# LifePlay Revival — Unreal Engine 5.8 port Community continuation of [LifePlay](https://github.com/vinfamy/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, then to **Unreal Engine 5.8**. ## Download This Git repository does not contain the heavy assets (see [Repository contents](#repository-contents)). To play the alpha 2026.10.2.2a, download the game archive. The latest full source archive is the V1.5 one (Unreal Engine 5.5). ### Alpha 2026.10.2.2a — game for Windows (Unreal Engine 5.8) **[LifePlay_Revival_2026.10.2.2a_Windows_Game.7z](https://mega.nz/file/ywwwSAzK#dqx2aGwSTteUGudKXqevuH3158-uV4d46cnPsF2aIyQ)** (Mega, 1.31 GB) — packaged game, LifePlay 2026.10.2.2a (alpha) - The game only: no project files and no source code. - 1 312 283 728 bytes. SHA-256: `3d09e54448fbac7e91caea80661637f1fb077436856559ab3da6a223c7521838` - Extract it anywhere (7-Zip) and run `LifePlay.exe`. - Optional mods, one zip each, the same four zips as for 2026.10.2.1a (unchanged, compatible with 2026.10.2.2a): `vin_Modules` (the 14 optional modules of the original game), `lpr_hair_pocolov`, `lpr_anim_quaternius`, `lpr_anim_freeanims`. Extract a zip into the game folder, then enable the mod in the Mod Manager on the title screen. The zips are posted in this [Discord thread](https://discord.com/channels/1555646159211733125/1555653916660596837). - Saves go to the folder `%LOCALAPPDATA%\LifePlay-Revival\Saved`; saves of previous versions stay in `%LOCALAPPDATA%\LifePlay\Saved` and are not moved (see "Saves and settings" in the [alpha status](#status-alpha-20261022a--lifeplay-20261022a-unreal-engine-58)). ### V1.5 — full source archive (Unreal Engine 5.5) **[LifePlay_Revival_V1.5_UE5.5_Full_Source_Code.7z](https://mega.nz/file/n0BCwQSI#BZxJphBJNEmsZ6_WrVEbYMbfgwiL1srVXQmhz-3_3es)** (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](https://mega.nz/file/OooWxJSD#NXYzXcAUayOgQASAb-S-b2IWLd0nvGCT7ONsuJ1NOJM) (4.94 GB, SHA-256 `bda44e52e8f45775e09fdea51b613bb64fc5e0c7fd0ec76108804e0bb39b3426`); - [LifePlay_Revival_V1.3_UE5.5_Full_Source_Code.7z](https://mega.nz/file/etRHxBgL#HahjZwDV9SFlZ9sZvOc6hz_6JBgg-YjO14UUe0C73Fs) (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`, `v1.1` and `v1.2` tags. - 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/` needed to cook asset mods. - Not included: `Saved`, `Intermediate` (regenerated on first build), local development tools. Check the file after downloading (PowerShell): ```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: alpha 2026.10.2.2a — LifePlay 2026.10.2.2a (Unreal Engine 5.8) An alpha: the game is playable, but some known issues remain. The `ue5.8` branch carries it. The main menu shows `LifePlay 2026.10.2.2a`. - **Cameras.** C cycles the views C1 (first person), C2 and C3, and the couple's point of view. In first person the mouse now also looks up and down. The scene camera stays inside the room (walls, floor and ceiling). New scene keys: camera height (G / B) and moving the couple up and down (V / X). The "i" button next to the filter box lists the controls. - **Keyboard menu.** The keys are grouped in 9 sections (Movement, Camera, Map & World, Couple (scene), Actions & Interaction, Menus, Time, Favorites, System). QWERTY is the default layout; a list with an Apply button switches to AZERTY. Mouse buttons, the wheel and key combinations can be assigned. If you pick a key that is already used, the menu says which action uses it: press the same key again to replace it, or Escape to cancel. - **Settings in a game** now use the same panel as the main menu (the old long list is gone). - **Characters.** Sharper in High and Epic quality; characters in heels now stand on the ground. Character creator fixes (a save name can no longer contain `..`, `/` or `\`; buttons that need an edited character are disabled until there is one; the list of animal races loops back to the first entry). - **London** (default map mode): the Thames is shown as water, and the houses that stood in the river are hidden. - **Discord.** The Discord button of the main menu opens the new invitation link. - **Saves.** The characters of a game are now stored in the save folder, `%LOCALAPPDATA%\LifePlay-Revival\Saved\Saves`, instead of the game folder (`LifePlay\Content\Saves`); a game that only exists in the old place is still read from there. A game saved with 2026.10.2.1a reloaded in the final test. If character files are missing, the game shows "Save Missing Character Data!". The save folder itself is unchanged (`%LOCALAPPDATA%\LifePlay-Revival\Saved`: saves, settings, logs). Saves of previous versions stay in `%LOCALAPPDATA%\LifePlay\Saved`: they are not moved, copied or deleted. To keep playing them, copy the `SaveGames` folder from the old place to the new one, with the game closed. To use another folder, create `LPSaveLocation.ini` in the game's `LifePlay` folder (next to `Binaries` and `Content`) with `[SaveLocation]` and `SaveDir=`; the game then uses `\Saved`. - **Mods.