EUnrealEngineObjectUE4Version

Windows
MacOS
Linux

References

Module

Core

Header

/Engine/Source/Runtime/Core/Public/UObject/ObjectVersion.h

Include

#include "UObject/ObjectVersion.h"

Syntax

enum EUnrealEngineObjectUE4Version
{
    VER_UE4_OLDEST_LOADABLE_PACKAGE                                              = 214,
    VER_UE4_BLUEPRINT_VARS_NOT_READ_ONLY,
    VER_UE4_STATIC_MESH_STORE_NAV_COLLISION,
    VER_UE4_ATMOSPHERIC_FOG_DECAY_NAME_CHANGE,
    VER_UE4_SCENECOMP_TRANSLATION_TO_LOCATION,
    VER_UE4_MATERIAL_ATTRIBUTES_REORDERING,
    VER_UE4_COLLISION_PROFILE_SETTING,
    VER_UE4_BLUEPRINT_SKEL_TEMPORARY_TRANSIENT,
    VER_UE4_BLUEPRINT_SKEL_SERIALIZED_AGAIN,
    VER_UE4_BLUEPRINT_SETS_REPLICATION,
    VER_UE4_WORLD_LEVEL_INFO,
    VER_UE4_AFTER_CAPSULE_HALF_HEIGHT_CHANGE,
    VER_UE4_ADDED_NAMESPACE_AND_KEY_DATA_TO_FTEXT,
    VER_UE4_ATTENUATION_SHAPES,
    VER_UE4_LIGHTCOMPONENT_USE_IES_TEXTURE_MULTIPLIER_ON_NON_IES_BRIGHTNESS,
    VER_UE4_REMOVE_INPUT_COMPONENTS_FROM_BLUEPRINTS,
    VER_UE4_VARK2NODE_USE_MEMBERREFSTRUCT,
    VER_UE4_REFACTOR_MATERIAL_EXPRESSION_SCENECOLOR_AND_SCENEDEPTH_INPUTS,
    VER_UE4_SPLINE_MESH_ORIENTATION,
    VER_UE4_REVERB_EFFECT_ASSET_TYPE,
    VER_UE4_MAX_TEXCOORD_INCREASED,
    VER_UE4_SPEEDTREE_STATICMESH,
    VER_UE4_LANDSCAPE_COMPONENT_LAZY_REFERENCES,
    VER_UE4_SWITCH_CALL_NODE_TO_USE_MEMBER_REFERENCE,
    VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL,
    VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL_SECOND_TIME,
    VER_UE4_BLUEPRINT_SKEL_CLASS_TRANSIENT_AGAIN,
    VER_UE4_ADD_COOKED_TO_UCLASS,
    VER_UE4_DEPRECATED_STATIC_MESH_THUMBNAIL_PROPERTIES_REMOVED,
    VER_UE4_COLLECTIONS_IN_SHADERMAPID,
    VER_UE4_REFACTOR_MOVEMENT_COMPONENT_HIERARCHY,
    VER_UE4_FIX_TERRAIN_LAYER_SWITCH_ORDER,
    VER_UE4_ALL_PROPS_TO_CONSTRAINTINSTANCE,
    VER_UE4_LOW_QUALITY_DIRECTIONAL_LIGHTMAPS,
    VER_UE4_ADDED_NOISE_EMITTER_COMPONENT,
    VER_UE4_ADD_TEXT_COMPONENT_VERTICAL_ALIGNMENT,
    VER_UE4_ADDED_FBX_ASSET_IMPORT_DATA,
    VER_UE4_REMOVE_LEVELBODYSETUP,
    VER_UE4_REFACTOR_CHARACTER_CROUCH,
    VER_UE4_SMALLER_DEBUG_MATERIALSHADER_UNIFORM_EXPRESSIONS,
    VER_UE4_APEX_CLOTH,
    VER_UE4_SAVE_COLLISIONRESPONSE_PER_CHANNEL,
    VER_UE4_ADDED_LANDSCAPE_SPLINE_EDITOR_MESH,
    VER_UE4_CHANGED_MATERIAL_REFACTION_TYPE,
    VER_UE4_REFACTOR_PROJECTILE_MOVEMENT,
    VER_UE4_REMOVE_PHYSICALMATERIALPROPERTY,
    VER_UE4_PURGED_FMATERIAL_COMPILE_OUTPUTS,
    VER_UE4_ADD_COOKED_TO_LANDSCAPE,
    VER_UE4_CONSUME_INPUT_PER_BIND,
    VER_UE4_SOUND_CLASS_GRAPH_EDITOR,
    VER_UE4_FIXUP_TERRAIN_LAYER_NODES,
    VER_UE4_RETROFIT_CLAMP_EXPRESSIONS_SWAP,
    VER_UE4_REMOVE_LIGHT_MOBILITY_CLASSES,
    VER_UE4_REFACTOR_PHYSICS_BLENDING,
    VER_UE4_WORLD_LEVEL_INFO_UPDATED,
    VER_UE4_STATIC_SKELETAL_MESH_SERIALIZATION_FIX,
    VER_UE4_REMOVE_STATICMESH_MOBILITY_CLASSES,
    VER_UE4_REFACTOR_PHYSICS_TRANSFORMS,
    VER_UE4_REMOVE_ZERO_TRIANGLE_SECTIONS,
    VER_UE4_CHARACTER_MOVEMENT_DECELERATION,
    VER_UE4_CAMERA_ACTOR_USING_CAMERA_COMPONENT,
    VER_UE4_CHARACTER_MOVEMENT_DEPRECATE_PITCH_ROLL,
    VER_UE4_REBUILD_TEXTURE_STREAMING_DATA_ON_LOAD,
    VER_UE4_SUPPORT_32BIT_STATIC_MESH_INDICES,
    VER_UE4_ADDED_CHUNKID_TO_ASSETDATA_AND_UPACKAGE,
    VER_UE4_CHARACTER_DEFAULT_MOVEMENT_BINDINGS,
    VER_UE4_APEX_CLOTH_LOD,
    VER_UE4_ATMOSPHERIC_FOG_CACHE_DATA,
    VAR_UE4_ARRAY_PROPERTY_INNER_TAGS,
    VER_UE4_KEEP_SKEL_MESH_INDEX_DATA,
    VER_UE4_BODYSETUP_COLLISION_CONVERSION,
    VER_UE4_REFLECTION_CAPTURE_COOKING,
    VER_UE4_REMOVE_DYNAMIC_VOLUME_CLASSES,
    VER_UE4_STORE_HASCOOKEDDATA_FOR_BODYSETUP,
    VER_UE4_REFRACTION_BIAS_TO_REFRACTION_DEPTH_BIAS,
    VER_UE4_REMOVE_SKELETALPHYSICSACTOR,
    VER_UE4_PC_ROTATION_INPUT_REFACTOR,
    VER_UE4_LANDSCAPE_PLATFORMDATA_COOKING,
    VER_UE4_CREATEEXPORTS_CLASS_LINKING_FOR_BLUEPRINTS,
    VER_UE4_REMOVE_NATIVE_COMPONENTS_FROM_BLUEPRINT_SCS,
    VER_UE4_REMOVE_SINGLENODEINSTANCE,
    VER_UE4_CHARACTER_BRAKING_REFACTOR,
    VER_UE4_VOLUME_SAMPLE_LOW_QUALITY_SUPPORT,
    VER_UE4_SPLIT_TOUCH_AND_CLICK_ENABLES,
    VER_UE4_HEALTH_DEATH_REFACTOR,
    VER_UE4_SOUND_NODE_ENVELOPER_CURVE_CHANGE,
    VER_UE4_POINT_LIGHT_SOURCE_RADIUS,
    VER_UE4_SCENE_CAPTURE_CAMERA_CHANGE,
    VER_UE4_MOVE_SKELETALMESH_SHADOWCASTING,
    VER_UE4_CHANGE_SETARRAY_BYTECODE,
    VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES,
    VER_UE4_COMBINED_LIGHTMAP_TEXTURES,
    VER_UE4_BUMPED_MATERIAL_EXPORT_GUIDS,
    VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES,
    VER_UE4_FIXUP_BODYSETUP_INVALID_CONVEX_TRANSFORM,
    VER_UE4_FIXUP_STIFFNESS_AND_DAMPING_SCALE,
    VER_UE4_REFERENCE_SKELETON_REFACTOR,
    VER_UE4_K2NODE_REFERENCEGUIDS,
    VER_UE4_FIXUP_ROOTBONE_PARENT,
