6 KiB
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_V1.1_UE5.5_Full_Source_Code.7z (Mega, 4.94 GB)
- SHA-256:
6dbfb18e55e51558708239856b54f757b6044307d2d1cf261e88c94baaf617ae - Previous version: LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z
(4.85 GB, 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_V1.1_UE5.5_Full_Source_Code.7z -Algorithm SHA256
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,SplitandFind Substringnodes therefore behaved differently (for example, face morph filtering let every morph through). 385 nodes in 28 Blueprints now callLPStringCompatfunctions 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 SkeletalMeshand 6GetRandomPointInNavigableRadiusnodes (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
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 latest validated UE 5.5 version, base for further development |
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. 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.
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/.