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Licensing and Distribution
PGX Framework is open source, licensed under the Apache License 2.0. The full source code is public: you can read it, clone it, build it, modify it, and ship it — including in commercial products — under the Apache-2.0 terms. There is no invitation, no tier, and no revenue threshold.
Status: Early Development (0.x). PGX is functional and actively used, but APIs may change between releases until the first stable (1.0) version.
PGX is licensed under Apache License 2.0 (full text). In short:
- Free for any use, including commercial products, with no royalties and no revenue share.
- A perpetual, worldwide patent grant from contributors, in addition to the copyright license.
- Modify and redistribute freely, provided you keep the existing copyright, patent, trademark, and attribution notices and state the changes you made.
Copyright is retained by Platano Games; Apache-2.0 grants you the rights above without transferring ownership.
- Use PGX in any project — commercial or non-commercial, solo or studio, any number of products.
- Modify freely — add systems, remove systems, override defaults, extend base classes. The Class Override Pattern exists specifically to make this straightforward.
- Redistribute — share PGX or your modifications under Apache-2.0.
- Build and sell vertical extensions (e.g. an "FPS Kit" or "RPG Kit" built on PGX) — your extension is yours; PGX underneath stays Apache-2.0.
- Keep the
LICENSEandNOTICEfiles when you redistribute PGX or a derivative. - Retain the per-file copyright/SPDX headers (
SPDX-License-Identifier: Apache-2.0+Copyright 2024-2026 Platano Games). - If you modify a file, state that you changed it.
PGX is built for Unreal Engine. Files derived from Unreal Engine sample content or templates (including Lyra) carry the Copyright Epic Games, Inc. All Rights Reserved. header. Those portions remain governed by the Unreal Engine EULA (unrealengine.com/eula) and are not licensed under Apache-2.0. Using PGX means complying with both the Apache-2.0 license and the UE EULA.
PGX lives in a public GitHub repository. Clone it, drop the plugins into your project's Plugins/ folder (or the engine Plugins/), generate project files, and build.
- Public repository — full source for the production-ready plugins, documentation, and samples.
- Issues & Discussions — report bugs and ask questions through the repository's issue templates and Discussions.
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Releases — tagged versions; the
0.xline precedes the first stable1.0.
The repository ships the 13 production-ready plugins. The 19 early-stage plugins (v0.0.1) are in active development and may be added to the public surface as they mature.
The framework is free. Beyond it, Platano Games offers optional paid services for teams that want hands-on help. These fund continued development; none of them gate access to PGX.
Architectural review of your project to determine the optimal PGX integration strategy — which systems to adopt, which to customize, how to structure your game-specific layer.
Commissioned development of new PGX systems or modifications to existing ones, delivered as source following PGX conventions.
Structured programs covering PGX architecture, extension patterns, editor tooling, and best practices — remote or on-site, adapted to your team's level.
Review of your PGX-based code for architectural compliance, performance, and best practices — valuable during pre-production to establish patterns that scale.
Education built around PGX: professional C++ game architecture taught through a real, shipping-quality framework.
A framework earns trust when developers can clone it, read every line, build it, and try it. Open source removes the black box and lets studios evaluate PGX on its merits.
Development is funded by the optional services around the framework (consulting, training, custom work, education) — not by charging for the core. The core grows because more users mean more partnerships.
Developers deserve to understand, debug, and modify their tools. Apache-2.0 gives full source plus a patent grant, so adopting PGX carries no hidden legal risk.
PGX is designed as a career-long investment that grows with the Unreal Engine ecosystem:
- New systems — the early-stage L2 plugins (Input, Camera, UI, Ability, Inventory, and others) are actively being developed toward production readiness.
- Engine updates — each new UE release gets a dedicated PGX branch.
- Quality improvements — static analysis, panel audits, and code-quality passes are ongoing.
- Tooling evolution — editor panels, Content Browser integration, and developer workflows are continuously refined.
The architecture (star topology, data-driven configuration, message-based communication) is designed to accommodate growth without breaking changes once 1.0 lands.
Q: Is PGX really free for commercial use? Yes. Apache-2.0 permits commercial use with no fee, no royalty, and no revenue share.
Q: Do I have to open-source my game if I use PGX? No. Apache-2.0 is permissive — it does not require you to release your own code. You only keep the PGX attribution notices.
Q: Can I sell a kit built on PGX? Yes. Your extension is your own product. PGX underneath remains Apache-2.0; keep its notices.
Q: How do I get PGX? Clone the public GitHub repository. No invitation or license request is needed.
Q: What about the Unreal Engine code in the repo?
Files marked Copyright Epic Games, Inc. are governed by the UE EULA, not Apache-2.0. Comply with both.
For professional services, educational programs, or partnership inquiries:
Website: www.platanogames.es
Platano Games — Professional game development tools and education.
- 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