FFortniteMainBranchObjectVersion
Namespace: UAssetAPI.CustomVersions
Custom serialization version for changes made in the //Fortnite/Main stream.
public enum FFortniteMainBranchObjectVersion
Inheritance Object → ValueType → Enum → FFortniteMainBranchObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
WorldCompositionTile3DOffset | 1 | World composition tile offset changed from 2d to 3d |
MaterialInstanceSerializeOptimization_ShaderFName | 2 | Minor material serialization optimization |
CullDistanceRefactor_RemovedDefaultDistance | 3 | Refactored cull distances to account for HLOD, explicit override and globals in priority |
SaveGeneratedMorphTargetByEngine | 6 | Support to remove morphtarget generated by bRemapMorphtarget |
ConvertReductionSettingOptions | 7 | Convert reduction setting options |
StaticParameterTerrainLayerWeightBlendType | 8 | Serialize the type of blending used for landscape layer weight static params |
FixUpNoneNameAnimationCurves | 9 | Fix up None Named animation curve names, |
EnsureActiveBoneIndicesToContainParents | 10 | Ensure ActiveBoneIndices to have parents even not skinned for old assets |
SerializeInstancedStaticMeshRenderData | 11 | Serialize the instanced static mesh render data, to avoid building it at runtime |
CachedMaterialQualityNodeUsage | 12 | Cache material quality node usage |
FontOutlineDropShadowFixup | 13 | Font outlines no longer apply to drop shadows for new objects but we maintain the opposite way for backwards compat |
NewSkeletalMeshImporterWorkflow | 14 | New skeletal mesh import workflow (Geometry only or animation only re-import ) |
NewLandscapeMaterialPerLOD | 15 | Migrate data from previous data structure to new one to support materials per LOD on the Landscape |
RemoveUnnecessaryTracksFromPose | 16 | New Pose Asset data type |
FoliageLazyObjPtrToSoftObjPtr | 17 | Migrate Foliage TLazyObjectPtr to TSoftObjectPtr |
REVERTED_StoreTimelineNamesInTemplate | 18 | TimelineTemplates store their derived names instead of dynamically generating. This code tied to this version was reverted and redone at a later date |
AddBakePoseOverrideForSkeletalMeshReductionSetting | 19 | Added BakePoseOverride for LOD setting |
StoreTimelineNamesInTemplate | 20 | TimelineTemplates store their derived names instead of dynamically generating |
WidgetStopDuplicatingAnimations | 21 | New Pose Asset data type |
AllowSkeletalMeshToReduceTheBaseLOD | 22 | Allow reducing of the base LOD, we need to store some imported model data so we can reduce again from the same data. |
ShrinkCurveTableSize | 23 | Curve Table size reduction |
WidgetAnimationDefaultToSelfFail | 24 | Widgets upgraded with WidgetStopDuplicatingAnimations, may not correctly default-to-self for the widget parameter. |
FortHUDElementNowRequiresTag | 25 | HUDWidgets now require an element tag |
FortMappedCookedAnimation | 26 | Animation saved as bulk data when cooked |
SupportVirtualBoneInRetargeting | 27 | Support Virtual Bone in Retarget Manager |
FixUpWaterMetadata | 28 | Fixup bad defaults in water metadata |
MoveWaterMetadataToActor | 29 | Move the location of water metadata |
ReplaceLakeCollision | 30 | Replaced lake collision component |
AnimLayerGuidConformation | 31 | Anim layer node names are now conformed by Guid |
MakeOceanCollisionTransient | 32 | Ocean collision component has become dynamic |
FFieldPathOwnerSerialization | 33 | FFieldPath will serialize the owner struct reference and only a short path to its property |
FixUpUnderwaterPostProcessMaterial | 34 | Simplified WaterBody post process material handling |
SupportMultipleWaterBodiesPerExclusionVolume | 35 | A single water exclusion volume can now exclude N water bodies |
RigVMByteCodeDeterminism | 36 | Serialize rigvm operators one by one instead of the full byte code array to ensure determinism |
LandscapePhysicalMaterialRenderData | 37 | Serialize the physical materials generated by the render material |
