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Development Preview (
0.x): PGX is open for architecture and API evaluation while development continues. Breaking changes are possible and the current preview is not recommended for production projects.
PGX is a set of C++ plugins for Unreal Engine 5. It adds reusable runtime systems and editor tools using Unreal's existing subsystems, Data Assets, Gameplay Tags, Blueprint APIs and module boundaries.
Español · Repository · Getting Started · Plugin Matrix
This preview contains 12 plugins and 23 modules:
- Foundation: PGXCore.
- Runtime systems: Audio, Game Flow, Loading, memory/GC observation, PSO warm-up and Save.
- Editor experience: integrated inspectors, documentation, scaffolding, tutorials and source-control workflows.
Components not present in the public repository are outside this preview's API and support boundary.
graph TD
Core[PGXCore]
Audio[PGXAudio] --> Core
GameFlow[PGXGameFlow] --> Core
Loading[PGXLoading] --> Core
MGOS[PGXMGOS] --> Core
PSO[PGXPSO] --> Core
Save[PGXSave] --> Core
Docs[PGXDocs] --> Core
Scaffold[PGXScaffold] --> Core
Tutorials[PGXTutorials] --> Core
VC[PGXVersionControl] --> Core
Tools[PGXEditorTools] --> Core
Tools --> Audio
Tools --> GameFlow
Tools --> Loading
Tools --> MGOS
Tools --> PSO
Tools --> Save
Tools --> VC
Feature runtime modules depend on Core, not on one another. They coordinate through Core messages, Gameplay Tags, interfaces and registries. PGXEditorTools collects their inspectors in an editor-only module.
- Read Development Preview and Release Model.
- Follow Getting Started.
- Inspect the Public Plugin Matrix.
- Study Architecture Overview and Cross-Plugin Communication.
- Check Build and Validation and Known Issues.
The candidate has been compiled from a clean exported tree using Unreal Engine 5.6 on a Windows editor target. That is a bounded candidate result, not a claim of packaged-game, cross-platform or all-version compatibility.
The documentation in each repository tag describes that release. This Wiki adds navigation and longer architectural guides.
- 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