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01 — Repo and Lyra host (`demo5.8`)

Orient on the Year 1 Unreal host: Lyra 5.8 with TFA GFPs layered in.

  • 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)
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

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 GameFeaturesToEnable list 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
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