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 |