ObjectVersion

Namespace: UAssetAPI.UnrealTypes

An enum used to represent the global object version of UE4.

public enum ObjectVersion

Inheritance ObjectValueTypeEnumObjectVersion
Implements IComparable, IFormattable, IConvertible

Fields

NameValueDescription
UNKNOWN0
VER_UE4_OLDEST_LOADABLE_PACKAGE214
VER_UE4_BLUEPRINT_VARS_NOT_READ_ONLY215Removed restriction on blueprint-exposed variables from being read-only
VER_UE4_STATIC_MESH_STORE_NAV_COLLISION216Added manually serialized element to UStaticMesh (precalculated nav collision)
VER_UE4_ATMOSPHERIC_FOG_DECAY_NAME_CHANGE217Changed property name for atmospheric fog
VER_UE4_SCENECOMP_TRANSLATION_TO_LOCATION218Change many properties/functions from Translation to Location
VER_UE4_MATERIAL_ATTRIBUTES_REORDERING219Material attributes reordering
VER_UE4_COLLISION_PROFILE_SETTING220Collision Profile setting has been added, and all components that exists has to be properly upgraded
VER_UE4_BLUEPRINT_SKEL_TEMPORARY_TRANSIENT221Making the blueprint's skeleton class transient
VER_UE4_BLUEPRINT_SKEL_SERIALIZED_AGAIN222Making the blueprint's skeleton class serialized again
VER_UE4_BLUEPRINT_SETS_REPLICATION223Blueprint now controls replication settings again
VER_UE4_WORLD_LEVEL_INFO224Added level info used by World browser
VER_UE4_AFTER_CAPSULE_HALF_HEIGHT_CHANGE225Changed capsule height to capsule half-height (afterwards)
VER_UE4_ADDED_NAMESPACE_AND_KEY_DATA_TO_FTEXT226Added Namepace, GUID (Key) and Flags to FText
VER_UE4_ATTENUATION_SHAPES227Attenuation shapes
VER_UE4_LIGHTCOMPONENT_USE_IES_TEXTURE_MULTIPLIER_ON_NON_IES_BRIGHTNESS228Use IES texture multiplier even when IES brightness is not being used
VER_UE4_REMOVE_INPUT_COMPONENTS_FROM_BLUEPRINTS229Removed InputComponent as a blueprint addable component
VER_UE4_VARK2NODE_USE_MEMBERREFSTRUCT230Use an FMemberReference struct in UK2Node_Variable
VER_UE4_REFACTOR_MATERIAL_EXPRESSION_SCENECOLOR_AND_SCENEDEPTH_INPUTS231Refactored material expression inputs for UMaterialExpressionSceneColor and UMaterialExpressionSceneDepth
VER_UE4_SPLINE_MESH_ORIENTATION232Spline meshes changed from Z forwards to configurable
VER_UE4_REVERB_EFFECT_ASSET_TYPE233Added ReverbEffect asset type
VER_UE4_MAX_TEXCOORD_INCREASED234changed max texcoords from 4 to 8
VER_UE4_SPEEDTREE_STATICMESH235static meshes changed to support SpeedTrees
VER_UE4_LANDSCAPE_COMPONENT_LAZY_REFERENCES236Landscape component reference between landscape component and collision component
VER_UE4_SWITCH_CALL_NODE_TO_USE_MEMBER_REFERENCE237Refactored UK2Node_CallFunction to use FMemberReference
VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL238Added fixup step to remove skeleton class references from blueprint objects
VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL_SECOND_TIME239See above, take 2.
VER_UE4_BLUEPRINT_SKEL_CLASS_TRANSIENT_AGAIN240Making the skeleton class on blueprints transient
VER_UE4_ADD_COOKED_TO_UCLASS241UClass knows if it's been cooked
VER_UE4_DEPRECATED_STATIC_MESH_THUMBNAIL_PROPERTIES_REMOVED242Deprecated static mesh thumbnail properties were removed
VER_UE4_COLLECTIONS_IN_SHADERMAPID243Added collections in material shader map ids
VER_UE4_REFACTOR_MOVEMENT_COMPONENT_HIERARCHY244Renamed some Movement Component properties, added PawnMovementComponent
VER_UE4_FIX_TERRAIN_LAYER_SWITCH_ORDER245Swap UMaterialExpressionTerrainLayerSwitch::LayerUsed/LayerNotUsed the correct way round
VER_UE4_ALL_PROPS_TO_CONSTRAINTINSTANCE246Remove URB_ConstraintSetup
VER_UE4_LOW_QUALITY_DIRECTIONAL_LIGHTMAPS247Low quality directional lightmaps
VER_UE4_ADDED_NOISE_EMITTER_COMPONENT248Added NoiseEmitterComponent and removed related Pawn properties.
VER_UE4_ADD_TEXT_COMPONENT_VERTICAL_ALIGNMENT249Add text component vertical alignment
VER_UE4_ADDED_FBX_ASSET_IMPORT_DATA250Added AssetImportData for FBX asset types, deprecating SourceFilePath and SourceFileTimestamp
VER_UE4_REMOVE_LEVELBODYSETUP251Remove LevelBodySetup from ULevel
VER_UE4_REFACTOR_CHARACTER_CROUCH252Refactor character crouching
VER_UE4_SMALLER_DEBUG_MATERIALSHADER_UNIFORM_EXPRESSIONS253Trimmed down material shader debug information.
