336 lines
24 KiB
Markdown
336 lines
24 KiB
Markdown
# LifePlay Revival — Unreal Engine 5.8 port
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Community continuation of [LifePlay](https://github.com/vinfamy/LifePlay) by Vinfamy, a free, open-source and moddable
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life simulation RPG (**adult content**), ported from Unreal Engine 4.27 to Unreal Engine 5.5, then to
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**Unreal Engine 5.8**.
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## Download
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This Git repository does not contain the heavy assets (see [Repository contents](#repository-contents)). To play the
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alpha 2026.10.2.2a, download the game archive. The latest full source archive is the V1.5 one (Unreal Engine 5.5).
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### Alpha 2026.10.2.2a — game for Windows (Unreal Engine 5.8)
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**[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)
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- The game only: no project files and no source code.
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- 1 312 283 728 bytes. SHA-256: `3d09e54448fbac7e91caea80661637f1fb077436856559ab3da6a223c7521838`
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- Extract it anywhere (7-Zip) and run `LifePlay.exe`.
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- Optional mods, one zip each, the same four zips as for 2026.10.2.1a (unchanged, compatible with 2026.10.2.2a):
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`vin_Modules` (the 14 optional modules of the original game), `lpr_hair_pocolov`, `lpr_anim_quaternius`,
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`lpr_anim_freeanims`. Extract a zip into the game folder, then enable the mod in the Mod Manager on the title
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screen. The zips are posted in this
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[Discord thread](https://discord.com/channels/1555646159211733125/1555653916660596837).
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- Saves go to the folder `%LOCALAPPDATA%\LifePlay-Revival\Saved`; saves of previous versions stay in
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`%LOCALAPPDATA%\LifePlay\Saved` and are not moved (see "Saves and settings" in the
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[alpha status](#status-alpha-20261022a--lifeplay-20261022a-unreal-engine-58)).
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### V1.5 — full source archive (Unreal Engine 5.5)
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**[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)
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- SHA-256: `a71e77ca98c9a86399e4e8685f2b7ea74d6e9358694094968648f98acf7bc9d3`
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- Larger than V1.4 because it includes the reference version `Releases/2026.10.1.5` (1.25 GB, already compressed
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game packages), needed to cook asset mods.
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- Previous versions:
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- [LifePlay_Revival_V1.4_UE5.5_Full_Source_Code.7z](https://mega.nz/file/OooWxJSD#NXYzXcAUayOgQASAb-S-b2IWLd0nvGCT7ONsuJ1NOJM)
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(4.94 GB, SHA-256 `bda44e52e8f45775e09fdea51b613bb64fc5e0c7fd0ec76108804e0bb39b3426`);
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- [LifePlay_Revival_V1.3_UE5.5_Full_Source_Code.7z](https://mega.nz/file/etRHxBgL#HahjZwDV9SFlZ9sZvOc6hz_6JBgg-YjO14UUe0C73Fs)
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(4.95 GB, SHA-256 `24e7d58f759ca8998fe0d7ddc8c6a4c30262978806903e6d3deb68b37c46512a`);
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- the V1, V1.1 and V1.2 archives are no longer hosted; their Git state remains available with the `v1.0`, `v1.1`
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and `v1.2` tags.
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- Same layout as the original author's full source archives: the project folder at the archive root, 7z LZMA2.
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- Contains the complete `Content` folder (including `Content/Heavy` converted to UE5 format), the compiled editor
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modules in `Binaries` (the project opens without compiling), the `StreetMap` and `ModdingExtra` plugins, and a
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`.git` folder matching this repository. From V1.5: the mod sources (`ModSources/`, with their assets) and the
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reference version `Releases/<version>` needed to cook asset mods.
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- Not included: `Saved`, `Intermediate` (regenerated on first build), local development tools.