    VER_UE4_TEXT_RENDER_COMPONENTS_WORLD_SPACE_SIZING,
    VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_PHASE_2,
    VER_UE4_CLASS_NOTPLACEABLE_ADDED,
    VER_UE4_WORLD_LEVEL_INFO_LOD_LIST,
    VER_UE4_CHARACTER_MOVEMENT_VARIABLE_RENAMING_1,
    VER_UE4_FSLATESOUND_CONVERSION,
    VER_UE4_WORLD_LEVEL_INFO_ZORDER,
    VER_UE4_PACKAGE_REQUIRES_LOCALIZATION_GATHER_FLAGGING,
    VER_UE4_BP_ACTOR_VARIABLE_DEFAULT_PREVENTING,
    VER_UE4_TEST_ANIMCOMP_CHANGE,
    VER_UE4_EDITORONLY_BLUEPRINTS,
    VER_UE4_EDGRAPHPINTYPE_SERIALIZATION,
    VER_UE4_NO_MIRROR_BRUSH_MODEL_COLLISION,
    VER_UE4_CHANGED_CHUNKID_TO_BE_AN_ARRAY_OF_CHUNKIDS,
    VER_UE4_WORLD_NAMED_AFTER_PACKAGE,
    VER_UE4_SKY_LIGHT_COMPONENT,
    VER_UE4_WORLD_LAYER_ENABLE_DISTANCE_STREAMING,
    VER_UE4_REMOVE_ZONES_FROM_MODEL,
    VER_UE4_FIX_ANIMATIONBASEPOSE_SERIALIZATION,
    VER_UE4_SUPPORT_8_BONE_INFLUENCES_SKELETAL_MESHES,
    VER_UE4_ADD_OVERRIDE_GRAVITY_FLAG,
    VER_UE4_SUPPORT_GPUSKINNING_8_BONE_INFLUENCES,
    VER_UE4_ANIM_SUPPORT_NONUNIFORM_SCALE_ANIMATION,
    VER_UE4_ENGINE_VERSION_OBJECT,
    VER_UE4_PUBLIC_WORLDS,
    VER_UE4_SKELETON_GUID_SERIALIZATION,
    VER_UE4_CHARACTER_MOVEMENT_WALKABLE_FLOOR_REFACTOR,
    VER_UE4_INVERSE_SQUARED_LIGHTS_DEFAULT,
    VER_UE4_DISABLED_SCRIPT_LIMIT_BYTECODE,
    VER_UE4_PRIVATE_REMOTE_ROLE,
    VER_UE4_FOLIAGE_STATIC_MOBILITY,
    VER_UE4_BUILD_SCALE_VECTOR,
    VER_UE4_FOLIAGE_COLLISION,
    VER_UE4_SKY_BENT_NORMAL,
    VER_UE4_LANDSCAPE_COLLISION_DATA_COOKING,
    VER_UE4_MORPHTARGET_CPU_TANGENTZDELTA_FORMATCHANGE,
    VER_UE4_SOFT_CONSTRAINTS_USE_MASS,
    VER_UE4_REFLECTION_DATA_IN_PACKAGES,
    VER_UE4_FOLIAGE_MOVABLE_MOBILITY,
    VER_UE4_UNDO_BREAK_MATERIALATTRIBUTES_CHANGE,
    VER_UE4_ADD_CUSTOMPROFILENAME_CHANGE,
    VER_UE4_FLIP_MATERIAL_COORDS,
    VER_UE4_MEMBERREFERENCE_IN_PINTYPE,
    VER_UE4_VEHICLES_UNIT_CHANGE,
    VER_UE4_ANIMATION_REMOVE_NANS,
    VER_UE4_SKELETON_ASSET_PROPERTY_TYPE_CHANGE,
    VER_UE4_FIX_BLUEPRINT_VARIABLE_FLAGS,
    VER_UE4_VEHICLES_UNIT_CHANGE2,
    VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING,
    VER_UE4_STATIC_MESH_SCREEN_SIZE_LODS,
    VER_UE4_FIX_MATERIAL_COORDS,
    VER_UE4_SPEEDTREE_WIND_V7,
    VER_UE4_LOAD_FOR_EDITOR_GAME,
    VER_UE4_SERIALIZE_RICH_CURVE_KEY,
    VER_UE4_MOVE_LANDSCAPE_MICS_AND_TEXTURES_WITHIN_LEVEL,
    VER_UE4_FTEXT_HISTORY,
    VER_UE4_FIX_MATERIAL_COMMENTS,
    VER_UE4_STORE_BONE_EXPORT_NAMES,
    VER_UE4_MESH_EMITTER_INITIAL_ORIENTATION_DISTRIBUTION,
    VER_UE4_DISALLOW_FOLIAGE_ON_BLUEPRINTS,
    VER_UE4_FIXUP_MOTOR_UNITS,
    VER_UE4_DEPRECATED_MOVEMENTCOMPONENT_MODIFIED_SPEEDS,
    VER_UE4_RENAME_CANBECHARACTERBASE,
    VER_UE4_GAMEPLAY_TAG_CONTAINER_TAG_TYPE_CHANGE,
    VER_UE4_FOLIAGE_SETTINGS_TYPE,
    VER_UE4_STATIC_SHADOW_DEPTH_MAPS,
    VER_UE4_ADD_TRANSACTIONAL_TO_DATA_ASSETS,
    VER_UE4_ADD_LB_WEIGHTBLEND,
    VER_UE4_ADD_ROOTCOMPONENT_TO_FOLIAGEACTOR,
    VER_UE4_FIX_MATERIAL_PROPERTY_OVERRIDE_SERIALIZE,
    VER_UE4_ADD_LINEAR_COLOR_SAMPLER,
    VER_UE4_ADD_STRING_ASSET_REFERENCES_MAP,
    VER_UE4_BLUEPRINT_USE_SCS_ROOTCOMPONENT_SCALE,
    VER_UE4_LEVEL_STREAMING_DRAW_COLOR_TYPE_CHANGE,
    VER_UE4_CLEAR_NOTIFY_TRIGGERS,
    VER_UE4_SKELETON_ADD_SMARTNAMES,
    VER_UE4_ADDED_CURRENCY_CODE_TO_FTEXT,
    VER_UE4_ENUM_CLASS_SUPPORT,
    VER_UE4_FIXUP_WIDGET_ANIMATION_CLASS,
    VER_UE4_SOUND_COMPRESSION_TYPE_ADDED,
    VER_UE4_AUTO_WELDING,
    VER_UE4_RENAME_CROUCHMOVESCHARACTERDOWN,
    VER_UE4_LIGHTMAP_MESH_BUILD_SETTINGS,
    VER_UE4_RENAME_SM3_TO_ES3_1,
    VER_UE4_DEPRECATE_UMG_STYLE_ASSETS,
    VER_UE4_POST_DUPLICATE_NODE_GUID,
    VER_UE4_RENAME_CAMERA_COMPONENT_VIEW_ROTATION,
    VER_UE4_CASE_PRESERVING_FNAME,
    VER_UE4_RENAME_CAMERA_COMPONENT_CONTROL_ROTATION,
    VER_UE4_FIX_REFRACTION_INPUT_MASKING,
    VER_UE4_GLOBAL_EMITTER_SPAWN_RATE_SCALE,
    VER_UE4_CLEAN_DESTRUCTIBLE_SETTINGS,
    VER_UE4_CHARACTER_MOVEMENT_UPPER_IMPACT_BEHAVIOR,
    VER_UE4_BP_MATH_VECTOR_EQUALITY_USES_EPSILON,
    VER_UE4_FOLIAGE_STATIC_LIGHTING_SUPPORT,
    VER_UE4_SLATE_COMPOSITE_FONTS,
    VER_UE4_REMOVE_SAVEGAMESUMMARY,
    VER_UE4_REMOVE_SKELETALMESH_COMPONENT_BODYSETUP_SERIALIZATION,
    VER_UE4_SLATE_BULK_FONT_DATA,
    VER_UE4_ADD_PROJECTILE_FRICTION_BEHAVIOR,
    VER_UE4_MOVEMENTCOMPONENT_AXIS_SETTINGS,
    VER_UE4_GRAPH_INTERACTIVE_COMMENTBUBBLES,
    VER_UE4_LANDSCAPE_SERIALIZE_PHYSICS_MATERIALS,
    VER_UE4_RENAME_WIDGET_VISIBILITY,
    VER_UE4_ANIMATION_ADD_TRACKCURVES,
    VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL,
    VER_UE4_BLUEPRINT_ENFORCE_CONST_IN_FUNCTION_OVERRIDES,
    VER_UE4_ADD_PIVOT_TO_WIDGET_COMPONENT,
    VER_UE4_PAWN_AUTO_POSSESS_AI,
    VER_UE4_FTEXT_HISTORY_DATE_TIMEZONE,
    VER_UE4_SORT_ACTIVE_BONE_INDICES,
    VER_UE4_PERFRAME_MATERIAL_UNIFORM_EXPRESSIONS,
