# LifePlay Revival — Unreal Engine 5.5 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**. ## Download the full project This Git repository does not contain the heavy assets (see [Repository contents](#repository-contents)). To build or play, download the full source archive: **[LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z](https://mega.nz/file/zloFkL7T#3P5GDfcfF5U352T0s472vCtyNh131RLgNWn__PSNL2I)** (Mega, 4.85 GB, 8.36 GB extracted) - SHA-256: `38ee16640f960317348a044195a23b55ac8eda34aec085e661034dc9c26cc594` - 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. - Not included: `Saved`, `Intermediate` (regenerated on first build), local development tools. Check the file after downloading (PowerShell): ```powershell Get-FileHash .\LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z -Algorithm SHA256 ``` ## 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`](Docs/Migration/Registre_Erreurs.md) (error register) and the L7 work packages in [`Docs/Migration/04_Cahier_Des_Charges.md`](Docs/Migration/04_Cahier_Des_Charges.md). ## Branches | Branch | Contents | |---|---| | `main` | **reference**: the UE 5.5 V1, base for further development | | `ue5.5-v1` | the V1 as validated | | `archive/ue4.27` | the project as it ran on UE 4.27, before the migration (archive) | | `archive/original` | Vinfamy's original repository, V3.6 (archive) | Each migration step has `-avant` / `-apres` (before / after) tags. The change log [`Docs/Migration/Journal_Modifications.md`](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](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/Migration/README.md`](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/`](Licenses/).