-
Notifications
You must be signed in to change notification settings - Fork 0
Development Preview and Release Model
PGX is being published before 1.0 so developers can inspect the architecture,
try the included systems and provide feedback before the public APIs are frozen.
- Source and public documentation are available for evaluation.
- APIs and configuration formats may change between
0.xreleases. - Every tagged snapshot defines its own plugin and support boundary.
- Production use is not currently recommended.
- Release notes and migration notes take precedence over assumptions based on untagged work.
The public monorepo uses one release branch. Each reviewed snapshot is stored
under versions/pgx-vX.Y.Z/ue-<engine-version>/ with its plugins, documentation and samples. Adding a
new snapshot does not replace the older version directory.
A candidate is checked for explicit file scope, dependency closure, licensing, internal-development residue, secrets, documentation integrity and clean exported-tree builds.
Published tags and GitHub Releases are immutable. The version-specific release artifact is the preferred installation download. GitHub automatic source archives contain the cumulative catalog. A correction moves forward in a new release rather than rewriting an existing tag or version directory.
Issues and pull requests are welcome when they are focused and reproducible. Accepted work is reviewed against the same public boundary and appears in a subsequent release. Do not attach private project source, licensed assets, credentials or unrelated logs.
The path to 1.0 includes a maintained compatibility matrix, broader PGXDemo
coverage, a documented public API and deprecation policy, migration notes and
stable release/contribution procedures. 1.0 will stabilize the selected
public contract; it will not imply that every conceivable PGX system is
complete.
- 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