Enable a plugin. Fill a DataAsset. Use it from C++ or Blueprints.
After years developing products for clients and auditing codebases across studios of every size, I kept seeing the same thing: every project reinvents the same foundational systems from scratch. Save, audio, loading screens, state machines — rebuilt from zero, every time. In ecosystems like Python (Django), JavaScript (Next.js), and Ruby (Rails), frameworks solved this long ago. But Unreal Engine — despite being one of the most powerful engines in the world — had no equivalent middleware layer. I decided it was time to build what should have existed from the beginning.
Every project starts from scratch: save systems, loading screens, audio managers, game flow. Hundreds of hours before your game even begins.
Systems become tangled. Removing one feature breaks three others. No clean boundaries, no module isolation.
Settings hidden in C++ constructors, scattered across Blueprint defaults, duplicated in multiple places. No single source of truth.
New developers spend weeks understanding project architecture before they can contribute. Documentation is always outdated.
Some licensed frameworks cost thousands. PGX costs nothing.
Many C++ frameworks treat Blueprints as second-class citizens. Nodes are missing, types don't resolve, async patterns break.
"Enable a plugin. Fill a DataAsset. Ship."
— How PGX works
Right-click in Content Browser. Pick your system. A pre-configured DataAsset appears with sensible defaults.
Every setting lives in the Details panel. Progressive disclosure keeps it simple: basics first, advanced options hidden until needed.
The system auto-discovers your configuration at startup. No registration code, no initialization boilerplate.
Activate the checkbox. Drag your Blueprint class into the slot. A Blueprint API ready to use. Full functionality, zero C++ required.
Select from the dropdown or inherit from PGX base classes. Full access to delegates, subsystems, and extension points.
Whether you're learning, prototyping, or shipping a commercial product.
PGX is free and open source under the Apache License 2.0.
Professional infrastructure typically developed over years in production environments.
PGX is built alongside PlatanoGames Academy. Our students deserve professional tools, not simplified examples. PGX is free and open source because learning shouldn't have a paywall.
The whole framework — 26 plugins, full documentation as of v0.1.1 — is free and open source under Apache-2.0. Training, onboarding, and studio engineering services are separate from the Apache-2.0 framework license.
Open source means everyone can use the full framework; training, onboarding, and studio engineering services — separate from the Apache-2.0 framework license — fund continued development and support.
Every line of code, every design decision, every iteration. What you see is real, working software.
As of v0.1.1 (UE 5.7.4, Development Preview) — Windows Development targets. Automated checks: 242 editor + 115 game + 3 PGXDemo.