VER_UE4_APEX_CLOTH254APEX Clothing
VER_UE4_SAVE_COLLISIONRESPONSE_PER_CHANNEL255Change Collision Channel to save only modified ones than all of them.
Note!!! Once we pass this CL, we can rename FCollisionResponseContainer enum values.
We should rename to match ECollisionChannel
VER_UE4_ADDED_LANDSCAPE_SPLINE_EDITOR_MESH256Added Landscape Spline editor meshes
VER_UE4_CHANGED_MATERIAL_REFACTION_TYPE257Fixup input expressions for reading from refraction material attributes.
VER_UE4_REFACTOR_PROJECTILE_MOVEMENT258Refactor projectile movement, along with some other movement component work.
VER_UE4_REMOVE_PHYSICALMATERIALPROPERTY259Remove PhysicalMaterialProperty and replace with user defined enum
VER_UE4_PURGED_FMATERIAL_COMPILE_OUTPUTS260Removed all compile outputs from FMaterial
VER_UE4_ADD_COOKED_TO_LANDSCAPE261Ability to save cooked PhysX meshes to Landscape
VER_UE4_CONSUME_INPUT_PER_BIND262Change how input component consumption works
VER_UE4_SOUND_CLASS_GRAPH_EDITOR263Added new Graph based SoundClass Editor
VER_UE4_FIXUP_TERRAIN_LAYER_NODES264Fixed terrain layer node guids which was causing artifacts
VER_UE4_RETROFIT_CLAMP_EXPRESSIONS_SWAP265Added clamp min/max swap check to catch older materials
VER_UE4_REMOVE_LIGHT_MOBILITY_CLASSES266Remove static/movable/stationary light classes
VER_UE4_REFACTOR_PHYSICS_BLENDING267Refactor the way physics blending works to allow partial blending
VER_UE4_WORLD_LEVEL_INFO_UPDATED268WorldLevelInfo: Added reference to parent level and streaming distance
VER_UE4_STATIC_SKELETAL_MESH_SERIALIZATION_FIX269Fixed cooking of skeletal/static meshes due to bad serialization logic
VER_UE4_REMOVE_STATICMESH_MOBILITY_CLASSES270Removal of InterpActor and PhysicsActor
VER_UE4_REFACTOR_PHYSICS_TRANSFORMS271Refactor physics transforms
VER_UE4_REMOVE_ZERO_TRIANGLE_SECTIONS272Remove zero triangle sections from static meshes and compact material indices.
VER_UE4_CHARACTER_MOVEMENT_DECELERATION273Add param for deceleration in character movement instead of using acceleration.
VER_UE4_CAMERA_ACTOR_USING_CAMERA_COMPONENT274Made ACameraActor use a UCameraComponent for parameter storage, etc...
VER_UE4_CHARACTER_MOVEMENT_DEPRECATE_PITCH_ROLL275Deprecated some pitch/roll properties in CharacterMovementComponent
VER_UE4_REBUILD_TEXTURE_STREAMING_DATA_ON_LOAD276Rebuild texture streaming data on load for uncooked builds
VER_UE4_SUPPORT_32BIT_STATIC_MESH_INDICES277Add support for 32 bit index buffers for static meshes.
VER_UE4_ADDED_CHUNKID_TO_ASSETDATA_AND_UPACKAGE278Added streaming install ChunkID to AssetData and UPackage
VER_UE4_CHARACTER_DEFAULT_MOVEMENT_BINDINGS279Add flag to control whether Character blueprints receive default movement bindings.
VER_UE4_APEX_CLOTH_LOD280APEX Clothing LOD Info
VER_UE4_ATMOSPHERIC_FOG_CACHE_DATA281Added atmospheric fog texture data to be general
VAR_UE4_ARRAY_PROPERTY_INNER_TAGS282Arrays serialize their inner's tags
VER_UE4_KEEP_SKEL_MESH_INDEX_DATA283Skeletal mesh index data is kept in memory in game to support mesh merging.
VER_UE4_BODYSETUP_COLLISION_CONVERSION284Added compatibility for the body instance collision change
VER_UE4_REFLECTION_CAPTURE_COOKING285Reflection capture cooking
VER_UE4_REMOVE_DYNAMIC_VOLUME_CLASSES286Removal of DynamicTriggerVolume, DynamicBlockingVolume, DynamicPhysicsVolume
VER_UE4_STORE_HASCOOKEDDATA_FOR_BODYSETUP287Store an additional flag in the BodySetup to indicate whether there is any cooked data to load
VER_UE4_REFRACTION_BIAS_TO_REFRACTION_DEPTH_BIAS288Changed name of RefractionBias to RefractionDepthBias.
