First-person shooter framework for Unreal Engine 5. Weapon systems, recoil mechanics, hit detection, multiplayer infrastructure, and competitive features.
Not included in the v0.1.1 snapshot. This framework is planned with the same depth as PGX Core — dedicated subsystems, DataAsset configuration, Blueprint nodes, editor panels, and documentation.
Every genre framework in the PGX ecosystem is designed to be a complete, professional-grade solution built on the shared Core foundation.
Currently in design phase. Development will begin once PGX Core reaches v1.0. Follow our progress on GitHub.
DataAsset-driven weapons with fire modes, attachments, ammo types, and reload animations.
Procedural recoil patterns with recovery curves, spray control, and per-weapon tuning.
Server-authoritative hit registration with lag compensation, headshot multipliers, and penetration.
Session management, team systems, scoreboard, killcam, and anti-cheat foundations.
Pre-game loadout selection with weapon slots, equipment, and perk systems.
Kill feed, death recap, match statistics, and end-of-round summaries.
| Architecture | Plugin-based |
|---|---|
| Systems | 6 planned |
| DataAssets | 10+ types |
| BP Nodes | ~50 planned |
| Weapon Types | Configurable |
Planned to use PGX Core systems for reliability and consistency.
CS-style competitive shooters with ranked matchmaking, economy systems, and precise gunplay.
Rainbow Six-style tactical games with destructible environments and operator abilities.
Large-scale last-standing games with loot systems, zone mechanics, and squad play.
Concept placeholders — real screenshots will come with development.
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