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Check the file after downloading (PowerShell):
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```powershell
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Get-FileHash .\LifePlay_Revival_V1.5_UE5.5_Full_Source_Code.7z -Algorithm SHA256
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```
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## Game content
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This repository contains the engine port: source code, Blueprints, configuration, tools and documentation. The
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game's text modules (`Content/Modules`, including `vin_Base`) and the heavy assets are not in the repository: they
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are part of the full source archive linked above. A clone of this repository compiles, but has no playable content
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until the modules from the archive are copied into `Content/Modules`.
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## Status: alpha 2026.10.2.2a — LifePlay 2026.10.2.2a (Unreal Engine 5.8)
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An alpha: the game is playable, but some known issues remain. The `ue5.8` branch carries it. The main menu shows
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`LifePlay 2026.10.2.2a`.
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- **Cameras.** C cycles the views C1 (first person), C2 and C3, and the couple's point of view. In first person the
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mouse now also looks up and down. The scene camera stays inside the room (walls, floor and ceiling). New scene
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keys: camera height (G / B) and moving the couple up and down (V / X). The "i" button next to the filter box lists
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the controls.
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- **Keyboard menu.** The keys are grouped in 9 sections (Movement, Camera, Map & World, Couple (scene), Actions &
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Interaction, Menus, Time, Favorites, System). QWERTY is the default layout; a list with an Apply button switches
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to AZERTY. Mouse buttons, the wheel and key combinations can be assigned. If you pick a key that is already used,
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the menu says which action uses it: press the same key again to replace it, or Escape to cancel.
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- **Settings in a game** now use the same panel as the main menu (the old long list is gone).
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- **Characters.** Sharper in High and Epic quality; characters in heels now stand on the ground. Character creator
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fixes (a save name can no longer contain `..`, `/` or `\`; buttons that need an edited character are disabled until
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there is one; the list of animal races loops back to the first entry).
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- **London** (default map mode): the Thames is shown as water, and the houses that stood in the river are hidden.
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- **Discord.** The Discord button of the main menu opens the new invitation link.
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- **Saves.** The characters of a game are now stored in the save folder, `%LOCALAPPDATA%\LifePlay-Revival\Saved\Saves`,
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instead of the game folder (`LifePlay\Content\Saves`); a game that only exists in the old place is still read from
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there. A game saved with 2026.10.2.1a reloaded in the final test. If character files are missing, the game shows
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"Save Missing Character Data!". The save folder itself is unchanged (`%LOCALAPPDATA%\LifePlay-Revival\Saved`: saves,
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settings, logs). Saves of previous versions stay in `%LOCALAPPDATA%\LifePlay\Saved`: they are not moved, copied or
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deleted. To keep playing them, copy the `SaveGames` folder from the old place to the new one, with the game closed.
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To use another folder, create `LPSaveLocation.ini` in the game's `LifePlay` folder (next to `Binaries` and
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`Content`) with `[SaveLocation]` and `SaveDir=<absolute path>`; the game then uses `<absolute path>\Saved`.
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- **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
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the game with a message.
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- **Known issues.** First-person view (C1) while sitting: the view is offset (you see your own body without a head);
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it will be fixed in the next version. Characters wearing heels sometimes float (non-player characters, depending on
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the shoes). A few grey blocks remain in the Thames in London (parts of the map itself). The "Save Missing Character
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Data!" message still tells you to copy the old `LifePlay\Content\Saves` folder into the game folder; the right place
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is now `%LOCALAPPDATA%\LifePlay-Revival\Saved\Saves` (text to be corrected in the next version). One graphics driver
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crash (GPU device reset) was seen once on one machine during testing; it is being investigated.
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- **Checks.** The common validation passed. The Shipping build was played in game (11 of 11 checks passed, including
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a game saved with 2026.10.2.1a reloaded). The package check finds no development file in the game (no debug
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symbols, no editor addon, no version-control data).
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## Status: alpha 2026.10.2.1a — LifePlay 2026.10.2.1a (Unreal Engine 5.8)
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Superseded by the alpha 2026.10.2.2a. Its game archive:
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**[LifePlay_Revival_2026.10.2.1a_Windows_Game.7z](https://mega.nz/file/G0JDGaSK#L5vyFE0nrt5uPaNqr7aBcyUiBPPyZcih4tKxYftpCZI)**
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(Mega, 1.29 GB; 1 291 995 663 bytes; SHA-256: `89ed211dfae2233000fbec236a0c10fb784e4b948705ddf10d91be1c4a0898c0`).