FixupRuntimeVirtualTextureVolume | 38 | RuntimeVirtualTextureVolume fix transforms |
FixUpRiverCollisionComponents | 39 | Retrieve water body collision components that were lost in cooked builds |
FixDuplicateRiverSplineMeshCollisionComponents | 40 | Fix duplicate spline mesh components on rivers |
ContainsStableActorGUIDs | 41 | Indicates level has stable actor guids |
LevelsetSerializationSupportForBodySetup | 42 | Levelset Serialization support for BodySetup. |
ChaosSolverPropertiesMoved | 43 | Moving Chaos solver properties to allow them to exist in the project physics settings |
GameFeatureData_MovedComponentListAndCheats | 44 | Moving some UFortGameFeatureData properties and behaviors into the UGameFeatureAction pattern |
ChaosClothAddfictitiousforces | 45 | Add centrifugal forces for cloth |
ChaosConvexVariableStructureDataAndVerticesArray | 46 | Chaos Convex StructureData supports different index sizes based on num verts/planes. Chaos FConvex uses array of FVec3s for vertices instead of particles (Merged from //UE4/Main) |
RemoveLandscapeWaterInfo | 47 | Remove the WaterVelocityHeightTexture dependency on MPC_Landscape and LandscapeWaterIndo |
ChaosClothAddWeightedValue | 48 | Added the weighted value property type to store the cloths weight maps' low/high ranges |
ChaosClothAddTetherStiffnessWeightMap | 49 | Added the Long Range Attachment stiffness weight map |
ChaosClothFixLODTransitionMaps | 50 | Fix corrupted LOD transition maps |
ChaosClothAddTetherScaleAndDragLiftWeightMaps | 51 | Enable a few more weight maps to better art direct the cloth simulation |
ChaosClothAddMaterialWeightMaps | 52 | Enable material (edge, bending, and area stiffness) weight maps |
SerializeFloatChannelShowCurve | 53 | Added bShowCurve for movie scene float channel serialization |
LandscapeGrassSingleArray | 54 | Minimize slack waste by using a single array for grass data |
AddedSubSequenceEntryWarpCounter | 55 | Add loop counters to sequencer's compiled sub-sequence data |
WaterBodyComponentRefactor | 56 | Water plugin is now component-based rather than actor based |
BPGCCookedEditorTags | 57 | Cooked BPGC storing editor-only asset tags |
TTerrainLayerWeightsAreNotParameters | 58 | Terrain layer weights are no longer considered material parameters |
GravityOverrideDefinedInWorldSpace | 59 | Anim Dynamics Node Gravity Override vector is now defined in world space, not simulation space. Legacy behavior can be maintained with a flag, which is set false by default for new nodes, true for nodes predating this change. |
AnimDynamicsEditableChainParameters | 60 | Anim Dynamics Node Physics parameters for each body in a chain are now stored in an array and can be edited. |
WaterZonesRefactor | 61 | Decoupled the generation of the water texture from the Water Brush and the landscape |
ChaosClothFasterDamping | 62 | Add faster damping calculations to the cloth simulation and rename previous Damping parameter to LocalDamping. |
MigratedFunctionHandlersToDefaults | 63 | Migrated function handlers to the CDO/archetype data |
ChaosInertiaConvertedToVec3 | 64 | Storing inertia tensor as vec3 instead of matrix. |
MigratedEventDefinitionToDefaults | 65 | Migrated event definitions to the CDO/archetype data |
LevelInstanceActorGuidSerialize | 66 | Serialize LevelInstanceActorGuid on new ILevelInstanceInterface implementation |
SingleFrameAndKeyAnimModel | 67 | Single-frame/key AnimDataModel patch-up |
RemappedEvaluateWorldPositionOffsetInRayTracing | 68 | Remapped bEvaluateWorldPositionOffset to bEvaluateWorldPositionOffsetInRayTracing |
WaterBodyComponentCollisionSettingsRefactor | 69 | Water body collision settings are now those of the base UPrimitiveComponent, rather than duplicated in UWaterBodyComponent |
