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Adapters / First-party adapter

SGFWorldDirectorAdapterLet orchestration work with places the game has actually authored.

An SGF-to-SGF connection between world semantics and orchestration.

01 / How it works

Let the Director understand places

Director scripts can query loaded world areas, assemblies, spaces and anchors by their authored identity or context. References are revalidated so a script does not mistake an unloaded or changed world object for a live one.

What this plugin delivers

  • World queries for Director scripts
  • Semantic results and reference resolution
  • Stale-world safeguards

02 / In a game

The mechanism in practice.

A Director event needs a suitable town square. The adapter queries loaded world areas and anchors by semantic context, validates the result, and returns useful places to project-authored scripts.

Semantic lookup

Query authored spaces from Director-side code.

Validity

Handle streamed-out or changed world references.

Composition

Keep world definition separate from event decisions.

03 / Design ownership

What the studio builds.

The studio writes the scenario logic that acts on those results.

This adapter provides location queries, not procedural missions or encounter generation.

  • Meaningful location types and level layouts
  • Why an event should use each location
  • What the Director script does at the selected place

Available to license

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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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