Hyper Choppable Trees V | Blueprints
Hyper Choppable Trees V | Blueprints
Hyper Choppable Trees V | Blueprints
Hyper Choppable Trees V | Blueprints
Hyper Choppable Trees V | Blueprints
Hyper Choppable Trees V | Blueprints
Hyper Choppable Trees V | Blueprints
Hyper Choppable Trees V | Blueprints
Hyper Choppable Trees V | Blueprints Hyper Choppable Trees V | Blueprints Hyper Choppable Trees V | Blueprints Hyper Choppable Trees V | Blueprints Hyper Choppable Trees V | Blueprints Hyper Choppable Trees V | Blueprints Hyper Choppable Trees V | Blueprints Hyper Choppable Trees V | Blueprints

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 Choppable Trees

Are you making a production where you need to chop down every tree you see and salvage logs from them? Do you want to fill your world with these trees and make sure it optionally respawns over time? This system is for you!

Key Features

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

  • I have included two types of tree chopping logic. You choose which one you prefer.
  • Material Offset based on a static mesh. The only thing you have to do is select your mesh in the configurable and it will work! It has fewer visual effects but is predictable and stable.
  • Chaos-based trees. Looks amazing! But needs some work to configure. Less predictable and stable.
  • Spawns logs when tree falls down, it is fully configurable
  • Respawn logic
  • 4 different trees included

Basic and Advanced components

The core of this system is placing rocks in the world, mining them, and gathering the ores. 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:

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 combat:聽do damage with equipment.

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

路聽聽聽聽聽聽聽聽Enhanced Input

路聽聽聽聽聽聽聽聽Network Replicated

路聽聽聽聽聽聽聽聽I expect it to work on all platforms, only tested on windows

路聽聽聽聽聽聽聽聽Main logic implemented in actor components so you can drag and drop it on an actor

路聽聽聽聽聽聽聽聽Datatable driven where possible


Numbers

Blueprints: 105

Meshes: 69

Materials: 61

Textures: 240


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.