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."
- 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.
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), andUGPack(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.
- OS: Windows 10/11
- Engine: Unreal Engine 5.7
- Compiler: Visual Studio 2022 (v143 toolset)
- Clone the repository.
- Run the build script to generate project files and compile:
./Build.ps1 -Open
- The editor will launch with the core architecture ready for data population.
| 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. |
- Soft References Only: Use
TSoftObjectPtrfor all visual assets. - Subsystems over Actors: Managers must be
UGameInstanceSubsystemorUWorldSubsystem. - XML Documentation: See Docs/XML_SYSTEM_DOCUMENTATION.md for data editing guides.
- Track Progress: All sessions must be documented in
Docs/FlowDone.md.
Technical showcases of the core architecture in motion:
Designed and architected for the JustLive project. All rights reserved.