Roadmap
we KEEP working hard!
Map Big/Mini System: Dynamic POI, and customizable size/zoom.
Nodes System: The system must allow the player to cut down trees, chop stones, or butcher animals.
Team System: The system must allow the player to invite other players to their team.
Build System: The construction system must give the player the possibility to build a more complex system (shelter).
Armor System: Assets must be compatible with the armor system and Metahumans characters in a single size and of both genders.
Animations: The animations must accompany the quality of the product. Equipping a bow, shooting fire arrows, asserting a critical blow and your character not reproducing the montage of shooting the arrow negatively affects the user experience.
Developing a project focused on UX ensures that the project is a quality product. Improving the interface, sounds, effects, and how the player interacts with the plugin.
All tasks related to project performance.
Bug fixes, Operating System Compatibility, analysis and optimization of asset performance. analysis and optimization of project performance in network and feedback
Lyra is a robust system, and with all the functionality we have added, the complexity is even greater.
The video documentation will explain how Lyra and the Plugin work, allowing you to easily adapt it to your project.
RPG Showcase with round (like roguelite)
Get Exp, Gold, Level Up, Abilities, and NPC shop with buy/sell items and fight with BOSS
Let's go deeper, both into lyra and our plugin
Implemented Holster Weapon System
Now metahuman System less size!
Merge the new system with Lyra.
The same day the version was released, we were already working on updating the plugin from a vanilla lyra project..
It sounds like a simple thing, but as we've looked into it, it's a super powerful tool, allowing you to easily manage the life flow of enemies.
We have been working to get the project working properly with Lyra, ALS and the new replicated version of GASP
We added a custom damage calculation. Boxtrace for Melee Trace Ability. An initialize simple health componente from spawner. Interactable component and more
In addition to the code being much clearer, the functions are precise, we get to the answer with fewer steps, gaining a performance boost
We are taking the first steps to migrate our logic to the new State Tree system.
Add crounch, sprint, and replication with the new locomotion system
The idea is to re-engineer the core of the project to make it more efficient, easier to understand, more scalable, run better, and look more like Lyra.
Project updated to Unreal Engine 5.7 with a clean installation.
Lyra and GASP were reinstalled, increasing animations from 500 to 1,000.
Movement has been migrated from CMC to Mover, leveraging Epic’s Unreal project.
Mover is now compatible with Motion Warping.
We have implemented a system that allow travel between worlds while preserving the experience and passing variables as parameters.
The system includes:
Component: loads data.
Persistent Subsystem: stores data.
Hipernova Library: handles world travel.
This makes it easy to migrate between worlds without losing player connections.
We implemented a camera based on Lyra’s third-person camera, with behavior relative to the pawn’s facing direction. Ideal for cinematics.
It allows rotation and translation adjustments and integrates with the Lyra camera stack.
The goal is to have a cinematic camera during gameplay.
We have added a Quest Subsystem so you can easily manage quests.
It is a task- and report-based system that uses a tag–integer pair, making it flexible and adaptable to most projects.
We are going to rework the UI so that it is compatible with Xbox controllers.
Using Unreal’s Enhanced Input System.
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