    VER_UE4_MIKKTSPACE_IS_DEFAULT,
    VER_UE4_LANDSCAPE_GRASS_COOKING,
    VER_UE4_FIX_SKEL_VERT_ORIENT_MESH_PARTICLES,
    VER_UE4_LANDSCAPE_STATIC_SECTION_OFFSET,
    VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION,
    VER_UE4_MATERIAL_MASKED_BLENDMODE_TIDY,
    VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7_DEPRECATED,
    VER_UE4_AFTER_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7_DEPRECATED,
    VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7,
    VER_UE4_AFTER_MERGING_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7,
    VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA,
    VER_UE4_OPTIONALLY_CLEAR_GPU_EMITTERS_ON_INIT,
    VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA_MATERIAL_GUID,
    VER_UE4_BLUEPRINT_GENERATED_CLASS_COMPONENT_TEMPLATES_PUBLIC,
    VER_UE4_ACTOR_COMPONENT_CREATION_METHOD,
    VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE,
    VER_UE4_STRUCT_GUID_IN_PROPERTY_TAG,
    VER_UE4_REMOVE_UNUSED_UPOLYS_FROM_UMODEL,
    VER_UE4_REBUILD_HIERARCHICAL_INSTANCE_TREES,
    VER_UE4_PACKAGE_SUMMARY_HAS_COMPATIBLE_ENGINE_VERSION,
    VER_UE4_TRACK_UCS_MODIFIED_PROPERTIES,
    VER_UE4_LANDSCAPE_SPLINE_CROSS_LEVEL_MESHES,
    VER_UE4_DEPRECATE_USER_WIDGET_DESIGN_SIZE,
    VER_UE4_ADD_EDITOR_VIEWS,
    VER_UE4_FOLIAGE_WITH_ASSET_OR_CLASS,
    VER_UE4_BODYINSTANCE_BINARY_SERIALIZATION,
    VER_UE4_SERIALIZE_BLUEPRINT_EVENTGRAPH_FASTCALLS_IN_UFUNCTION,
    VER_UE4_INTERPCURVE_SUPPORTS_LOOPING,
    VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_DITHERED_LOD_TRANSITION,
    VER_UE4_SERIALIZE_LANDSCAPE_ES2_TEXTURES,
    VER_UE4_CONSTRAINT_INSTANCE_MOTOR_FLAGS,
    VER_UE4_SERIALIZE_PINTYPE_CONST,
    VER_UE4_LIBRARY_CATEGORIES_AS_FTEXT,
    VER_UE4_SKIP_DUPLICATE_EXPORTS_ON_SAVE_PACKAGE,
    VER_UE4_SERIALIZE_TEXT_IN_PACKAGES,
    VER_UE4_ADD_BLEND_MODE_TO_WIDGET_COMPONENT,
    VER_UE4_NEW_LIGHTMASS_PRIMITIVE_SETTING,
    VER_UE4_REPLACE_SPRING_NOZ_PROPERTY,
    VER_UE4_TIGHTLY_PACKED_ENUMS,
    VER_UE4_ASSET_IMPORT_DATA_AS_JSON,
    VER_UE4_TEXTURE_LEGACY_GAMMA,
    VER_UE4_ADDED_NATIVE_SERIALIZATION_FOR_IMMUTABLE_STRUCTURES,
    VER_UE4_DEPRECATE_UMG_STYLE_OVERRIDES,
    VER_UE4_STATIC_SHADOWMAP_PENUMBRA_SIZE,
    VER_UE4_NIAGARA_DATA_OBJECT_DEV_UI_FIX,
    VER_UE4_FIXED_DEFAULT_ORIENTATION_OF_WIDGET_COMPONENT,
    VER_UE4_REMOVED_MATERIAL_USED_WITH_UI_FLAG,
    VER_UE4_CHARACTER_MOVEMENT_ADD_BRAKING_FRICTION,
    VER_UE4_BSP_UNDO_FIX,
    VER_UE4_DYNAMIC_PARAMETER_DEFAULT_VALUE,
    VER_UE4_STATIC_MESH_EXTENDED_BOUNDS,
    VER_UE4_ADDED_NON_LINEAR_TRANSITION_BLENDS,
    VER_UE4_AO_MATERIAL_MASK,
    VER_UE4_NAVIGATION_AGENT_SELECTOR,
    VER_UE4_MESH_PARTICLE_COLLISIONS_CONSIDER_PARTICLE_SIZE,
    VER_UE4_BUILD_MESH_ADJ_BUFFER_FLAG_EXPOSED,
    VER_UE4_MAX_ANGULAR_VELOCITY_DEFAULT,
    VER_UE4_APEX_CLOTH_TESSELLATION,
    VER_UE4_DECAL_SIZE,
    VER_UE4_KEEP_ONLY_PACKAGE_NAMES_IN_STRING_ASSET_REFERENCES_MAP,
    VER_UE4_COOKED_ASSETS_IN_EDITOR_SUPPORT,
    VER_UE4_DIALOGUE_WAVE_NAMESPACE_AND_CONTEXT_CHANGES,
    VER_UE4_MAKE_ROT_RENAME_AND_REORDER,
    VER_UE4_K2NODE_VAR_REFERENCEGUIDS,
    VER_UE4_SOUND_CONCURRENCY_PACKAGE,
    VER_UE4_USERWIDGET_DEFAULT_FOCUSABLE_FALSE,
    VER_UE4_BLUEPRINT_CUSTOM_EVENT_CONST_INPUT,
    VER_UE4_USE_LOW_PASS_FILTER_FREQ,
    VER_UE4_NO_ANIM_BP_CLASS_IN_GAMEPLAY_CODE,
    VER_UE4_SCS_STORES_ALLNODES_ARRAY,
    VER_UE4_FBX_IMPORT_DATA_RANGE_ENCAPSULATION,
    VER_UE4_CAMERA_COMPONENT_ATTACH_TO_ROOT,
    VER_UE4_INSTANCED_STEREO_UNIFORM_UPDATE,
    VER_UE4_STREAMABLE_TEXTURE_MIN_MAX_DISTANCE,
    VER_UE4_INJECT_BLUEPRINT_STRUCT_PIN_CONVERSION_NODES,
    VER_UE4_INNER_ARRAY_TAG_INFO,
    VER_UE4_FIX_SLOT_NAME_DUPLICATION,
    VER_UE4_STREAMABLE_TEXTURE_AABB,
    VER_UE4_PROPERTY_GUID_IN_PROPERTY_TAG,
    VER_UE4_NAME_HASHES_SERIALIZED,
    VER_UE4_INSTANCED_STEREO_UNIFORM_REFACTOR,
    VER_UE4_COMPRESSED_SHADER_RESOURCES,
    VER_UE4_PRELOAD_DEPENDENCIES_IN_COOKED_EXPORTS,
    VER_UE4_TemplateIndex_IN_COOKED_EXPORTS,
    VER_UE4_PROPERTY_TAG_SET_MAP_SUPPORT,
    VER_UE4_ADDED_SEARCHABLE_NAMES,
    VER_UE4_64BIT_EXPORTMAP_SERIALSIZES,
    VER_UE4_SKYLIGHT_MOBILE_IRRADIANCE_MAP,
    VER_UE4_ADDED_SWEEP_WHILE_WALKING_FLAG,
    VER_UE4_ADDED_SOFT_OBJECT_PATH,
    VER_UE4_POINTLIGHT_SOURCE_ORIENTATION,
    VER_UE4_ADDED_PACKAGE_SUMMARY_LOCALIZATION_ID,
    VER_UE4_FIX_WIDE_STRING_CRC,
    VER_UE4_ADDED_PACKAGE_OWNER,
    VER_UE4_SKINWEIGHT_PROFILE_DATA_LAYOUT_CHANGES,
    VER_UE4_NON_OUTER_PACKAGE_IMPORT,
    VER_UE4_ASSETREGISTRY_DEPENDENCYFLAGS,
    VER_UE4_CORRECT_LICENSEE_FLAG,
    VER_UE4_AUTOMATIC_VERSION_PLUS_ONE,
    VER_UE4_AUTOMATIC_VERSION                                                    = VER_UE4_AUTOMATIC_VERSION_PLUS_ONE - 1,
}

