StormWeapons + StormTeams
Weapon state, firing contracts and team relationships; the game implements hit results, recoil, spread and match rules.
FPS / TPS / Illustrative composition
A networked shooter can use SGF for weapon state, team relationships, interaction, abilities, UI routing and replication configuration without inheriting a particular shooter balance or progression system.
Explore the composition01 / What connects
Weapon state, firing contracts and team relationships; the game implements hit results, recoil, spread and match rules.
Objective use and loadout slots. Inventory is optional, not mandatory for a class-based shooter.
Reusable Replication Graph relevance policies for actors; the game still owns net prediction and authority policy.
Scoreboard, loadout view and HUD layers with project-owned visuals.
02 / A moment in play
A player moment moves through separate responsibilities. Game-authored rules and content decide what each mechanism means for the experience.
Game rules validate the selection; tagged equipment slots reflect it.
Weapon state and launch contracts drive a game-authored hitscan or projectile behaviour.
The game decides damage, armour, assist credit and death response.
Replication Graph policies route eligible actor updates; responsiveness still depends on game networking code.
The studio’s match system determines victory and SGFUI routes result screens.
03 / The studio builds
SGF does not ship a ready-made shooter, network prediction model or matchmaking service.
04 / Change the composition
For a small PvE shooter, add SGFAI and author enemy behaviours.
For a fixed-loadout arena game, leave inventory out entirely.
Available to license
Tell us which systems you need and which Unreal Engine version you use. We can discuss licence terms and integration with your project.
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