Registry
Tagged widget identities and layer definitions.
Presentation
A local-player UI foundation built around registered layers and widget identities.
01 / How it works
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.
02 / In a game
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.
Tagged widget identities and layer definitions.
Per-local-player layer ownership.
Controlled screen opening and readiness feedback.
03 / Design ownership
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.
04 / System connections
FPS / TPS / Illustrative composition
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.
MELEE / RPG / Illustrative composition
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.
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.
STORY / EXPLORATION / Illustrative composition
Combine meaningful places, interaction contracts, authored objectives and save participation while leaving narrative, dialogue and puzzles entirely in the studio’s hands.
STRATEGY / RTS / Illustrative composition
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.
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.
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.
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