VER_UE4_REMOVE_SKELETALPHYSICSACTOR289Removal of SkeletalPhysicsActor
VER_UE4_PC_ROTATION_INPUT_REFACTOR290PlayerController rotation input refactor
VER_UE4_LANDSCAPE_PLATFORMDATA_COOKING291Landscape Platform Data cooking
VER_UE4_CREATEEXPORTS_CLASS_LINKING_FOR_BLUEPRINTS292Added call for linking classes in CreateExport to ensure memory is initialized properly
VER_UE4_REMOVE_NATIVE_COMPONENTS_FROM_BLUEPRINT_SCS293Remove native component nodes from the blueprint SimpleConstructionScript
VER_UE4_REMOVE_SINGLENODEINSTANCE294Removal of Single Node Instance
VER_UE4_CHARACTER_BRAKING_REFACTOR295Character movement braking changes
VER_UE4_VOLUME_SAMPLE_LOW_QUALITY_SUPPORT296Supported low quality lightmaps in volume samples
VER_UE4_SPLIT_TOUCH_AND_CLICK_ENABLES297Split bEnableTouchEvents out from bEnableClickEvents
VER_UE4_HEALTH_DEATH_REFACTOR298Health/Death refactor
VER_UE4_SOUND_NODE_ENVELOPER_CURVE_CHANGE299Moving USoundNodeEnveloper from UDistributionFloatConstantCurve to FRichCurve
VER_UE4_POINT_LIGHT_SOURCE_RADIUS300Moved SourceRadius to UPointLightComponent
VER_UE4_SCENE_CAPTURE_CAMERA_CHANGE301Scene capture actors based on camera actors.
VER_UE4_MOVE_SKELETALMESH_SHADOWCASTING302Moving SkeletalMesh shadow casting flag from LoD details to material
VER_UE4_CHANGE_SETARRAY_BYTECODE303Changing bytecode operators for creating arrays
VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES304Material Instances overriding base material properties.
VER_UE4_COMBINED_LIGHTMAP_TEXTURES305Combined top/bottom lightmap textures
VER_UE4_BUMPED_MATERIAL_EXPORT_GUIDS306Forced material lightmass guids to be regenerated
VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES307Allow overriding of parent class input bindings
VER_UE4_FIXUP_BODYSETUP_INVALID_CONVEX_TRANSFORM308Fix up convex invalid transform
VER_UE4_FIXUP_STIFFNESS_AND_DAMPING_SCALE309Fix up scale of physics stiffness and damping value
VER_UE4_REFERENCE_SKELETON_REFACTOR310Convert USkeleton and FBoneContrainer to using FReferenceSkeleton.
VER_UE4_K2NODE_REFERENCEGUIDS311Adding references to variable, function, and macro nodes to be able to update to renamed values
VER_UE4_FIXUP_ROOTBONE_PARENT312Fix up the 0th bone's parent bone index.
VER_UE4_TEXT_RENDER_COMPONENTS_WORLD_SPACE_SIZING313
VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_PHASE_2314Material Instances overriding base material properties #2.
VER_UE4_CLASS_NOTPLACEABLE_ADDED315CLASS_Placeable becomes CLASS_NotPlaceable
VER_UE4_WORLD_LEVEL_INFO_LOD_LIST316Added LOD info list to a world tile description
VER_UE4_CHARACTER_MOVEMENT_VARIABLE_RENAMING_1317CharacterMovement variable naming refactor
VER_UE4_FSLATESOUND_CONVERSION318FName properties containing sound names converted to FSlateSound properties
VER_UE4_WORLD_LEVEL_INFO_ZORDER319Added ZOrder to a world tile description
VER_UE4_PACKAGE_REQUIRES_LOCALIZATION_GATHER_FLAGGING320Added flagging of localization gather requirement to packages
VER_UE4_BP_ACTOR_VARIABLE_DEFAULT_PREVENTING321Preventing Blueprint Actor variables from having default values
VER_UE4_TEST_ANIMCOMP_CHANGE322Preventing Blueprint Actor variables from having default values
VER_UE4_EDITORONLY_BLUEPRINTS323Class as primary asset, name convention changed
VER_UE4_EDGRAPHPINTYPE_SERIALIZATION324Custom serialization for FEdGraphPinType
VER_UE4_NO_MIRROR_BRUSH_MODEL_COLLISION325Stop generating 'mirrored' cooked mesh for Brush and Model components
VER_UE4_CHANGED_CHUNKID_TO_BE_AN_ARRAY_OF_CHUNKIDS326Changed ChunkID to be an array of IDs.