** The mods of 2026.10.2.1a work unchanged with 2026.10.2.2a. Asset mods made for LifePlay 1.x are refused by the game with a message. - **Known issues.** First-person view (C1) while sitting: the view is offset (you see your own body without a head); it will be fixed in the next version. Characters wearing heels sometimes float (non-player characters, depending on the shoes). A few grey blocks remain in the Thames in London (parts of the map itself). The "Save Missing Character Data!" message still tells you to copy the old `LifePlay\Content\Saves` folder into the game folder; the right place is now `%LOCALAPPDATA%\LifePlay-Revival\Saved\Saves` (text to be corrected in the next version). One graphics driver crash (GPU device reset) was seen once on one machine during testing; it is being investigated. - **Checks.** The common validation passed. The Shipping build was played in game (11 of 11 checks passed, including a game saved with 2026.10.2.1a reloaded). The package check finds no development file in the game (no debug symbols, no editor addon, no version-control data). ## Status: alpha 2026.10.2.1a — LifePlay 2026.10.2.1a (Unreal Engine 5.8) Superseded by the alpha 2026.10.2.2a. Its game archive: **[LifePlay_Revival_2026.10.2.1a_Windows_Game.7z](https://mega.nz/file/G0JDGaSK#L5vyFE0nrt5uPaNqr7aBcyUiBPPyZcih4tKxYftpCZI)** (Mega, 1.29 GB; 1 291 995 663 bytes; SHA-256: `89ed211dfae2233000fbec236a0c10fb784e4b948705ddf10d91be1c4a0898c0`). An alpha: the game is playable, but some known issues remain. The `ue5.8` branch carried it. The main menu showed `LifePlay 2026.10.2.1a`. - **Sex scenes, new controls.** The scene camera follows the couple. WASD (ZQSD on AZERTY) moves the camera; C cycles Scene view, a close view on the couple, then each partner's eyes. Left-drag moves the couple (floor or bed only, it stays inside the room), right-drag turns it; the arrow keys also move it. Alt (short press) or a middle click shows or hides the scene panel; the "i" button next to the filter box lists the controls. - **Orgasm bonus** at the end of a scene. - **Characters** no longer sink into the street and no longer overlap each other; the player character is animated when walking. - **Quick search.** - **Saves and settings.** New folder: `%LOCALAPPDATA%\LifePlay-Revival\Saved` (saves, settings, logs). Saves of previous versions stay in `%LOCALAPPDATA%\LifePlay\Saved`: they are not moved, copied or deleted. To keep playing them, copy the `SaveGames` folder from the old place to the new one, with the game closed. To use another folder, create `LPSaveLocation.ini` in the game's `LifePlay` folder (next to `Binaries` and `Content`) with `[SaveLocation]` and `SaveDir=`. - **Light game and mods.** The packaged game only contains the base modules `vin_Base` and `vin_VanillaRealistic`. The mods are separate zips built for 2026.10.2.1a. Asset mods made for LifePlay 1.x are refused by the game with a message. - **Known issues.** The characters of a saved game (`LifePlay\Content\Saves` in the game folder) are not stored in the new save folder: keep the game folder when you update, or copy `LifePlay\Content\Saves` to the new one. One graphics driver crash (GPU device reset) was seen once on one machine during testing; it is being investigated. - **Checks.** The Shipping build was played in game (new game, save, Continue). The package check finds no development file in the game (no debug symbols, no editor addon, no version-control data). ## Status: V2.0 — LifePlay 2026.10.2.0 (Unreal Engine 5.8) Superseded by the alpha 2026.10.2.1a, then by the alpha 2026.10.2.2a. Port to Unreal Engine 5.8, game stabilisation, and a Shipping build checked in game. The `ue5.8` branch carries it. - **Engine.** Unreal Engine 5.8 (5.8.3) instead of 5.5. Migration plan and summary (French): [`Docs/27_Plan_Migration_UE58.md`](Docs/27_Plan_Migration_UE58.md) and [`Docs/28_Synthese_Migration_UE58.md`](Docs/28_Synthese_Migration_UE58.md). The main menu shows `LifePlay 2026.10.2.0`. - **Stabilisation.