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.