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Build and Validation
PlatanoGames edited this page Aug 9, 2026
·
3 revisions
- 26 plugins, 48 modules and 1,305 exported plugin files.
- Unreal Engine 5.6, Windows Development targets.
- Clean Editor rebuild: 778/778 actions, pass.
- Clean Game rebuild: 417/417 actions, pass.
- Editor Automation: 232/232 passed, 0 failed and 0 skipped.
- Game Automation: 112/112 passed, 0 failed and 0 skipped.
- Combined Automation: 344/344 passed.
- Public export boundary and forbidden-content checks executed during release preparation.
- Documentation links and navigation are checked separately.
SimHarness LogRoundtrip and EnvironmentSmoke report environmental N/A in
commandlet or headless contexts without a live game world. Compilation, linking
and a passing suite do not turn those paths into runtime coverage.
Registry 10k, 50k and 100k benchmark entrypoints require the project to provision their corresponding Gameplay Tags. Runtime tag invention is intentionally rejected.
These results do not establish packaged or Shipping targets, other platforms, other Unreal Engine versions, complete runtime behavior or arbitrary subsets.
- identify the exact tag/commit and plugin inventory;
- regenerate project files from a clean export;
- build the documented target/configuration;
- run Automation and editor checks;
- verify links, notices, boundaries and known issues;
- correlate the final artifact with the release record.
- 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