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Intelligence & scale

SGFMassRepresent populations at the fidelity the moment demands.

Build large agent populations without representing every entity as a full gameplay actor all the time.

01 / How it works

Different fidelity for different agents

Agent definitions add SGF identity and population semantics to Unreal Mass configurations. Lightweight Mass entities can represent background agents; an optional Actor Assembly definition enables handoff to a richer actor representation when required. Representation state and handoff contracts keep the logical agent distinct from its visible embodiment.

What this plugin delivers

  • Mass agent definitions and population integration
  • Representation and actor handoff mechanisms
  • Cohort controls and hit-proxy infrastructure
  • Editor tools for character representations

02 / In a game

The mechanism in practice.

A distant crowd can be tracked as lightweight agents. When an agent needs detailed gameplay interaction, the game can request a richer actor representation using an authored assembly definition.

Identity & representation

Separate the logical agent from its displayed and simulated form.

Population integration

Agent definitions, cohorts and optional actor handoff.

Interactions at scale

Hit-proxy facilities and related editor tooling.

03 / Design ownership

What the studio builds.

The studio provides Mass behaviours, assets, transition policy and target performance budgets.

Large crowds still require project-specific behaviours, profiling and careful representation policy. No entity-count performance guarantee is implied.

  • Mass processors, behaviours and content
  • When agents deserve full gameplay actors
  • Performance budgets, visual representations and transition policy

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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