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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 extends Unreal subsystems, Data Assets, Gameplay Tags, Blueprint APIs and editor tooling without replacing the engine's native models.
Español · Repository · Getting Started · Plugin Matrix
The v0.1.0 Development Preview was published on 2026-08-09 and contains
26 plugins and 48 modules.
- Foundation: PGXCore.
- Established preview systems: Audio, Game Flow, Loading, MGOS, PSO and Save.
- Functional previews: Ability, Crafting, Input, Interaction, Inventory, Spawn and Trade.
- Structured or early previews: AI, Camera, Colony, Environment, UI and Vehicles. Their APIs and state models are inspectable, but central gameplay behavior remains incomplete.
- Editor and verification tools: Docs, Editor Tools, Scaffold, Simulation Harness, Tutorials and Version Control.
Online, Multiplayer, Materials, VFX, Animation and Cinematic are outside this snapshot.
graph TD
Core[PGXCore]
Established[Established systems] --> Core
Functional[Functional previews] --> Core
Structured[Structured previews] --> Core
Tools[Editor tools] --> Core
Harness[PGXSimHarness] --> Tools
Harness --> Established
Harness --> Functional
Feature runtime modules generally depend inward on Core. Cross-system coordination uses Core messages, Gameplay Tags, interfaces and registries. Editor aggregators may depend on selected feature modules without becoming runtime hubs.
- Read Development Preview and Release Model.
- Follow Getting Started.
- Inspect the Public Plugin Matrix.
- Review Early Preview Plugins.
- Read Simulation Harness and Known Issues.
The complete exported snapshot passed clean Editor and Game rebuilds and 344/344 Automation tests on Unreal Engine 5.6 with Windows Development targets. This evidence covers 26 plugins, 48 modules and 1,305 exported plugin files. See Build and Validation for exact counts and limits.
- 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