SGFTransport
Seats, roles, entry/exit and optional vehicle functions.
VEHICLES / OPEN WORLD / Illustrative composition
Compose occupancy, vehicle functions, durable state and semantic world structure. Add native Chaos integration where needed while keeping the driving and world design yours.
Explore the composition01 / What connects
Seats, roles, entry/exit and optional vehicle functions.
Capture selected durable vehicle state, without preserving stale occupancy.
Semantic spaces and authoritative destruction, optionally presented with Unreal Chaos.
Expose authored structural boundaries to the game’s PCG graphs.
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.
The occupancy system checks seat availability and permissions.
Project input and physics use optional vehicle function components.
SGFWorld owns the outcome; a native adapter can present Chaos fracture.
The game marks vehicle state durable and stores it through TransportSave.
Vehicle state is restored and seats begin with fresh occupancy decisions.
03 / The studio builds
No complete traffic simulation, driving game or procedural city is provided.
04 / Change the composition
If there are no vehicles, omit SGFTransport and SGFTransportSave.
Use SGFWorldPcgAdapter only if the project already uses Unreal PCG for geometry.
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.
Ask about licensing