WidgetInheritedNamedSlots | 70 | Introducing widget inherited named slots. This wouldn't have required a version bump, except in the previous version, users could make NamedSlots and then Seed them with any random widgets, as a sorta 'default' setup. In order to preserve that, we're bumping the version so that we can set a new field on UNamedSlot to control if a widget exposes its named slot to everyone (even if it has content), which by default they wont any longer. |
WaterHLODSupportAdded | 71 | Added water HLOD material |
PoseWatchMigrateSkeletonDrawParametersToPoseElement | 72 | Moved parameters affecting Skeleton pose rendering from the PoseWatch class to the PoseWatchPoseElement class. |
WaterExclusionVolumeExcludeAllDefault | 73 | Reset default value for Water exclusion volumes to make them more intuitive and support the "it just works" philosophy. |
WaterNontessellatedLODSupportAdded | 74 | Added water non-tessellated LOD |
HierarchicalSimplificationMethodEnumAdded | 75 | Added FHierarchicalSimplification::SimplificationMethod |
WorldPartitionStreamingCellsNamingShortened | 76 | Changed how world partition streaming cells are named |
WorldPartitionActorDescSerializeContentBundleGuid | 77 | Serialize ContentBundleGuid in WorldPartitionActorDesc |
WorldPartitionActorDescSerializeActorIsRuntimeOnly | 78 | Serialize IsActorRuntimeOnly in WorldPartitionActorDesc |
NaniteMaterialOverride | 79 | Add Nanite Material Override option to materials and material instances. |
WorldPartitionHLODActorDescSerializeStats | 80 | Serialize HLOD stats in HLODActorDesc |
WorldPartitionStreamingSourceComponentTargetDeprecation | 81 | WorldPartitionStreamingSourceComponent property deprecation |
FixedLocalizationGatherForExternalActorPackage | 82 | Fixed localization gathering for external actor packages |
WorldPartitionHLODActorUseSourceCellGuid | 83 | Change HLODActors to RuntimeCells mapping to use a GUID instead of the cell name |
ChaosGeometryCollectionInternalFacesAttribute | 84 | Add an attribute to geometry collection to track internal faces, rather than relying on material ID numbering |
DynamicCastNodesUsePureStateEnum | 85 | Dynamic cast nodes use an enumerated pure node state to include a value for the default setting |
WorldPartitionActorFilter | 86 | Add FWorldPartitionActorFilter to FLevelInstanceActorDesc/FDataLayerInstanceDesc |
AudioAttenuationNonSpatializedRadiusBlend | 87 | Change the non-spatialized radius to blend to a pure 2D spatialized sound vs omnidirectional |
WorldPartitionActorClassDescSerialize | 88 | Serialize actor class descriptors |
WorldPartitionFActorContainerIDu64ToGuid | 89 | FActorContainerID is now an FGuid instead of a uint64 |
WorldPartitionPrivateDataLayers | 90 | FDataLayerInstanceDesc support for private data layers |
ChaosImplicitObjectUnionBVHRefactor | 91 | Reduce size and improve behaviour of Chaos::FImplicitObjectUnion |
LevelInstanceActorDescDeltaSerializeFilter | 92 | FLevelInstanceActorDesc DeltaSerialize Filter |
FixNaniteLandscapeMeshDDCKey | 93 | Fix the Nanite landscape mesh non-deterministic DDC keys |
ChaosGeometryCollectionConnectionEdgeGroup | 94 | Change how connection graphs are stored on Geometry Collections to an edge-array representation |
WaterBodyStaticMeshComponents | 95 | Moved the water info mesh data and static water body meshes into new static mesh components for water bodies. |
WorldPartitionActorDescSerializeInvalidBounds | 96 | Serialize invalid bounds in world partition actor descriptors |
NavigationLinkID32To64 | 97 | Upgrade Navigation Links to use 64 bits for the ID |
WorldPartitionActorDescSerializeEditorOnlyReferences | 98 | Serialize editor only references in world partition actor descriptors |
WorldPartitionActorDescSerializeSoftObjectPathSupport | 99 | Add support for soft object paths in actor descriptors |
WorldPartitionClasDescGuidTransient | 100 | Don't serialize class descriptor GUIDs |
