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PlatanoGames edited this page Aug 8, 2026 · 9 revisions

Frequently Asked Questions

Is PGX ready for production?

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

What is public today?

This preview contains 12 plugins and 23 modules. The repository tree and release notes define the exact boundary; components absent from the tag are not part of its public API.

Which Unreal Engine versions are supported?

The release candidate has a clean Unreal Engine 5.6 Windows editor build. A broader version/platform/target matrix has not yet been published.

Can I enable any plugin independently?

Do not assume arbitrary combinations. PGXCore is the foundation, descriptors declare plugin requirements, and PGXEditorTools aggregates a larger editor set. Only the complete 12-plugin set has a verified build.

Does PGX replace Unreal subsystems, assets or source control?

No. PGX extends Unreal's native models. PGXVersionControl uses Unreal Source Control as its provider layer.

How do plugins communicate without direct dependencies?

Through PGXCore typed messages, Gameplay Tags, shared interfaces, delegates and tagged registries. See Cross-Plugin Communication.

Is there a sample project?

A maintained public sample and runtime walkthrough are still roadmap items.

How should I report an issue?

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

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