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An alpha: the game is playable, but some known issues remain. The `ue5.8` branch carried it. The main menu showed
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`LifePlay 2026.10.2.1a`.
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- **Sex scenes, new controls.** The scene camera follows the couple. WASD (ZQSD on AZERTY) moves the camera; C cycles
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Scene view, a close view on the couple, then each partner's eyes. Left-drag moves the couple (floor or bed only, it
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stays inside the room), right-drag turns it; the arrow keys also move it. Alt (short press) or a middle click shows
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or hides the scene panel; the "i" button next to the filter box lists the controls.
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- **Orgasm bonus** at the end of a scene.
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- **Characters** no longer sink into the street and no longer overlap each other; the player character is animated
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when walking.
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- **Quick search.**
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- **Saves and settings.** New folder: `%LOCALAPPDATA%\LifePlay-Revival\Saved` (saves, settings, logs). Saves of
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previous versions stay in `%LOCALAPPDATA%\LifePlay\Saved`: they are not moved, copied or deleted. To keep playing
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them, copy the `SaveGames` folder from the old place to the new one, with the game closed. To use another folder,
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create `LPSaveLocation.ini` in the game's `LifePlay` folder (next to `Binaries` and `Content`) with
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`[SaveLocation]` and `SaveDir=<absolute path>`.
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- **Light game and mods.** The packaged game only contains the base modules `vin_Base` and `vin_VanillaRealistic`.
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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
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message.
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- **Known issues.** The characters of a saved game (`LifePlay\Content\Saves` in the game folder) are not stored in the
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new save folder: keep the game folder when you update, or copy `LifePlay\Content\Saves` to the new one. One graphics
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driver crash (GPU device reset) was seen once on one machine during testing; it is being investigated.
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- **Checks.** The Shipping build was played in game (new game, save, Continue). The package check finds no
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development file in the game (no debug symbols, no editor addon, no version-control data).
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## Status: V2.0 — LifePlay 2026.10.2.0 (Unreal Engine 5.8)
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Superseded by the alpha 2026.10.2.1a, then by the alpha 2026.10.2.2a.
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Port to Unreal Engine 5.8, game stabilisation, and a Shipping build checked in game. The `ue5.8` branch carries it.
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- **Engine.** Unreal Engine 5.8 (5.8.3) instead of 5.5. Migration plan and summary (French):
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[`Docs/27_Plan_Migration_UE58.md`](Docs/27_Plan_Migration_UE58.md) and
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[`Docs/28_Synthese_Migration_UE58.md`](Docs/28_Synthese_Migration_UE58.md). The main menu shows
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`LifePlay 2026.10.2.0`.
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- **Stabilisation.** Errors written to the game log, found by comparing play sessions, are fixed: the contact menu, the
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beauty standards used when generating characters, and many reads of empty values. On one play path, the
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`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,
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not a statistical measure).
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- **Visible fixes.**
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- *Settings.* Camera speed is now a slider (1 to 7): typing a value in the old field could store a wrong one. The
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scene duration setting is stored only when you confirm a value.
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- *Readable text.* Number fields and text boxes outside Settings now use the Settings style (light text with a dark
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outline on a dark background) and a larger font (at least 16 for number fields, 14 for text boxes); text boxes
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without a set colour show black text.
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- *Character creation.* Black text in the file name and variance fields; finer steps for the moan pitch (0.01) and
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the variance (0.1).
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- **Light game.** The packaged game only contains the base modules `vin_Base` and `vin_VanillaRealistic` (as in V1.5).
