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UE5MainStreamObjectVersion.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2#pragma once
3
4#include "CoreTypes.h"
5#include "Misc/Guid.h"
6#include "UObject/DevObjectVersion.h"
7
8// Custom serialization version for changes made in //UE5/Main stream
10{
11 enum Type
12 {
13 // Before any version changes were made
14 BeforeCustomVersionWasAdded = 0,
15
16 // Nanite data added to Chaos geometry collections
17 GeometryCollectionNaniteData,
18
19 // Nanite Geometry Collection data moved to DDC
20 GeometryCollectionNaniteDDC,
21
22 // Removing SourceAnimationData, animation layering is now applied during compression
23 RemovingSourceAnimationData,
24
25 // New MeshDescription format.
26 // This is the correct versioning for MeshDescription changes which were added to ReleaseObjectVersion.
27 MeshDescriptionNewFormat,
28
29 // Serialize GridGuid in PartitionActorDesc
30 PartitionActorDescSerializeGridGuid,
31
32 // Set PKG_ContainsMapData on external actor packages
33 ExternalActorsMapDataPackageFlag,
34
35 // Added a new configurable BlendProfileMode that the user can setup to control the behavior of blend profiles.
36 AnimationAddedBlendProfileModes,
37
38 // Serialize DataLayers in WorldPartitionActorDesc
39 WorldPartitionActorDescSerializeDataLayers,
40
41 // Renaming UAnimSequence::NumFrames to NumberOfKeys, as that what is actually contains.
42 RenamingAnimationNumFrames,
43
44 // Serialize HLODLayer in WorldPartition HLODActorDesc
45 WorldPartitionHLODActorDescSerializeHLODLayer,
46
47 // Fixed Nanite Geometry Collection cooked data
48 GeometryCollectionNaniteCooked,
49
50 // Added bCooked to UFontFace assets
51 AddedCookedBoolFontFaceAssets,
52
53 // Serialize CellHash in WorldPartition HLODActorDesc
54 WorldPartitionHLODActorDescSerializeCellHash,
55
56 // Nanite data is now transient in Geometry Collection similar to how RenderData is transient in StaticMesh.
57 GeometryCollectionNaniteTransient,
58
59 // Added FLandscapeSplineActorDesc
60 AddedLandscapeSplineActorDesc,
61
62 // Added support for per-object collision constraint flag. [Chaos]
63 AddCollisionConstraintFlag,
64
65 // Initial Mantle Serialize Version
66 MantleDbSerialize,
67
68 // Animation sync groups explicitly specify sync method
69 AnimSyncGroupsExplicitSyncMethod,
70
71 // Fixup FLandscapeActorDesc Grid indices
72 FLandscapeActorDescFixupGridIndices,
73
74 // FoliageType with HLOD support
75 FoliageTypeIncludeInHLOD,
76
77 // Introducing UAnimDataModel sub-object for UAnimSequenceBase containing all animation source data
78 IntroducingAnimationDataModel,
79
80 // Serialize ActorLabel in WorldPartitionActorDesc
81 WorldPartitionActorDescSerializeActorLabel,
82
83 // Fix WorldPartitionActorDesc serialization archive not persistent
84 WorldPartitionActorDescSerializeArchivePersistent,
85
86 // Fix potentially duplicated actors when using ForceExternalActorLevelReference
87 FixForceExternalActorLevelReferenceDuplicates,
88
89 // Make UMeshDescriptionBase serializable
90 SerializeMeshDescriptionBase,
91
92 // Chaos FConvex uses array of FVec3s for vertices instead of particles
93 ConvexUsesVerticesArray,
94
95 // Serialize HLOD info in WorldPartitionActorDesc
96 WorldPartitionActorDescSerializeHLODInfo,
97
98 // Expose particle Disabled flag to the game thread
99 AddDisabledFlag,
100
101 // Moving animation custom attributes from AnimationSequence to UAnimDataModel
102 MoveCustomAttributesToDataModel,
103
104 // Use of triangulation at runtime in BlendSpace
105 BlendSpaceRuntimeTriangulation,
106
107 // Fix to the Cubic smoothing, plus introduction of new smoothing types
108 BlendSpaceSmoothingImprovements,
109
110 // Removing Tessellation parameters from Materials
111 RemovingTessellationParameters,
112
113 // Sparse class data serializes its associated structure to allow for BP types to be used
114 SparseClassDataStructSerialization,
115
116 // PackedLevelInstance bounds fix
