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edujiro5972 8084622450 LifePlay UE 5.8 : état de développement au 2026-10-19
Tickets : REP1-T4

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-19 22:57:42 +02:00
Build/Windows L0 : etat initial du projet 5.5 avant toute correction 2026-09-29 00:56:10 +02:00
Config LifePlay UE 5.8 : état de développement au 2026-10-19 2026-10-19 22:57:42 +02:00
Content LifePlay UE 5.8 : état de développement au 2026-10-19 2026-10-19 22:57:42 +02:00
Docs LifePlay UE 5.8 : état de développement au 2026-10-19 2026-10-19 22:57:42 +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 LifePlay UE 5.8 : état de développement au 2026-10-19 2026-10-19 22:57:42 +02:00
Source LifePlay UE 5.8 : état de développement au 2026-10-19 2026-10-19 22:57:42 +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 LifePlay UE 5.8 : état de développement au 2026-10-19 2026-10-19 22:57:42 +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 LifePlay UE 5.8 : état de développement au 2026-10-19 2026-10-19 22:57:42 +02:00
README.md LifePlay UE 5.8 : état de développement au 2026-10-19 2026-10-19 22:57:42 +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 5.8 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, then to Unreal Engine 5.8.

Download

This Git repository does not contain the heavy assets (see Repository contents). To play the alpha 2026.10.2.1a, download the game archive. The latest full source archive is the V1.5 one (Unreal Engine 5.5).

Alpha 2026.10.2.1a — game for Windows (Unreal Engine 5.8)

LifePlay_Revival_2026.10.2.1a_Windows_Game.7z (Mega, 1.29 GB) — packaged game, LifePlay 2026.10.2.1a (alpha)

  • The game only: no project files and no source code.
  • 1 291 995 663 bytes. SHA-256: 89ed211dfae2233000fbec236a0c10fb784e4b948705ddf10d91be1c4a0898c0
  • Extract it anywhere (7-Zip) and run LifePlay.exe.
  • Optional mods, one zip each: 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.
  • Saves go to a new 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).

V1.5 — full source archive (Unreal Engine 5.5)

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: alpha 2026.10.2.1a — LifePlay 2026.10.2.1a (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 2026.10.2.1a.

  • 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=<absolute path>.
  • 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.

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 and 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/<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/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.

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.

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 (error register) and the L7 work packages in 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 alpha 2026.10.2.1a).
  • 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/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/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 alpha 2026.10.2.1a):

  • 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, 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, 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 (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 and 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/.