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Hyper Outliner and Symbol System V2

PREMIUM Asset 5.2 5.1 Hyper Outliner and Symbol System V2 2023-09-06

No permission to download
TFrontPageOutliner-1920x1080-6e955d3ac01f681c8b6881ff47b39601.jpg
<br/><br/><p><a href="https://discord.com/invite/gamesbyhyper" rel="noreferrer noopener">Discord</a> 💬 Join the Hyper Game-dev Discord</p><p><a href="https://arsonist-my.sharepoint.com/...lDvQIaHyMnQU4BQnV4WljuDcYVuRjCK1mVNw?e=jKe0JG" rel="noreferrer noopener">Demo</a> 📁 Try it out!</p><p><a href="
" rel="noreferrer noopener">Video</a> ▶ To view the product</p><p><a href="
" rel="noreferrer noopener">Technical overview</a> ▶ in-depth guide</p><p><a href="https://www.gamesbyhyper.com/" rel="noreferrer noopener">Made by</a> 🎮 Eric from Hyper!</p><p><a href="https://www.unrealengine.com/marketplace/en-US/profile/Games+By+Hyper?" rel="noreferrer noopener">Modular</a> 🧩 Check out other compatible assets</p><p><a href="https://discord.gg/gamesbyhyper" rel="noreferrer noopener">Documentation</a>📑Download it via the Discord</p><p><a href="
" rel="noreferrer noopener">Integration</a> ✨Video on how to integrate assets</p><p><br /></p>Outliner and Symbol System<p>The core of this system obviously seems the outliner. But how to use it? How to make sure it is handled properly and enable/disable it on any actor in the world easily? I have made sure to make that as easy as possible for you.</p><p>Key characteristics:</p><ul><li>Set an outliner on any actor from any place</li><li>Uses an actor component with useful functions to manage your outlines easily</li><li>Three different Colors Predefined</li><li>I've setup a primary, secondary and an third/other outliner.</li><li>Toggle multiple actors via function from the AC_Outliner</li><li>Toggle Global scene depth easily</li><li>Set and attach a symbol on any of your actors. Like ? ! ⮟ Perfect for quest systems</li><li>Set options on the Symbols like:</li><li>Play Rate</li><li>Rotation</li><li>Up and Down Movement</li><li>Mesh</li><li>Color sets</li></ul>Extended Movement Component<p>This system includes a basic “Extended Movement Component”. It is capable of</p><p>· 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.</p><p>· Provides a central place for the replication of montages, particle effects, spawning actors, and sounds.</p><p>· Is full of useful functions related to your character: Switch Global orientation between strafing and forward-facing character, Define Gender, get active camera component, and more</p><p>· Manages the camera of the player. It includes: zooming, switching between shoulder cameras, and basic first-person view</p><p><br /></p>About Hyper<p>Hyper is empowering virtual world builders like yourself. Eric Ruts is running it and is the creator of all assets.</p><p>I would like you to focus on the creative side of your project, and I want to provide you with the building blocks to kick-start 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.</p><p><br /></p><h3>Quality First</h3><p>The best and nothing less. Our core principles keep our assets the top of what’s available.</p><p>Where possible:</p><p>· Complete and flexible, I include the most common use cases for most types of games in our products.</p><p>· Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.</p><p>· Flawless integrations.</p><p>· Blueprint only, so we keep it accessible for you and your complete team.</p><p>· 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.</p><p>· I aim for my assets to be production-ready.</p><p><br /></p><h3>Example Images and content</h3><p>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!</p><p>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.</p><br/><br/>

Technical Details:

<ul><li>Enhanced Input</li><li>Network Replicated</li><li>I expect it to work on all platforms, only tested on windows</li><li>Easy to use, drag and drop [If not, please reach out for support]!</li><li>AC_Outliner component with useful functions for all outline and symbol management.</li><li>Toggle multiple actors at once and separate from each other</li><li>Optional symbols</li><li>Dynamic Symbol attachment to an actor</li><li>Multi Color</li></ul><h3>Numbers</h3><p>Blueprints: 20</p><p><br /></p>Multiplayer Survival Framework<p>All my v2 assets van be combined to a Multiplayer Survival Framework. Check out the details in the discord to get early access!</p><p><br /></p>Support, community &amp; Documentation📁:<p>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.</p><p><a href="https://discord.gg/gamesbyhyper" rel="noreferrer noopener">Documentation</a>📑can be viewed and downloaded via the <a href="https://discord.gg/gamesbyhyper" rel="noreferrer noopener">Discord</a> <strong>without verification</strong>. All my YouTube 🎥 tutorials are also available there.</p><p>The <a href="https://discord.gg/gamesbyhyper" rel="noreferrer noopener">discord</a> 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 <a href="https://www.linkedin.com/in/ericruts/" rel="noreferrer noopener">[Eric]</a>.</p><p>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. </p>

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