- plan 27 : decisions utilisateur U2 (dossiers _5.8, references 5.8, libelles LPStringCompat, TAA garde, ReimportCorrectif adapte), actions U3/U5 issues de U1 - synthese 28 : section 2.7 cartographie U1, contradictions C12-C14, points ouverts - 21_Sandbox_Addon.md : pin addon f0af432 consigne ici (etat/ local) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|---|---|---|
| Build/Windows | ||
| Config | ||
| Content | ||
| Docs | ||
| Licenses | ||
| Plugins | ||
| Source | ||
| Tools | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| Donate.url | ||
| DONT_DELETE_FOLDER_IF_SAVE_TBC.txt | ||
| LICENSE | ||
| LifePlay.uproject | ||
| README.md | ||
| shadertoolsconfig.json | ||
LifePlay Revival — Unreal Engine 5.5 port
Community continuation of LifePlay by Vinfamy, a free, open-source and moddable life simulation RPG (adult content), ported from Unreal Engine 4.27 to Unreal Engine 5.5.
Download the full project
This Git repository does not contain the heavy assets (see Repository contents). To build or play, download the full source archive.
LifePlay_Revival_V1.5_UE5.5_Full_Source_Code.7z (Mega, 6.20 GB) — developer archive (full project)
- SHA-256:
a71e77ca98c9a86399e4e8685f2b7ea74d6e9358694094968648f98acf7bc9d3 - Larger than V1.4 because it includes the reference version
Releases/2026.10.1.5(1.25 GB, already compressed game packages), needed to cook asset mods. - Previous versions:
- LifePlay_Revival_V1.4_UE5.5_Full_Source_Code.7z
(4.94 GB, SHA-256
bda44e52e8f45775e09fdea51b613bb64fc5e0c7fd0ec76108804e0bb39b3426); - LifePlay_Revival_V1.3_UE5.5_Full_Source_Code.7z
(4.95 GB, SHA-256
24e7d58f759ca8998fe0d7ddc8c6a4c30262978806903e6d3deb68b37c46512a); - the V1, V1.1 and V1.2 archives are no longer hosted; their Git state remains available with the
v1.0,v1.1andv1.2tags.
- LifePlay_Revival_V1.4_UE5.5_Full_Source_Code.7z
(4.94 GB, SHA-256
- Same layout as the original author's full source archives: the project folder at the archive root, 7z LZMA2.
- Contains the complete
Contentfolder (includingContent/Heavyconverted to UE5 format), the compiled editor modules inBinaries(the project opens without compiling), theStreetMapandModdingExtraplugins, and a.gitfolder matching this repository. From V1.5: the mod sources (ModSources/, with their assets) and the reference versionReleases/<version>needed to cook asset mods. - Not included:
Saved,Intermediate(regenerated on first build), local development tools.
Check the file after downloading (PowerShell):
Get-FileHash .\LifePlay_Revival_V1.5_UE5.5_Full_Source_Code.7z -Algorithm SHA256
Game content
This repository contains the engine port: source code, Blueprints, configuration, tools and documentation. The
game's text modules (Content/Modules, including vin_Base) and the heavy assets are not in the repository: they
are part of the full source archive linked above. A clone of this repository compiles, but has no playable content
until the modules from the archive are copied into Content/Modules.
Status: V1.5 (tag v1.5, 2026-10-03) — LifePlay 2026.10.1.5
Mods can now bring their own 3D assets, and the Mod Manager is available from the title screen. Verified in game.
- Version number. New format
year.month.major.minor: V1.5 isLifePlay 2026.10.1.5(V1.4 stays2026.10.4). - Asset mods. A mod can ship cooked 3D assets (meshes, textures, materials) in
LifePlay/Mods/<mod>/next to its text module inLifePlay/Content/Modules/<mod>/, without rebuilding the game. Mods are cooked against the reference version of the release (Releases/2026.10.1.5, included in the full source archive). Tools:NewMod.ps1,EditMod.ps1,HairPipeline.ps1,BuildMod.ps1and the modding guide, which now live in a separate mod workshop repository (not part of this repository; the game builds and runs without it). - Mod Manager on the title screen. Choose your mods before starting or loading a game; the choice is saved. A mod
that the game does not know yet starts disabled (as in the original game), unless its
.lpmoddeclaresMODULE_DEFAULT_ENABLED: true. - Mod metadata and version warning. New optional
.lpmodkeys (version, dates, license, author link, price, game version), shown in the Mod Manager; the game warns when an enabled mod was built for another game version. - Pocolov hairstyles as a mod. The Pocolov hairstyles left the base game: they are now the asset mod
lpr_hair_pocolov(12 hairstyles, CC BY 4.0; sources in the mod workshop repository, credits in itsCREDITS.txt). - Game build. The packaged game only contains the base modules
vin_Baseandvin_VanillaRealistic. The source archive and this repository keep all modules.
