Occupancy
Seat roles, access and lifecycle.
Worlds & transport
Occupancy, roles, access rules and vehicle functions without prescribing a single vehicle class.
01 / How it works
Seats register with a transport, and the occupancy subsystem manages authoritative entry, exit and transfer rules. Optional modules provide Chaos vehicle driving, fuel, functional vehicle parts and presentation. A game can choose which of those pieces its transport needs.
02 / In a game
A player approaches a truck, claims a permitted driver seat, starts the engine and drives. The transport owns seats and occupancy; optional components handle functions such as doors, lights and fuel.
Seat roles, access and lifecycle.
Engine, lights, doors and fuel building blocks.
Unreal-native Chaos vehicle bridge.
03 / Design ownership
The studio supplies the vehicles, physics configuration, controls and driving experience.
SGFTransport does not supply a finished driving game, vehicle art or tuned physics presets for every vehicle type.
04 / System connections
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.
SURVIVAL / CO-OP / Illustrative composition
Pair lightweight populations with full interactions, AI decision-making, persistent resources and world event orchestration. The studio chooses how hordes behave and how co-op survival feels.
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