Values

Name

Description

VER_UE4_OLDEST_LOADABLE_PACKAGE

VER_UE4_BLUEPRINT_VARS_NOT_READ_ONLY

Removed restriction on blueprint-exposed variables from being read-only.

VER_UE4_STATIC_MESH_STORE_NAV_COLLISION

Added manually serialized element to UStaticMesh (precalculated nav collision)

VER_UE4_ATMOSPHERIC_FOG_DECAY_NAME_CHANGE

Changed property name for atmospheric fog.

VER_UE4_SCENECOMP_TRANSLATION_TO_LOCATION

Change many properties/functions from Translation to Location.

VER_UE4_MATERIAL_ATTRIBUTES_REORDERING

Material attributes reordering.

VER_UE4_COLLISION_PROFILE_SETTING

Collision Profile setting has been added, and all components that exists has to be properly upgraded.

VER_UE4_BLUEPRINT_SKEL_TEMPORARY_TRANSIENT

Making the blueprint's skeleton class transient.

VER_UE4_BLUEPRINT_SKEL_SERIALIZED_AGAIN

Making the blueprint's skeleton class serialized again.

VER_UE4_BLUEPRINT_SETS_REPLICATION

Blueprint now controls replication settings again.

VER_UE4_WORLD_LEVEL_INFO

Added level info used by World browser.

VER_UE4_AFTER_CAPSULE_HALF_HEIGHT_CHANGE

Changed capsule height to capsule half-height (afterwards)

VER_UE4_ADDED_NAMESPACE_AND_KEY_DATA_TO_FTEXT

Added Namepace, GUID (Key) and Flags to FText.

VER_UE4_ATTENUATION_SHAPES

Attenuation shapes.

VER_UE4_LIGHTCOMPONENT_USE_IES_TEXTURE_MULTIPLIER_ON_NON_IES_BRIGHTNESS

Use IES texture multiplier even when IES brightness is not being used.

VER_UE4_REMOVE_INPUT_COMPONENTS_FROM_BLUEPRINTS

Removed InputComponent as a blueprint addable component.

VER_UE4_VARK2NODE_USE_MEMBERREFSTRUCT

Use an FMemberReference struct in UK2Node_Variable.

VER_UE4_REFACTOR_MATERIAL_EXPRESSION_SCENECOLOR_AND_SCENEDEPTH_INPUTS

Refactored material expression inputs for UMaterialExpressionSceneColor and UMaterialExpressionSceneDepth.

VER_UE4_SPLINE_MESH_ORIENTATION

Spline meshes changed from Z forwards to configurable.

VER_UE4_REVERB_EFFECT_ASSET_TYPE

Added ReverbEffect asset type.

VER_UE4_MAX_TEXCOORD_INCREASED

Changed max texcoords from 4 to 8

VER_UE4_SPEEDTREE_STATICMESH

Static meshes changed to support SpeedTrees

VER_UE4_LANDSCAPE_COMPONENT_LAZY_REFERENCES

Landscape component reference between landscape component and collision component.

VER_UE4_SWITCH_CALL_NODE_TO_USE_MEMBER_REFERENCE

Refactored UK2Node_CallFunction to use FMemberReference.

VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL

Added fixup step to remove skeleton class references from blueprint objects.

VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL_SECOND_TIME

See above, take 2.

VER_UE4_BLUEPRINT_SKEL_CLASS_TRANSIENT_AGAIN

Making the skeleton class on blueprints transient.

VER_UE4_ADD_COOKED_TO_UCLASS

UClass knows if it's been cooked.

VER_UE4_DEPRECATED_STATIC_MESH_THUMBNAIL_PROPERTIES_REMOVED

Deprecated static mesh thumbnail properties were removed.

VER_UE4_COLLECTIONS_IN_SHADERMAPID

Added collections in material shader map ids.

VER_UE4_REFACTOR_MOVEMENT_COMPONENT_HIERARCHY

Renamed some Movement Component properties, added PawnMovementComponent.

VER_UE4_FIX_TERRAIN_LAYER_SWITCH_ORDER

Swap UMaterialExpressionTerrainLayerSwitch::LayerUsed/LayerNotUsed the correct way round.

VER_UE4_ALL_PROPS_TO_CONSTRAINTINSTANCE

Remove URB_ConstraintSetup.

VER_UE4_LOW_QUALITY_DIRECTIONAL_LIGHTMAPS

Low quality directional lightmaps.

VER_UE4_ADDED_NOISE_EMITTER_COMPONENT

Added NoiseEmitterComponent and removed related Pawn properties.

VER_UE4_ADD_TEXT_COMPONENT_VERTICAL_ALIGNMENT

Add text component vertical alignment.

VER_UE4_ADDED_FBX_ASSET_IMPORT_DATA

Added AssetImportData for FBX asset types, deprecating SourceFilePath and SourceFileTimestamp.

VER_UE4_REMOVE_LEVELBODYSETUP

Remove LevelBodySetup from ULevel.

VER_UE4_REFACTOR_CHARACTER_CROUCH

Refactor character crouching.

VER_UE4_SMALLER_DEBUG_MATERIALSHADER_UNIFORM_EXPRESSIONS

Trimmed down material shader debug information.

VER_UE4_APEX_CLOTH

APEX Clothing.

VER_UE4_SAVE_COLLISIONRESPONSE_PER_CHANNEL

Change Collision Channel to save only modified ones than all of them

VER_UE4_ADDED_LANDSCAPE_SPLINE_EDITOR_MESH

Added Landscape Spline editor meshes.

VER_UE4_CHANGED_MATERIAL_REFACTION_TYPE

Fixup input expressions for reading from refraction material attributes.

VER_UE4_REFACTOR_PROJECTILE_MOVEMENT

Refactor projectile movement, along with some other movement component work.

VER_UE4_REMOVE_PHYSICALMATERIALPROPERTY

Remove PhysicalMaterialProperty and replace with user defined enum.

VER_UE4_PURGED_FMATERIAL_COMPILE_OUTPUTS

Removed all compile outputs from FMaterial.

VER_UE4_ADD_COOKED_TO_LANDSCAPE

Ability to save cooked PhysX meshes to Landscape.

VER_UE4_CONSUME_INPUT_PER_BIND

Change how input component consumption works.

VER_UE4_SOUND_CLASS_GRAPH_EDITOR

Added new Graph based SoundClass Editor.

VER_UE4_FIXUP_TERRAIN_LAYER_NODES

Fixed terrain layer node guids which was causing artifacts.

VER_UE4_RETROFIT_CLAMP_EXPRESSIONS_SWAP

Added clamp min/max swap check to catch older materials.

VER_UE4_REMOVE_LIGHT_MOBILITY_CLASSES

Remove static/movable/stationary light classes.

VER_UE4_REFACTOR_PHYSICS_BLENDING

Refactor the way physics blending works to allow partial blending.

VER_UE4_WORLD_LEVEL_INFO_UPDATED

WorldLevelInfo: Added reference to parent level and streaming distance.

VER_UE4_STATIC_SKELETAL_MESH_SERIALIZATION_FIX

Fixed cooking of skeletal/static meshes due to bad serialization logic.

VER_UE4_REMOVE_STATICMESH_MOBILITY_CLASSES

Removal of InterpActor and PhysicsActor.

VER_UE4_REFACTOR_PHYSICS_TRANSFORMS

Refactor physics transforms.

VER_UE4_REMOVE_ZERO_TRIANGLE_SECTIONS

Remove zero triangle sections from static meshes and compact material indices.

VER_UE4_CHARACTER_MOVEMENT_DECELERATION

Add param for deceleration in character movement instead of using acceleration.

VER_UE4_CAMERA_ACTOR_USING_CAMERA_COMPONENT

Made ACameraActor use a UCameraComponent for parameter storage, etc...

VER_UE4_CHARACTER_MOVEMENT_DEPRECATE_PITCH_ROLL

Deprecated some pitch/roll properties in CharacterMovementComponent.

VER_UE4_REBUILD_TEXTURE_STREAMING_DATA_ON_LOAD

Rebuild texture streaming data on load for uncooked builds.

VER_UE4_SUPPORT_32BIT_STATIC_MESH_INDICES

Add support for 32 bit index buffers for static meshes.

VER_UE4_ADDED_CHUNKID_TO_ASSETDATA_AND_UPACKAGE

Added streaming install ChunkID to AssetData and UPackage.

VER_UE4_CHARACTER_DEFAULT_MOVEMENT_BINDINGS

Add flag to control whether Character blueprints receive default movement bindings.

VER_UE4_APEX_CLOTH_LOD

APEX Clothing LOD Info.

VER_UE4_ATMOSPHERIC_FOG_CACHE_DATA

Added atmospheric fog texture data to be general.

VAR_UE4_ARRAY_PROPERTY_INNER_TAGS

Arrays serialize their inner's tags.

VER_UE4_KEEP_SKEL_MESH_INDEX_DATA

Skeletal mesh index data is kept in memory in game to support mesh merging.

VER_UE4_BODYSETUP_COLLISION_CONVERSION

Added compatibility for the body instance collision change.

VER_UE4_REFLECTION_CAPTURE_COOKING

Reflection capture cooking.

VER_UE4_REMOVE_DYNAMIC_VOLUME_CLASSES

Removal of DynamicTriggerVolume, DynamicBlockingVolume, DynamicPhysicsVolume.

VER_UE4_STORE_HASCOOKEDDATA_FOR_BODYSETUP

Store an additional flag in the BodySetup to indicate whether there is any cooked data to load.

VER_UE4_REFRACTION_BIAS_TO_REFRACTION_DEPTH_BIAS

Changed name of RefractionBias to RefractionDepthBias.

VER_UE4_REMOVE_SKELETALPHYSICSACTOR

Removal of SkeletalPhysicsActor.

VER_UE4_PC_ROTATION_INPUT_REFACTOR

PlayerController rotation input refactor.

VER_UE4_LANDSCAPE_PLATFORMDATA_COOKING

Landscape Platform Data cooking.

VER_UE4_CREATEEXPORTS_CLASS_LINKING_FOR_BLUEPRINTS

Added call for linking classes in CreateExport to ensure memory is initialized properly.

VER_UE4_REMOVE_NATIVE_COMPONENTS_FROM_BLUEPRINT_SCS

Remove native component nodes from the blueprint SimpleConstructionScript.

VER_UE4_REMOVE_SINGLENODEINSTANCE

Removal of Single Node Instance.