Status: V1.4 (tag v1.4, 2026-10-02) — LifePlay 2026.10.4
Moddable hairstyles, first new content, and a lighter game build. Verified in game.
- Version number. The main menu shows
LifePlay 2026.10.4: year, month, release number (V1.4 = 4), read fromProjectVersioninConfig/DefaultGame.ini. - Hairstyles open to mods. The hairstyle, beard and body-hair lists are no longer locked inside the
GIBlueprint: they are text files (Content/Modules/**/*.lphair). The base list isContent/Modules/vin_Base/Hairstyles/vin_Base.lphair(verified identical to the original Blueprint table); any module can add hairstyles with a three-line file, and disabling the module removes them. - 6 new hairstyles (Pocolov Hair 03, 06, 11, 15, 16, 17 — CC BY 4.0, credits in
Licenses/Free_3D_Models_Credits.txt), in the newlp_Revivalmodule. They follow the head, neck and chest (weights transferred from the body) and do not cut through the skin. - Hairstyle import pipeline for developers (now in the separate mod workshop repository):
HairPipeline.ps1converts a static FBX hairstyle (Fab or elsewhere) in two commands; protocol inDocs/Migration/13_Protocole_Coiffure.md(French). - Main menu. Original author credited (Vinfamy); Donate links to the LifePlay Revival Patreon; new Discord link; the "Commission Game Content" button is hidden.
- Lighter game build. The packaged game only contains the essential modules (
vin_Base,lp_Revival,vin_VanillaRealistic); the game handles missing modules. The source archive and this repository keep all modules. - Editor. Thematic collections (
LifePlay_*, regenerated byTools/BuildCollections.py).
Status: V1.3 (tag v1.3, 2026-10-02)
Data-loading release. Measured with Unreal Insights and verified in game.
| V1.2 | V1.3 | |
|---|---|---|
| Game data loading when starting or loading a game | ≈ 12.6 s | ≈ 1.3 s |
Scene header parsing (PopulateScenes) |
3.6 s | 0.15 s |
- Data layer. The ≈ 2,000 text files of
Content/Modulesare loaded once, in the background while the main menu is shown, into a compiled cache (one JSON file per data type,Saved/LPDataCache, in%LOCALAPPDATA%\LifePlay\Savedfor the Shipping build). Only new or changed files are read again. The text files stay the source for the base game and for mods: modding is unchanged. - Scene headers in C++. The
WHAT:/WHERE:expansion of scene headers, 94 % of scene loading, now runs in C++ with exactly the same results (verified against the original Blueprint on every call: 0 difference). - Fixes. No more HairStrands errors at startup. ERR-038 (characters from the previous room briefly visible) is still open: an experimental fix was withdrawn after testing.
Status: V1.2 (tag v1.2, 2026-10-02)
Optimisation release. Every change was measured with the engine profilers (CSV profiler, memory tracker, Unreal
Insights) and validated in game. Details: Docs/Migration/11_Audit_Optimisation.md.
| Shipping build | V1.1 | V1.2 |
|---|---|---|
| Size | 3,246 MB | 1,494 MB (−54 %) |
| Files | 24,249 | 2,084 |
| Loading a saved game ("Continue") | ≈ 71 s | ≈ 15 s |
| Physics memory | 463 MB | 83 MB |
| Total memory | ≈ 3.5 GB | ≈ 3.1 GB |
- Faster loading. The city map gave a physics body to each of its ≈ 160,000 decorative trees, cars and building markers (the same in UE 4.27). Their collision is now disabled; clicks on map icons are unaffected.
- Compressed content. Game content now ships in UE5 IoStore containers compressed with Oodle (the engine
defaults).
Content/Modules(all mods, text files) and the intro movie stay as plain files, so modding works as before. TheModdingExtraplugin finds cooked assets through the asset registry when they are not plain files (city list). - Smaller build. 20 engine plugins the game never uses (neural network denoiser, Interchange, Fab…) are limited to the editor, and debug symbols are no longer shipped.
