FString::Find("" , IgnoreCase, FromStart) renvoie 0 en UE5 et INDEX_NONE en 4.27 : Contains(x, "") devenu vrai.
Test 3120 cas (transcription 4.27) : 0 ecart ; diff independant 385/385 ; compilation et cuisson 0 avertissement.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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| Build/Windows | ||
| Config | ||
| Content | ||
| Docs | ||
| Licenses | ||
| Plugins | ||
| Source | ||
| Tools | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| Donate.url | ||
| DONT_DELETE_FOLDER_IF_SAVE_TBC.txt | ||
| LICENSE | ||
| LifePlay.uproject | ||
| README.md | ||
| shadertoolsconfig.json | ||
LifePlay Revival — Unreal Engine 5.5 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.
Download the full project
This Git repository does not contain the heavy assets (see Repository contents). To build or play, download the full source archive:
LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z (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
Contentfolder (includingContent/Heavyconverted to UE5 format), the compiled editor modules inBinaries(the project opens without compiling), theStreetMapandModdingExtraplugins, and a.gitfolder matching this repository. - Not included:
Saved,Intermediate(regenerated on first build), local development tools.
Check the file after downloading (PowerShell):
Get-FileHash .\LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z -Algorithm SHA256
Status: V1 (tag v1.0, 2026-09-30)
- The
LifePlayEditortarget 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(error register) and the L7 work packages inDocs/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 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
.uprojectreferencesMcpAutomationBridge, 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/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/.