
Hyper Attribute Manager – Unreal Engine
Add scalable, multiplayer-ready attributes like Health, Stamina, Hunger, and more. Trusted by professional studios, suitable for any genre.
Includes modular setup, value decay, clamping, modifiers, and full replication. Easy to configure and extend, no coding required.
Use it across RPG, Survival, Shooter, MMO, or Co-op projects.
Key Features:
This system is very extensive, the core features are as follows:
Managing Attributes
Managing State Effects
Extensive attribute management functions
Datatable driven
Attributes
They are defined into 6 main categories:
– Non-Persistent_Character_Attributes
– Persistent_Primary_Character_Attributes
– Persistent_Character_Survival_Attributes
– Persistent_Generic_Combat_Attributes
– Persistent_Ranged_Combat_Attributes
– Persistent_Level_Attributes
State Effects
The attribute manager has a state effect manager.
– These state effects are fully driven by a data table.
– These state effects can be activated or removed.
– These states will be automatically activated based on your current state or even on consumption.
Several states:
– Sick
– Healthy
– Infection
– Wounded
– Poisoned
– Drunk
Misc States:
This affects the chill temperature of the individual.
– Wet
– Warming
– On Fire
Temperature states:
Based on “external temperature”, the temperature state is switched.
– Be aware, the character also has a “Chill” temperature.
– The chill temperature can differ per character.
– This is dependent on a chill temp penalty.
– The penalty is determined by e.g. clothing if is wet, or near a fire and warmed.
– Each state has a screen animation effect.
Note: We advise to use the latest version. V4 is available on 5.7 and above. V3 is 5.5 and 5.6, before 5.5 is v2.
Why Hyper?
– The strongest public modular Unreal Engine framework available at this scale
Most studios keep tools like this internal. Hyper makes a serious technical foundation available to solo developers, indies, and teams.
– Built from 75,000+ hours of Unreal Engine work
System design, Blueprint architecture, multiplayer patterns, documentation, testing, examples, iteration, and real production problem-solving.
– Systems designed to work together
Inventory, crafting, equipment, interaction, UI, combat, attributes, multiplayer, AI, quests, dialogue, maps, progression, survival systems, environment tools, performance helpers, and more can all live inside one larger ecosystem.
– Not a content dump
Hyper gives you working examples, modular structure, documentation, and patterns you can extend into your own game.
– Made for serious projects, not just demos
Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries.
– Start fast, grow cleanly
Use the included examples, replace visuals, adjust data, create child Blueprints, connect systems, and build toward your own game without rebuilding the same foundation from scratch.
Additional information
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.
Numbers
1 Example map
1 core Component
Plugins
Common UI
Unreal Engine versions: 5.0 – 5.8
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