VER_UE4_WORLD_NAMED_AFTER_PACKAGE327Worlds have been renamed from "TheWorld" to be named after the package containing them
VER_UE4_SKY_LIGHT_COMPONENT328Added sky light component
VER_UE4_WORLD_LAYER_ENABLE_DISTANCE_STREAMING329Added Enable distance streaming flag to FWorldTileLayer
VER_UE4_REMOVE_ZONES_FROM_MODEL330Remove visibility/zone information from UModel
VER_UE4_FIX_ANIMATIONBASEPOSE_SERIALIZATION331Fix base pose serialization
VER_UE4_SUPPORT_8_BONE_INFLUENCES_SKELETAL_MESHES332Support for up to 8 skinning influences per vertex on skeletal meshes (on non-gpu vertices)
VER_UE4_ADD_OVERRIDE_GRAVITY_FLAG333Add explicit bOverrideGravity to world settings
VER_UE4_SUPPORT_GPUSKINNING_8_BONE_INFLUENCES334Support for up to 8 skinning influences per vertex on skeletal meshes (on gpu vertices)
VER_UE4_ANIM_SUPPORT_NONUNIFORM_SCALE_ANIMATION335Supporting nonuniform scale animation
VER_UE4_ENGINE_VERSION_OBJECT336Engine version is stored as a FEngineVersion object rather than changelist number
VER_UE4_PUBLIC_WORLDS337World assets now have RF_Public
VER_UE4_SKELETON_GUID_SERIALIZATION338Skeleton Guid
VER_UE4_CHARACTER_MOVEMENT_WALKABLE_FLOOR_REFACTOR339Character movement WalkableFloor refactor
VER_UE4_INVERSE_SQUARED_LIGHTS_DEFAULT340Lights default to inverse squared
VER_UE4_DISABLED_SCRIPT_LIMIT_BYTECODE341Disabled SCRIPT_LIMIT_BYTECODE_TO_64KB
VER_UE4_PRIVATE_REMOTE_ROLE342Made remote role private, exposed bReplicates
VER_UE4_FOLIAGE_STATIC_MOBILITY343Fix up old foliage components to have static mobility (superseded by VER_UE4_FOLIAGE_MOVABLE_MOBILITY)
VER_UE4_BUILD_SCALE_VECTOR344Change BuildScale from a float to a vector
VER_UE4_FOLIAGE_COLLISION345After implementing foliage collision, need to disable collision on old foliage instances
VER_UE4_SKY_BENT_NORMAL346Added sky bent normal to indirect lighting cache
VER_UE4_LANDSCAPE_COLLISION_DATA_COOKING347Added cooking for landscape collision data
VER_UE4_MORPHTARGET_CPU_TANGENTZDELTA_FORMATCHANGE348Convert CPU tangent Z delta to vector from PackedNormal since we don't get any benefit other than memory
we still convert all to FVector in CPU time whenever any calculation
VER_UE4_SOFT_CONSTRAINTS_USE_MASS349Soft constraint limits will implicitly use the mass of the bodies
VER_UE4_REFLECTION_DATA_IN_PACKAGES350Reflection capture data saved in packages
VER_UE4_FOLIAGE_MOVABLE_MOBILITY351Fix up old foliage components to have movable mobility (superseded by VER_UE4_FOLIAGE_STATIC_LIGHTING_SUPPORT)
VER_UE4_UNDO_BREAK_MATERIALATTRIBUTES_CHANGE352Undo BreakMaterialAttributes changes as it broke old content
VER_UE4_ADD_CUSTOMPROFILENAME_CHANGE353Now Default custom profile name isn't NONE anymore due to copy/paste not working properly with it
VER_UE4_FLIP_MATERIAL_COORDS354Permanently flip and scale material expression coordinates
VER_UE4_MEMBERREFERENCE_IN_PINTYPE355PinSubCategoryMemberReference added to FEdGraphPinType
VER_UE4_VEHICLES_UNIT_CHANGE356Vehicles use Nm for Torque instead of cm and RPM instead of rad/s
VER_UE4_ANIMATION_REMOVE_NANS357removes NANs from all animations when loaded
now importing should detect NaNs, so we should not have NaNs in source data
VER_UE4_SKELETON_ASSET_PROPERTY_TYPE_CHANGE358Change skeleton preview attached assets property type
VER_UE4_FIX_BLUEPRINT_VARIABLE_FLAGS359Fix some blueprint variables that have the CPF_DisableEditOnTemplate flag set
when they shouldn't
VER_UE4_VEHICLES_UNIT_CHANGE2360Vehicles use Nm for Torque instead of cm and RPM instead of rad/s part two (missed conversion for some variables
VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING361Changed order of interface class serialization
VER_UE4_STATIC_MESH_SCREEN_SIZE_LODS362Change from LOD distances to display factors
VER_UE4_FIX_MATERIAL_COORDS363Requires test of material coords to ensure they're saved correctly
VER_UE4_SPEEDTREE_WIND_V7364Changed SpeedTree wind presets to v7
VER_UE4_LOAD_FOR_EDITOR_GAME365NeedsLoadForEditorGame added
VER_UE4_SERIALIZE_RICH_CURVE_KEY366Manual serialization of FRichCurveKey to save space
VER_UE4_MOVE_LANDSCAPE_MICS_AND_TEXTURES_WITHIN_LEVEL367Change the outer of ULandscapeMaterialInstanceConstants and Landscape-related textures to the level in which they reside
VER_UE4_FTEXT_HISTORY368FTexts have creation history data, removed Key, Namespaces, and SourceString
VER_UE4_FIX_MATERIAL_COMMENTS369Shift comments to the left to contain expressions properly
VER_UE4_STORE_BONE_EXPORT_NAMES370Bone names stored as FName means that we can't guarantee the correct case on export, now we store a separate string for export purposes only