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- **Mods.** Mods must be rebuilt for 2026.10.2.0. The three asset mods `lpr_hair_pocolov`, `lpr_anim_quaternius` and
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`lpr_anim_freeanims` have been rebuilt. A mod built for Unreal Engine 5.5, or for another game version than the one
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running, is refused at startup with a message giving the reason, instead of crashing the game; the checks can be
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switched off in Settings > Misc, but a 5.5 asset mod then crashes the game at startup. A V2.0 asset mod prevents a
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V1.x game from starting. Building new asset mods for V2.0 needs the V2.0 reference build, which will be published
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later with the source archive.
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- **Saves and settings.** The Shipping game writes its saves and settings to `%LOCALAPPDATA%\LifePlay\Saved`, the same
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folder as the previous versions. Back up this folder before launching V2.0.
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- **Checks.** The Shipping build was played in game (new game, Continue, mods, video settings). The package check finds
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no development file in the game (no debug symbols, no editor addon, no version-control data).
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## Status: V1.5 (tag `v1.5`, 2026-10-03) — LifePlay 2026.10.1.5
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Mods can now bring their own 3D assets, and the Mod Manager is available from the title screen. Verified in game.
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- **Version number.** New format `year.month.major.minor`: V1.5 is `LifePlay 2026.10.1.5` (V1.4 stays `2026.10.4`).
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- **Asset mods.** A mod can ship cooked 3D assets (meshes, textures, materials) in `LifePlay/Mods/<mod>/` next to its
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text module in `LifePlay/Content/Modules/<mod>/`, without rebuilding the game. Mods are cooked against the
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**reference version** of the release (`Releases/2026.10.1.5`, included in the full source archive). Tools:
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`NewMod.ps1`, `EditMod.ps1`, `HairPipeline.ps1`, `BuildMod.ps1` and the modding guide, which now live in a separate
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mod workshop repository (not part of this repository; the game builds and runs without it).
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- **Mod Manager on the title screen.** Choose your mods before starting or loading a game; the choice is saved. A mod
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that the game does not know yet starts disabled (as in the original game), unless its `.lpmod` declares
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`MODULE_DEFAULT_ENABLED: true`.
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- **Mod metadata and version warning.** New optional `.lpmod` keys (version, dates, license, author link, price, game
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version), shown in the Mod Manager; the game warns when an enabled mod was built for another game version.
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- **Pocolov hairstyles as a mod.** The Pocolov hairstyles left the base game: they are now the asset mod
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`lpr_hair_pocolov` (12 hairstyles, CC BY 4.0; sources in the mod workshop repository, credits in its
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`CREDITS.txt`).
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- **Game build.** The packaged game only contains the base modules `vin_Base` and `vin_VanillaRealistic`. The source
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archive and this repository keep all modules.
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## Status: V1.4 (tag `v1.4`, 2026-10-02) — LifePlay 2026.10.4
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Moddable hairstyles, first new content, and a lighter game build. Verified in game.
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- **Version number.** The main menu shows `LifePlay 2026.10.4`: year, month, release number (V1.4 = 4), read from
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`ProjectVersion` in `Config/DefaultGame.ini`.
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- **Hairstyles open to mods.** The hairstyle, beard and body-hair lists are no longer locked inside the `GI`
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Blueprint: they are text files (`Content/Modules/**/*.lphair`). The base list is
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`Content/Modules/vin_Base/Hairstyles/vin_Base.lphair` (verified identical to the original Blueprint table); any
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module can add hairstyles with a three-line file, and disabling the module removes them.
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- **6 new hairstyles** (Pocolov Hair 03, 06, 11, 15, 16, 17 — CC BY 4.0, credits in
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`Licenses/Free_3D_Models_Credits.txt`), in the new `lp_Revival` module. They follow the head, neck and chest
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(weights transferred from the body) and do not cut through the skin.
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- **Hairstyle import pipeline** for developers (now in the separate mod workshop repository): `HairPipeline.ps1` converts a static FBX hairstyle (Fab or
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elsewhere) in two commands; protocol in
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[`Docs/13_Protocole_Coiffure.md`](Docs/13_Protocole_Coiffure.md) (French).
