FFortniteMainBranchObjectVersion

Namespace: UAssetAPI.CustomVersions

Custom serialization version for changes made in the //Fortnite/Main stream.

public enum FFortniteMainBranchObjectVersion

Inheritance ObjectValueTypeEnumFFortniteMainBranchObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
WorldCompositionTile3DOffset1World composition tile offset changed from 2d to 3d
MaterialInstanceSerializeOptimization_ShaderFName2Minor material serialization optimization
CullDistanceRefactor_RemovedDefaultDistance3Refactored cull distances to account for HLOD, explicit override and globals in priority
SaveGeneratedMorphTargetByEngine6Support to remove morphtarget generated by bRemapMorphtarget
ConvertReductionSettingOptions7Convert reduction setting options
StaticParameterTerrainLayerWeightBlendType8Serialize the type of blending used for landscape layer weight static params
FixUpNoneNameAnimationCurves9Fix up None Named animation curve names,
EnsureActiveBoneIndicesToContainParents10Ensure ActiveBoneIndices to have parents even not skinned for old assets
SerializeInstancedStaticMeshRenderData11Serialize the instanced static mesh render data, to avoid building it at runtime
CachedMaterialQualityNodeUsage12Cache material quality node usage
FontOutlineDropShadowFixup13Font outlines no longer apply to drop shadows for new objects but we maintain the opposite way for backwards compat
NewSkeletalMeshImporterWorkflow14New skeletal mesh import workflow (Geometry only or animation only re-import )
NewLandscapeMaterialPerLOD15Migrate data from previous data structure to new one to support materials per LOD on the Landscape
RemoveUnnecessaryTracksFromPose16New Pose Asset data type
FoliageLazyObjPtrToSoftObjPtr17Migrate Foliage TLazyObjectPtr to TSoftObjectPtr
REVERTED_StoreTimelineNamesInTemplate18TimelineTemplates store their derived names instead of dynamically generating. This code tied to this version was reverted and redone at a later date
AddBakePoseOverrideForSkeletalMeshReductionSetting19Added BakePoseOverride for LOD setting
StoreTimelineNamesInTemplate20TimelineTemplates store their derived names instead of dynamically generating
WidgetStopDuplicatingAnimations21New Pose Asset data type
AllowSkeletalMeshToReduceTheBaseLOD22Allow reducing of the base LOD, we need to store some imported model data so we can reduce again from the same data.
ShrinkCurveTableSize23Curve Table size reduction
WidgetAnimationDefaultToSelfFail24Widgets upgraded with WidgetStopDuplicatingAnimations, may not correctly default-to-self for the widget parameter.
FortHUDElementNowRequiresTag25HUDWidgets now require an element tag
FortMappedCookedAnimation26Animation saved as bulk data when cooked
SupportVirtualBoneInRetargeting27Support Virtual Bone in Retarget Manager
FixUpWaterMetadata28Fixup bad defaults in water metadata
MoveWaterMetadataToActor29Move the location of water metadata
ReplaceLakeCollision30Replaced lake collision component
AnimLayerGuidConformation31Anim layer node names are now conformed by Guid
MakeOceanCollisionTransient32Ocean collision component has become dynamic
FFieldPathOwnerSerialization33FFieldPath will serialize the owner struct reference and only a short path to its property
FixUpUnderwaterPostProcessMaterial34Simplified WaterBody post process material handling
SupportMultipleWaterBodiesPerExclusionVolume35A single water exclusion volume can now exclude N water bodies
RigVMByteCodeDeterminism36Serialize rigvm operators one by one instead of the full byte code array to ensure determinism
LandscapePhysicalMaterialRenderData37Serialize the physical materials generated by the render material
FixupRuntimeVirtualTextureVolume38RuntimeVirtualTextureVolume fix transforms
FixUpRiverCollisionComponents39Retrieve water body collision components that were lost in cooked builds
FixDuplicateRiverSplineMeshCollisionComponents40Fix duplicate spline mesh components on rivers
ContainsStableActorGUIDs41Indicates level has stable actor guids
LevelsetSerializationSupportForBodySetup42Levelset Serialization support for BodySetup.