VER_UE4_MESH_EMITTER_INITIAL_ORIENTATION_DISTRIBUTION371changed mesh emitter initial orientation to distribution
VER_UE4_DISALLOW_FOLIAGE_ON_BLUEPRINTS372Foliage on blueprints causes crashes
VER_UE4_FIXUP_MOTOR_UNITS373change motors to use revolutions per second instead of rads/second
VER_UE4_DEPRECATED_MOVEMENTCOMPONENT_MODIFIED_SPEEDS374deprecated MovementComponent functions including "ModifiedMaxSpeed" et al
VER_UE4_RENAME_CANBECHARACTERBASE375rename CanBeCharacterBase
VER_UE4_GAMEPLAY_TAG_CONTAINER_TAG_TYPE_CHANGE376Change GameplayTagContainers to have FGameplayTags instead of FNames; Required to fix-up native serialization
VER_UE4_FOLIAGE_SETTINGS_TYPE377Change from UInstancedFoliageSettings to UFoliageType, and change the api from being keyed on UStaticMesh* to UFoliageType*
VER_UE4_STATIC_SHADOW_DEPTH_MAPS378Lights serialize static shadow depth maps
VER_UE4_ADD_TRANSACTIONAL_TO_DATA_ASSETS379Add RF_Transactional to data assets, fixing undo problems when editing them
VER_UE4_ADD_LB_WEIGHTBLEND380Change LB_AlphaBlend to LB_WeightBlend in ELandscapeLayerBlendType
VER_UE4_ADD_ROOTCOMPONENT_TO_FOLIAGEACTOR381Add root component to an foliage actor, all foliage cluster components will be attached to a root
VER_UE4_FIX_MATERIAL_PROPERTY_OVERRIDE_SERIALIZE382FMaterialInstanceBasePropertyOverrides didn't use proper UObject serialize
VER_UE4_ADD_LINEAR_COLOR_SAMPLER383Addition of linear color sampler. color sample type is changed to linear sampler if source texture !sRGB
VER_UE4_ADD_STRING_ASSET_REFERENCES_MAP384Added StringAssetReferencesMap to support renames of FStringAssetReference properties.
VER_UE4_BLUEPRINT_USE_SCS_ROOTCOMPONENT_SCALE385Apply scale from SCS RootComponent details in the Blueprint Editor to new actor instances at construction time
VER_UE4_LEVEL_STREAMING_DRAW_COLOR_TYPE_CHANGE386Changed level streaming to have a linear color since the visualization doesn't gamma correct.
VER_UE4_CLEAR_NOTIFY_TRIGGERS387Cleared end triggers from non-state anim notifies
VER_UE4_SKELETON_ADD_SMARTNAMES388Convert old curve names stored in anim assets into skeleton smartnames
VER_UE4_ADDED_CURRENCY_CODE_TO_FTEXT389Added the currency code field to FTextHistory_AsCurrency
VER_UE4_ENUM_CLASS_SUPPORT390Added support for C++11 enum classes
VER_UE4_FIXUP_WIDGET_ANIMATION_CLASS391Fixup widget animation class
VER_UE4_SOUND_COMPRESSION_TYPE_ADDED392USoundWave objects now contain details about compression scheme used.
VER_UE4_AUTO_WELDING393Bodies will automatically weld when attached
VER_UE4_RENAME_CROUCHMOVESCHARACTERDOWN394Rename UCharacterMovementComponent::bCrouchMovesCharacterDown
VER_UE4_LIGHTMAP_MESH_BUILD_SETTINGS395Lightmap parameters in FMeshBuildSettings
VER_UE4_RENAME_SM3_TO_ES3_1396Rename SM3 to ES3_1 and updates featurelevel material node selector
VER_UE4_DEPRECATE_UMG_STYLE_ASSETS397Deprecated separate style assets for use in UMG
VER_UE4_POST_DUPLICATE_NODE_GUID398Duplicating Blueprints will regenerate NodeGuids after this version
VER_UE4_RENAME_CAMERA_COMPONENT_VIEW_ROTATION399Rename USpringArmComponent::bUseControllerViewRotation to bUsePawnViewRotation,
Rename UCameraComponent::bUseControllerViewRotation to bUsePawnViewRotation (and change the default value)
VER_UE4_CASE_PRESERVING_FNAME400Changed FName to be case preserving
VER_UE4_RENAME_CAMERA_COMPONENT_CONTROL_ROTATION401Rename USpringArmComponent::bUsePawnViewRotation to bUsePawnControlRotation,
Rename UCameraComponent::bUsePawnViewRotation to bUsePawnControlRotation
VER_UE4_FIX_REFRACTION_INPUT_MASKING402Fix bad refraction material attribute masks
VER_UE4_GLOBAL_EMITTER_SPAWN_RATE_SCALE403A global spawn rate for emitters.
VER_UE4_CLEAN_DESTRUCTIBLE_SETTINGS404Cleanup destructible mesh settings
VER_UE4_CHARACTER_MOVEMENT_UPPER_IMPACT_BEHAVIOR405CharacterMovementComponent refactor of AdjustUpperHemisphereImpact and deprecation of some associated vars.
VER_UE4_BP_MATH_VECTOR_EQUALITY_USES_EPSILON406Changed Blueprint math equality functions for vectors and rotators to operate as a "nearly" equals rather than "exact"
VER_UE4_FOLIAGE_STATIC_LIGHTING_SUPPORT407Static lighting support was re-added to foliage, and mobility was returned to static
VER_UE4_SLATE_COMPOSITE_FONTS408Added composite fonts to Slate font info
VER_UE4_REMOVE_SAVEGAMESUMMARY409Remove UDEPRECATED_SaveGameSummary, required for UWorld::Serialize
VER_UE4_REMOVE_SKELETALMESH_COMPONENT_BODYSETUP_SERIALIZATION410Remove bodyseutp serialization from skeletal mesh component
VER_UE4_SLATE_BULK_FONT_DATA411Made Slate font data use bulk data to store the embedded font data
VER_UE4_ADD_PROJECTILE_FRICTION_BEHAVIOR412Add new friction behavior in ProjectileMovementComponent.
