# 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_V1.4_UE5.5_Full_Source_Code.7z](https://mega.nz/file/OooWxJSD#NXYzXcAUayOgQASAb-S-b2IWLd0nvGCT7ONsuJ1NOJM)** (Mega, 4.94 GB) — developer archive (full project) - SHA-256: `bda44e52e8f45775e09fdea51b613bb64fc5e0c7fd0ec76108804e0bb39b3426` - Previous versions: - [LifePlay_Revival_V1.3_UE5.5_Full_Source_Code.7z](https://mega.nz/file/etRHxBgL#HahjZwDV9SFlZ9sZvOc6hz_6JBgg-YjO14UUe0C73Fs) (4.95 GB, SHA-256 `24e7d58f759ca8998fe0d7ddc8c6a4c30262978806903e6d3deb68b37c46512a`); - [LifePlay_Revival_V1.2_UE5.5_Full_Source_Code.7z](https://mega.nz/file/jsxiGBzC#p7ATVcKz-7f_9CIqwXkhv3nILTIQ8txy5K_RZNxpF_c) (4.94 GB, SHA-256 `fb298583743497799dd274cc62b8cf80fbef3445766be5898201924c64674f1a`); - [LifePlay_Revival_V1.1_UE5.5_Full_Source_Code.7z](https://mega.nz/file/rwpRTbjA#P6sKfJM8xfGeLXcIylUsUvRSGezLi36FWtXgwxFxvvo) (4.94 GB, SHA-256 `6dbfb18e55e51558708239856b54f757b6044307d2d1cf261e88c94baaf617ae`); - the V1 archive is no longer hosted (storage space); its Git state remains available with the `v1.0` tag. - 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_V1.4_UE5.5_Full_Source_Code.7z -Algorithm SHA256 ``` ## 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: `Tools/HairPipeline.ps1` converts a static FBX hairstyle (Fab or elsewhere) in two commands; protocol in [`Docs/Migration/13_Protocole_Coiffure.md`](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`](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`](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`](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 latest validated UE 5.5 version, base for further development | | `ue5.5-v1.4` | the V1.4 as validated | | `ue5.5-v1.3` | the V1.3 as validated | | `ue5.5-v1.2` | the V1.2 as validated | | `ue5.5-v1.1` | the V1.1 as validated | | `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) | ## Developer documentation (French) Start with [`Docs/Migration/README.md`](Docs/Migration/README.md). Main documents: [architecture after the migration](Docs/Migration/07_Architecture_5.5.md), [developer guide](Docs/Migration/08_Guide_Developpeur.md) (build, packaging, commandlets, writing a fix), [useful commands](Docs/Migration/09_Commandes_Utiles.md) (including in-game diagnostic options) and the [operating protocol](Docs/Migration/10_Protocole_Operations.md) followed for every change. 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/).