Platano Professional
Games eXtended
for Unreal Engine 5
v0.1.1 — Development Preview · UE 5.7.4

PGX Framework

for Unreal Engine 5

Unreal projects rebuild the same systems.
PGX ships them once. Select plugins per project.

What Every Unreal Project Faces

Scattered Configuration

Settings hidden in C++ constructors, Blueprint defaults, multiple places. No single source of truth.

Boilerplate Logic

Every project rebuilds save, loading, audio, game flow from scratch. Hundreds of hours before your game begins.

Tight Coupling

Removing one feature breaks three others. No clean boundaries, no module isolation.

Architecture Required

Systems demand deep understanding before usage. The framework fights you before it helps.

Less Setup, Same Engine

Problem
Scattered Setup

Config in constructors. Logic rebuilt per project. Features coupled.

PGX
DataAsset First

Enable the plugin. Fill the DataAsset. Use it from C++ or Blueprints.

Result
Configured Systems

Save, load, audio, flow. Ready before your game code.

UPGXConfig — DataAsset Blueprint C++ Custom
How It Works

Three Steps

You enable a plugin. You fill a DataAsset. The system runs in C++ and Blueprints.

1
Create a DataAssetRight-click, pick your system
2
Fill in PropertiesSensible defaults, progressive disclosure
3
DoneAuto-discovered at startup
Open Source Framework
Free and open source under Apache-2.0 — use it in any project, including commercial.

Full Source,
Free for Everyone

PGX is free and open source under the Apache License 2.0 — full source, no tier, no revenue share. The published v0.1.1 snapshot (Unreal Engine 5.7.4, Development Preview) includes 26 plugins, 48 modules, and full documentation.

Students

Learn architecture patterns with real code.

Solo Devs

Skip months of boilerplate. Ship faster.

Indie Studios

Consistent codebase, modular plugins, zero coupling.

Pro Teams

Extend via inheritance. Full source, no black boxes.

Press E

PGXDemo: press E, the state changes, the counter saves. Restart, the value persists. Open the Save Inspector and watch it happen.

See It Working

Configure, run, inspect. The Hub shows every system. The Save Inspector shows domains, keys, and history.

Daily Work

Configure, Run, Inspect

Set values in a DataAsset. Play. Open the inspector to see what happened and why.

Editor Tooling →
PGX Save Inspector
Runtime Inspection
Save Inspector — domains, keys, and operation history at runtime

Ecosystem at a Glance

0
Plugins
0
Modules
0
Editor Build Actions
0
Game Build Actions
0
Automated Checks
0
Sanitizer & Secret Findings

As of v0.1.1 (UE 5.7.4, Development Preview) — Windows Development targets. Automated checks: 242 editor + 115 game + 3 PGXDemo. Zero dependency cycles. Removing a system removes its service.

Built on PGX Core

Every future framework builds on the same validated core.

CORE Profile Log Save GameFlow PSO LevelFlow Loading MGOS Audio Registry Construction Message EventHandler

One Core, Zero Coupling

PGX enforces a strict star topology: every L2 plugin depends exclusively on PGXCoreRuntime. No L2-to-L2 runtime dependencies -- ever.

Cross-plugin communication happens through two dedicated buses: UPGXMessageSubsystem (pub/sub) and UPGXEventHandlerSubsystem (behavior resolution).

This architecture guarantees that any plugin can be added or removed without breaking the rest of the framework.

Zero L2 runtime edges in v0.1.1. Documented exceptions go through an explicit validator allow-list — currently empty. Editor aggregation tools (Hub, SimHarness) are the only cross-plugin links. At runtime, systems coordinate on Core message buses.
Architecture Deep Dive →

Building in Public

PGX is being developed transparently. What you see is real, working software.

Active Development

26 plugins across four maturity levels, validated on UE 5.7.4. Real code, real validation gates, real functionality.

Verse

Next authoring surface. Aligned with Epic's direction. No Verse runtime in v0.1.1. Roadmap.

