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Getting Started
PlatanoGames edited this page Aug 9, 2026
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The expanded snapshot contains 26 plugins, 48 modules and 1,305 exported plugin files. On Unreal Engine 5.6 with Windows Development targets, its clean Editor and Game rebuilds and 344/344 Automation tests passed. See Build and Validation for exact counts and limits.
- Download or clone a tagged PGX Framework release.
- Close the Unreal Editor.
- Copy the required plugin folders without renaming them.
- Include PGXCore and every plugin/engine dependency declared by the selected descriptors.
- Regenerate project files and compile the intended target.
- Run the tests and editor checks relevant to the selected plugins.
- Enable and configure one system at a time.
Do not bypass missing dependency warnings. No arbitrary subset is currently claimed as validated.
- PGXCore
- One established system from the Plugin Matrix
- One Early Preview Plugin
- Its settings, Data Assets and public API
- Its logs, observables and inspector
- 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.
- 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