ChaosSolverPropertiesMoved43Moving Chaos solver properties to allow them to exist in the project physics settings
GameFeatureData_MovedComponentListAndCheats44Moving some UFortGameFeatureData properties and behaviors into the UGameFeatureAction pattern
ChaosClothAddfictitiousforces45Add centrifugal forces for cloth
ChaosConvexVariableStructureDataAndVerticesArray46Chaos 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)
RemoveLandscapeWaterInfo47Remove the WaterVelocityHeightTexture dependency on MPC_Landscape and LandscapeWaterIndo
ChaosClothAddWeightedValue48Added the weighted value property type to store the cloths weight maps' low/high ranges
ChaosClothAddTetherStiffnessWeightMap49Added the Long Range Attachment stiffness weight map
ChaosClothFixLODTransitionMaps50Fix corrupted LOD transition maps
ChaosClothAddTetherScaleAndDragLiftWeightMaps51Enable a few more weight maps to better art direct the cloth simulation
ChaosClothAddMaterialWeightMaps52Enable material (edge, bending, and area stiffness) weight maps
SerializeFloatChannelShowCurve53Added bShowCurve for movie scene float channel serialization
LandscapeGrassSingleArray54Minimize slack waste by using a single array for grass data
AddedSubSequenceEntryWarpCounter55Add loop counters to sequencer's compiled sub-sequence data
WaterBodyComponentRefactor56Water plugin is now component-based rather than actor based
BPGCCookedEditorTags57Cooked BPGC storing editor-only asset tags
TTerrainLayerWeightsAreNotParameters58Terrain layer weights are no longer considered material parameters
GravityOverrideDefinedInWorldSpace59Anim 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.
AnimDynamicsEditableChainParameters60Anim Dynamics Node Physics parameters for each body in a chain are now stored in an array and can be edited.
WaterZonesRefactor61Decoupled the generation of the water texture from the Water Brush and the landscape
ChaosClothFasterDamping62Add faster damping calculations to the cloth simulation and rename previous Damping parameter to LocalDamping.
MigratedFunctionHandlersToDefaults63Migrated function handlers to the CDO/archetype data
ChaosInertiaConvertedToVec364Storing inertia tensor as vec3 instead of matrix.
MigratedEventDefinitionToDefaults65Migrated event definitions to the CDO/archetype data
LevelInstanceActorGuidSerialize66Serialize LevelInstanceActorGuid on new ILevelInstanceInterface implementation
SingleFrameAndKeyAnimModel67Single-frame/key AnimDataModel patch-up
RemappedEvaluateWorldPositionOffsetInRayTracing68Remapped bEvaluateWorldPositionOffset to bEvaluateWorldPositionOffsetInRayTracing
WaterBodyComponentCollisionSettingsRefactor69Water body collision settings are now those of the base UPrimitiveComponent, rather than duplicated in UWaterBodyComponent
WidgetInheritedNamedSlots70Introducing 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.
WaterHLODSupportAdded71Added water HLOD material
PoseWatchMigrateSkeletonDrawParametersToPoseElement72Moved parameters affecting Skeleton pose rendering from the PoseWatch class to the PoseWatchPoseElement class.
WaterExclusionVolumeExcludeAllDefault73Reset default value for Water exclusion volumes to make them more intuitive and support the "it just works" philosophy.
WaterNontessellatedLODSupportAdded74Added water non-tessellated LOD
HierarchicalSimplificationMethodEnumAdded75Added FHierarchicalSimplification::SimplificationMethod
WorldPartitionStreamingCellsNamingShortened76Changed how world partition streaming cells are named
WorldPartitionActorDescSerializeContentBundleGuid77Serialize ContentBundleGuid in WorldPartitionActorDesc
WorldPartitionActorDescSerializeActorIsRuntimeOnly78Serialize IsActorRuntimeOnly in WorldPartitionActorDesc
NaniteMaterialOverride79Add Nanite Material Override option to materials and material instances.
WorldPartitionHLODActorDescSerializeStats80Serialize HLOD stats in HLODActorDesc
WorldPartitionStreamingSourceComponentTargetDeprecation81WorldPartitionStreamingSourceComponent property deprecation
FixedLocalizationGatherForExternalActorPackage82Fixed localization gathering for external actor packages
WorldPartitionHLODActorUseSourceCellGuid83Change HLODActors to RuntimeCells mapping to use a GUID instead of the cell name
ChaosGeometryCollectionInternalFacesAttribute84Add an attribute to geometry collection to track internal faces, rather than relying on material ID numbering
DynamicCastNodesUsePureStateEnum85Dynamic cast nodes use an enumerated pure node state to include a value for the default setting
WorldPartitionActorFilter86Add FWorldPartitionActorFilter to FLevelInstanceActorDesc/FDataLayerInstanceDesc
AudioAttenuationNonSpatializedRadiusBlend87Change the non-spatialized radius to blend to a pure 2D spatialized sound vs omnidirectional
WorldPartitionActorClassDescSerialize88Serialize actor class descriptors
WorldPartitionFActorContainerIDu64ToGuid89FActorContainerID is now an FGuid instead of a uint64
WorldPartitionPrivateDataLayers90FDataLayerInstanceDesc support for private data layers
ChaosImplicitObjectUnionBVHRefactor91Reduce size and improve behaviour of Chaos::FImplicitObjectUnion
LevelInstanceActorDescDeltaSerializeFilter92FLevelInstanceActorDesc DeltaSerialize Filter
FixNaniteLandscapeMeshDDCKey93Fix the Nanite landscape mesh non-deterministic DDC keys
ChaosGeometryCollectionConnectionEdgeGroup94Change how connection graphs are stored on Geometry Collections to an edge-array representation
WaterBodyStaticMeshComponents95Moved the water info mesh data and static water body meshes into new static mesh components for water bodies.