VER_UE4_MOVEMENTCOMPONENT_AXIS_SETTINGS413Add axis settings enum to MovementComponent.
VER_UE4_GRAPH_INTERACTIVE_COMMENTBUBBLES414Switch to new interactive comments, requires boundry conversion to preserve previous states
VER_UE4_LANDSCAPE_SERIALIZE_PHYSICS_MATERIALS415Landscape serializes physical materials for collision objects
VER_UE4_RENAME_WIDGET_VISIBILITY416Rename Visiblity on widgets to Visibility
VER_UE4_ANIMATION_ADD_TRACKCURVES417add track curves for animation
VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL418Removed BranchingPoints from AnimMontages and converted them to regular AnimNotifies.
VER_UE4_BLUEPRINT_ENFORCE_CONST_IN_FUNCTION_OVERRIDES419Enforce const-correctness in Blueprint implementations of native C++ const class methods
VER_UE4_ADD_PIVOT_TO_WIDGET_COMPONENT420Added pivot to widget components, need to load old versions as a 0,0 pivot, new default is 0.5,0.5
VER_UE4_PAWN_AUTO_POSSESS_AI421Added finer control over when AI Pawns are automatically possessed. Also renamed Pawn.AutoPossess to Pawn.AutoPossessPlayer indicate this was a setting for players and not AI.
VER_UE4_FTEXT_HISTORY_DATE_TIMEZONE422Added serialization of timezone to FTextHistory for AsDate operations.
VER_UE4_SORT_ACTIVE_BONE_INDICES423Sort ActiveBoneIndices on lods so that we can avoid doing it at run time
VER_UE4_PERFRAME_MATERIAL_UNIFORM_EXPRESSIONS424Added per-frame material uniform expressions
VER_UE4_MIKKTSPACE_IS_DEFAULT425Make MikkTSpace the default tangent space calculation method for static meshes.
VER_UE4_LANDSCAPE_GRASS_COOKING426Only applies to cooked files, grass cooking support.
VER_UE4_FIX_SKEL_VERT_ORIENT_MESH_PARTICLES427Fixed code for using the bOrientMeshEmitters property.
VER_UE4_LANDSCAPE_STATIC_SECTION_OFFSET428Do not change landscape section offset on load under world composition
VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION429New options for navigation data runtime generation (static, modifiers only, dynamic)
VER_UE4_MATERIAL_MASKED_BLENDMODE_TIDY430Tidied up material's handling of masked blend mode.
VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7_DEPRECATED431Original version of VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7; renumbered to prevent blocking promotion in main.
VER_UE4_AFTER_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7_DEPRECATED432Original version of VER_UE4_AFTER_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7; renumbered to prevent blocking promotion in main.
VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7433After merging VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION into 4.7 branch
VER_UE4_AFTER_MERGING_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7434After merging VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION into 4.7 branch
VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA435Landscape grass weightmap data is now generated in the editor and serialized.
VER_UE4_OPTIONALLY_CLEAR_GPU_EMITTERS_ON_INIT436New property to optionally prevent gpu emitters clearing existing particles on Init().
VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA_MATERIAL_GUID437Also store the Material guid with the landscape grass data
VER_UE4_BLUEPRINT_GENERATED_CLASS_COMPONENT_TEMPLATES_PUBLIC438Make sure that all template components from blueprint generated classes are flagged as public
VER_UE4_ACTOR_COMPONENT_CREATION_METHOD439Split out creation method on ActorComponents to distinguish between native, instance, and simple or user construction script
VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE440K2Node_Event now uses FMemberReference for handling references
VER_UE4_STRUCT_GUID_IN_PROPERTY_TAG441FPropertyTag stores GUID of struct
VER_UE4_REMOVE_UNUSED_UPOLYS_FROM_UMODEL442Remove unused UPolys from UModel cooked content
VER_UE4_REBUILD_HIERARCHICAL_INSTANCE_TREES443This doesn't do anything except trigger a rebuild on HISMC cluster trees, in this case to get a good "occlusion query" level
VER_UE4_PACKAGE_SUMMARY_HAS_COMPATIBLE_ENGINE_VERSION444Package summary includes an CompatibleWithEngineVersion field, separately to the version it's saved with
VER_UE4_TRACK_UCS_MODIFIED_PROPERTIES445Track UCS modified properties on Actor Components
VER_UE4_LANDSCAPE_SPLINE_CROSS_LEVEL_MESHES446Allowed landscape spline meshes to be stored into landscape streaming levels rather than the spline's level
VER_UE4_DEPRECATE_USER_WIDGET_DESIGN_SIZE447Deprecate the variables used for sizing in the designer on UUserWidget
VER_UE4_ADD_EDITOR_VIEWS448Make the editor views array dynamically sized
VER_UE4_FOLIAGE_WITH_ASSET_OR_CLASS449Updated foliage to work with either FoliageType assets or blueprint classes
VER_UE4_BODYINSTANCE_BINARY_SERIALIZATION450Allows PhysicsSerializer to serialize shapes and actors for faster load times
VER_UE4_SERIALIZE_BLUEPRINT_EVENTGRAPH_FASTCALLS_IN_UFUNCTION451Added fastcall data serialization directly in UFunction
VER_UE4_INTERPCURVE_SUPPORTS_LOOPING452Changes to USplineComponent and FInterpCurve
VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_DITHERED_LOD_TRANSITION453Material Instances overriding base material LOD transitions
VER_UE4_SERIALIZE_LANDSCAPE_ES2_TEXTURES454Serialize ES2 textures separately rather than overwriting the properties used on other platforms
VER_UE4_CONSTRAINT_INSTANCE_MOTOR_FLAGS455Constraint motor velocity is broken into per-component
VER_UE4_SERIALIZE_PINTYPE_CONST456Serialize bIsConst in FEdGraphPinType
VER_UE4_LIBRARY_CATEGORIES_AS_FTEXT457Change UMaterialFunction::LibraryCategories to LibraryCategoriesText (old assets were saved before auto-conversion of FArrayProperty was possible)
VER_UE4_SKIP_DUPLICATE_EXPORTS_ON_SAVE_PACKAGE458Check for duplicate exports while saving packages.
