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Runtime Flows

PlatanoGames edited this page Aug 8, 2026 · 1 revision

Runtime Flows

System lifecycle

  1. Unreal loads the enabled plugin and module for the target.
  2. Project settings and Data Assets provide authored policy.
  3. A subsystem resolves the active configuration/profile.
  4. Native interfaces and Blueprint libraries expose operations.
  5. Delegates and Core messages publish state changes.
  6. Logs, trace, observables and editor tools report the resulting state.

Save

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.

Audio

PGXAudio resolves channel/configuration assets and routes playback through an audio backend. Both legacy and Audio Modulation paths exist in the current code.

Loading and game state

Loading can observe PSO progress and request temporary GameFlow state changes through Core message channels. This preserves the spoke topology.

Memory observation

PGXMGOS records GC-oriented snapshots, baselines, class health and incidents. It reports diagnostics through its own subsystem and Core observability APIs.

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