196 Total Nodes
11 Systems
4 Categories per System
CustomThunk Morphing Pins

Uniform Category Convention

Every system follows the same 4-level category pattern: Core (3–4 most used) → Query (read-only) → Advanced (batch, cache) → Debug (history, telemetry).

PGX|{System}
Core
3–4 most-used functions. The essentials.
PGX|{System}|Query
Read-only
Getters, state inspection, validation checks.
PGX|{System}|Advanced
Batch
Batch operations, registration, cache, config.
PGX|{System}|Debug
Telemetry
History, telemetry, snapshots, statistics.

11 Blueprint Libraries

Each system exposes its full API through a single UPGXFooBlueprintLibrary. Representative nodes shown below.

Save

~27 nodes
SetDomainValue
Store a key-value pair in a save domain
Data|Write
GetDomainValue
Retrieve a value from a save domain
Data|Read
QuickSaveAsync
Async save with completion callback
Core
QuickLoadAsync
Async load with completion callback
Core
ClearDomain
Clear all data in a save domain
Advanced
GetAllDomainKeys
List all keys in a domain
Query
ValidateSaveIntegrity
Verify checksum of save data
Advanced
GetSaveStatistics
Get save system metrics
Debug

Audio

~25 nodes
PlaySound
Play a sound by GameplayTag
Core
PlayMusic
Start music with optional fade-in
Core
PlayDialogue
Queue dialogue playback
Core
StopMusic
Stop music with fade-out
Core
SetChannelVolume
Set volume for audio channel
Query
GetChannelVolume
Get current channel volume
Query
SwitchBackend
Switch audio backend at runtime
Advanced
GetAudioStatistics
Get audio system metrics
Debug

GameFlow

~18 nodes
RequestTransition
Request a game state transition
Core
GetCurrentState
Get the current game flow state
Query
RequestBatchTransition
Batch transition multiple states
Advanced
RevertToPreviousState
Revert to the previous state
Core
GetStateHistory
Get transition history
Debug
IsInState
Check if currently in a specific state
Query

EventHandler

~27 nodes
FirePGXEvent
Fire an event for resolution (morphing pin)
Core
RegisterHandler
Register an event handler with priority
Core
UnregisterHandler
Remove an event handler
Core
GetExecutionHistory
Get event execution telemetry
Debug
SetConflictPolicy
Set resolution policy for an event
Advanced
GetRegisteredHandlers
List handlers for an event tag
Query

Message

~18 nodes
Broadcast
Broadcast a message (morphing pin payload)
Core
Listen
Subscribe to messages by tag
Core
StopListening
Unsubscribe from messages
Core
BroadcastToChannel
Broadcast to a specific channel
Advanced
GetMessageStatistics
Get pub/sub bus metrics
Debug
GetActiveListeners
List current listeners
Query

Data Registry

~15 nodes
FindByTag
Find a registered entry by tag (typed return)
Core
FindAllByTag
Find all entries matching a tag
Query
RegisterEntry
Manually register an entry
Advanced
GetCacheStatistics
Get registry cache metrics
Debug
InvalidateCache
Clear the registry cache
Advanced
IsRegistered
Check if a tag is registered
Query

PSO

~15 nodes
ActivatePipeline
Activate a PSO pipeline context
Core
DeactivatePipeline
Deactivate a pipeline
Core
PauseRecording
Pause PSO recording
Advanced
ResumeRecording
Resume PSO recording
Advanced
GetPSOStatus
Get current PSO state
Query
GetPSOStatistics
Get PSO metrics
Debug

Profile

~12 nodes
GetCurrentPlatform
Get detected platform
Query
GetAudioBudget
Get audio budget for platform
Query
GetSaveBudget
Get save budget for platform
Query
GetPlatformConfig
Get full platform config DA
Core
IsMobilePlatform
Check if running on mobile
Query
GetHealthReport
Get platform health report
Debug

Loading

~10 nodes
ShowLoadingScreen
Display loading screen from config
Core
RequestProgress
Update loading progress
Core
AllowSkip
Enable skip for current screen
Advanced
ForceClose
Force close with timeout
Advanced
IsLoadingActive
Check if screen is visible
Query

LevelFlow

~12 nodes
RequestLevel
Request level transition
Core
LoadSubLevel
Load a streaming sublevel
Core
UnloadSubLevel
Unload a streaming sublevel
Core
CancelTransition
Cancel in-flight transition
Advanced
GetCurrentLevel
Get current level name
Query
IsTransitioning
Check if transition active
Query

Log

~10 nodes
SetFilterLevel
Set log filter verbosity
Core
GetActiveBackends
List active log backends
Query
FlushAll
Flush all log backends
Advanced
GetLogStatistics
Get logging metrics
Debug

Blueprint Workflow Examples

Pseudocode showing typical Blueprint node flows. Every node is a static function — no subsystem reference needed.

// Blueprint: Save a player's inventory to a domain

PGX Save | Data | Write
  SetDomainValue(
    DomainTag: "PGX.Save.Domain.Player",
    Key:       "Health",
    Value:     100
  )

  SetDomainValue(
    DomainTag: "PGX.Save.Domain.Player",
    Key:       "Gold",
    Value:     5400
  )

PGX Save | Core
  QuickSaveAsync(
    SlotTag: "PGX.Save.Slot.Auto"
  ) → OnComplete(bSuccess)

// OnComplete fires when disk write finishes
// Checksum sidecar written automatically
// Blueprint: Play background music + sound effect

PGX Audio | Core
  PlayMusic(
    MusicTag: "PGX.Audio.Music.MainTheme",
    FadeIn:   2.0
  )

  PlaySound(
    SoundTag: "PGX.Audio.SFX.UIConfirm"
  )

PGX Audio | Query
  SetChannelVolume(
    ChannelTag: "PGX.Audio.Channel.Music",
    Volume:     0.7
  )

  GetChannelVolume(
    ChannelTag: "PGX.Audio.Channel.SFX"
  ) → float CurrentVolume
// Blueprint: Register a handler, then fire an event

PGX EventHandler | Core
  RegisterHandler(
    EventTag: "PGX.Event.Ability.Cast",
    Priority: 100,
    Callback: OnAbilityCast
  )

  FirePGXEvent(
    EventTag: "PGX.Event.Ability.Cast",
    Context:  AbilityContext  ← morphing pin, any struct
  )

// Resolution: handlers sorted by priority
// Handler at P:100 runs first
// If it returns Handled, lower-priority handlers are skipped
// ConflictPolicy controls this behavior per event tag
Save System

PGX|Save — The Convention in Practice

The 4-level pattern above isn’t theory. Here it is in the actual editor: Data, Data|Read, Data|Write, Query, Advanced, Debug. 27 nodes organized so you find the right one without scrolling a flat list.

27 nodes · 6 sub-categories · Zero ambiguity
Blueprint Palette — PGX|Save
Live in Editor
Blueprint Palette — PGX Save system nodes organized in 6 sub-categories
EventHandler

PGX|EventHandler — Same Pattern, Every System

Fire events, register handlers, query execution history. The same Core/Query/Advanced/Debug pattern you already know from Save. Learn one, know them all.

Consistent convention · 11 systems · Predictable discovery
Blueprint Palette — PGX|EventHandler
Live in Editor
Blueprint Palette — PGX EventHandler nodes showing Core, Query, Advanced, Debug categories
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