"7aaf52b91b87c0f5"{"id":"27142","slug":"hyper-menu-and-gamepad-system-v4-commonui","title":"Hyper Menu and Gamepad System v4 [CommonUI]","category":"UI Kits / HUDs","engine":"5.5+","assetVersion":"Engine version: 5.5+","engineVersion":"Asset Version:V3","tag":"UI Kits / HUDs","accent":"blue","visual":"animation","summary":"Hyper Menu and Gamepad System v4 [CommonUI] brings tabbed menus, tooltips, sliders, and input remapping into a modular Unreal Engine setup. It supports keyboard, mouse, and controllers while keeping the interface ready for multiplayer-aware projects.","platform":"Unreal Engine","publishedAt":"2026-04-21T13:27:07.000Z","updatedAt":"2026-04-21T13:27:09.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 5.5+","Asset Version: V3"],"featuredImage":{"alt":"Hyper Menu and Gamepad System v4 [CommonUI]","src":"https://3dcghub.com/wp-content/uploads/2026/04/7967d49c9361_9612d524-2cf6-46d8-9c70-ae880375b311.webp"},"hasDownloadLink":true,"pageviews":20,"galleryImages":[{"src":"https://3dcghub.com/wp-content/uploads/2026/04/75dc3ba3430e_2b982ab5-5bc3-4e34-9002-f8b8380bb554.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/571e1fff7632_fed20660-e319-4cf8-af9d-0b20861e767a.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/ba7abf8085f2_252bfa5d-b8a3-4dfa-b1bd-b7e1bbb8702e.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/a620a3450b3c_32d59907-e3d6-4702-aed4-b5544322ad3d.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/f3791d9648ee_57487d0e-8008-42b1-8899-cf43c69ff3ff.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/16ed6b7a11cd_6f66b5e8-73f3-4205-81a8-7c31e0ba2afa.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/361e20622647_76858088-f051-47b6-8d66-84573ef0a2a3.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/5cc67bf5715f_bcd0e76d-fe17-4200-afb6-69e51eed15f5.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/fa85bb2ec0e6_9a6e17f0-0eb0-4797-a451-73db824c3366.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/1ba53e6e2918_d72b62aa-72fe-464c-b33d-ee348ca62075.webp","alt":"Hyper Menu and Gamepad System v4 [CommonUI]"}],"accessPanel":{"kind":"resource","title":"Access this resource","eyebrow":"Free protected download","message":"Sign in or create an account to continue to the protected download through the managed storage service.","fileName":"MenuAndGamepadSystem_5.5.7z","safetyNote":"All resources are 100% manually reviewed to eliminate all risks.","actionLabel":"Download Free","resourceType":"Resource archive","sourceShortcode":"cryptomus_member"},"contentHtml":"\u003cp\u003eHyper 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.\u003c/p\u003e \u003ch2\u003eCommonUI and controller switching\u003c/h2\u003e\n\u003cp\u003eThe 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.\u003c/p\u003e\n\u003cp\u003eThat 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.\u003c/p\u003e \u003ch2\u003eMenu screens and settings panels\u003c/h2\u003e\n\u003cp\u003eThe 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.\u003c/p\u003e\n\u003cp\u003eSeveral settings areas are called out directly:\u003c/p\u003e\n\u003cul\u003e \u003cli\u003eControl settings such as sensitivity\u003c/li\u003e \u003cli\u003eGamepad inputs\u003c/li\u003e \u003cli\u003eAudio settings with mixer support\u003c/li\u003e \u003cli\u003eAdvanced video settings with auto-set quality, presets, and colorblind modes\u003c/li\u003e \u003cli\u003eSave and load user settings\u003c/li\u003e \u003cli\u003eA language setting placeholder, with no language files included\u003c/li\u003e \u003cli\u003eOptional DLSS settings, not included by default because of dependencies\u003c/li\u003e\n\u003c/ul\u003e\n\u003cp\u003eThis 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.\u003c/p\u003e \u003ch2\u003eHow the menu flow is arranged\u003c/h2\u003e\n\u003cp\u003eTabbed 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.\u003c/p\u003e\n\u003cp\u003eThe 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.\u003c/p\u003e \u003ch2\u003eFit with Hyper assets and project setup\u003c/h2\u003e\n\u003cp\u003eThe 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.\u003c/p\u003e\n\u003cp\u003eA 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.\u003c/p\u003e \u003ch2\u003eWhat it is ready to handle\u003c/h2\u003e\n\u003cp\u003eAt 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.