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Architecture Overview
PGX uses Unreal Engine's native extension model: plugins contain modules; modules expose subsystems, Data Assets, settings, interfaces, Blueprint APIs and editor integrations. PGX does not replace Unreal's object, reflection, asset or build systems.
The v0.1.1 Development Preview contains 26 plugins and 48 modules:
- 21 Runtime modules;
- 24 Editor modules;
- 2 UncookedOnly modules;
- 1 DeveloperTool module.
Module type is part of the target boundary. Source being present does not prove packaged-runtime compatibility.
flowchart TB
Authoring[Project Settings and Data Assets]
Core[PGXCore contracts and registries]
Established[Established runtime systems]
Preview[Functional and structured previews]
API[Native and Blueprint APIs]
Observe[Logs, trace, observables and inspectors]
Authoring --> Core
Core --> Established
Core --> Preview
Established --> API
Preview --> API
Established --> Observe
Preview --> Observe
PGXCore owns shared configuration, registry, messaging, handler, logging, trace, observability and validation contracts.
Audio, GameFlow, Loading, MGOS, PSO and Save contain implemented domain
behavior. They remain 0.x systems rather than production guarantees.
Functional previews contain meaningful domain operations with known gaps. Structured previews mainly expose state, schemas, registries or dispatch seams. See Early Preview Plugins for precise boundaries.
Feature editor modules expose focused tools. PGXEditorTools aggregates selected inspectors. Docs, Scaffold, Tutorials, Version Control and SimHarness retain separate workflows.
- Descriptors declare plugin requirements and loading rules.
- Build rules declare module dependencies.
- Data Assets and settings hold authored policy.
- Subsystems own lifecycle and state.
- Gameplay Tags identify states, channels and domains.
- Messages and delegates expose change without arbitrary sibling dependencies.
- Observability surfaces report state; they do not prove complete behavior.
Continue with Plugin Topology, Module Reference 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