VER_UE4_CHARACTER_BRAKING_REFACTOR

Character movement braking changes.

VER_UE4_VOLUME_SAMPLE_LOW_QUALITY_SUPPORT

Supported low quality lightmaps in volume samples.

VER_UE4_SPLIT_TOUCH_AND_CLICK_ENABLES

Split bEnableTouchEvents out from bEnableClickEvents.

VER_UE4_HEALTH_DEATH_REFACTOR

Health/Death refactor.

VER_UE4_SOUND_NODE_ENVELOPER_CURVE_CHANGE

Moving USoundNodeEnveloper from UDistributionFloatConstantCurve to FRichCurve.

VER_UE4_POINT_LIGHT_SOURCE_RADIUS

Moved SourceRadius to UPointLightComponent.

VER_UE4_SCENE_CAPTURE_CAMERA_CHANGE

Scene capture actors based on camera actors.

VER_UE4_MOVE_SKELETALMESH_SHADOWCASTING

Moving SkeletalMesh shadow casting flag from LoD details to material.

VER_UE4_CHANGE_SETARRAY_BYTECODE

Changing bytecode operators for creating arrays.

VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES

Material Instances overriding base material properties.

VER_UE4_COMBINED_LIGHTMAP_TEXTURES

Combined top/bottom lightmap textures.

VER_UE4_BUMPED_MATERIAL_EXPORT_GUIDS

Forced material lightmass guids to be regenerated.

VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES

Allow overriding of parent class input bindings.

VER_UE4_FIXUP_BODYSETUP_INVALID_CONVEX_TRANSFORM

Fix up convex invalid transform.

VER_UE4_FIXUP_STIFFNESS_AND_DAMPING_SCALE

Fix up scale of physics stiffness and damping value.

VER_UE4_REFERENCE_SKELETON_REFACTOR

Convert USkeleton and FBoneContrainer to using FReferenceSkeleton.

VER_UE4_K2NODE_REFERENCEGUIDS

Adding references to variable, function, and macro nodes to be able to update to renamed values.

VER_UE4_FIXUP_ROOTBONE_PARENT

Fix up the 0th bone's parent bone index.

VER_UE4_TEXT_RENDER_COMPONENTS_WORLD_SPACE_SIZING

Allow setting of TextRenderComponents size in world space.

VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_PHASE_2

Material Instances overriding base material properties #2.

VER_UE4_CLASS_NOTPLACEABLE_ADDED

CLASS_Placeable becomes CLASS_NotPlaceable.

VER_UE4_WORLD_LEVEL_INFO_LOD_LIST

Added LOD info list to a world tile description.

VER_UE4_CHARACTER_MOVEMENT_VARIABLE_RENAMING_1

CharacterMovement variable naming refactor.

VER_UE4_FSLATESOUND_CONVERSION

FName properties containing sound names converted to FSlateSound properties.

VER_UE4_WORLD_LEVEL_INFO_ZORDER

Added ZOrder to a world tile description.

VER_UE4_PACKAGE_REQUIRES_LOCALIZATION_GATHER_FLAGGING

Added flagging of localization gather requirement to packages.

VER_UE4_BP_ACTOR_VARIABLE_DEFAULT_PREVENTING

Preventing Blueprint Actor variables from having default values.

VER_UE4_TEST_ANIMCOMP_CHANGE

Preventing Blueprint Actor variables from having default values.

VER_UE4_EDITORONLY_BLUEPRINTS

Class as primary asset, name convention changed.

VER_UE4_EDGRAPHPINTYPE_SERIALIZATION

Custom serialization for FEdGraphPinType.

VER_UE4_NO_MIRROR_BRUSH_MODEL_COLLISION

Stop generating 'mirrored' cooked mesh for Brush and Model components.

VER_UE4_CHANGED_CHUNKID_TO_BE_AN_ARRAY_OF_CHUNKIDS

Changed ChunkID to be an array of IDs.

VER_UE4_WORLD_NAMED_AFTER_PACKAGE

Worlds have been renamed from "TheWorld" to be named after the package containing them.

VER_UE4_SKY_LIGHT_COMPONENT

Added sky light component.

VER_UE4_WORLD_LAYER_ENABLE_DISTANCE_STREAMING

Added Enable distance streaming flag to FWorldTileLayer.

VER_UE4_REMOVE_ZONES_FROM_MODEL

Remove visibility/zone information from UModel.

VER_UE4_FIX_ANIMATIONBASEPOSE_SERIALIZATION

Fix base pose serialization.

VER_UE4_SUPPORT_8_BONE_INFLUENCES_SKELETAL_MESHES

Support for up to 8 skinning influences per vertex on skeletal meshes (on non-gpu vertices)

VER_UE4_ADD_OVERRIDE_GRAVITY_FLAG

Add explicit bOverrideGravity to world settings.

VER_UE4_SUPPORT_GPUSKINNING_8_BONE_INFLUENCES

Support for up to 8 skinning influences per vertex on skeletal meshes (on gpu vertices)

VER_UE4_ANIM_SUPPORT_NONUNIFORM_SCALE_ANIMATION

Supporting nonuniform scale animation.

VER_UE4_ENGINE_VERSION_OBJECT

Engine version is stored as a FEngineVersion object rather than changelist number.

VER_UE4_PUBLIC_WORLDS

World assets now have RF_Public.

VER_UE4_SKELETON_GUID_SERIALIZATION

Skeleton Guid.

VER_UE4_CHARACTER_MOVEMENT_WALKABLE_FLOOR_REFACTOR

Character movement WalkableFloor refactor.

VER_UE4_INVERSE_SQUARED_LIGHTS_DEFAULT

Lights default to inverse squared.

VER_UE4_DISABLED_SCRIPT_LIMIT_BYTECODE

Disabled SCRIPT_LIMIT_BYTECODE_TO_64KB.

VER_UE4_PRIVATE_REMOTE_ROLE

Made remote role private, exposed bReplicates.

VER_UE4_FOLIAGE_STATIC_MOBILITY

Fix up old foliage components to have static mobility (superseded by VER_UE4_FOLIAGE_MOVABLE_MOBILITY)

VER_UE4_BUILD_SCALE_VECTOR

Change BuildScale from a float to a vector.

VER_UE4_FOLIAGE_COLLISION

After implementing foliage collision, need to disable collision on old foliage instances.

VER_UE4_SKY_BENT_NORMAL

Added sky bent normal to indirect lighting cache.

VER_UE4_LANDSCAPE_COLLISION_DATA_COOKING

Added cooking for landscape collision data.

VER_UE4_MORPHTARGET_CPU_TANGENTZDELTA_FORMATCHANGE

Convert 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_MASS

Soft constraint limits will implicitly use the mass of the bodies.

VER_UE4_REFLECTION_DATA_IN_PACKAGES

Reflection capture data saved in packages.

VER_UE4_FOLIAGE_MOVABLE_MOBILITY

Fix up old foliage components to have movable mobility (superseded by VER_UE4_FOLIAGE_STATIC_LIGHTING_SUPPORT)

VER_UE4_UNDO_BREAK_MATERIALATTRIBUTES_CHANGE

Undo BreakMaterialAttributes changes as it broke old content.

