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Presentation

SGFUIRoute screens through layers instead of wiring every widget to a character.

A local-player UI foundation built around registered layers and widget identities.

01 / How it works

Route screens without hard-wiring the game

An authored registry maps widget tags to presentation layers. A primary layout owns the layer stacks for each local player, while the UI subsystem routes requests to the appropriate destination and handles the period before the layout is ready.

What this plugin delivers

  • Tagged widget registry and layer definitions
  • Local-player primary layouts
  • UI screen routing and entry points
  • Routability and state feedback

02 / In a game

The mechanism in practice.

A mission summary must open for the local player while the HUD remains active. A widget registry identifies the screen; the local-player layout chooses its layer and handles presentation readiness.

Registry

Tagged widget identities and layer definitions.

Player layout

Per-local-player layer ownership.

Routing

Controlled screen opening and readiness feedback.

03 / Design ownership

What the studio builds.

The studio designs menus, HUDs, navigation behaviour and visual identity.

SGFUI provides screen infrastructure, not a complete look-and-feel or a ready-made HUD for every genre.

  • Screen design, navigation flow and interaction behaviour
  • HUD content, typography, animation and accessibility
  • Which screens appear in which game modes

04 / System connections

Works with

FPS / TPS / Illustrative composition

Multiplayer tactical shooter

A networked shooter can use SGF for weapon state, team relationships, interaction, abilities, UI routing and replication configuration without inheriting a particular shooter balance or progression system.

SGFSGFReplicationSGFUI
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MELEE / RPG / Illustrative composition

Third-person melee action RPG

Use hit detection, abilities, targeting, equipment, AI, persistence and world state as building blocks. The studio owns combat rules, progression and the moment-to-moment feel.

SGFSGFAISGFSaveSGFWorld
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SURVIVAL / CO-OP / Illustrative composition

Co-operative horde survival

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.

SGFSGFAISGFMassSGFDirectorSGFWorldSGFSave
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STORY / EXPLORATION / Illustrative composition

Narrative exploration adventure

Combine meaningful places, interaction contracts, authored objectives and save participation while leaving narrative, dialogue and puzzles entirely in the studio’s hands.

SGFWorldSGFSGFDirectorSGFSaveSGFUI
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STRATEGY / RTS / Illustrative composition

Real-time strategy & simulation

Mass populations, team relationships, coordination, areas and authored world events can contribute to an RTS or simulation. The actual command model, economy and unit behaviours stay in the game.

SGFMassSGFSGFWorldSGFDirector
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VEHICLES / OPEN WORLD / Illustrative composition

Vehicle-led open-world sandbox

Compose occupancy, vehicle functions, durable state and semantic world structure. Add native Chaos integration where needed while keeping the driving and world design yours.

SGFTransportSGFWorldSGFSaveSGFTransportSaveSGF
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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.

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