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Initialization Pipeline
PlatanoGames edited this page Aug 8, 2026
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PGX follows Unreal lifecycle boundaries rather than creating a separate process bootstrap.
flowchart LR
Module[Module load] --> Settings[Settings and asset discovery]
Settings --> Subsystem[Subsystem initialization]
Subsystem --> Register[Registries, listeners and observables]
Register --> Ready[Domain ready state]
Ready --> Shutdown[Unregister and deinitialize]
Modules register tabs, factories and other module-level hooks at startup. Subsystems resolve their configuration when their Unreal scope is available, bind messages/delegates and publish observable readiness. Deinitialization removes listeners and owned registrations.
Optional sibling coordination must tolerate the receiver being absent and should use Core contracts instead of relying on undocumented load order.
- 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