VER_UE4_ADD_CUSTOMPROFILENAME_CHANGE

Now Default custom profile name isn't NONE anymore due to copy/paste not working properly with it.

VER_UE4_FLIP_MATERIAL_COORDS

Permanently flip and scale material expression coordinates.

VER_UE4_MEMBERREFERENCE_IN_PINTYPE

PinSubCategoryMemberReference added to FEdGraphPinType.

VER_UE4_VEHICLES_UNIT_CHANGE

Vehicles use Nm for Torque instead of cm and RPM instead of rad/s.

VER_UE4_ANIMATION_REMOVE_NANS

Removes 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_CHANGE

Change skeleton preview attached assets property type.

VER_UE4_FIX_BLUEPRINT_VARIABLE_FLAGS

Fix some blueprint variables that have the CPF_DisableEditOnTemplate flag set when they shouldn't

VER_UE4_VEHICLES_UNIT_CHANGE2

Vehicles 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_LINKING

Changed order of interface class serialization.

VER_UE4_STATIC_MESH_SCREEN_SIZE_LODS

Change from LOD distances to display factors.

VER_UE4_FIX_MATERIAL_COORDS

Requires test of material coords to ensure they're saved correctly.

VER_UE4_SPEEDTREE_WIND_V7

Changed SpeedTree wind presets to v7.

VER_UE4_LOAD_FOR_EDITOR_GAME

NeedsLoadForEditorGame added.

VER_UE4_SERIALIZE_RICH_CURVE_KEY

Manual serialization of FRichCurveKey to save space.

VER_UE4_MOVE_LANDSCAPE_MICS_AND_TEXTURES_WITHIN_LEVEL

Change the outer of ULandscapeMaterialInstanceConstants and Landscape-related textures to the level in which they reside.

VER_UE4_FTEXT_HISTORY

FTexts have creation history data, removed Key, Namespaces, and SourceString.

VER_UE4_FIX_MATERIAL_COMMENTS

Shift comments to the left to contain expressions properly.

VER_UE4_STORE_BONE_EXPORT_NAMES

Bone 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_DISTRIBUTION

Changed mesh emitter initial orientation to distribution

VER_UE4_DISALLOW_FOLIAGE_ON_BLUEPRINTS

Foliage on blueprints causes crashes.

VER_UE4_FIXUP_MOTOR_UNITS

Change motors to use revolutions per second instead of rads/second

VER_UE4_DEPRECATED_MOVEMENTCOMPONENT_MODIFIED_SPEEDS

Deprecated MovementComponent functions including "ModifiedMaxSpeed" et al

VER_UE4_RENAME_CANBECHARACTERBASE

Rename CanBeCharacterBase

VER_UE4_GAMEPLAY_TAG_CONTAINER_TAG_TYPE_CHANGE

Change GameplayTagContainers to have FGameplayTags instead of FNames; Required to fix-up native serialization.

VER_UE4_FOLIAGE_SETTINGS_TYPE

Change from UInstancedFoliageSettings to UFoliageType, and change the api from being keyed on UStaticMesh* to UFoliageType*.

VER_UE4_STATIC_SHADOW_DEPTH_MAPS

Lights serialize static shadow depth maps.

VER_UE4_ADD_TRANSACTIONAL_TO_DATA_ASSETS

Add RF_Transactional to data assets, fixing undo problems when editing them.

VER_UE4_ADD_LB_WEIGHTBLEND

Change LB_AlphaBlend to LB_WeightBlend in ELandscapeLayerBlendType.

VER_UE4_ADD_ROOTCOMPONENT_TO_FOLIAGEACTOR

Add root component to an foliage actor, all foliage cluster components will be attached to a root.

VER_UE4_FIX_MATERIAL_PROPERTY_OVERRIDE_SERIALIZE

FMaterialInstanceBasePropertyOverrides didn't use proper UObject serialize.

VER_UE4_ADD_LINEAR_COLOR_SAMPLER

Addition of linear color sampler. color sample type is changed to linear sampler if source texture !sRGB.

VER_UE4_ADD_STRING_ASSET_REFERENCES_MAP

Added StringAssetReferencesMap to support renames of FStringAssetReference properties.

VER_UE4_BLUEPRINT_USE_SCS_ROOTCOMPONENT_SCALE

Apply scale from SCS RootComponent details in the Blueprint Editor to new actor instances at construction time.

VER_UE4_LEVEL_STREAMING_DRAW_COLOR_TYPE_CHANGE

Changed level streaming to have a linear color since the visualization doesn't gamma correct.

VER_UE4_CLEAR_NOTIFY_TRIGGERS

Cleared end triggers from non-state anim notifies.

VER_UE4_SKELETON_ADD_SMARTNAMES

Convert old curve names stored in anim assets into skeleton smartnames.

VER_UE4_ADDED_CURRENCY_CODE_TO_FTEXT

Added the currency code field to FTextHistory_AsCurrency.

VER_UE4_ENUM_CLASS_SUPPORT

Added support for C++11 enum classes.

VER_UE4_FIXUP_WIDGET_ANIMATION_CLASS

Fixup widget animation class.

VER_UE4_SOUND_COMPRESSION_TYPE_ADDED

USoundWave objects now contain details about compression scheme used.

VER_UE4_AUTO_WELDING

Bodies will automatically weld when attached.

VER_UE4_RENAME_CROUCHMOVESCHARACTERDOWN

Rename UCharacterMovementComponent::bCrouchMovesCharacterDown.

VER_UE4_LIGHTMAP_MESH_BUILD_SETTINGS

Lightmap parameters in FMeshBuildSettings.

VER_UE4_RENAME_SM3_TO_ES3_1

Rename SM3 to ES3_1 and updates featurelevel material node selector.

VER_UE4_DEPRECATE_UMG_STYLE_ASSETS

Deprecated separate style assets for use in UMG.

VER_UE4_POST_DUPLICATE_NODE_GUID

Duplicating Blueprints will regenerate NodeGuids after this version.

VER_UE4_RENAME_CAMERA_COMPONENT_VIEW_ROTATION

Rename USpringArmComponent::bUseControllerViewRotation to bUsePawnViewRotation, Rename UCameraComponent::bUseControllerViewRotation to bUsePawnViewRotation (and change the default value)

VER_UE4_CASE_PRESERVING_FNAME

Changed FName to be case preserving.

VER_UE4_RENAME_CAMERA_COMPONENT_CONTROL_ROTATION

Rename USpringArmComponent::bUsePawnViewRotation to bUsePawnControlRotation Rename UCameraComponent::bUsePawnViewRotation to bUsePawnControlRotation

VER_UE4_FIX_REFRACTION_INPUT_MASKING

Fix bad refraction material attribute masks.

VER_UE4_GLOBAL_EMITTER_SPAWN_RATE_SCALE

A global spawn rate for emitters.

VER_UE4_CLEAN_DESTRUCTIBLE_SETTINGS

Cleanup destructible mesh settings.

VER_UE4_CHARACTER_MOVEMENT_UPPER_IMPACT_BEHAVIOR

CharacterMovementComponent refactor of AdjustUpperHemisphereImpact and deprecation of some associated vars.

VER_UE4_BP_MATH_VECTOR_EQUALITY_USES_EPSILON

Changed Blueprint math equality functions for vectors and rotators to operate as a "nearly" equals rather than "exact".