\u003c/p\u003e\n\n\u003ch2\u003eRelated Resources Worth Checking\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/shootlikeme-unreal-engine-third-person-shooter-template/\" title=\"ShootLikeMe – Unreal Engine Third Person Shooter Template\"\u003eShootLikeMe – Unreal Engine Third Person Shooter Template\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/advanced-unreal-engine-5-multiplayer-gameplay-programming/\" title=\"Advanced Unreal Engine 5 Multiplayer Gameplay Programming\"\u003eAdvanced Unreal Engine 5 Multiplayer Gameplay Programming\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/niagara-beginners-to-advanced-in-unreal-engine-5/\" title=\"Niagara Beginners to advanced in Unreal Engine 5\"\u003eNiagara Beginners to advanced in Unreal Engine 5\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/create-zelda-like-skills-with-c-in-unreal-engine-5-2/\" title=\"Create Zelda-like skills with C++ in unreal engine 5\"\u003eCreate Zelda-like skills with C++ in unreal engine 5\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/main-menus-beginner-class-unreal-engine-5/\" title=\"Main Menus Beginner Class – Unreal Engine 5\"\u003eMain Menus Beginner Class – Unreal Engine 5\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":3969,"navigation":{"current":862,"total":2665,"previous":{"id":"27146","slug":"impacts-hits-whooshes","title":"Impacts, Hits \u0026 Whooshes","category":"Sound Effects","platform":"Audio","updatedAt":"2026-04-21T13:27:18.000Z"},"next":{"id":"27128","slug":"fafnirs-keep","title":"Fafnir's Keep","category":"Fantasy","platform":"Unreal Engine","updatedAt":"2026-04-21T12:50:02.000Z"}},"relatedResources":[{"id":"15423","slug":"hyper-mesh-to-icon-creator-v4","title":"Hyper Mesh to Icon Creator v4","category":"Icons","engine":"5.3+","assetVersion":"Engine version: 5.3+","engineVersion":"5.3","tag":"Icons","accent":"violet","visual":"mech","summary":"Transform your 3D models into professional 2D inventory icons with Hyper Mesh to Icon Creator v4. This local, fast tool eliminates the need for external software like Photoshop.","platform":"Unreal Engine","publishedAt":"2026-03-12T08:59:30.000Z","updatedAt":"2026-04-19T15:44:47.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 5.3+"],"featuredImage":{"alt":"Hyper Mesh to Icon Creator v4","src":"https://3dcghub.com/wp-content/uploads/2026/03/039f2623-933b-49aa-8be1-20241fe7049c.webp"},"hasDownloadLink":true,"pageviews":8},{"id":"28498","slug":"ascent-ui-tools-gamepad-navigation-ui-framework","title":"Ascent UI Tools - Gamepad Navigation \u0026 UI Framework","category":"Engine Tools","engine":"5.4 - 5.5","assetVersion":"Engine version: 5.4 - 5.5","engineVersion":"Asset Version:2.1 - 2.2","tag":"Engine Tools","accent":"violet","visual":"mech","summary":"Ascent UI Tools - Gamepad Navigation \u0026 UI Framework targets one of the slower parts of interface work: getting menus and widgets functional across gamepad-driven flows without heavy setup. It combines automatic navigation, sample menu structures, map-relate...","platform":"Unreal Engine","publishedAt":"2026-05-16T07:36:07.000Z","updatedAt":"2026-05-16T07:36:08.000Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 5.4 - 5.5","Asset Version: 2.1 - 2.2"],"featuredImage":{"alt":"Ascent UI Tools - Gamepad Navigation \u0026 UI Framework","src":"https://3dcghub.com/wp-content/uploads/2026/05/afa2df11869c_886c04f5-3515-4d43-a22c-ca4bd799f76f.webp"},"hasDownloadLink":true,"pageviews":6},{"id":"1000613","slug":"game-main-menu-3d-ui-3d-immerse-ui","title":"Game Main Menu - 3D UI - 3D Immerse UI","category":"UI Kits / HUDs","engine":"5.3+","assetVersion":"","engineVersion":"Engine Version: 5.3+","tag":"UI Kits / HUDs","accent":"cyan","visual":"mech","summary":"A modular 3D main menu Blueprint for Unreal Engine featuring seamless integration, extensive graphics and audio rebinding, and data table customization.","platform":"Unreal Engine","publishedAt":"2026-07-20T20:37:06.164Z","updatedAt":"2026-07-20T20:37:06.164Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 5.3+"],"featuredImage":{"alt":"Game Main Menu - 3D UI - 3D Immerse UI","src":"/wp-content/uploads/published/2026/07/4871fb276d02-c64b3ec4-4e4b-461f-b299-0b2a3faf7537-5d32013994.webp"},"hasDownloadLink":true,"pageviews":2}]}
UI Kits / HUDs
Hyper Menu and Gamepad System v4 [CommonUI]
Hyper Menu and Gamepad System v4 [CommonUI] brings tabbed menus, tooltips, sliders, and input remapping into a modular Unreal Engine setup. It supports keyboard, mouse, and controllers while keeping the interface ready for multiplayer-aware projects.
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.