- Textures. 29 clothing, road and pavement textures now have mipmaps (less shimmering at a distance).
- Fixes and improvements carried over from the post-V1.1 work: the phone call box now frames the contact's face
(was empty in UE 4.27); characters' feet are no longer hidden in outdoor locations (a ceiling 18 cm above the floor,
also in UE 4.27); explicit rendering settings and
SkyAtmosphereinstead of the deprecatedAtmosphericFog. - Documentation (French) for developers: architecture after the migration, developer guide, useful commands,
operating protocol — start at
Docs/Migration/README.md.
Status: V1.1 (tag v1.1, 2026-10-01)
Changes since V1, each validated in game against UE 4.27 on an identical play path:
- Text search fix (CX-B12). In UE 5.5, searching for an empty substring reports a match at position 0, whereas
UE 4.27 reported no match. Blueprint
Contains,SplitandFind Substringnodes therefore behaved differently (for example, face morph filtering let every morph through). 385 nodes in 28 Blueprints now callLPStringCompatfunctions that keep the UE 4.27 behaviour. Runtime errors per character went back to UE 4.27 levels (session errors 30 → 7, out-of-bounds reads −22 %). - Deprecated nodes replaced. 56
Get SkeletalMeshand 6GetRandomPointInNavigableRadiusnodes (same behaviour, non-deprecated calls): Blueprint compilation and cooking now report 0 warnings. - StreetMap verified. All 280 cities (roads, buildings, amenities) and their 280 static meshes are identical to UE 4.27; the smaller files come from the UE5 asset format, not from data loss.
- Shipping build. The Shipping configuration builds and was played without issue, with the same layout as the
original releases (loose files, no
.pak, so the game stays moddable). - Issues found during testing that also exist in UE 4.27 are documented in the error register and left unchanged.
Status: V1 (tag v1.0, 2026-09-30)
- The
LifePlayEditortarget compiles with no errors; every Blueprint loads and compiles. - All 8,563 project packages are saved in UE5 format.
- A packaged Development build was played for about two hours with no crash: distinct, visible and dressed characters, scenes, saving and reloading.
- Known issues and planned work:
Docs/Migration/Registre_Erreurs.md(error register) and the L7 work packages inDocs/Migration/04_Cahier_Des_Charges.md.
Branches and tags
main: reference, the latest validated UE 5.5 version, base for further development.- Tags
v1.0tov1.5: each released version as validated. - The original project (UE 4.27) is Vinfamy's repository: vinfamy/LifePlay.
Developer documentation (French)
Start with Docs/Migration/README.md. Main documents:
architecture after the migration,
developer guide (build, packaging, commandlets, writing a fix),
useful commands (including in-game diagnostic options) and the
operating protocol followed for every change.
The change log Docs/Migration/Journal_Modifications.md records every
change with its rollback procedure.
Repository contents
Same rules as the original repository (see .gitignore): C++ code, configuration, the ModdingExtra and StreetMap
plugins, gameplay content (BPs, UI, Structs, Render, Scenes), the text data in Content/Modules, and
documentation.
Not in Git: Content/Heavy (3D models, textures, animations: about 6 GB), Content/Saves, *.png, *.7z and
*.mp4 files, binaries and caches. The repository alone is not enough to build or play: use the archive above.
Requirements
- Unreal Engine 5.5 (validated with 5.5.4), Windows 64-bit.
- Visual Studio 2022 with the "Desktop development with C++" workload, to rebuild the C++ modules.
- The
.uprojectreferencesMcpAutomationBridge, an optional AI editor-automation plugin used during the port (ChiR24/Unreal_mcp, MIT). It is not distributed here: when the editor asks, let it disable the plugin.
Migration documentation
The migration documentation is written in French. Entry point: Docs/Migration/README.md
(LifePlay architecture, software audit, test plan, specifications, change log, error register). The checking scripts
(Tools/*.ps1) and the diagnostic and fix commandlets (Source/LifePlayEditorTools) are described there.
Licenses
Code and content are licensed under AGPL-3.0 (LICENSE), like the original project. Third-party licenses and
credits (StreetMap, OpenStreetMap, ManuelLab, MakeHuman, 3D models, modding): see Licenses/.