WorldPartitionActorDescSerializeInvalidBounds96Serialize invalid bounds in world partition actor descriptors
NavigationLinkID32To6497Upgrade Navigation Links to use 64 bits for the ID
WorldPartitionActorDescSerializeEditorOnlyReferences98Serialize editor only references in world partition actor descriptors
WorldPartitionActorDescSerializeSoftObjectPathSupport99Add support for soft object paths in actor descriptors
WorldPartitionClasDescGuidTransient100Don't serialize class descriptor GUIDs
WorldPartitionActorDescIsMainWorldOnly101Serialize ActorDesc bIsMainWorldOnly
WorldPartitionActorFilterStringAssetPath102FWorldPartitionActorFilter go back to FString serialize of AssetPaths to avoid FArchiveReplaceOrClearExternalReferences clearing CDO references on BP Compile
PackedLevelActorDesc103Add FPackedLevelActorDesc for APackedLevelActor and support for APackedLevelActor Filters
WorldPartitionRuntimeSpatialHashCVarOverrides104Add customizable values for several UWorldPartitionRuntimeSpatialHash cvars
WorldPartitionHLODSourceActorsRefactor105WorldPartition HLOD now contains a source actors object
GeometryCollectionConvertVertexColorToSRGB107Geometry Collection now by-default converts vertex colors to sRGB when creating render data
WaterOwningZonePointerFixup108Water bodies before this version need to update their water zone on load since they won't have been serialized yet.
WaterBodyStaticMeshDuplicateTransient109Set flags on water static meshes to duplicate transient to avoid underlying static mesh duplication issue
MVVMConvertPropertyPathToSkeletalClass110Update paths to use the SkeletalClass
WaterBodyStaticMeshFixup111Fixup all flags/outering on static meshes on water bodies by rebuilding them completely
AnimGraphNodeBindingExtensions112Binding extensions for anim graph nodes
RigVMSaveDebugMapInGraphFunctionData113Function data stores a map from work to debug operands
FixMissingAnimGraphNodeBindingExtensions114Fix missing binding extensions for some anim graph nodes
ISMComponentEditableWhenInheritedSkipSerialization115EditableWhenInherited: Skip custom serialization on non Archetypes
LandscapeSupportPerComponentGrassTypes116GrassTypes are now per-component, rather than per-landscape proxy :
WorldPartitionDataLayersLogicOperatorAdded117World partition actor data layers activation logic operator support defaults for old maps
MovieSceneSortedBindings118Started sorting Possessables, Spawnables, and MovieSceneBindings for better search performance.
RemoveAnimCurveCompressionCodecInstanceGuid119Remove the UAnimCurveCompressionCodec::InstanceGuid which causes cook determinism issues
WorldPartitionHLODActorDescSerializeSourceHLODLayer120Serialize the source HLOD Layer for HLOD actor descriptors.
WorldPartitionHLODActorDescSerializeEditorBounds121Serialize custom editor bounds for HLOD actor descriptors.