** Errors written to the game log, found by comparing play sessions, are fixed: the contact menu, the beauty standards used when generating characters, and many reads of empty values. On one play path, the `Accessed None` messages per character went from about 20 in an early 5.8 test build to about 0.2 in V2.0 (one path, not a statistical measure). - **Visible fixes.** - *Settings.* Camera speed is now a slider (1 to 7): typing a value in the old field could store a wrong one. The scene duration setting is stored only when you confirm a value. - *Readable text.* Number fields and text boxes outside Settings now use the Settings style (light text with a dark outline on a dark background) and a larger font (at least 16 for number fields, 14 for text boxes); text boxes without a set colour show black text. - *Character creation.* Black text in the file name and variance fields; finer steps for the moan pitch (0.01) and the variance (0.1). - **Light game.** The packaged game only contains the base modules `vin_Base` and `vin_VanillaRealistic` (as in V1.5). - **Mods.** Mods must be rebuilt for 2026.10.2.0. The three asset mods `lpr_hair_pocolov`, `lpr_anim_quaternius` and `lpr_anim_freeanims` have been rebuilt. A mod built for Unreal Engine 5.5, or for another game version than the one running, is refused at startup with a message giving the reason, instead of crashing the game; the checks can be switched off in Settings > Misc, but a 5.5 asset mod then crashes the game at startup. A V2.0 asset mod prevents a V1.x game from starting. Building new asset mods for V2.0 needs the V2.0 reference build, which will be published later with the source archive. - **Saves and settings.** The Shipping game writes its saves and settings to `%LOCALAPPDATA%\LifePlay\Saved`, the same folder as the previous versions. Back up this folder before launching V2.0. - **Checks.** The Shipping build was played in game (new game, Continue, mods, video settings). The package check finds no development file in the game (no debug symbols, no editor addon, no version-control data). ## 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//` next to its text module in `LifePlay/Content/Modules//`, 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/13_Protocole_Coiffure.md`](Docs/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/11_Audit_Optimisation.md`](Docs/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/README.md`](Docs/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/Registre_Erreurs.md`](Docs/Registre_Erreurs.md) (error register) and the L7 work packages in [`Docs/04_Cahier_Des_Charges.md`](Docs/04_Cahier_Des_Charges.md). ## Branches and tags - `main`: **reference**, the latest validated UE 5.5 version, base for further development. - `ue5.8`: the Unreal Engine 5.8 port (V2.0 and the alphas 2026.10.2.1a and 2026.10.2.2a). - Tags `v1.0` to `v1.5`: each released version as validated. - The original project (UE 4.27) is Vinfamy's repository: [vinfamy/LifePlay](https://github.com/vinfamy/LifePlay). ## Developer documentation (French) Start with [`Docs/README.md`](Docs/README.md). Main documents: [architecture after the migration](Docs/07_Architecture_5.5.md), [developer guide](Docs/08_Guide_Developpeur.md) (build, packaging, commandlets, writing a fix), [useful commands](Docs/09_Commandes_Utiles.md) (including in-game diagnostic options) and the [operating protocol](Docs/10_Protocole_Operations.md) followed for every change. The change log [`Docs/Journal_Modifications.md`](Docs/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 Branch `ue5.8` (V2.0 and alphas 2026.10.2.1a and 2026.10.2.2a): - Unreal Engine **5.8** (validated with 5.8.3), Windows 64-bit. - Visual Studio with the "Desktop development with C++" workload, to rebuild the C++ modules (built with the MSVC 14.50 toolset of Visual Studio 2026). - The `.uproject` lists `McpAutomationBridge`, an AI editor-automation plugin used during the port ([ChiR24/Unreal_mcp](https://github.com/ChiR24/Unreal_mcp), MIT), as disabled. It is not distributed here and is not needed. Previous versions, tags `v1.0` to `v1.5` (Unreal Engine 5.5): - 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](https://github.com/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/README.md`](Docs/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. The migration from Unreal Engine 5.5 to 5.8 is covered by [`Docs/27_Plan_Migration_UE58.md`](Docs/27_Plan_Migration_UE58.md) and [`Docs/28_Synthese_Migration_UE58.md`](Docs/28_Synthese_Migration_UE58.md). ## 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/`](Licenses/).