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- **Main menu.** Original author credited (Vinfamy); Donate links to the LifePlay Revival Patreon; new Discord link;
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the "Commission Game Content" button is hidden.
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- **Lighter game build.** The packaged game only contains the essential modules (`vin_Base`, `lp_Revival`,
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`vin_VanillaRealistic`); the game handles missing modules. The source archive and this repository keep all modules.
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- **Editor.** Thematic collections (`LifePlay_*`, regenerated by `Tools/BuildCollections.py`).
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## Status: V1.3 (tag `v1.3`, 2026-10-02)
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Data-loading release. Measured with Unreal Insights and verified in game.
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| | V1.2 | V1.3 |
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|---|---:|---:|
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| Game data loading when starting or loading a game | ≈ 12.6 s | **≈ 1.3 s** |
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| Scene header parsing (`PopulateScenes`) | 3.6 s | 0.15 s |
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- **Data layer.** The ≈ 2,000 text files of `Content/Modules` are loaded once, in the background while the main menu
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is shown, into a compiled cache (one JSON file per data type, `Saved/LPDataCache`, in `%LOCALAPPDATA%\LifePlay\Saved`
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for the Shipping build). Only new or changed files are read again. The text files stay the source for the base game
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and for mods: modding is unchanged.
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- **Scene headers in C++.** The `WHAT:`/`WHERE:` expansion of scene headers, 94 % of scene loading, now runs in C++
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with exactly the same results (verified against the original Blueprint on every call: 0 difference).
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- **Fixes.** No more HairStrands errors at startup. ERR-038 (characters from the previous room briefly visible) is
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still open: an experimental fix was withdrawn after testing.
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## Status: V1.2 (tag `v1.2`, 2026-10-02)
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Optimisation release. Every change was measured with the engine profilers (CSV profiler, memory tracker, Unreal
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Insights) and validated in game. Details: [`Docs/11_Audit_Optimisation.md`](Docs/11_Audit_Optimisation.md).
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| Shipping build | V1.1 | V1.2 |
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|---|---:|---:|
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| Size | 3,246 MB | **1,494 MB (−54 %)** |
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| Files | 24,249 | **2,084** |
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| Loading a saved game ("Continue") | ≈ 71 s | **≈ 15 s** |
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| Physics memory | 463 MB | **83 MB** |
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| Total memory | ≈ 3.5 GB | **≈ 3.1 GB** |
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- **Faster loading.** The city map gave a physics body to each of its ≈ 160,000 decorative trees, cars and building
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markers (the same in UE 4.27). Their collision is now disabled; clicks on map icons are unaffected.
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- **Compressed content.** Game content now ships in UE5 IoStore containers compressed with Oodle (the engine
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defaults). `Content/Modules` (all mods, text files) and the intro movie stay as plain files, so modding works as
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before. The `ModdingExtra` plugin finds cooked assets through the asset registry when they are not plain files
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(city list).
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- **Smaller build.** 20 engine plugins the game never uses (neural network denoiser, Interchange, Fab…) are limited to
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the editor, and debug symbols are no longer shipped.
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- **Textures.** 29 clothing, road and pavement textures now have mipmaps (less shimmering at a distance).
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- **Fixes and improvements carried over from the post-V1.1 work**: the phone call box now frames the contact's face
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(was empty in UE 4.27); characters' feet are no longer hidden in outdoor locations (a ceiling 18 cm above the floor,
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also in UE 4.27); explicit rendering settings and `SkyAtmosphere` instead of the deprecated `AtmosphericFog`.
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- **Documentation** (French) for developers: architecture after the migration, developer guide, useful commands,
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operating protocol — start at [`Docs/README.md`](Docs/README.md).
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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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- All 8,563 project packages are saved in UE5 format.
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- A packaged Development build was played for about two hours with no crash: distinct, visible and dressed characters,
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scenes, saving and reloading.
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- Known issues and planned work: [`Docs/Registre_Erreurs.md`](Docs/Registre_Erreurs.md) (error
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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/).
|