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Worlds & transport

SGFTransportVehicles built from seats, permissions and usable functions.

Occupancy, roles, access rules and vehicle functions without prescribing a single vehicle class.

01 / How it works

Vehicles as systems of occupants and capabilities

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.

What this plugin delivers

  • Seats, permissions and occupancy lifecycle
  • Vehicle function, engine, lights and door building blocks
  • Optional fuel and Chaos vehicle bridge
  • Transport presentation and state events

02 / In a game

The mechanism in practice.

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.

Occupancy

Seat roles, access and lifecycle.

Vehicle functions

Engine, lights, doors and fuel building blocks.

Optional physics integration

Unreal-native Chaos vehicle bridge.

03 / Design ownership

What the studio builds.

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.

  • Vehicle models, handling and physics tuning
  • Controls, camera work, damage and gameplay rewards
  • Rules for ownership, access and traffic behaviours

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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