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Intelligence & scale

SGFAILet agents make decisions through your gameplay capabilities.

Decision-making, senses, threat, action selection, squads, engagement and navigation are separate building blocks.

01 / How it works

AI that can use your game’s capabilities

An agent evaluates authored actions with priority, gates, cooldowns and outcomes. Navigation handles normal movement and can execute routes with traversal edges; it retains the chosen crossing provider and checks readiness again at the obstacle. Perception, threat and squad systems inform decisions without prescribing the enemy’s personality.

What this plugin delivers

  • Sensing, threat and engagement modelling
  • Action selection, state behaviour and squad coordination
  • Movement routes that can include game-provided crossings
  • Optional bridges to abilities and combat actions

02 / In a game

The mechanism in practice.

A guard spots a threat behind a barrier. Sensing and threat feed action selection. A navigation route can include a traversal edge, but the game decides whether this guard can vault, climb or take a longer path.

Decision-making

State, action selection, outcomes, gates and cooldowns.

World awareness

Senses, threat, engagement and squad context.

Movement

Navigation routes supporting walk and game-provided traversal edges.

03 / Design ownership

What the studio builds.

The studio authors enemy actions, movement implementations, tactics and encounters.

A climbing request is not a built-in climbing animation. Your game provides movement implementations and navigable traversal data.

  • Actions, tactics, state machines and movement animations
  • The way NPCs use items, weapons, cover and authored spaces
  • Difficulty, encounter balancing and perception configuration

Available to license

Ask about SGF licensing.

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

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