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edujiro5972 d4d9726c38 U1 : cartographie 5.5 vers 5.8 (mods, correctifs, reliquats 4.27, releve Blueprint), pin addon f0af432 (CHG-251)
- 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>
2026-10-17 20:31:13 +02:00
Build/Windows L0 : etat initial du projet 5.5 avant toute correction 2026-09-29 00:56:10 +02:00
Config U0-entree : fiches etat/ hors depot, synthese 28, CompilerVersion 14.38 epingle en 5.5 (CHG-249) 2026-10-17 20:31:12 +02:00
Content AP5 (restes) : animate() / LPModDailies, commandlet LPPatchDailies, Person, DeliverAnims, mod lpr_anim_quaternius 2026-10-07 15:49:17 +02:00
Docs U1 : cartographie 5.5 vers 5.8 (mods, correctifs, reliquats 4.27, releve Blueprint), pin addon f0af432 (CHG-251) 2026-10-17 20:31:13 +02:00
Licenses H3d : metadonnees des mods, avertissement de version, paquet lpr_hair_pocolov (12 coiffures) 2026-10-03 10:14:37 +02:00
Plugins DC1 : plugin LPAnimCore (LPAnimRedirect, LPCoupleSim) ; LifePlay ne depend plus de LPAnimMeasure (CHG-234) 2026-10-07 18:31:01 +02:00
Source PROP / ERR-043 : props d'animation retires avec le corps du PNJ (LPPersonPropGuardSubsystem) (CHG-244) 2026-10-08 01:40:50 +02:00
Tools U0 : cloture de la preparation (P1, P6, P7 verrouillees, copie 5.8 sur ue5.8, config VS 2026) (CHG-250) 2026-10-17 20:31:13 +02:00
.editorconfig L0 : etat initial du projet 5.5 avant toute correction 2026-09-29 00:56:10 +02:00
.gitattributes L0 : etat initial du projet 5.5 avant toute correction 2026-09-29 00:56:10 +02:00
.gitignore U0-entree : fiches etat/ hors depot, synthese 28, CompilerVersion 14.38 epingle en 5.5 (CHG-249) 2026-10-17 20:31:12 +02:00
Donate.url V1.4 : raccourci Donate.url vers le Patreon de LifePlay Revival 2026-10-02 21:11:58 +02:00
DONT_DELETE_FOLDER_IF_SAVE_TBC.txt L0 : etat initial du projet 5.5 avant toute correction 2026-09-29 00:56:10 +02:00
LICENSE L0 : etat initial du projet 5.5 avant toute correction 2026-09-29 00:56:10 +02:00
LifePlay.uproject VQ : qualite video (sous-systeme LPVideoQuality, onglet Reglages, DefaultScalability), lots VQ0 a VQ5 et correctifs (CHG-237 a 242) 2026-10-08 01:40:47 +02:00
README.md README : liens des archives V1.1 et V1.2 retires, section branches et tags a jour (main + tags v1.0 a v1.5) 2026-10-08 08:31:23 +02:00
shadertoolsconfig.json L0 : etat initial du projet 5.5 avant toute correction 2026-09-29 00:56:10 +02:00

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:
  • Same layout as the original author's full source archives: the project folder at the archive root, 7z LZMA2.
  • Contains the complete Content folder (including Content/Heavy converted to UE5 format), the compiled editor modules in Binaries (the project opens without compiling), the StreetMap and ModdingExtra plugins, and a .git folder matching this repository. From V1.5: the mod sources (ModSources/, with their assets) and the reference version Releases/<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 is LifePlay 2026.10.1.5 (V1.4 stays 2026.10.4).
  • Asset mods. A mod can ship cooked 3D assets (meshes, textures, materials) in LifePlay/Mods/<mod>/ next to its text module in LifePlay/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.ps1 and 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 .lpmod declares MODULE_DEFAULT_ENABLED: true.
  • Mod metadata and version warning. New optional .lpmod keys (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 its CREDITS.txt).
  • Game build. The packaged game only contains the base modules vin_Base and vin_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 from ProjectVersion in Config/DefaultGame.ini.
  • Hairstyles open to mods. The hairstyle, beard and body-hair lists are no longer locked inside the GI Blueprint: they are text files (Content/Modules/**/*.lphair). The base list is Content/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 new lp_Revival module. 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.ps1 converts a static FBX hairstyle (Fab or elsewhere) in two commands; protocol in Docs/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 by Tools/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/Modules are 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\Saved for 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. The ModdingExtra plugin 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 SkyAtmosphere instead of the deprecated AtmosphericFog.
  • 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, Split and Find Substring nodes therefore behaved differently (for example, face morph filtering let every morph through). 385 nodes in 28 Blueprints now call LPStringCompat functions 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 SkeletalMesh and 6 GetRandomPointInNavigableRadius nodes (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 LifePlayEditor target 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 in Docs/Migration/04_Cahier_Des_Charges.md.

Branches and tags

  • main: reference, the latest validated UE 5.5 version, base for further development.
  • Tags v1.0 to v1.5: 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 .uproject references McpAutomationBridge, 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/.