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FortniteMainBranchObjectVersion.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2#pragma once
3
5#include "Containers/Map.h"
6
7// Custom serialization version for changes made in the //Fortnite/Main stream
9{
10 enum Type
11 {
12 // Before any version changes were made
13 BeforeCustomVersionWasAdded = 0,
14
15 // World composition tile offset changed from 2d to 3d
16 WorldCompositionTile3DOffset,
17
18 // Minor material serialization optimization
19 MaterialInstanceSerializeOptimization_ShaderFName,
20
21 // Refactored cull distances to account for HLOD, explicit override and globals in priority
22 CullDistanceRefactor_RemovedDefaultDistance,
23 CullDistanceRefactor_NeverCullHLODsByDefault,
24 CullDistanceRefactor_NeverCullALODActorsByDefault,
25
26 // Support to remove morphtarget generated by bRemapMorphtarget
27 SaveGeneratedMorphTargetByEngine,
28
29 // Convert reduction setting options
30 ConvertReductionSettingOptions,
31
32 // Serialize the type of blending used for landscape layer weight static params
33 StaticParameterTerrainLayerWeightBlendType,
34
35 // Fix up None Named animation curve names,
36 FixUpNoneNameAnimationCurves,
37
38 // Ensure ActiveBoneIndices to have parents even not skinned for old assets
39 EnsureActiveBoneIndicesToContainParents,
40
41 // Serialize the instanced static mesh render data, to avoid building it at runtime
42 SerializeInstancedStaticMeshRenderData,
43
44 // Cache material quality node usage
45 CachedMaterialQualityNodeUsage,
46
47 // Font outlines no longer apply to drop shadows for new objects but we maintain the opposite way for backwards compat
48 FontOutlineDropShadowFixup,
49
50 // New skeletal mesh import workflow (Geometry only or animation only re-import )
51 NewSkeletalMeshImporterWorkflow,
52
53 // Migrate data from previous data structure to new one to support materials per LOD on the Landscape
54 NewLandscapeMaterialPerLOD,
55
56 // New Pose Asset data type
57 RemoveUnnecessaryTracksFromPose,
58
59 // Migrate Foliage TLazyObjectPtr to TSoftObjectPtr
60 FoliageLazyObjPtrToSoftObjPtr,
61
62 // TimelineTemplates store their derived names instead of dynamically generating
63 // This code tied to this version was reverted and redone at a later date
64 REVERTED_StoreTimelineNamesInTemplate,
65
66 // Added BakePoseOverride for LOD setting
67 AddBakePoseOverrideForSkeletalMeshReductionSetting,
68
69 // TimelineTemplates store their derived names instead of dynamically generating
70 StoreTimelineNamesInTemplate,
71
72 // Avoid duplicating widget animations to save space.
73 WidgetStopDuplicatingAnimations,
74
75 // Allow reducing of the base LOD, we need to store some imported model data so we can reduce again from the same data.
76 AllowSkeletalMeshToReduceTheBaseLOD,
77
78 // Curve Table size reduction
79 ShrinkCurveTableSize,
80
81 // Widgets upgraded with WidgetStopDuplicatingAnimations, may not correctly default-to-self for the widget parameter.
82 WidgetAnimationDefaultToSelfFail,
83
84 // HUDWidgets now require an element tag
85 FortHUDElementNowRequiresTag,
86
87 // Animation saved as bulk data when cooked
88 FortMappedCookedAnimation,
89
90 // Support Virtual Bone in Retarget Manager
91 SupportVirtualBoneInRetargeting,
92
93 // Fixup bad defaults in water metadata
94 FixUpWaterMetadata,
95
96 // Move the location of water metadata
97 MoveWaterMetadataToActor,
98
99 // Replaced lake collision component
100 ReplaceLakeCollision,
101
102 // Anim layer node names are now conformed by Guid
103 AnimLayerGuidConformation,
104
105 // Ocean collision component has become dynamic
106 MakeOceanCollisionTransient,
107
108 // FFieldPath will serialize the owner struct reference and only a short path to its property
109 FFieldPathOwnerSerialization,
110
111 // Simplified WaterBody post process material handling
112 FixUpUnderwaterPostProcessMaterial,
113
114 // A single water exclusion volume can now exclude N water bodies
115 SupportMultipleWaterBodiesPerExclusionVolume,
116
117 // Serialize rigvm operators one by one instead of the full byte code array to ensure determinism
118 RigVMByteCodeDeterminism,
119
120 // Serialize the physical materials generated by the render material
121 LandscapePhysicalMaterialRenderData,
122
123 // RuntimeVirtualTextureVolume fix transforms
124 FixupRuntimeVirtualTextureVolume,
125
126 // Retrieve water body collision components that were lost in cooked builds
127 FixUpRiverCollisionComponents,
128
129 // Fix duplicate spline mesh components on rivers
130 FixDuplicateRiverSplineMeshCollisionComponents,
131
132 // Indicates level has stable actor guids
133 ContainsStableActorGUIDs,
134
135 // Levelset Serialization support for BodySetup.