Coming Next

Video walkthroughs, playable demos, and real screenshots as each framework matures.

Plugin Maturity Matrix

v0.1.1 is a Development Preview: open for architecture and API review, things may break, not recommended for production. Each of the 26 plugins sits at one of four maturity levels.

Foundation

PGXCore — the shared core every plugin depends on.

Established Preview

PGXAudio, PGXGameFlow, PGXLoading, PGXMGOS, PGXPSO, PGXSave.

Functional Preview

PGXAbility, PGXCrafting, PGXInput, PGXInteraction, PGXInventory, PGXSpawn, PGXTrade.

Structured Preview

PGXAI, PGXCamera, PGXColony, PGXEnvironment, PGXUI, PGXVehicles — state and schemas first, core behavior still incomplete.

Editor & Tooling

PGXDocs, PGXEditorTools, PGXScaffold, PGXSimHarness, PGXTutorials, PGXVersionControl.

Validation Boundary

UE 5.7.4, Windows Development: editor 792/792, game 414/414, automation 242/242 editor + 115/115 game, PGXDemo 3/3, zero sanitizer and secret findings, zero dependency cycles. Not verified: packaged targets, other platforms, other engine versions, arbitrary plugin subsets.

The PGXDemo sample exercises Message, GameFlow, Save and InputBuffer. The other 22 plugins are covered by dependency and linkage, not as runtime demos.

Authoring Surfaces

v0.1.1 is C++ and Blueprints over DataAssets. Same flow. Verse comes next.

C++

Enable the plugin. Fill the DataAsset. Call the API. In v0.1.1.

Blueprints

Same DataAsset. Same flow. Blueprint libraries. In v0.1.1.

Verse

Next authoring surface. Aligned with Epic's direction. No Verse runtime in this snapshot. No date. Not in v0.1.1.

Built by PlatanoGames

PGX grows with our game development academy. Same tools in class and in production.

Platform Architecture

PGX Core is the horizontal foundation. Vertical frameworks extend it for specific genres and use cases.

PGX Core — 26 Plugins — Horizontal Foundation Archviz Adventure Tactical RPG FPS Puzzles Stealth Horror Quantum Your Project Your Project Your Project Your Project Horizontal Vertical Final
The Foundation
Vertical Frameworks — Genre Specializations

Archviz Suite

Coming Soon — not in v0.1.1

Interactive Architectural Visualization

Real-time walkthroughs, material systems, lighting control, and VR support for architectural projects.

Explore →

Action Adventure

Coming Soon — not in v0.1.1

Third-Person Action RPG Kit

Combat, inventory, quest tracking, character progression, and open-world exploration systems.

Explore →

Tactical RPG

Coming Soon — not in v0.1.1

Turn-Based Strategy Toolkit

Grid-based gameplay, unit management, AI opponents, campaigns, and skill trees.

Explore →

FPS Essentials

Coming Soon — not in v0.1.1

First-Person Shooter Framework

Weapon systems, recoil patterns, hit detection, multiplayer support, and competitive features.

Explore →

Logic & Puzzles

Coming Soon — not in v0.1.1

Physics-Based Puzzle Toolkit

Portal mechanics, mechanism chains, time manipulation, and interactive puzzle design.

Explore →

Stealth Toolkit

Coming Soon — not in v0.1.1

Stealth Gameplay Systems

Detection AI, patrol routes, sound propagation, light/shadow mechanics, and disguise systems.

Explore →

Horror Systems

Coming Soon — not in v0.1.1

Horror Atmosphere Engine

Dynamic tension, adaptive lighting, AI stalker behavior, sound design, and sanity mechanics.

Explore →

Quantum Gates

Coming Soon — not in v0.1.1

Quantum Physics Mechanics

Superposition, entanglement, wave function collapse, quantum tunneling.

Explore →

Dev Tools Suite

Coming Soon — not in v0.1.1

Advanced Developer Productivity

Git workflows, advanced material management, automation pipelines, and editor extensions for professional teams.

Explore →