117 PackedLevelInstanceBoundsFix,
118
119 // Initial set of anim nodes converted to use constants held in sparse class data
120 AnimNodeConstantDataRefactorPhase0,
121
122 // Explicitly serialized bSavedCachedExpressionData for Material(Instance)
123 MaterialSavedCachedData,
124
125 // Remove explicit decal blend mode
126 RemoveDecalBlendMode,
127
128 // Made directional lights be atmosphere lights by default
129 DirLightsAreAtmosphereLightsByDefault,
130
131 // Changed how world partition streaming cells are named
132 WorldPartitionStreamingCellsNamingShortened,
133
134 // Changed how actor descriptors compute their bounds
135 WorldPartitionActorDescGetStreamingBounds,
136
137 // Switch FMeshDescriptionBulkData to use virtualized bulkdata
138 MeshDescriptionVirtualization,
139
140 // Switch FTextureSource to use virtualized bulkdata
141 TextureSourceVirtualization,
142
143 // RigVM to store more information alongside the Copy Operator
144 RigVMCopyOpStoreNumBytes,
145
146 // Expanded separate translucency into multiple passes
147 MaterialTranslucencyPass,
148
149 // Chaos FGeometryCollectionObject user defined collision shapes support
150 GeometryCollectionUserDefinedCollisionShapes,
151
152 // Removed the AtmosphericFog component with conversion to SkyAtmosphere component
153 RemovedAtmosphericFog,
154
155 // The SkyAtmosphere now light up the heightfog by default, and by default the height fog has a black color.
156 SkyAtmosphereAffectsHeightFogWithBetterDefault,
157
158 // Ordering of samples in BlendSpace
159 BlendSpaceSampleOrdering,
160
161 // No longer bake MassToLocal transform into recorded transform data in GeometryCollection caching
162 GeometryCollectionCacheRemovesMassToLocal,
163
164 // UEdGraphPin serializes SourceIndex
165 EdGraphPinSourceIndex,
166
167 // Change texture bulkdatas to have unique guids
168 VirtualizedBulkDataHaveUniqueGuids,
169
170 // Introduce RigVM Memory Class Object
171 RigVMMemoryStorageObject,
172
173 // Ray tracing shadows have three states now (Disabled, Use Project Settings, Enabled)
174 RayTracedShadowsType,
175
176 // Add bVisibleInRayTracing flag to Skeletal Mesh Sections
177 SkelMeshSectionVisibleInRayTracingFlagAdded,
178
179 // Add generic tagging of all anim graph nodes in anim blueprints
180 AnimGraphNodeTaggingAdded,
181
182 // Add custom version to FDynamicMesh3
183 DynamicMeshCompactedSerialization,
184
185 // Remove the inline reduction bulkdata and replace it by a simple vertex and triangle count cache
186 ConvertReductionBaseSkeletalMeshBulkDataToInlineReductionCacheData,
187
188 // Added some new MeshInfo to the FSkeletalMeshLODModel class.
189 SkeletalMeshLODModelMeshInfo,
190
191 // Add Texture DoScaleMipsForAlphaCoverage
192 TextureDoScaleMipsForAlphaCoverage,
193
194 // Fixed default value of volumetric cloud to be exact match with main view, more expenssive but we let user choosing how to lower the quality.
195 VolumetricCloudReflectionSampleCountDefaultUpdate,
196
197 // Use special BVH for TriangleMesh, instead of the AABBTree
198 UseTriangleMeshBVH,
199
200 // FDynamicMeshAttributeSet has Weight Maps. TDynamicAttributeBase serializes its name.
201 DynamicMeshAttributesWeightMapsAndNames,
202
203 // Switching FK control naming scheme to incorporate _CURVE for curve controls
204 FKControlNamingScheme,
205
206 // Fix-up for FRichCurveKey::TangentWeightMode, which were found to contain invalid value w.r.t the enum-type
207 RichCurveKeyInvalidTangentMode,
208
209 // Enforcing new automatic tangent behaviour, enforcing auto-tangents for Key0 and KeyN to be flat, for Animation Assets.
210 ForceUpdateAnimationAssetCurveTangents,
211
212 // SoundWave Update to use EditorBuildData for it's RawData
213 SoundWaveVirtualizationUpdate,
214
215 // Fix material feature level nodes to account for new SM6 input pin.
216 MaterialFeatureLevelNodeFixForSM6,
217
218 // Fix material feature level nodes to account for new SM6 input pin.
