01 — Repo and Lyra host (`demo5.8`)
Intent
Section titled “Intent”Orient on the Year 1 Unreal host: Lyra 5.8 with TFA GFPs layered in.
Anchors
Section titled “Anchors”- FS §0.4 Recommended UE5 stack
- FS §2 / Architecture Map stack diagram
- Host (live, verified 2026-10-30):
E:\Dev\Local copies\5.8_terra_demo\Lyra_5p8.uproject - Legacy pointer
E:\Dev\projects\demo5.8— missing on disk; do not use until restored - Plugin deps / ownership MASTER: 02b-plugin-dependencies.md (from Harness
TERRAPLUGIN_OWNERSHIP.html+ live host verify)
Ownership
Section titled “Ownership”| Piece | Owner |
|---|---|
| Host game modules | LyraGame, LyraEditor under E:\Dev\Local copies\5.8_terra_demo\Source |
| Build targets | LyraEditor · LyraGame · LyraClient · LyraServer · EOS / Steam variants — shared settings via LyraGameTarget.ApplySharedLyraTargetSettings |
| Always-on plugins | CommonGame, CommonUser, GameSettings, UIExtension, GameplayMessageRouter, ModularGameplayActors, AsyncMixin |
| TFA glue | ADDON GFP |
| Vendor shooter | SKGShooterFramework (Plugins\FPSFirstc0c0ff9d1ea1V12) |
| Aim assist | AimAssistSystem (ProAimAs71c3b70340fcV10) — enabled in .uproject |
Lyra build / GFP gating (UE 5.8 host)
Section titled “Lyra build / GFP gating (UE 5.8 host)”Verified on live LyraGame.Target.cs (same pattern as Jayden’s Lyra Project Build Config write-up — that post is 5.5.4; structure still holds on 5.8):
| Topic | Lyra practice | Our lock |
|---|---|---|
| Targets | Editor / Game / Client / Server (+ EOS·Steam) share settings | Use stock Lyra targets; do not invent a TFAGame target |
| Shared settings | ApplySharedLyraTargetSettings |
Leave alone; TFA work is GFPs, not Target.cs forks |
| GFP compile gate | ConfigureGameFeaturePlugins requires ExplicitlyLoaded: true |
Every TFA* / ADDON .uplugin sets ExplicitlyLoaded |
| Editor vs cook | Editor may build many GFPs; Experience controls load/activate | Boot Active: ADDON + TFACore; rest via GameFeaturesToEnable |
| Link type | Editor Modular · cooked Game Monolithic (engine default) | Don’t fight it; Plugify = load/unload GFPs, not LinkType |
| Installed engine | Shared env cannot freely EnablePlugins in Target.cs | Prefer .uproject + Experience; Unique env only if packaging needs it |
| EOS configs | LyraGameEOS / LyraServerEOS CustomConfig |
Keep for Online / DS; money AntiCheat is MonetaryPlatform |
Plugin catalog companion: Jayden — Plugins Structure (also 5.5.4). We keep the gameplay subset (ModularGameplay · GameFeatures · GAS · CommonUI · UIExtension · MessageRouter · CommonUser · AsyncMixin) and layer Plugify TFA* — we do not need every Lyra editor/VFX plugin documented as a TF product surface. Category-by-category verify: 02b §13; practice table: 02b §12.
- Lyra 5.8 project boots; default map
/ADDON/Maps/L_TestMap - Docker Linux dedicated server path (
CHANGES.md,Docker\) - Net checksum override for Win client ↔ Linux server
- AimAssistSystem enabled in uproject
- Full Lyra content + ShooterCore / ShooterMaps GFPs
- ADDON + TFAWeapons on disk (may need editor enable)
- SKG on disk, not in uproject
- Persist ADDON, TFAWeapons, SKGShooterFramework in
Lyra_5p8.uproject - Experience
GameFeaturesToEnablelist for all TFA* GFPs as they land (Plugify: one GFP per major surface — Melee / Singularity / Weapons / OmniVisor / … — see 02-gfp-cookbook.md) - Product rename (optional): still displays as Lyra in
DefaultGame.ini
Call flow (boot)
Section titled “Call flow (boot)”flowchart TB UProject[Lyra_5p8.uproject] LyraGame[LyraGame_host] ADDON[ADDON_Active] Exp[BP_MygameExperienceDefinition] Map[L_TestMap] UProject --> LyraGame LyraGame --> ADDON ADDON --> Exp Exp --> Map