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Architecture Overview
PGX uses Unreal Engine's native extension model: plugins contain modules; modules expose subsystems, Data Assets, settings, native interfaces, Blueprint libraries and editor integrations. The framework does not replace the engine's object, reflection, asset or build systems.
flowchart TB
Authoring[Project Settings and Data Assets]
Core[PGXCore contracts and registries]
Runtime[Domain runtime subsystems]
API[Native and Blueprint APIs]
Observe[Logs, trace, observables and inspectors]
Authoring --> Core
Core --> Runtime
Runtime --> API
Runtime --> Observe
Observe -. editor feedback .-> Authoring
PGXCore defines common configuration, profile, registry, messaging, handler, logging, trace, observability and validation contracts. Feature systems depend inward on Core.
Audio, GameFlow, Loading, MGOS, PSO and Save own their domain types and subsystems. They do not have direct runtime compile dependencies on one another. Cross-system coordination uses Core messages, Gameplay Tags, interfaces and shared bridge payloads.
Feature editor modules expose focused tools. PGXEditorTools aggregates several inspectors. PGXDocs, PGXScaffold, PGXTutorials and PGXVersionControl retain separate editor workflows.
The preview contains:
- 8 Runtime modules;
- 12 Editor modules;
- 2 UncookedOnly modules;
- 1 DeveloperTool module.
Module type is part of the target boundary. Source being present in the repository does not by itself establish packaged-runtime compatibility.
- Descriptors declare plugin requirements and loading rules.
- Build rules declare compile-time module dependencies.
- Data Assets/settings hold authored policy.
- Subsystems own runtime lifecycle and state.
- Gameplay Tags identify states, channels and domains.
- Messages/delegates expose change without sibling compile dependencies.
- Observability/editor tools show system state without controlling runtime behavior.
Continue with Plugin Topology, Configuration and Registry and Cross-Plugin Communication.
- Development Preview
- Getting Started
- Release branch catalog
- Public Plugin Matrix
- Early Preview Plugins
- Known Issues
- Architecture Overview
- Plugin Topology
- Module Reference
- Configuration and Registry
- Data-Driven Design
- Profiles and Budgets
- Gameplay Tag Architecture
- Initialization Pipeline
- Cross-Plugin Communication
- Message System
- Event Handlers
- Logging and Trace
- Runtime Flows
- Blueprint API Design
- Editor Integration
- Editor Visual System