VER_UE4_SERIALIZE_TEXT_IN_PACKAGES459Pre-gathering of gatherable, localizable text in packages to optimize text gathering operation times
VER_UE4_ADD_BLEND_MODE_TO_WIDGET_COMPONENT460Added pivot to widget components, need to load old versions as a 0,0 pivot, new default is 0.5,0.5
VER_UE4_NEW_LIGHTMASS_PRIMITIVE_SETTING461Added lightmass primitive setting
VER_UE4_REPLACE_SPRING_NOZ_PROPERTY462Deprecate NoZSpring property on spring nodes to be replaced with TranslateZ property
VER_UE4_TIGHTLY_PACKED_ENUMS463Keep enums tight and serialize their values as pairs of FName and value. Don't insert dummy values.
VER_UE4_ASSET_IMPORT_DATA_AS_JSON464Changed Asset import data to serialize file meta data as JSON
VER_UE4_TEXTURE_LEGACY_GAMMA465Legacy gamma support for textures.
VER_UE4_ADDED_NATIVE_SERIALIZATION_FOR_IMMUTABLE_STRUCTURES466Added WithSerializer for basic native structures like FVector, FColor etc to improve serialization performance
VER_UE4_DEPRECATE_UMG_STYLE_OVERRIDES467Deprecated attributes that override the style on UMG widgets
VER_UE4_STATIC_SHADOWMAP_PENUMBRA_SIZE468Shadowmap penumbra size stored
VER_UE4_NIAGARA_DATA_OBJECT_DEV_UI_FIX469Fix BC on Niagara effects from the data object and dev UI changes.
VER_UE4_FIXED_DEFAULT_ORIENTATION_OF_WIDGET_COMPONENT470Fixed the default orientation of widget component so it faces down +x
VER_UE4_REMOVED_MATERIAL_USED_WITH_UI_FLAG471Removed bUsedWithUI flag from UMaterial and replaced it with a new material domain for UI
VER_UE4_CHARACTER_MOVEMENT_ADD_BRAKING_FRICTION472Added braking friction separate from turning friction.
VER_UE4_BSP_UNDO_FIX473Removed TTransArrays from UModel
VER_UE4_DYNAMIC_PARAMETER_DEFAULT_VALUE474Added default value to dynamic parameter.
VER_UE4_STATIC_MESH_EXTENDED_BOUNDS475Added ExtendedBounds to StaticMesh
VER_UE4_ADDED_NON_LINEAR_TRANSITION_BLENDS476Added non-linear blending to anim transitions, deprecating old types
VER_UE4_AO_MATERIAL_MASK477AO Material Mask texture
VER_UE4_NAVIGATION_AGENT_SELECTOR478Replaced navigation agents selection with single structure
VER_UE4_MESH_PARTICLE_COLLISIONS_CONSIDER_PARTICLE_SIZE479Mesh particle collisions consider particle size.
VER_UE4_BUILD_MESH_ADJ_BUFFER_FLAG_EXPOSED480Adjacency buffer building no longer automatically handled based on triangle count, user-controlled
VER_UE4_MAX_ANGULAR_VELOCITY_DEFAULT481Change the default max angular velocity
VER_UE4_APEX_CLOTH_TESSELLATION482Build Adjacency index buffer for clothing tessellation
VER_UE4_DECAL_SIZE483Added DecalSize member, solved backward compatibility
VER_UE4_KEEP_ONLY_PACKAGE_NAMES_IN_STRING_ASSET_REFERENCES_MAP484Keep only package names in StringAssetReferencesMap
VER_UE4_COOKED_ASSETS_IN_EDITOR_SUPPORT485Support sound cue not saving out editor only data
VER_UE4_DIALOGUE_WAVE_NAMESPACE_AND_CONTEXT_CHANGES486Updated dialogue wave localization gathering logic.