WorldPartitionActorDescIsMainWorldOnly | 101 | Serialize ActorDesc bIsMainWorldOnly |
WorldPartitionActorFilterStringAssetPath | 102 | FWorldPartitionActorFilter go back to FString serialize of AssetPaths to avoid FArchiveReplaceOrClearExternalReferences clearing CDO references on BP Compile |
PackedLevelActorDesc | 103 | Add FPackedLevelActorDesc for APackedLevelActor and support for APackedLevelActor Filters |
WorldPartitionRuntimeSpatialHashCVarOverrides | 104 | Add customizable values for several UWorldPartitionRuntimeSpatialHash cvars |
WorldPartitionHLODSourceActorsRefactor | 105 | WorldPartition HLOD now contains a source actors object |
GeometryCollectionConvertVertexColorToSRGB | 107 | Geometry Collection now by-default converts vertex colors to sRGB when creating render data |
WaterOwningZonePointerFixup | 108 | Water bodies before this version need to update their water zone on load since they won't have been serialized yet. |
WaterBodyStaticMeshDuplicateTransient | 109 | Set flags on water static meshes to duplicate transient to avoid underlying static mesh duplication issue |
MVVMConvertPropertyPathToSkeletalClass | 110 | Update paths to use the SkeletalClass |
WaterBodyStaticMeshFixup | 111 | Fixup all flags/outering on static meshes on water bodies by rebuilding them completely |
AnimGraphNodeBindingExtensions | 112 | Binding extensions for anim graph nodes |
RigVMSaveDebugMapInGraphFunctionData | 113 | Function data stores a map from work to debug operands |
FixMissingAnimGraphNodeBindingExtensions | 114 | Fix missing binding extensions for some anim graph nodes |
ISMComponentEditableWhenInheritedSkipSerialization | 115 | EditableWhenInherited: Skip custom serialization on non Archetypes |
LandscapeSupportPerComponentGrassTypes | 116 | GrassTypes are now per-component, rather than per-landscape proxy : |
WorldPartitionDataLayersLogicOperatorAdded | 117 | World partition actor data layers activation logic operator support defaults for old maps |
MovieSceneSortedBindings | 118 | Started sorting Possessables, Spawnables, and MovieSceneBindings for better search performance. |
RemoveAnimCurveCompressionCodecInstanceGuid | 119 | Remove the UAnimCurveCompressionCodec::InstanceGuid which causes cook determinism issues |
WorldPartitionHLODActorDescSerializeSourceHLODLayer | 120 | Serialize the source HLOD Layer for HLOD actor descriptors. |
WorldPartitionHLODActorDescSerializeEditorBounds | 121 | Serialize custom editor bounds for HLOD actor descriptors. |
LocalExposureDefaultChangeFrom1_Reverted | 122 | Changed default Local Exposure Contrast from 1.0 to 0.8 (reverted) |
AddDataLayerInstanceExternalPackage | 123 | Added support of external packaging of Data Layer Instances |
MVVMPropertyPathSelf | 124 | Update paths to keep a flag if they are the widget BP |
AddDataflowObjectSerialization | 125 | Enabled ObjectPtr property serialization for Dataflow nodes |
AnimNotifyAddRateScale | 126 | Add anim notify rate scaling, defaults to on for new content, off for old content |
FixedTangentTransformForNonuniformBuildScale | 127 | Fix tangents for non-uniform build scales, and add a flag to optionally match the previous (incorrect) tangents |
AnimNodeRootDefaultGroupChange | 128 | AnimNode Layers will now start in a Shared Group, instead of being each one on a different group at runtime |
AnimNextMoveGraphsToEntries | 129 | Move AnimNext graphs to sub-entries of assets |
AnimationSequenceCompressedDataRemoveDebugData | 130 | Removed debug information containing compressed data author, time etc. from animation DDC data as it introduces indeterminism |
OrthographicCameraDefaultSettings | 131 | Changes to Orthographic Camera default settings |
LandscapeAddedHLODSettings | 132 | Added settings to Landscape HLODs |
MeshDescriptionForSkeletalMesh | 133 | Skeletal Mesh uses Mesh Description to store mesh bulk data. |
SkeletalHalfEdgeData | 134 | Skeletal Mesh optionally cooks half edge data per lod |
