Ark Server API (ASA) - Wiki
Loading...
Searching...
No Matches
FrameworkObjectVersion.h
Go to the documentation of this file.
1// Copyright Epic Games, Inc. All Rights Reserved.
2#pragma once
3
4#include "CoreTypes.h"
5#include "Misc/Guid.h"
6
7// Custom serialization version for changes made in Dev-Framework stream
9{
10 enum Type
11 {
12 // Before any version changes were made
13 BeforeCustomVersionWasAdded = 0,
14
15 // BodySetup's default instance collision profile is used by default when creating a new instance.
16 UseBodySetupCollisionProfile,
17
18 // Regenerate subgraph arrays correctly in animation blueprints to remove duplicates and add
19 // missing graphs that appear read only when edited
20 AnimBlueprintSubgraphFix,
21
22 // Static and skeletal mesh sockets now use the specified scale
23 MeshSocketScaleUtilization,
24
25 // Attachment rules are now explicit in how they affect location, rotation and scale
26 ExplicitAttachmentRules,
27
28 // Moved compressed anim data from uasset to the DDC
29 MoveCompressedAnimDataToTheDDC,
30
31 // Some graph pins created using legacy code seem to have lost the RF_Transactional flag,
32 // which causes issues with undo. Restore the flag at this version
33 FixNonTransactionalPins,
34
35 // Create new struct for SmartName, and use that for CurveName
36 SmartNameRefactor,
37
38 // Add Reference Skeleton to Rig
39 AddSourceReferenceSkeletonToRig,
40
41 // Refactor ConstraintInstance so that we have an easy way to swap behavior paramters
42 ConstraintInstanceBehaviorParameters,
43
44 // Pose Asset support mask per bone
45 PoseAssetSupportPerBoneMask,
46
47 // Physics Assets now use SkeletalBodySetup instead of BodySetup
48 PhysAssetUseSkeletalBodySetup,
49
50 // Remove SoundWave CompressionName
51 RemoveSoundWaveCompressionName,
52
53 // Switched render data for clothing over to unreal data, reskinned to the simulation mesh
54 AddInternalClothingGraphicalSkinning,
55
56 // Wheel force offset is now applied at the wheel instead of vehicle COM
57 WheelOffsetIsFromWheel,
58
59 // Move curve metadata to be saved in skeleton
60 // Individual asset still saves some flag - i.e. disabled curve and editable or not, but
61 // major flag - i.e. material types - moves to skeleton and handle in one place
62 MoveCurveTypesToSkeleton,
63
64 // Cache destructible overlaps on save
65 CacheDestructibleOverlaps,
66
67 // Added serialization of materials applied to geometry cache objects
68 GeometryCacheMissingMaterials,
69
70 // Switch static & skeletal meshes to calculate LODs based on resolution-independent screen size
71 LODsUseResolutionIndependentScreenSize,
72
73 // Blend space post load verification
74 BlendSpacePostLoadSnapToGrid,
75
76 // Addition of rate scales to blend space samples
77 SupportBlendSpaceRateScale,
78
79 // LOD hysteresis also needs conversion from the LODsUseResolutionIndependentScreenSize version
80 LODHysteresisUseResolutionIndependentScreenSize,
81
82 // AudioComponent override subtitle priority default change
83 ChangeAudioComponentOverrideSubtitlePriorityDefault,
84
85 // Serialize hard references to sound files when possible
86 HardSoundReferences,
87
88 // Enforce const correctness in Animation Blueprint function graphs
89 EnforceConstInAnimBlueprintFunctionGraphs,
90
91 // Upgrade the InputKeySelector to use a text style
92 InputKeySelectorTextStyle,
93
94 // Represent a pins container type as an enum not 3 independent booleans
95 EdGraphPinContainerType,
96
97 // Switch asset pins to store as string instead of hard object reference
98 ChangeAssetPinsToString,
99
100 // Fix Local Variables so that the properties are correctly flagged as blueprint visible
101 LocalVariablesBlueprintVisible,
102
103 // Stopped serializing UField_Next so that UFunctions could be serialized in dependently of a UClass
104 // in order to allow us to do all UFunction loading in a single pass (after classes and CDOs are created):
105 RemoveUField_Next,
106
107 // Fix User Defined structs so that all members are correct flagged blueprint visible
108 UserDefinedStructsBlueprintVisible,
109
110 // FMaterialInput and FEdGraphPin store their name as FName instead of FString
111 PinsStoreFName,
112
113 // User defined structs store their default instance, which is used for initializing instances
114 UserDefinedStructsStoreDefaultInstance,
115
116 // Function terminator nodes serialize an FMemberReference rather than a name/class pair
117 FunctionTerminatorNodesUseMemberReference,
118
119 // Custom event and non-native interface event implementations add 'const' to reference parameters
120 EditableEventsUseConstRefParameters,
121
122 // No longer serialize the legacy flag that indicates this state, as it is now implied since we don't serialize the skeleton CDO
123 BlueprintGeneratedClassIsAlwaysAuthoritative,
124
125 // Enforce visibility of blueprint functions - e.g. raise an error if calling a private function from another blueprint:
126 EnforceBlueprintFunctionVisibility,
127
128 // ActorComponents now store their serialization index
129 StoringUCSSerializationIndex,
130
131 // -----<new versions can be added above this line>-------------------------------------------------
132 VersionPlusOne,
133 LatestVersion = VersionPlusOne - 1
134 };
135
136 // The GUID for this custom version number
137 const static FGuid GUID;
138
139private:
141};
Definition Guid.h:108