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JustLive 🎮

Unreal Engine 5.7 | C++ First | Data-Driven | Moddable Open World

JustLive is a production-grade, GTA-like architectural template built for high-performance, data-driven gameplay. This repository is maintained as a Core Project Template, focusing on clean C++ implementation, XML-driven logic, and a robust Virtual File System (VFS).

"Write it C++, Make it XML, Abstract the Memory."


🏛️ Core Architecture

  • C++ Monolith: Zero gameplay logic in Blueprints. All systems (AI, Combat, Vehicles, UI) are implemented in pure C++ for performance and maintainability.
  • XML Registry: All game entities (Peds, Weapons, Audio, VFX) are defined in XML files under @data/. No hardcoded asset paths in C++.
  • VFS & Modding: A custom Virtual File System handles mod layering, allowing transparent overrides of game data via the @mods/ prefix.
  • Triple-Tiered Systems:
    • Static Info: Immutable XML definitions.
    • Live Instance: Mutable runtime state.
    • Visual Component: Actor-layer rendering.

📂 Repository Structure (Core Template)

This branch is a streamlined version of the project, containing only what is necessary to build and extend the architecture:

  • Source/: Core C++ gameplay modules, managers, and subsystems.
  • Plugins/: Custom plugins including GodEditorGraph (ABP generation), Scripting (VM), and UGPack (VFS).
  • Data/: Master XML registries and runtime definitions.
  • Config/: Essential project configuration and input mappings.
  • Content/: Intentionally excluded except for specific whitelisted core assets:
    • ABP_Ped.uasset & CR_Aim.uasset (Core Animation/Control Rig).
    • Audio Templates & Attenuation profiles.
  • Scripts/: C-like bytecode scripts for missions and population.

🚀 Quick Start

Prerequisites

  • OS: Windows 10/11
  • Engine: Unreal Engine 5.7
  • Compiler: Visual Studio 2022 (v143 toolset)

Setup & Build

  1. Clone the repository.
  2. Run the build script to generate project files and compile:
    ./Build.ps1 -Open
  3. The editor will launch with the core architecture ready for data population.

🛠️ Key Systems

System Description
Ped Architecture Modular character system with Attributes, Capability Flags, and Task-based AI.
Weapon Engine Physics-based projectiles, recoil curves, and dynamic attachment modifiers.
ScriptVM Custom bytecode interpreter for runtime mission and ambient logic.
GodEditorGraph Automated AnimBP generation from JSON schemas (prevents merge conflicts).
DataManager Centralized XML parsing and VFS resolution.

📜 Development Guidelines

  • Soft References Only: Use TSoftObjectPtr for all visual assets.
  • Subsystems over Actors: Managers must be UGameInstanceSubsystem or UWorldSubsystem.
  • XML Documentation: See Docs/XML_SYSTEM_DOCUMENTATION.md for data editing guides.
  • Track Progress: All sessions must be documented in Docs/FlowDone.md.

🎥 Gameplay Video Tests

Technical showcases of the core architecture in motion:

🏃 Animation & Locomotion

🌤️ Weather & TimeCycles

🔊 MetaSounds & Attenuation


📂 Repository Structure (Core Template)

Designed and architected for the JustLive project. All rights reserved.