136 LevelsetSerializationSupportForBodySetup,
137
138 // Moving Chaos solver properties to allow them to exist in the project physics settings
139 ChaosSolverPropertiesMoved,
140
141 // Moving some UFortGameFeatureData properties and behaviors into the UGameFeatureAction pattern
142 GameFeatureData_MovedComponentListAndCheats,
143
144 // Add centrifugal forces for cloth
145 ChaosClothAddfictitiousforces,
146
147 // Chaos Convex StructureData supports different index sizes based on num verts/planes
148 // Chaos FConvex uses array of FVec3s for vertices instead of particles
149 // (Merged from //UE4/Main)
150 ChaosConvexVariableStructureDataAndVerticesArray,
151
152 // Remove the WaterVelocityHeightTexture dependency on MPC_Landscape and LandscapeWaterIndo
153 RemoveLandscapeWaterInfo,
154
155 // Added the weighted value property type to store the cloths weight maps' low/high ranges
156 ChaosClothAddWeightedValue,
157
158 // Added the Long Range Attachment stiffness weight map
159 ChaosClothAddTetherStiffnessWeightMap,
160
161 // Fix corrupted LOD transition maps
162 ChaosClothFixLODTransitionMaps,
163
164 // Enable a few more weight maps to better art direct the cloth simulation
165 ChaosClothAddTetherScaleAndDragLiftWeightMaps,
166
167 // Enable material (edge, bending, and area stiffness) weight maps
168 ChaosClothAddMaterialWeightMaps,
169
170 // Added bShowCurve for movie scene float channel serialization
171 SerializeFloatChannelShowCurve,
172
173 // Minimize slack waste by using a single array for grass data
174 LandscapeGrassSingleArray,
175
176 // Add loop counters to sequencer's compiled sub-sequence data
177 AddedSubSequenceEntryWarpCounter,
178
179 // Water plugin is now component-based rather than actor based
180 WaterBodyComponentRefactor,
181
182 // Cooked BPGC storing editor-only asset tags
183 BPGCCookedEditorTags,
184
185 // Terrain layer weights are no longer considered material parameters
186 TerrainLayerWeightsAreNotParameters,
187
188 // Anim Dynamics Node Gravity Override vector is now defined in world space, not simulation space.
189 // Legacy behavior can be maintained with a flag, which is set false by default for new nodes,
190 // true for nodes predating this change.
191 GravityOverrideDefinedInWorldSpace,
192
193 // Anim Dynamics Node Physics parameters for each body in a chain are now stored in an array and can be edited.
194 AnimDynamicsEditableChainParameters,
195
196 // Decoupled the generation of the water texture from the Water Brush and the landscape
197 WaterZonesRefactor,
198
199 // Add faster damping calculations to the cloth simulation and rename previous Damping parameter to LocalDamping.
200 ChaosClothFasterDamping,
201
202 // Migrated function handlers to the CDO/archetype data
203 MigratedFunctionHandlersToDefaults,
204
205 // Storing inertia tensor as vec3 instead of matrix.
206 ChaosInertiaConvertedToVec3,
207
208 // Migrated event definitions to the CDO/archetype data
209 MigratedEventDefinitionToDefaults,
210
211 // Serialize LevelInstanceActorGuid on new ILevelInstanceInterface implementation
212 LevelInstanceActorGuidSerialize,
213
214 // Single-frame/key AnimDataModel patch-up
215 SingleFrameAndKeyAnimModel,
216
217 // Remapped bEvaluateWorldPositionOffset to bEvaluateWorldPositionOffsetInRayTracing
218 RemappedEvaluateWorldPositionOffsetInRayTracing,
219
220 // Water body collision settings are now those of the base UPrimitiveComponent, rather than duplicated in UWaterBodyComponent
221 WaterBodyComponentCollisionSettingsRefactor,
222
223 // Introducing widget inherited named slots. This wouldn't have required a version bump, except in the previous
224 // version, users could make NamedSlots and then Seed them with any random widgets, as a sorta 'default' setup.
225 // In order to preserve that, we're bumping the version so that we can set a new field on UNamedSlot to control
226 // if a widget exposes its named slot to everyone (even if it has content), which by default they wont any longer.
227 WidgetInheritedNamedSlots,
228
229 // Added water HLOD material
230 WaterHLODSupportAdded,
231
232 // Moved parameters affecting Skeleton pose rendering from the PoseWatch class to the PoseWatchPoseElement class.
233 PoseWatchMigrateSkeletonDrawParametersToPoseElement,
234
235 // Reset default value for Water exclusion volumes to make them more intuitive and support the "it just works" philosophy.
236 WaterExclusionVolumeExcludeAllDefault,
237
238 // Added water non-tessellated LOD
239 WaterNontessellatedLODSupportAdded,
240
241 // Added FHierarchicalSimplification::SimplificationMethod
242 HierarchicalSimplificationMethodEnumAdded,
243
244 // Changed how world partition streaming cells are named
245 WorldPartitionStreamingCellsNamingShortened,
246
247 // Serialize ContentBundleGuid in WorldPartitionActorDesc
248 WorldPartitionActorDescSerializeContentBundleGuid,
249
250 // Serialize IsActorRuntimeOnly in WorldPartitionActorDesc
251 WorldPartitionActorDescSerializeActorIsRuntimeOnly,
252
253 // Add Nanite Material Override option to materials and material instances.
254 NaniteMaterialOverride,
255
256 // Serialize HLOD stats in HLODActorDesc
257 WorldPartitionHLODActorDescSerializeStats,
258
259 // WorldPartitionStreamingSourceComponent property deprecation
260 WorldPartitionStreamingSourceComponentTargetDeprecation,
261
262 // Fixed localization gathering for external actor packages
263 FixedLocalizationGatherForExternalActorPackage,
264
265 // Change HLODActors to RuntimeCells mapping to use a GUID instead of the cell name
266 WorldPartitionHLODActorUseSourceCellGuid,
267
268 // -----<new versions can be added above this line>-------------------------------------------------
269 VersionPlusOne,
270 LatestVersion = VersionPlusOne - 1
271 };
272
273 // The GUID for this custom version number
274 const static FGuid GUID;
275
277
278private:
280};
static TMap< FGuid, FGuid > GetSystemGuids()
Definition Guid.h:108