Hacking Minigame
Hacking Minigame
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Details
This Hacking Minigame Module lets you create bite-sized hacking puzzles in your Verse projects. Configure how cell patterns are generated, how challenges progress, and how the UI responds so you can focus on crafting tense, engaging minigames. You can swap in your own cell textures and UI styling to match the look and feel of your world.
Perfect for: sci-fi terminals, security door puzzles, or any scenario where quick-reaction hacking adds tension. It's easy to extend and quick to integrate.
NEW in v1.1.0!
Multiplayer Synchronized Mode
The new shared_hacking_location device allows multiple players to compete in synchronized hacking challenges:
- All players see the same pattern for fair competition
- Countdown and waiting room system before game starts
- Players who fail a challenge are eliminated
- Winners receive accolades upon completing all challenges
Hack Loot Location
The new hack_loot_location device lets you set up secured areas that require hacking to access:
- Configure a delay before hacking becomes available
- Successful hack opens the barrier and triggers alarms
- Timed loot phase with automatic cleanup
- Players are teleported out when the loot phase ends
As seen on:
Airlock Crisis (2888-6118-5758)
Overview
The hacking_manager.verse handles spawning, timing, result tracking, and cleanup for every hacking puzzle. Adjust layouts using editables directly in UEFN via hacking_ui_configuration.verse.
Key Features
-
Custom Grid Patterns
For everything from simple memory games to multi-step lock puzzles. You can define the number of columns and rows, as well as the number of cells you can activate for each challenge. -
Lifecycle & Result Tracking
hacking_manager.versetakes care of spawning, timing, success/failure detection, and cleanup so you can focus on puzzle design. -
Editable Trigger Locations
Drop inhacking_location.versedevices to launch a minigame when a player interacts with a console, door lock, terminal, or any world object you choose.
Each hacking location can have multiple challenges if you want to add more layers of protection to a certain area, for example. -
Multiplayer Support (NEW)
Useshared_hacking_location.versefor competitive multiplayer hacking where all players solve the same pattern simultaneously. -
Hack Loot Location (NEW)
Usehack_loot_location.verseto create secured areas with automated loot cycles triggered by successful hacks. -
UI Configuration
Customize your hacking minigame with custom textures you can set inhacking_ui_configuration.verseor change each Hacking Location's grid size and text color directly in the creative device.
Project Structure
Content/ ├── Scripts/ │ ├── CoreModule/ │ │ ├── custom_tick.verse │ │ └── utilities.verse │ │ │ ├── HackingMinigameModule/ │ │ ├── Materials/ │ │ ├── SharedHackingLocationModule/ │ │ │ └── shared_hacking_location.verse │ │ │ │ │ ├── Widgets/ │ │ │ ├── UW_Button.uasset │ │ │ └── UW_CellButton.uasset │ │ │ │ │ ├── cell.verse │ │ ├── challenge.verse │ │ ├── customizable_cell_button.verse │ │ ├── hack_loot_location.verse │ │ ├── hacking_location.verse │ │ ├── hacking_manager.verse │ │ ├── hacking_minigame_ui.verse │ │ ├── hacking_ui_configuration.verse │ │ └── utilities.verse │ │ │ └── UIModule/ │ └── utilities.verse │ ├── Textures/ │ ├── hacking_minigame_background.png │ ├── hacking_minigame_cell_correct.png │ ├── hacking_minigame_cell_off.png │ ├── hacking_minigame_cell_selected.png │ ├── hacking_minigame_cell_warning.png │ ├── hacking_minigame_cell_wrong.png │ └── hacking_minigame_notch.png │ ├── CHANGELOG.md └── README.md
NOTE: Level design is not included—this package provides the code and logic system only. The code is sold as is. Updates to the code and bug fixes can be obtained but aren't guaranteed.
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great system, easily and customizable setup. No complaints