• 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

  • 面向未来的设计,不断更新

  • 干净、记录齐全的蓝图,命名清晰

  • 可扩展的系统,适合业余爱好到 AAA 级制作

  • 跨类型就绪(动作冒险、开放世界、合作、生存、恐怖、角色扮演、第一人称射击、 TPS)

  • 完全网络复制以支持多人游戏

  • 专为跨平台使用而构建(在 Windows 上测试)

  • 模块化、基于组件(拖放集成)

  • 在适用的情况下使用 DataTable 进行数据驱动设置

  • 仅蓝图实用的实施

  • 针对多人游戏和大型世界中的性能进行了优化

  • 受到独立到大型制作的开发人员的信赖

Hyper 的模块化模板

使用 Hyper 的模块化模板作为灵活的构建块或将其与其他模块化资产组合。旨在支持生存、角色扮演、射击等多种游戏类型。

支持、社区和文档 📁

  • 公开文档📑、YouTube🎥 和 Discord 可用

  • 经过验证的买家解锁错误报告、数据模型和同行帮助的论坛

  • 大量的蓝图评论解释了如何为什么

数字

  • 1示例地图

插件

  • PCG

Discord💬 Demo📁 Spline Toolkit 📷 Written reviews 💭 Quickstart guide and Documentation 📑

Hyper Procedural Spline Toolkit v3

Author fences, walls, roads and organic spline content with two complementary spline systems: a classic blueprint-based spline for direct mesh-driven setups and a PCG-generated spline for large scale procedural placement. Both are performance-focused and include editor helpers to speed authoring.

Key features

Blueprint spline (mesh-driven) — select a mesh and author splines that place and orient that mesh along the curve. Options include forward axis, update spline automatically in editor, spline up direction, rotation inverse and per-point type overrides.

Point type overrides — set all spline points to one type: curve, constant, linear, curve-clamped or custom tangent. Includes a single-button action to set all points to the chosen type.

Editor actions for mesh spline — Build Spline, Disable Collision and Enable Collision on generated spline for editor performance and quick iteration.

Perfect for lerp-mesh workflows — ideal for castle walls, continuous mesh walls, rails and other cases where meshes are interpolated along a spline.

PCG-generated spline — places individual meshes along a generated spline without deforming the mesh. Controls include override section length, scale min / scale max, rotation variation min / rotation variation max, offset min / offset max.

Project to landscape — PCG spline includes a Shoot Project to Landscape button to snap placements to terrain. Great for fences, spike walls and procedural boundary elements.

Decal spawner (spline mesh based) — spawn decal roads and worn paths along splines using spline-mesh decals for quick road layout and visual fidelity.

Example content — example map with landscape, fences around a small town and small wall examples to demonstrate real-world setups and recommended 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💬 演示📁 样条线工具包 📷 书面评论 💭 快速入门指南和文档📑

超级程序样条工具包v3

使用两个互补的样条系统创作栅栏、墙壁、道路和有机样条内容:用于直接网格驱动设置的经典的基于蓝图的样条和用于大规模程序放置的 PCG 生成的样条。两者都以性能为中心,并包含编辑器助手以加快创作速度。

主要功能

蓝图样条线(网格驱动) — 选择网格并创作沿曲线放置和定向网格的样条线。选项包括正向轴、在编辑器中自动更新样条线、样条线向上方向、反向旋转和每点类型覆盖。

点类型覆盖 — 将所有样条线点设置为一种类型:曲线、常量、线性、曲线钳位或自定义切线。包括一个单按钮操作,可将所有点设置为所选类型。

网格样条线的编辑器操作 – 在生成的样条线上构建样条线、禁用碰撞和启用碰撞,以提高编辑器性能和快速迭代。

非常适合 lerp-mesh 工作流程 – 非常适合城堡墙、连续网格墙、铁轨和其他网格沿样条线插值的情况。

PCG 生成的样条线 — 沿生成的样条线放置各个网格,而不会使网格变形。控制包括覆盖部分长度、最小刻度/最大刻度、最小旋转变化/最大旋转变化、最小偏移/最大偏移。

投影到景观 – PCG 样条线包括“拍摄项目到景观”按钮,用于将放置位置捕捉到地形。非常适合栅栏、钉墙和程序边界元素。

贴花生成器(基于样条网格) — 使用样条网格贴花沿着样条线生成贴花道路和磨损路径,以实现快速道路布局和视觉保真度。

示例内容 — 包含景观的示例地图、小镇周围的围栏和小墙示例,用于演示真实世界的设置和推荐的工作流程。

建立在 50 000 小时的经验之上

每个 Hyper v3 系统都是超过50 000 小时现实世界虚幻引擎开发的结果。通过使用 Hyper 模块,您可以从经过验证的基础中受益,该基础可以轻松地从简单的项目扩展到复杂的专业游戏。

关于开发者

大家好,我是 EricGames by Hyper 公司负责人。

在为银行、企业和政府领导 C 级 IT 和网络安全项目多年后,我决定追随自己真正的热情:游戏开发。

今天,我在阿姆斯特丹教授游戏开发,并管理着一个由超过 4000 开发者组成的不断壮大的社区。

我的目标是提供模块化、专业品质的系统,帮助独立创作者和爱好者构建他们梦想的游戏。

为什么选择 Hyper?
  • Hyper v3 模块完全模块化,旨在无缝集成

  • 清晰、组织良好的蓝图,可随项目扩展

  • 可靠的设计原则,可实现灵活性、可维护性、和性能

  • 活跃的 Discord 社区为您的发展之旅提供支持

  • 提供可选学习课程:

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