A from-scratch recreation of APB: All Points Bulletin (Reloaded) built on Unreal Engine 5.8, with a web-based asset studio that browses, previews, and animates every mesh extracted from the retail build.
APBReloaded/
|- Source/APBReloaded/
| |- Domain/ # engine-free authoritative gameplay/backend rules
| `- Systems/ # UE bridge, replication, frontend, district, server, economy
|- Content/
| |- Data/ # apbdb/reference-derived JSON catalogs
| |- Imported/ # UE assets tracked by the import ledger
| `- Extracted/ # reference output (local only, never packaged)
|- Config/ # maps, GameModes, networking, ports
|- tests/ # standalone C++17 domain test suites
|- tools/content-studio/ # web asset viewer (React + FastAPI + three.js)
`- work/ # plans, evidence, debug notes
- Content Studio (
tools/content-studio) — browse every extracted asset in the browser: weapons, vehicles (with family wheel assembly), characters, clothing, prop animations, textures, materials, districts, and audio.- three.js preview with auto-rotate, drag orbit/pan/zoom, animation playback
- glTF export pipeline (PSK → skinned GLB) with animation rebase and frame-0-exact skinning
- UV decal placement workflow for clothing, texture zoom/pan inspection
- 20+ Playwright e2e tests, 190+ backend pytest suites
- Frontend flow — 2011-fidelity main menu: login, character create/select, district select, settings overlay, replay videos, credits, register.
- Multiplayer foundation — lobby, district tickets, replicated player state (faction, threat, currency), freeroam admission, chat relay.
- Domain layer — pure C++17
apb::WorldServicewith standalone MSVC test harness for characters, districts, economy, missions, and combat resolve.
# server (Python 3.11+, reads Content/Extracted)
cd tools/content-studio/server
python -m venv .venv && .venv/Scripts/pip install -r requirements.txt
.venv/Scripts/python -m uvicorn main:app --port 8777
# web (Node 18+)
cd ../web
npm install
npm run dev # http://localhost:5173The viewer requires a local Content/Extracted tree (produced by the extraction
tooling from a retail APB install — not distributed here).
cd tools/content-studio/server && .venv/Scripts/python -m pytest -q
cd tools/content-studio/web && npx playwright test# Domain tests (no engine needed)
powershell -File D:\APBReloaded\tests\build_and_run.ps1
# Editor + game targets
D:\UE58\UE_5.8\Engine\Build\BatchFiles\Build.bat APBReloadedEditor Win64 Development -Project=D:\APBReloaded\APBReloaded.uproject -WaitMutex
D:\UE58\UE_5.8\Engine\Build\BatchFiles\Build.bat APBReloaded Win64 Development -Project=D:\APBReloaded\APBReloaded.uproject -WaitMutex
# Play (windowed)
D:\UE58\UE_5.8\Engine\Binaries\Win64\UnrealEditor.exe D:\APBReloaded\APBReloaded.uproject -game -windowed -logLaunch helpers: Launch_APB.bat, Create_Desktop_Shortcut.bat, HOW_TO_PLAY.md.
- Issues — bug reports, asset gaps, and feature requests are welcome. Attach screenshots; for viewer bugs include the browser console output.
- PRs — keep one concern per PR. C++ lives in
Source/APBReloaded/DomainandSystems; catalogs inContent/Data(apbdb-seeded, no guessed values); viewer logic intools/content-studio. - Run the relevant test suite before opening a PR (see above).
This is a fan recreation for research and preservation. It contains no retail game
binaries and no extracted retail assets are distributed — Content/Extracted and the
reference installs are local-only. All trademarks belong to their respective owners.