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Blueprint API Design
PlatanoGames edited this page Aug 8, 2026
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PGX exposes Blueprint operations through domain libraries, async action objects, Blueprintable bases and selected graph nodes while keeping system state in subsystems and authored policy in Data Assets.
- A Blueprint node delegates to the same domain operation used by native code.
- Long-running operations use async actions or delegates rather than blocking.
- Gameplay Tags represent states, channels and domains where a closed enum would make extension difficult.
- Configuration is referenced through Unreal assets/settings, not hidden global files.
- Error and status outputs are explicit enough to diagnose a failed operation.
- Graph-only helpers live in
UncookedOnlymodules.
Core includes message graph support; Save includes a save-domain node in
PGXSaveNodes. These nodes are preview APIs and may change between 0.x
releases.
- 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