AnimNextCombineGraphContexts | 135 | Combine graph contexts for AnimNext graphs |
AnimNextCombineParameterBlocksAndGraphs | 136 | Combine parameter blocks and graphs |
AnimNextMoveWorkspaces | 137 | Move workspaces to a seperate plugin |
LevelInstancePropertyOverrides | 138 | Level Instance Property overrides |
VolumetricLightMapGridDescSupport | 139 | Added FVolumetricLightMapGridDesc in MapBuildData |
IntroduceLandscapeEditLayerClass | 140 | Introduce new structure for customizing the landscape edit layer behavior |
AnimNextWorkspaceEntryConversion | 141 | Change workspaces to store asset references as external objects |
DataflowAnyTypeSupport | 142 | Add support for anytype in dataflow |
PhysicsAssetUseManifoldFlags | 143 | Adding a new flag in RBAN Solver Setting to be able to use manifolds |
SimAndQueryDataSupportInChaosVisualDebugger | 144 | Added support for to record sim and query data of Shape Instance data in CVD |
ChaosClothAssetUSDImportNodeAddAssetDependencies | 145 | Add the imported asset dependencies to the Cloth Asset USD Import node |
LumenRayLightingModeOverrideEnum | 146 | Changed HitLighting to HitLightingForReflections, and HitLighting now means hit lighting for entire Lumen |
PCGPartitionActorDesc | 147 | PCGPartitionActorDesc |
LandscapeTargetLayersInLandscapeActor | 148 | Target layers are now defined in the Landscape actor and not continuously synced from the assigned material. |
LevelInstanceStaticLightingSupport | 150 | Changes for LevelInstance support in StaticLighting |
PCGGridDescriptor | 151 | PCGGridDescriptor |
AnimNextGraphAccessSpecifiers | 152 | AnimNext graphs now have public/private state |
MaterialPixelDepthOffsetMode | 153 | Added a more stable pixel depth offset mode. |
DataflowHideablePins | 154 | Added hideable pins to dataflow |
ClothAssetSkeletalMeshMultiSectionImport | 155 | Added multiple section import to the cloth asset skeletal mesh import node |
WorldPartitionActorDescSerializeEditorBounds | 156 | Serialize EditorBounds in WorldPartitionActorDesc |
FixupLandscapeTargetLayersInLandscapeActor | 157 | Fixup for the data that has been damaged by LandscapeTargetLayersInLandscapeActor (loss of landscape layer info object assignments) |
ChaosClothAllowZeroBucklingStiffness | 159 | Fix chaos cloth buckling stiffness parameter bug |
LevelSequenceUpgradeDynamicBindings_NoOp | 160 | LevelSequenceUpgradeDynamicBindings was removed but was intended for this position. Putting this here to make sure versioning of subsequent assets remains the same |
GameFeatureDataActionAddToFrontendDefaultToUnload | 161 | AddToFrontend GFA now defaults to unload plugin on exit frontend |
LevelSequenceUpgradeDynamicBindings | 162 | Upgraded movie scene 'dynamic bindings' to use the new Custom Bindings system |
ChaosStoreKinematicTargetRotationAsSinglePrecision | 163 | Changed the precision for the stored rotation on kinematic targets to match the precision used in particles |
PCGApplyOnActorNodeMoveTargetActorEdgeToInput | 164 | PCG changes around the ApplyOnActor node, where we collapsed the TargetActor to the input pin. |
TimelinePlayingStateTrackerDeprecation | 165 | Deprecation of the bPlaying flag on FTimeline struct types in favor of a better |
MeshPaintTextureUsesEditorOnly | 166 | Enable SkipOnlyEditorOnly style cooking of UStaticMeshComponent::MeshPaintTexture |
LandscapeBodyInstanceAsSharedProperty | 167 | Fixup and synchronize some landscape properties that have moved to the property sharing/overriding system : |
AnimNextModuleRefactor | 168 | Multiple changes to AnimNext modules, variables etc. |
SubsurfaceProfileGuid | 169 | Subsurface profile now has a guid to be able to select one of many in a Substrate material. |
SolverIterationsDataSupportInChaosVisualDebugger | 170 | Added support for to record the new solver iteration settings in CVD |