AAA-scale productions

  • Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)

  • Fully network-replicated for multiplayer support

  • Built for cross-platform use (tested on Windows)

  • Modular, component-based (drag-and-drop integration)

  • Data-driven setups using DataTables where applicable

  • Blueprint-only implementation where practical

  • Optimized for performance in multiplayer and large worlds

  • Trusted by developers across indie to large productions

Hyper’s Modular Templates

Use Hyper’s modular templates as flexible building blocks or combine them with other modular assets. Designed to support multiple genres like Survival, RPG, Shooter, and more.

Support, Community, and Documentation 📁

  • Public Documentation📑, YouTube🎥, and Discord available

  • Verified buyers unlock forums for bug reports, data models, and peer help

  • Extensive Blueprint comments explain both how and why

Numbers

  • 1 Example map

Plugins

  • PCG

Discord💬 Demo📁 📷 Written reviews 💭 Quickstart guide📑

Hyper Auto Landscape Material v3

Full automatic, rule-based landscape system for Unreal Engine 5. Hyper Auto Landscape Material v3 automatically paints and sculpts large landscapes using robust rule sets so you can create playable, production-ready terrain quickly. Instances expose massive control for slope detection, secondary slopes, grass and foliage openings, texture overrides, runtime virtual texture support and landscape tessellation. The system produces physical output material channels for footstep systems and other surface effects, supports height-driven workflows (beach placement, automatic snow) and integrates with our dynamic weather system for snow, puddles and wind-driven blending.

Key features

Rule-based automatic painting — fully automatic landscape paint and sculpt rules to remove manual paint workflows for performance (manual paint can be added if required).

Slope detection & secondary slopes — precise slope/curvature detection to drive material transitions and placement rules.

Landscape grass, foliage and opening placements — automatic placement and control for grass bands, foliage clusters and open/rocky spots.

Open-spots mask with rock placement — define bare patches and automatic rock spawns inside those spots.

Texture overrides & Runtime Virtual Texture support — high-detail blending with virtual texture workflows and explicit texture override rules.

Landscape tessellation support — integrate tessellation where needed for high-detail areas.

Physical output material channels — dedicated channels for footstep systems and other surface-driven gameplay effects.

Height-driven workflows — beach placement, snow bands and other altitude-based rules for automatic biome effects.

Integrates with Dynamic Weather — automatic snow, puddles and wind-driven material/placement blending.

Designed for performance at scale — modern techniques and streaming-friendly workflows for large worlds.

Integrates with PCG workflows — works alongside our Procedural Content Generation systems for consistent world dressing and runtime mesh swap workflows.

Built on 50 000 Hours of Experience

Every Hyper v3 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 v3 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:

Discord💬 Demo📁 📷 Written reviews 💭 Quickstart guide📑

Hyper Auto Landscape Material v3

Full automatic, rule-based landscape system for Unreal Engine 5. Hyper Auto Landscape Material v3 automatically paints and sculpts large landscapes using robust rule sets so you can create playable, production-ready terrain quickly. Instances expose massive control for slope detection, secondary slopes, grass and foliage openings, texture overrides, runtime virtual texture support and landscape tessellation. The system produces physical output material channels for footstep systems and other surface effects, supports height-driven workflows (beach placement, automatic snow) and integrates with our dynamic weather system for snow, puddles and wind-driven blending.

Key features

Rule-based automatic painting — fully automatic landscape paint and sculpt rules to remove manual paint workflows for performance (manual paint can be added if required).

Slope detection & secondary slopes — precise slope/curvature detection to drive material transitions and placement rules.

Landscape grass, foliage and opening placements — automatic placement and control for grass bands, foliage clusters and open/rocky spots.

Open-spots mask with rock placement — define bare patches and automatic rock spawns inside those spots.

Texture overrides & Runtime Virtual Texture support — high-detail blending with virtual texture workflows and explicit texture override rules.

Landscape tessellation support — integrate tessellation where needed for high-detail areas.

Physical output material channels — dedicated channels for footstep systems and other surface-driven gameplay effects.

Height-driven workflows — beach placement, snow bands and other altitude-based rules for automatic biome effects.

Integrates with Dynamic Weather — automatic snow, puddles and wind-driven material/placement blending.

Designed for performance at scale — modern techniques and streaming-friendly workflows for large worlds.

Integrates with PCG workflows — works alongside our Procedural Content Generation systems for consistent world dressing and runtime mesh swap workflows.

Built on 50 000 Hours of Experience

Every Hyper v3 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 v3 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:

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