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v0.4.0 | UE 5.6.1 | 26 plugins | 13 production systems | 1,300+ source files
PGX (Professional Game Extensions) is a modular C++ framework for Unreal Engine 5 that provides a complete, production-ready architectural layer between raw UE5 and your game code.
PGX is not a game template. It is middleware — a systematic collection of interconnected subsystems, each wrapping the corresponding UE5 facility with a clean, documented, observable facade. You bring the game design; PGX provides the engineering foundation.
Every UE5 project faces the same architectural challenges: save systems with versioning and migration, audio management with mix layers and ducking, loading screens that survive level transitions, game state machines with validation rules, pipeline state object warm-up to eliminate shader hitches, platform profile management, garbage collection observability. Teams rebuild these from scratch every project, spending months on infrastructure before writing a single line of gameplay code.
PGX solves this by providing battle-tested implementations of these common systems — all following the same patterns, all configurable through Data Assets, all with editor tooling built in.
| Audience | Value |
|---|---|
| Solo developers | Get the architecture of a 20-person studio from day one |
| Small teams | Shared foundation — same patterns, same conventions, same tools |
| Studios | Reusable investment that carries across every project |
| Educators | Complete reference implementation of professional UE5 architecture |
- Architecture Overview — Three-layer model, star topology, the numbers
- Data-Driven Design — Config DAs, Object DAs, "the box and the shapes"
- Plugin Topology — Star topology diagram, dependency rules
- Initialization Pipeline — Deterministic boot sequence
- Cross-Plugin Communication — Three-bus model
- Blueprint API Design — Uniform categories, progressive disclosure
- Editor Integration — 23 panels, toolbar, Content Browser
Each of PGX's 13 production-ready systems follows the same proven architecture with a consistent set of deliverables:
| System | Version | Focus |
|---|---|---|
| Profile | v2.0 | Platform-aware budgets enforced across 11 subsystems |
| Log | v3.0 | Polymorphic observability with 13 domain renderers |
| Save | v1.0 | Context/domain/slot hierarchy with async I/O and migration chains |
| GameFlow | v1.0 | 8-channel GameplayTag-driven state machine |
| PSO | v2.0 | Shader precompilation pipeline eliminating first-load hitches |
| LevelFlow | v1.0 | 6-state deterministic level transition pipeline |
| Loading | v1.0 | Persistent loading overlays with PSO coordination |
| MGOS | v1.0 | Garbage collection observability with behavioral classification |
| Audio | v1.1 | Dual-backend audio with 5-layer mix model |
| Data Registry | v2.0 | DataTable-first asset registry with O(1) lookups |
| Construction | v1.3 | 8 Data Asset types for data-driven actor construction |
| Message | v1.0 | Typed pub/sub bus with tag channels |
| Event Handler | v1.0 | Data-driven behavior resolution with telemetry |
- Overview — 6 tool plugins
- Editor Tools — Visual Construction System, NomadTabs, Hub
- Simulation Harness — 13-system injection with ~160 API calls
- Agent Bridge — AI-assisted development
- Project Scaffold — Template-based project setup
- Documentation Viewer — Native Slate Markdown renderer
- Version Control — Git workflow integration
- Quality Assurance — 957 static analysis warnings fixed, 13 audit rules
- Visual Construction — Design token system with 11 atomic widgets
- GameplayTag Architecture — 180+ tags with branch ownership
- L1 Integration — 10 base classes wired to 13 subsystems
- Platform-Aware Budgets — Cross-subsystem enforcement
- Glossary — Key terms and concepts
- Statistics — Hard numbers from the codebase
- FAQ — Common questions and comparisons
- Licensing & Distribution — Commercial model and tiers
| Metric | Value |
|---|---|
| Total plugins | 26 |
| Source files | 1,300+ |
| Production-ready systems | 13 |
| Data Asset types | 58 |
| Editor panels (NomadTabs) | 23 |
| Console commands | 95+ |
| Blueprint nodes | 170+ |
| GameplayTags | 180+ |
| Test functions | 95+ |
| Custom SVG icons | 26 |
| Documentation files | 90+ |
| Static analysis warnings fixed | 957 |
PGX follows five core principles:
- UE5-First — Never reinvent what Epic provides. Every system wraps and extends the corresponding UE5 facility.
- Data-Driven — All configuration through Data Assets. No hardcoded values. No recompilation needed for tuning.
- Zero-Knowledge Usable — Create an asset, fill properties, have a working system. Documentation is a bonus, not a requirement.
- Observable — Every system has console commands, editor panels, and traceability. Debug anything at runtime without code changes.
- Decoupled — Systems communicate through message buses, not direct references. Remove any plugin without affecting others.
PGX (Professional Game Extensions) es un framework modular profesional en C++ para Unreal Engine 5. Proporciona 26 plugins con 13 sistemas production-ready que cubren las necesidades arquitectónicas más comunes: sistema de guardado con versionado y migración, audio con mezcla de 5 capas y ducking, pantallas de carga persistentes, máquina de estados multi-canal, precalentamiento de shaders, perfiles de plataforma, observabilidad del garbage collector, y más.
Cada sistema sigue el mismo patrón probado: subsistema, Data Asset de configuración, comandos de consola, librería Blueprint, utilidad de test, y panel de editor. Todo configurable sin tocar código, todo observable en tiempo real.
No es un template de juego — es middleware profesional. La capa arquitectónica entre un proyecto UE5 vacío y una arquitectura de juego lista para producción.
PGX Framework is developed by Platano Games. See Licensing & Distribution for commercial terms.
- 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