219 GeometryCollectionPerChildDamageThreshold,
220
221 // Move some Chaos flags into a bitfield
222 AddRigidParticleControlFlags,
223
224 // Allow each LiveLink controller to specify its own component to control
225 LiveLinkComponentPickerPerController,
226
227 // Remove Faces in Triangle Mesh BVH
228 RemoveTriangleMeshBVHFaces,
229
230 // Moving all nodal offset handling to Lens Component
231 LensComponentNodalOffset,
232
233 // GPU none interpolated spawning no longer calls the update script
234 FixGpuAlwaysRunningUpdateScriptNoneInterpolated,
235
236 // World partition streaming policy serialization only for cooked builds
237 WorldPartitionSerializeStreamingPolicyOnCook,
238
239 // Remove serialization of bounds relevant from WorldPartitionActorDesc
240 WorldPartitionActorDescRemoveBoundsRelevantSerialization,
241
242 // Added IAnimationDataModel interface and replace UObject based representation for Animation Assets
243 // This version had to be undone. Animation assets saved between this and the subsequent backout version
244 // will be unable to be loaded
245 AnimationDataModelInterface_BackedOut,
246
247 // Deprecate LandscapeSplineActorDesc
248 LandscapeSplineActorDescDeprecation,
249
250 // Revert the IAnimationDataModel changes. Animation assets
251 BackoutAnimationDataModelInterface,
252
253 // Made stationary local and skylights behave similar to SM5
254 MobileStationaryLocalLights,
255
256 // Made ManagedArrayCollection::FValueType::Value always serialize when FValueType is
257 ManagedArrayCollectionAlwaysSerializeValue,
258
259 // Moving all distortion handling to Lens Component
260 LensComponentDistortion,
261
262 // Updated image media source path resolution logic
263 ImgMediaPathResolutionWithEngineOrProjectTokens,
264
265 // Add low resolution data in Height Field
266 AddLowResolutionHeightField,
267
268 // Low resolution data in Height Field will store one height for (6x6) 36 cells
269 DecreaseLowResolutionHeightField,
270
271 // Add damage propagation settings to geometry collections
272 GeometryCollectionDamagePropagationData,
273
274 // Wheel friction forces are now applied at tire contact point
275 VehicleFrictionForcePositionChange,
276
277 // Add flag to override MeshDeformer on a SkinnedMeshComponent.
278 AddSetMeshDeformerFlag,
279
280 // Replace FNames for class/actor paths with FSoftObjectPath
281 WorldPartitionActorDescActorAndClassPaths,
282
283 // Reintroducing AnimationDataModelInterface_BackedOut changes
284 ReintroduceAnimationDataModelInterface,
285
286 // Support 16-bit skin weights on SkeletalMesh
287 IncreasedSkinWeightPrecision,
288
289 // bIsUsedWithVolumetricCloud flag auto conversion
290 MaterialHasIsUsedWithVolumetricCloudFlag,
291
292 // bIsUsedWithVolumetricCloud flag auto conversion
293 UpdateHairDescriptionBulkData,
294
295 // Added TransformScaleMethod pin to SpawnActorFromClass node
296 SpawnActorFromClassTransformScaleMethod,
297
298 // Added support for the RigVM to run branches lazily
299 RigVMLazyEvaluation,
300
301 // Adding additional object version to defer out-of-date pose asset warning until next resaves
302 PoseAssetRawDataGUIDUpdate,
303
304 // Store function information (and compilation data) in blueprint generated class
305 RigVMSaveFunctionAccessInModel,
306
307 // Store the RigVM execute context struct the VM uses in the archive
308 RigVMSerializeExecuteContextStruct,
309
310 // Store the Visual Logger timestamp as a double
311 VisualLoggerTimeStampAsDouble,
312
313 // Add ThinSurface instance override support
314 MaterialInstanceBasePropertyOverridesThinSurface,
315
316 // Add refraction mode None, converted from legacy when the refraction pin is not plugged.
317 MaterialRefractionModeNone,
318
319 // Store serialized graph function in the function data
320 RigVMSaveSerializedGraphInGraphFunctionData,
321
322 // Animation Sequence now stores its frame-rate on a per-platform basis
323 PerPlatformAnimSequenceTargetFrameRate,
324
325 // New default for number of attributes on 2d grids
326 NiagaraGrid2DDefaultUnnamedAttributesZero,
327
328 // RigVM generated class refactor
329 RigVMGeneratedClass,
330
331 // -----<new versions can be added above this line>-------------------------------------------------
332 VersionPlusOne,
333 LatestVersion = VersionPlusOne - 1
334 };
335
336 // The GUID for this custom version number
337 const static FGuid GUID;
338
340
342};
Definition Guid.h:108
static TMap< FGuid, FGuid > GetSystemGuids()