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Editor Integration
PlatanoGames edited this page Aug 8, 2026
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Each PGX editor module owns the authoring and inspection tools for its system.
- Feature editor modules provide domain-specific panels and asset support.
- PGXEditorTools aggregates inspectors for Core, Registry, VersionControl and the six runtime systems.
- PGXDocs provides documentation browsing and validation.
- PGXScaffold provides template/build-plan workflows.
- PGXTutorials provides guided overlays and actions.
- PGXVersionControl builds on Unreal Source Control rather than replacing its provider model.
Editor tools may read runtime/configuration state and help authors diagnose it. They are not runtime authority and are excluded from packaged execution according to their module types.
- register tabs, categories or templates through the owning public registry;
- keep runtime types in runtime modules and Slate/tooling in editor modules;
- avoid adding a feature-to-feature runtime dependency for an editor convenience;
- report validation failures with enough context to fix the underlying asset.
- 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