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Build and Validation
PlatanoGames edited this page Aug 8, 2026
·
3 revisions
- 12 plugin descriptors and 23 module rules parsed.
- Declared PGX dependency graph closed and acyclic.
- Public files checked against an explicit distribution boundary.
- Internal-development markers and local paths scanned from the exact export.
- Markdown links and repository YAML validated.
- Clean exported-tree
PGXPublicRCEditorbuild completed with Unreal Engine 5.6 on Windows, including UnrealHeaderTool and 514 build actions.
The result does not establish packaged Development/Shipping targets, other platforms, every Unreal 5 version, runtime behavior in a full sample game or arbitrary subsets of the constellation.
- identify the exact tag/commit and plugin inventory;
- regenerate project files from a clean tree;
- build the documented target/configuration;
- run the release's automation and editor checks;
- verify documentation links, notices and known issues;
- correlate the final artifact with the release notes before publishing.
- 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