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Runtime Flows
PlatanoGames edited this page Aug 8, 2026
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- Unreal loads the enabled plugin and module for the target.
- Project settings and Data Assets provide authored policy.
- A subsystem resolves the active configuration/profile.
- Native interfaces and Blueprint libraries expose operations.
- Delegates and Core messages publish state changes.
- Logs, trace, observables and editor tools report the resulting state.
Core defines shared saveable contracts and bridge types. PGXSave owns slots, providers, serialization, backup, versioning, migrations and async actions. The save-domain K2 node lives in the UncookedOnly PGXSaveNodes module.
PGXAudio resolves channel/configuration assets and routes playback through an audio backend. Both legacy and Audio Modulation paths exist in the current code.
Loading can observe PSO progress and request temporary GameFlow state changes through Core message channels. This preserves the spoke topology.
PGXMGOS records GC-oriented snapshots, baselines, class health and incidents. It reports diagnostics through its own subsystem and Core observability APIs.
- 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