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PlatanoGames edited this page Aug 10, 2026 · 9 revisions

Frequently Asked Questions

Is PGX ready for production?

No. It is a Development Preview for evaluation, learning, testing and technical feedback. Breaking changes may occur between 0.x releases.

What is public today?

The v0.1.1 preview release contains 26 plugins and 48 modules under versions/v0.1.1/. Its tag, release artifact and notes define the exact public boundary.

Has v0.1.1 passed a clean build?

Yes, within the documented Unreal Engine 5.7.4 Windows Development boundary. The candidate passed 792/792 Editor actions, 414/414 Game actions, 242/242 Editor Automation tests, 115/115 Game Automation tests and 3/3 PGX.Demo tests. This does not establish packaged builds, other platforms or arbitrary subsets.

What does the example project demonstrate?

Samples/PGXDemo demonstrates Message, GameFlow, Save and InputBuffer. The other 22 plugins are loaded and linked, but the sample does not demonstrate their runtime behavior.

Can I enable any plugin independently?

Do not assume arbitrary combinations. PGXCore is the foundation; descriptors and module rules declare additional requirements.

Are all included plugins complete?

No. The matrix separates established systems, functional previews and structured previews. Structured previews may expose useful state and schemas while central runtime behavior is still absent.

What is PGXSimHarness evidence of?

Only the checks it reports. Partial or missing coverage is expected and visible; the harness is not proof that a plugin or the framework is complete.

What is explicitly excluded?

Online, Multiplayer, Materials, VFX, Animation and Cinematic are outside this snapshot.

How should I report an issue?

Include the revision, Unreal version, platform, target, plugin set, minimal steps and focused logs. Remove credentials, licensed assets and private project code.

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