LocalExposureDefaultChangeFrom1_Reverted122Changed default Local Exposure Contrast from 1.0 to 0.8 (reverted)
AddDataLayerInstanceExternalPackage123Added support of external packaging of Data Layer Instances
MVVMPropertyPathSelf124Update paths to keep a flag if they are the widget BP
AddDataflowObjectSerialization125Enabled ObjectPtr property serialization for Dataflow nodes
AnimNotifyAddRateScale126Add anim notify rate scaling, defaults to on for new content, off for old content
FixedTangentTransformForNonuniformBuildScale127Fix tangents for non-uniform build scales, and add a flag to optionally match the previous (incorrect) tangents
AnimNodeRootDefaultGroupChange128AnimNode Layers will now start in a Shared Group, instead of being each one on a different group at runtime
AnimNextMoveGraphsToEntries129Move AnimNext graphs to sub-entries of assets
AnimationSequenceCompressedDataRemoveDebugData130Removed debug information containing compressed data author, time etc. from animation DDC data as it introduces indeterminism
OrthographicCameraDefaultSettings131Changes to Orthographic Camera default settings
LandscapeAddedHLODSettings132Added settings to Landscape HLODs
MeshDescriptionForSkeletalMesh133Skeletal Mesh uses Mesh Description to store mesh bulk data.
SkeletalHalfEdgeData134Skeletal Mesh optionally cooks half edge data per lod
AnimNextCombineGraphContexts135Combine graph contexts for AnimNext graphs
AnimNextCombineParameterBlocksAndGraphs136Combine parameter blocks and graphs
AnimNextMoveWorkspaces137Move workspaces to a seperate plugin
LevelInstancePropertyOverrides138Level Instance Property overrides
VolumetricLightMapGridDescSupport139Added FVolumetricLightMapGridDesc in MapBuildData
IntroduceLandscapeEditLayerClass140Introduce new structure for customizing the landscape edit layer behavior
AnimNextWorkspaceEntryConversion141Change workspaces to store asset references as external objects
DataflowAnyTypeSupport142Add support for anytype in dataflow
PhysicsAssetUseManifoldFlags143Adding a new flag in RBAN Solver Setting to be able to use manifolds
SimAndQueryDataSupportInChaosVisualDebugger144Added support for to record sim and query data of Shape Instance data in CVD
ChaosClothAssetUSDImportNodeAddAssetDependencies145Add the imported asset dependencies to the Cloth Asset USD Import node
LumenRayLightingModeOverrideEnum146Changed HitLighting to HitLightingForReflections, and HitLighting now means hit lighting for entire Lumen
PCGPartitionActorDesc147PCGPartitionActorDesc
LandscapeTargetLayersInLandscapeActor148Target layers are now defined in the Landscape actor and not continuously synced from the assigned material.
LevelInstanceStaticLightingSupport150Changes for LevelInstance support in StaticLighting
PCGGridDescriptor151PCGGridDescriptor
AnimNextGraphAccessSpecifiers152AnimNext graphs now have public/private state
MaterialPixelDepthOffsetMode153Added a more stable pixel depth offset mode.
DataflowHideablePins154Added hideable pins to dataflow
ClothAssetSkeletalMeshMultiSectionImport155Added multiple section import to the cloth asset skeletal mesh import node
WorldPartitionActorDescSerializeEditorBounds156Serialize EditorBounds in WorldPartitionActorDesc
FixupLandscapeTargetLayersInLandscapeActor157Fixup for the data that has been damaged by LandscapeTargetLayersInLandscapeActor (loss of landscape layer info object assignments)
ChaosClothAllowZeroBucklingStiffness159Fix chaos cloth buckling stiffness parameter bug
LevelSequenceUpgradeDynamicBindings_NoOp160LevelSequenceUpgradeDynamicBindings was removed but was intended for this position. Putting this here to make sure versioning of subsequent assets remains the same
GameFeatureDataActionAddToFrontendDefaultToUnload161AddToFrontend GFA now defaults to unload plugin on exit frontend
LevelSequenceUpgradeDynamicBindings162Upgraded movie scene 'dynamic bindings' to use the new Custom Bindings system
ChaosStoreKinematicTargetRotationAsSinglePrecision163Changed the precision for the stored rotation on kinematic targets to match the precision used in particles
PCGApplyOnActorNodeMoveTargetActorEdgeToInput164PCG changes around the ApplyOnActor node, where we collapsed the TargetActor to the input pin.
TimelinePlayingStateTrackerDeprecation165Deprecation of the bPlaying flag on FTimeline struct types in favor of a better
MeshPaintTextureUsesEditorOnly166Enable SkipOnlyEditorOnly style cooking of UStaticMeshComponent::MeshPaintTexture
LandscapeBodyInstanceAsSharedProperty167Fixup and synchronize some landscape properties that have moved to the property sharing/overriding system :
AnimNextModuleRefactor168Multiple changes to AnimNext modules, variables etc.
SubsurfaceProfileGuid169Subsurface profile now has a guid to be able to select one of many in a Substrate material.
SolverIterationsDataSupportInChaosVisualDebugger170Added support for to record the new solver iteration settings in CVD