VER_UE4_MAKE_ROT_RENAME_AND_REORDER487Renamed MakeRot MakeRotator and rearranged parameters.
VER_UE4_K2NODE_VAR_REFERENCEGUIDS488K2Node_Variable will properly have the VariableReference Guid set if available
VER_UE4_SOUND_CONCURRENCY_PACKAGE489Added support for sound concurrency settings structure and overrides
VER_UE4_USERWIDGET_DEFAULT_FOCUSABLE_FALSE490Changing the default value for focusable user widgets to false
VER_UE4_BLUEPRINT_CUSTOM_EVENT_CONST_INPUT491Custom event nodes implicitly set 'const' on array and non-array pass-by-reference input params
VER_UE4_USE_LOW_PASS_FILTER_FREQ492Renamed HighFrequencyGain to LowPassFilterFrequency
VER_UE4_NO_ANIM_BP_CLASS_IN_GAMEPLAY_CODE493UAnimBlueprintGeneratedClass can be replaced by a dynamic class. Use TSubclassOf UAnimInstance instead.
VER_UE4_SCS_STORES_ALLNODES_ARRAY494The SCS keeps a list of all nodes in its hierarchy rather than recursively building it each time it is requested
VER_UE4_FBX_IMPORT_DATA_RANGE_ENCAPSULATION495Moved StartRange and EndRange in UFbxAnimSequenceImportData to use FInt32Interval
VER_UE4_CAMERA_COMPONENT_ATTACH_TO_ROOT496Adding a new root scene component to camera component
VER_UE4_INSTANCED_STEREO_UNIFORM_UPDATE497Updating custom material expression nodes for instanced stereo implementation
VER_UE4_STREAMABLE_TEXTURE_MIN_MAX_DISTANCE498Texture streaming min and max distance to handle HLOD
VER_UE4_INJECT_BLUEPRINT_STRUCT_PIN_CONVERSION_NODES499Fixing up invalid struct-to-struct pin connections by injecting available conversion nodes
VER_UE4_INNER_ARRAY_TAG_INFO500Saving tag data for Array Property's inner property
VER_UE4_FIX_SLOT_NAME_DUPLICATION501Fixed duplicating slot node names in skeleton due to skeleton preload on compile
VER_UE4_STREAMABLE_TEXTURE_AABB502Texture streaming using AABBs instead of Spheres
VER_UE4_PROPERTY_GUID_IN_PROPERTY_TAG503FPropertyTag stores GUID of property
VER_UE4_NAME_HASHES_SERIALIZED504Name table hashes are calculated and saved out rather than at load time
VER_UE4_INSTANCED_STEREO_UNIFORM_REFACTOR505Updating custom material expression nodes for instanced stereo implementation refactor
VER_UE4_COMPRESSED_SHADER_RESOURCES506Added compression to the shader resource for memory savings
VER_UE4_PRELOAD_DEPENDENCIES_IN_COOKED_EXPORTS507Cooked files contain the dependency graph for the event driven loader (the serialization is largely independent of the use of the new loader)
VER_UE4_TemplateIndex_IN_COOKED_EXPORTS508Cooked files contain the TemplateIndex used by the event driven loader (the serialization is largely independent of the use of the new loader, i.e. this will be null if cooking for the old loader)
VER_UE4_PROPERTY_TAG_SET_MAP_SUPPORT509FPropertyTag includes contained type(s) for Set and Map properties
VER_UE4_ADDED_SEARCHABLE_NAMES510Added SearchableNames to the package summary and asset registry
VER_UE4_64BIT_EXPORTMAP_SERIALSIZES511Increased size of SerialSize and SerialOffset in export map entries to 64 bit, allow support for bigger files
VER_UE4_SKYLIGHT_MOBILE_IRRADIANCE_MAP512Sky light stores IrradianceMap for mobile renderer.
VER_UE4_ADDED_SWEEP_WHILE_WALKING_FLAG513Added flag to control sweep behavior while walking in UCharacterMovementComponent.
VER_UE4_ADDED_SOFT_OBJECT_PATH514StringAssetReference changed to SoftObjectPath and swapped to serialize as a name+string instead of a string
VER_UE4_POINTLIGHT_SOURCE_ORIENTATION515Changed the source orientation of point lights to match spot lights (z axis)
VER_UE4_ADDED_PACKAGE_SUMMARY_LOCALIZATION_ID516LocalizationId has been added to the package summary (editor-only)
VER_UE4_FIX_WIDE_STRING_CRC517Fixed case insensitive hashes of wide strings containing character values from 128-255
VER_UE4_ADDED_PACKAGE_OWNER518Added package owner to allow private references
VER_UE4_SKINWEIGHT_PROFILE_DATA_LAYOUT_CHANGES519Changed the data layout for skin weight profile data
VER_UE4_NON_OUTER_PACKAGE_IMPORT520Added import that can have package different than their outer
VER_UE4_ASSETREGISTRY_DEPENDENCYFLAGS521Added DependencyFlags to AssetRegistry
VER_UE4_CORRECT_LICENSEE_FLAG522Fixed corrupt licensee flag in 4.26 assets
VER_UE4_AUTOMATIC_VERSION_PLUS_ONE523
VER_UE4_AUTOMATIC_VERSION522The newest specified version of the Unreal Engine.