README : V1.1 (CX-B12, noeuds deprecies, StreetMap verifie, build Shipping)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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README.md
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README.md
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@ -6,7 +6,8 @@ life simulation RPG (**adult content**), ported from Unreal Engine 4.27 to **Unr
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## Download the full project
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This Git repository does not contain the heavy assets (see [Repository contents](#repository-contents)). To build or
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play, download the full source archive:
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play, download the full source archive. The V1.1 archive will be linked here once uploaded; until then, use the V1
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archive below and update the Git files from the `v1.1` tag (the heavy assets did not change between V1 and V1.1).
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**[LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z](https://mega.nz/file/zloFkL7T#3P5GDfcfF5U352T0s472vCtyNh131RLgNWn__PSNL2I)** (Mega, 4.85 GB, 8.36 GB extracted)
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@ -23,6 +24,23 @@ Check the file after downloading (PowerShell):
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Get-FileHash .\LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z -Algorithm SHA256
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```
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## Status: V1.1 (tag `v1.1`, 2026-10-01)
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Changes since V1, each validated in game against UE 4.27 on an identical play path:
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- **Text search fix (CX-B12).** In UE 5.5, searching for an *empty* substring reports a match at position 0, whereas
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UE 4.27 reported no match. Blueprint `Contains`, `Split` and `Find Substring` nodes therefore behaved differently
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(for example, face morph filtering let every morph through). 385 nodes in 28 Blueprints now call
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`LPStringCompat` functions that keep the UE 4.27 behaviour. Runtime errors per character went back to UE 4.27
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levels (session errors 30 → 7, out-of-bounds reads −22 %).
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- **Deprecated nodes replaced.** 56 `Get SkeletalMesh` and 6 `GetRandomPointInNavigableRadius` nodes (same
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behaviour, non-deprecated calls): Blueprint compilation and cooking now report **0 warnings**.
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- **StreetMap verified.** All 280 cities (roads, buildings, amenities) and their 280 static meshes are identical to
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UE 4.27; the smaller files come from the UE5 asset format, not from data loss.
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- **Shipping build.** The Shipping configuration builds and was played without issue, with the same layout as the
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original releases (loose files, no `.pak`, so the game stays moddable).
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- Issues found during testing that also exist in UE 4.27 are documented in the error register and left unchanged.
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## Status: V1 (tag `v1.0`, 2026-09-30)
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- The `LifePlayEditor` target compiles with no errors; every Blueprint loads and compiles.
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@ -36,7 +54,8 @@ Get-FileHash .\LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z -Algorithm SHA256
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| Branch | Contents |
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|---|---|
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| `main` | **reference**: the UE 5.5 V1, base for further development |
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| `main` | **reference**: the latest validated UE 5.5 version, base for further development |
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| `ue5.5-v1.1` | the V1.1 as validated |
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| `ue5.5-v1` | the V1 as validated |
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| `archive/ue4.27` | the project as it ran on UE 4.27, before the migration (archive) |
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| `archive/original` | Vinfamy's original repository, V3.6 (archive) |
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