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Configuration and Registry
PGX systems store authored policy in Unreal project settings and Data Assets. Those assets remain visible in the editor and can be committed to source control. Core supplies the shared configuration and profile types; each domain plugin adds its own assets and constraints.
Typical resolution flow:
flowchart LR
Settings[Project settings] --> Resolve[Profile/config resolution]
Assets[PGX Data Assets] --> Registry[Tagged data registry]
Registry --> Resolve
Resolve --> Subsystem[Domain subsystem]
Subsystem --> API[Native and Blueprint API]
Subsystem --> Obs[Observability]
The Core data registry indexes assets by Gameplay Tags and exposes common tagged discovery contracts. This allows systems and editor tools to enumerate authored capabilities without hard-coding asset paths.
The Registry Editor module and Data Registry inspector let authors browse and edit registry data. A change does not persist until the underlying asset is saved, and these tools do not replace source control.
Profiles can select or constrain configuration for a project/platform context. Budget data is policy input to a system; the subsystem remains responsible for interpreting it within its domain.
During the preview, exact asset fields may change. Treat the headers and tagged release notes as authoritative.
- 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