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UE5ReleaseStreamObjectVersion.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/Release-* stream
10{
11 enum Type
12 {
13 // Before any version changes were made
14 BeforeCustomVersionWasAdded = 0,
15
16 // Added Lumen reflections to new reflection enum, changed defaults
17 ReflectionMethodEnum,
18
19 // Serialize HLOD info in WorldPartitionActorDesc
20 WorldPartitionActorDescSerializeHLODInfo,
21
22 // Removing Tessellation from materials and meshes.
23 RemovingTessellation,
24
25 // LevelInstance serialize runtime behavior
26 LevelInstanceSerializeRuntimeBehavior,
27
28 // Refactoring Pose Asset runtime data structures
29 PoseAssetRuntimeRefactor,
30
31 // Serialize the folder path of actor descs
32 WorldPartitionActorDescSerializeActorFolderPath,
33
34 // Change hair strands vertex format
35 HairStrandsVertexFormatChange,
36
37 // Added max linear and angular speed to Chaos bodies
38 AddChaosMaxLinearAngularSpeed,
39
40 // PackedLevelInstance version
41 PackedLevelInstanceVersion,
42
43 // PackedLevelInstance bounds fix
44 PackedLevelInstanceBoundsFix,
45
46 // Custom property anim graph nodes (linked anim graphs, control rig etc.) now use optional pin manager
47 CustomPropertyAnimGraphNodesUseOptionalPinManager,
48
49 // Add native double and int64 support to FFormatArgumentData
50 TextFormatArgumentData64bitSupport,
51
52 // Material layer stacks are no longer considered 'static parameters'
53 MaterialLayerStacksAreNotParameters,
54
55 // CachedExpressionData is moved from UMaterial to UMaterialInterface
56 MaterialInterfaceSavedCachedData,
57
58 // Add support for multiple cloth deformer LODs to be able to raytrace cloth with a different LOD than the one it is rendered with
59 AddClothMappingLODBias,
60
61 // Add support for different external actor packaging schemes
62 AddLevelActorPackagingScheme,
63
64 // Add support for linking to the attached parent actor in WorldPartitionActorDesc
65 WorldPartitionActorDescSerializeAttachParent,
66
67 // Converted AActor GridPlacement to bIsSpatiallyLoaded flag
68 ConvertedActorGridPlacementToSpatiallyLoadedFlag,
69
70 // Fixup for bad default value for GridPlacement_DEPRECATED
71 ActorGridPlacementDeprecateDefaultValueFixup,
72
73 // PackedLevelActor started using FWorldPartitionActorDesc (not currently checked against but added as a security)
74 PackedLevelActorUseWorldPartitionActorDesc,
75
76 // Add support for actor folder objects
77 AddLevelActorFolders,
78
79 // Remove FSkeletalMeshLODModel bulk datas
80 RemoveSkeletalMeshLODModelBulkDatas,
81
82 // Exclude brightness from the EncodedHDRCubemap,
83 ExcludeBrightnessFromEncodedHDRCubemap,
84
85 // Unified volumetric cloud component quality sample count slider between main and reflection views for consistency
86 VolumetricCloudSampleCountUnification,
87
88 // Pose asset GUID generated from source AnimationSequence
89 PoseAssetRawDataGUID,
90
91 // Convolution bloom now take into account FPostProcessSettings::BloomIntensity for scatter dispersion.
92 ConvolutionBloomIntensity,
93
94 // Serialize FHLODSubActors instead of FGuids in WorldPartition HLODActorDesc
95 WorldPartitionHLODActorDescSerializeHLODSubActors,
96
97 // Large Worlds - serialize double types as doubles
98 LargeWorldCoordinates,
99
100 // Deserialize old BP float&double types as real numbers for pins
101 BlueprintPinsUseRealNumbers,
102
103 // Changed shadow defaults for directional light components, version needed to not affect old things
104 UpdatedDirectionalLightShadowDefaults,
105
106 // Refresh geometry collections that had not already generated convex bodies.
107 GeometryCollectionConvexDefaults,
108
109 // Add faster damping calculations to the cloth simulation and rename previous Damping parameter to LocalDamping.
110 ChaosClothFasterDamping,
111
112 // Serialize LandscapeActorGuid in FLandscapeActorDesc sub class.
113 WorldPartitionLandscapeActorDescSerializeLandscapeActorGuid,
114
115 // add inertia tensor and rotation of mass to convex
116 AddedInertiaTensorAndRotationOfMassAddedToConvex,
117
118 // Storing inertia tensor as vec3 instead of matrix.
119 ChaosInertiaConvertedToVec3,
120
121 // For Blueprint real numbers, ensure that legacy float data is serialized as single-precision
122 SerializeFloatPinDefaultValuesAsSinglePrecision,
123
124 // Upgrade the BlendMasks array in existing LayeredBoneBlend nodes
125 AnimLayeredBoneBlendMasks,
126
127 // Uses RG11B10 format to store the encoded reflection capture data on mobile
128 StoreReflectionCaptureEncodedHDRDataInRG11B10Format,
129
130 // Add WithSerializer type trait and implementation for FRawAnimSequenceTrack
131 RawAnimSequenceTrackSerializer,
132
133 // Removed font from FEditableTextBoxStyle, and added FTextBlockStyle instead.
134 RemoveDuplicatedStyleInfo,
135
136 // Added member reference to linked anim graphs
137 LinkedAnimGraphMemberReference,
138
139 // -----<new versions can be added above this line>-------------------------------------------------
140 VersionPlusOne,
141 LatestVersion = VersionPlusOne - 1
142 };
143
144 // The GUID for this custom version number
145 const static FGuid GUID;
146
148
150};
Definition Guid.h:108
static TMap< FGuid, FGuid > GetSystemGuids()