PGX Framework — Apache-2.0 C++ technical layer for UE 5.7.4 (v0.1.1 preview)

Most Unreal projects rebuild save, loading, audio and game-flow from scratch. PGX is a modular plugin framework so a team can enable the systems they need, author them as DataAssets, and spend the rest of the schedule on the game.

Same workflow in C++ and Blueprints. Event-driven, discoverable editor UI. Extension guides so you can add or remove a system without breaking the rest.

Public snapshot v0.1.1 for UE 5.7.4: 26 plugins, PGXDemo, verified Windows Development builds, wiki with an honest maturity matrix (established vs functional vs structured preview). 0.x — not production, not a genre kit.

Repo: GitHub - platanogames/PGX-Framework: Public documentation and release overview for PGX, a modular Apache-2.0 C++ framework for Unreal Engine 5. · GitHub

Wiki: Home · platanogames/PGX-Framework Wiki · GitHub

Site: PGX Framework - v0.1.1 Development Preview for UE 5.7.4

Known Issues are on the wiki. Looking for architecture review, issue reports, stars if it helps you, and people who actually clone it.

I’m an Unreal Authorized Instructor; this is the layer I already teach from.

PGX is meant to be enabled system by system rather than adopted as one large, opaque framework. Each plugin owns a focused slice of project infrastructure, with its settings and authored content exposed through DataAssets. Teams can start with the systems they need, disable or replace a system later, and use the extension guides to keep those changes from breaking unrelated systems.

The C++ and Blueprint surfaces are intended to stay in parity: the core types and APIs are available to code, while the same workflow remains practical for Blueprint users. Events are designed to be discoverable in the editor, so a project can connect systems without hiding the game flow inside a monolithic manager.

The wiki deliberately separates established, functional, and structured-preview areas in its maturity matrix. This is a 0.x technical layer and not a promise of production readiness or a genre kit; the snapshot, PGXDemo, and verified Windows Development builds are there so the architecture can be evaluated honestly.

For review, I’m especially interested in plugin boundaries, DataAsset and event API design, build and install experience, documentation gaps, and anything that makes the framework harder to extend. Please report issues on GitHub, and if the approach helps you, a star or a real clone is useful feedback too.

Quick FAQ: how to clone / use the v0.1.1 snapshot

PGX is a versioned monorepo. Published snapshots live under versions/ and stay immutable. Current preview: v0.1.1 for UE 5.7.4 (26 plugins + PGXDemo).

  1. Clone the repo

git clone GitHub - platanogames/PGX-Framework: Public documentation and release overview for PGX, a modular Apache-2.0 C++ framework for Unreal Engine 5. · GitHub

(or download the v0.1.1 release zip from GitHub Releases)

  1. Open the right snapshot path

versions/pgx-v0.1.1/ue-5.7.4/

Read that snapshot’s README, KNOWN_ISSUES, and validation notes before building.

  1. Two ways to try it
  • Demo: open Samples/PGXDemo/ with Unreal Engine 5.7.4, generate project files, build, play.
    • Into your project: copy only the plugins you need from Plugins/ into your project’s Plugins/, enable them in the .uproject / Plugins browser, generate + build with 5.7.4.
    1. Enable only what you use
  • Turn plugins on/off per system. Config is DataAssets; same flow in C++ and Blueprints. Epic First: we do not modify Unreal engine APIs.
  1. Verify downloads

Each snapshot has SHA256SUMS. Optional but recommended.

Not a genre kit. Architecture / plumbing layer (UI, save, input, inventory, camera, …) on top of Unreal. Apache-2.0.

Repo: GitHub - platanogames/PGX-Framework: Public documentation and release overview for PGX, a modular Apache-2.0 C++ framework for Unreal Engine 5. · GitHub

Plugins: versions/pgx-v0.1.1/ue-5.7.4/Plugins/

Demo: versions/pgx-v0.1.1/ue-5.7.4/Samples/PGXDemo/

Site: PGX Framework - v0.1.1 Development Preview for UE 5.7.4

Wiki: Home · platanogames/PGX-Framework Wiki · GitHub

Questions on a specific plugin path welcome.

Follow-up: Epic First (what that means in practice)

PGX was designed Epic First. We do not reinvent or modify Unreal engine internal APIs. We are not trying to improve the engine itself. The goal is an architecture standard on top of it: reusable plumbing you can turn on and off per plugin.

Unreal gives you strong APIs. It does not ship a shared product architecture for the same systems every project reinvents (UI, saves, input, messaging, camera, inventory, and the rest). Serious studios usually keep that layer as a private internal framework. On the public side you mostly see genre kits and one-off recipes. PGX is aimed at the architecture layer, not at being another FPS/survival kit.

Same pattern across systems: DataAssets for config, C++ and Blueprints in the same flow, plugins enabled only where you need them. Apache-2.0, snapshot v0.1.1 for UE 5.7.4.

Repo: GitHub - platanogames/PGX-Framework: Public documentation and release overview for PGX, a modular Apache-2.0 C++ framework for Unreal Engine 5. · GitHub

Plugins: versions/pgx-v0.1.1/ue-5.7.4/Plugins/

Demo: versions/pgx-v0.1.1/ue-5.7.4/Samples/PGXDemo/

Site: PGX Framework - v0.1.1 Development Preview for UE 5.7.4

Wiki: Home · platanogames/PGX-Framework Wiki · GitHub

Happy to answer questions on a specific plugin path.