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Getting Started

PlatanoGames edited this page Aug 10, 2026 · 4 revisions

Getting Started

Current boundary

The v0.1.1 snapshot contains 26 plugins and 48 modules. On Unreal Engine 5.7.4 with Windows Development targets, it passed 792/792 Editor build actions, 414/414 Game build actions, 242/242 Editor Automation tests, 115/115 Game Automation tests and 3/3 PGX.Demo tests. See Build and Validation for the limits of those results.

Install a tagged preview

  1. Prefer the version-specific artifact attached to the v0.1.1 GitHub Release. GitHub automatic source archives contain the cumulative catalog.
  2. Close the Unreal Editor.
  3. From versions/v0.1.1/Plugins/, copy the required plugin folders without renaming them.
  4. Include PGXCore and every plugin/engine dependency declared by the selected descriptors.
  5. Regenerate project files and compile the intended target.
  6. Run the tests and editor checks relevant to the selected plugins.
  7. Enable and configure one system at a time.

Do not bypass missing dependency warnings. No arbitrary subset is currently claimed as validated.

To inspect a configured integration, open versions/v0.1.1/Samples/PGXDemo/PGXDemo.uproject. It demonstrates Message, GameFlow, Save and InputBuffer. The other 22 plugins are present for dependency, loading and linking checks, not as runtime demonstrations.

Suggested evaluation path

  1. PGXCore
  2. One established system from the Plugin Matrix
  3. One Early Preview Plugin
  4. Its settings, Data Assets and public API
  5. Its logs, observables and inspector
  6. Simulation Harness, interpreted as partial evidence

Issue reports should record the PGX revision, Unreal version, platform, target, enabled plugins, reproduction steps and a focused sanitized log.

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