# How do I combine Lyra & The Matrix City Sample?

**URL:** <https://forums.unrealengine.com/t/how-do-i-combine-lyra-the-matrix-city-sample/536848>\
**Category:** Getting Started & Setup\
**Tags:** project, unreal-engine, UE5-0\
**Created:** [April 22, 2022, 4:00pm UTC](https://forums.unrealengine.com/t/how-do-i-combine-lyra-the-matrix-city-sample/536848 "2022-04-22T16:00:48Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Leroyyyy231](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Leroyyyy231](https://forums.unrealengine.com/u/Leroyyyy231)\
**Post date:** [June 8, 2022, 12:50am UTC](https://forums.unrealengine.com/t/how-do-i-combine-lyra-the-matrix-city-sample/536848/4 "2022-06-08T00:50:09Z")

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It’s not a video, but here are the steps I took to get Lyra + City Sample working. **I’m not sure if all of these steps are actually required.**

- Assume you have projects called CitySample and LyraStarterGame created
- Copy CitySample\Content to LyraStarterGame\Content, skipping duplicates
  - I made note of the duplicates and copied them to LyraStarterGame\Content\CitySampleContent

- Copy CitySample\Source to LyraStarterGame\Source
- Copy CitySample\Plugins to LyraStarterGame\Plugins
- Move “InputCore” from PrivateDependencyModuleNames to PublicDependencyModuleNames in LyraStarterGame\Source\LyraGame\LyraGame.Build.cs
- Update LyraStarterGame.uproject to merge Plugins and Modules from CitySample.uproject
  - If you don’t want to do this yourself, replace LyraStarteGame.uproject with this file:  
[LyraStarterGame.uproject](https://forums.unrealengine.com/uploads/short-url/uitSYKM3LkAg1b4yrNeLZl9j3W0.uproject) (7.6 KB)

- In File Explorer, right click LyraStarterGame.uproject \> Generate Visual Studio project files
- Open and build the generated Visual Studio solution
- Open the Lyra project in UE5
- Open Big\_City\_LVL.umap or Small\_City\_LVL.umap under Map folder
- In Content/Vehicle/Blueprint/BP\_VehicleBase\_Drivable.uasset I had some compilation errors. To fix, I clicked on link to node in the error message and right clicked the node \> Refresh Nodes, then compile and save
- There will be a lot of warnings like the following which I just ignored for now:
  - LogGameplayTags: Warning: [AssetLog] D:\UE5\LyraStarterGame\Content\UI\Blueprints\OptionsMenu\BP\_CitySampleOptions\_World.uasset: Invalid GameplayTag Soundscape.Mass.Crowds found in object K2Node\_CallFunction\_18.

- At this point if you try to play in editor, it will crash with the error below. The back trace includes UnrealEditor\_MassEntity so that gave me the idea to just delete all items related to the MassEntity framework from the map. I list them below.
  - Assertion failed: PerInstanceSMCustomData.Num() == (NumCustomDataFloats \* PerInstanceSMData.Num()) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp] [Line: 3652]
  - Items to delete:
    - BP\_MassCrowdSpawner
    - BP\_MassTrafficIntersectionSpawner
    - BP\_MassTrafficParkedVehicleSpawner
    - BP\_MassTrafficTrailerSpawner
    - BP\_MassTrafficVehicleSpawner
    - MassDebugVisualizer
    - MassVisualizer
    - MassVisualizer1

- In World Settings
  - Change Default Gameplay Experience to B\_ShooterGame\_Elimination
  - Change GameMode Override to None

- The remaining steps are outlined in [this video](https://youtu.be/Fj1zCsYydD8?t=1678) from Epic on how to create a new map for Lyra, but the summary is:
  - Add LyraPlayerStart items to the map
  - If you want Bots:
    - Add a NavMeshBoundsVolume (for AI to move around the level)
    - In Editor Preferences \> Lyra Developer Settings, make sure Override Num Player Bots to Spawn is either not checked or greater than 0

Note there’s a bunch of other warnings and validation failures you’ll get during development and play which don’t seem to break the game. If I have time I’ll try to fix those and report back.

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