Login / Register
Current Article:

Hyper Menu and Gamepad System v4 [CommonUI]

Categories UI Kits / HUDs

Hyper Menu and Gamepad System v4 [CommonUI]

Hyper Menu and Gamepad System v4 [CommonUI] combines tabbed layouts, tooltips, sliders, and input remapping in one Unreal Engine menu setup. It supports keyboard, mouse, and controllers, and it keeps the interface modular, clean, and multiplayer-aware.

CommonUI and controller switching

The menu layer is fully based on CommonUI, with gamepad compatibility at the center of the workflow. Input can switch dynamically between controller and keyboard or mouse, so the same interface can respond to different play styles without forcing a separate menu flow.

That matters for projects that need a polished front end without giving up flexible input handling. The system also includes adaptable input settings for keyboard and mouse, so the control layer is not limited to controller-first navigation.

Menu screens and settings panels

The included interface pieces cover more than a simple main menu. Tooltips, sliders, and dynamic confirmation dialogues are part of the setup, along with an in-game menu and a start-up screen. The layout is meant to handle common game options in a structured way rather than as isolated screens.

Several settings areas are called out directly:

  • Control settings such as sensitivity
  • Gamepad inputs
  • Audio settings with mixer support
  • Advanced video settings with auto-set quality, presets, and colorblind modes
  • Save and load user settings
  • A language setting placeholder, with no language files included
  • Optional DLSS settings, not included by default because of dependencies

This mix gives the system a practical range. Sensitivity controls and remapping help shape the feel of play, while the video and audio sections give the project a more complete settings stack. The colorblind modes and preset handling also make the menu structure useful for projects that need clearer player-facing options.

How the menu flow is arranged

Tabbed layouts keep the interface organized, and that structure works well when different settings need to stay separate but easy to reach. Sliders and tooltips give the player direct control and added context, while confirmation dialogues can be used when a change needs a clear check before it is applied.

The start-up screen, in-game menu, and settings screens form a connected flow rather than disconnected panels. That helps the system cover the early menu sequence as well as the settings work players return to after the game has started.

Fit with Hyper assets and project setup

The system is compatible with all Hyper V2 assets, and it sits within a wider Hyper module approach that emphasizes modular structure. The Blueprints are described as clear and well organized, with a focus on flexibility, maintainability, and performance. The same approach is meant to scale from smaller projects to more complex games.

A broader note attached to the Hyper systems is the amount of Unreal Engine development experience behind them: over 50,000 hours of real-world work. That context frames the package as part of a larger workflow rather than a single isolated menu asset. For projects that already use Hyper pieces, this menu system is set up to slot into that environment and keep the interface side consistent.

What it is ready to handle

At its core, Hyper Menu and Gamepad System v4 [CommonUI] is set up for projects that need a controller-friendly menu layer without losing support for keyboard and mouse. It covers the usual settings path, includes video, audio, and control options, and leaves room for remapping, confirmation prompts, and user setting saves. For an Unreal project that needs a clean menu foundation, the package is organized to handle that work directly.

Visual Breakdown


Hyper Menu and Gamepad System v4 [CommonUI] Prev Fafnir’s Keep
Hyper Menu and Gamepad System v4 [CommonUI] Next Impacts, Hits & Whooshes

Leave a Reply