LifePlay-Revival/README.md
edujiro5972 111915420f README in English with the full source archive link (Mega, SHA-256)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 16:32:46 +02:00

74 lines
3.9 KiB
Markdown

# 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 `<step>-avant` / `<step>-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/).