VER_UE4_FOLIAGE_STATIC_LIGHTING_SUPPORT

Static lighting support was re-added to foliage, and mobility was returned to static.

VER_UE4_SLATE_COMPOSITE_FONTS

Added composite fonts to Slate font info.

VER_UE4_REMOVE_SAVEGAMESUMMARY

Remove UDEPRECATED_SaveGameSummary, required for UWorld::Serialize.

VER_UE4_REMOVE_SKELETALMESH_COMPONENT_BODYSETUP_SERIALIZATION

Remove bodyseutp serialization from skeletal mesh component.

VER_UE4_SLATE_BULK_FONT_DATA

Made Slate font data use bulk data to store the embedded font data.

VER_UE4_ADD_PROJECTILE_FRICTION_BEHAVIOR

Add new friction behavior in ProjectileMovementComponent.

VER_UE4_MOVEMENTCOMPONENT_AXIS_SETTINGS

Add axis settings enum to MovementComponent.

VER_UE4_GRAPH_INTERACTIVE_COMMENTBUBBLES

Switch to new interactive comments, requires boundry conversion to preserve previous states.

VER_UE4_LANDSCAPE_SERIALIZE_PHYSICS_MATERIALS

Landscape serializes physical materials for collision objects.

VER_UE4_RENAME_WIDGET_VISIBILITY

Rename Visiblity on widgets to Visibility.

VER_UE4_ANIMATION_ADD_TRACKCURVES

Add track curves for animation

VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL

Removed BranchingPoints from AnimMontages and converted them to regular AnimNotifies.

VER_UE4_BLUEPRINT_ENFORCE_CONST_IN_FUNCTION_OVERRIDES

Enforce const-correctness in Blueprint implementations of native C++ const class methods.

VER_UE4_ADD_PIVOT_TO_WIDGET_COMPONENT

Added 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_AI

Added 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_TIMEZONE

Added serialization of timezone to FTextHistory for AsDate operations.

VER_UE4_SORT_ACTIVE_BONE_INDICES

Sort ActiveBoneIndices on lods so that we can avoid doing it at run time.

VER_UE4_PERFRAME_MATERIAL_UNIFORM_EXPRESSIONS

Added per-frame material uniform expressions.

VER_UE4_MIKKTSPACE_IS_DEFAULT

Make MikkTSpace the default tangent space calculation method for static meshes.

VER_UE4_LANDSCAPE_GRASS_COOKING

Only applies to cooked files, grass cooking support.

VER_UE4_FIX_SKEL_VERT_ORIENT_MESH_PARTICLES

Fixed code for using the bOrientMeshEmitters property.

VER_UE4_LANDSCAPE_STATIC_SECTION_OFFSET

Do not change landscape section offset on load under world composition.

VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION

New options for navigation data runtime generation (static, modifiers only, dynamic)

VER_UE4_MATERIAL_MASKED_BLENDMODE_TIDY

Tidied up material's handling of masked blend mode.

VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7_DEPRECATED

Original 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_DEPRECATED

Original 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_7

After merging VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION into 4.7 branch.

VER_UE4_AFTER_MERGING_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7

After merging VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION into 4.7 branch.

VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA

Landscape grass weightmap data is now generated in the editor and serialized.

VER_UE4_OPTIONALLY_CLEAR_GPU_EMITTERS_ON_INIT

New property to optionally prevent gpu emitters clearing existing particles on Init().

VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA_MATERIAL_GUID

Also store the Material guid with the landscape grass data.

VER_UE4_BLUEPRINT_GENERATED_CLASS_COMPONENT_TEMPLATES_PUBLIC

Make sure that all template components from blueprint generated classes are flagged as public.

VER_UE4_ACTOR_COMPONENT_CREATION_METHOD

Split out creation method on ActorComponents to distinguish between native, instance, and simple or user construction script.

VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE

K2Node_Event now uses FMemberReference for handling references.

VER_UE4_STRUCT_GUID_IN_PROPERTY_TAG

FPropertyTag stores GUID of struct.

VER_UE4_REMOVE_UNUSED_UPOLYS_FROM_UMODEL

Remove unused UPolys from UModel cooked content.

VER_UE4_REBUILD_HIERARCHICAL_INSTANCE_TREES

This 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_VERSION

Package summary includes an CompatibleWithEngineVersion field, separately to the version it's saved with.

VER_UE4_TRACK_UCS_MODIFIED_PROPERTIES

Track UCS modified properties on Actor Components.

VER_UE4_LANDSCAPE_SPLINE_CROSS_LEVEL_MESHES

Allowed landscape spline meshes to be stored into landscape streaming levels rather than the spline's level.

VER_UE4_DEPRECATE_USER_WIDGET_DESIGN_SIZE

Deprecate the variables used for sizing in the designer on UUserWidget.

VER_UE4_ADD_EDITOR_VIEWS

Make the editor views array dynamically sized.

VER_UE4_FOLIAGE_WITH_ASSET_OR_CLASS

Updated foliage to work with either FoliageType assets or blueprint classes.

VER_UE4_BODYINSTANCE_BINARY_SERIALIZATION

Allows PhysicsSerializer to serialize shapes and actors for faster load times.

VER_UE4_SERIALIZE_BLUEPRINT_EVENTGRAPH_FASTCALLS_IN_UFUNCTION

Added fastcall data serialization directly in UFunction.

VER_UE4_INTERPCURVE_SUPPORTS_LOOPING

Changes to USplineComponent and FInterpCurve.

VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_DITHERED_LOD_TRANSITION

Material Instances overriding base material LOD transitions.

VER_UE4_SERIALIZE_LANDSCAPE_ES2_TEXTURES

Serialize ES2 textures separately rather than overwriting the properties used on other platforms.

VER_UE4_CONSTRAINT_INSTANCE_MOTOR_FLAGS

Constraint motor velocity is broken into per-component.

VER_UE4_SERIALIZE_PINTYPE_CONST

Serialize bIsConst in FEdGraphPinType.

VER_UE4_LIBRARY_CATEGORIES_AS_FTEXT

Change UMaterialFunction::LibraryCategories to LibraryCategoriesText (old assets were saved before auto-conversion of FArrayProperty was possible)

VER_UE4_SKIP_DUPLICATE_EXPORTS_ON_SAVE_PACKAGE

Check for duplicate exports while saving packages.

VER_UE4_SERIALIZE_TEXT_IN_PACKAGES

Pre-gathering of gatherable, localizable text in packages to optimize text gathering operation times.

VER_UE4_ADD_BLEND_MODE_TO_WIDGET_COMPONENT

Added 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_SETTING

Added lightmass primitive setting.

VER_UE4_REPLACE_SPRING_NOZ_PROPERTY

Deprecate NoZSpring property on spring nodes to be replaced with TranslateZ property.

VER_UE4_TIGHTLY_PACKED_ENUMS

Keep enums tight and serialize their values as pairs of FName and value. Don't insert dummy values.

VER_UE4_ASSET_IMPORT_DATA_AS_JSON

Changed Asset import data to serialize file meta data as JSON.

VER_UE4_TEXTURE_LEGACY_GAMMA

Legacy gamma support for textures.

VER_UE4_ADDED_NATIVE_SERIALIZATION_FOR_IMMUTABLE_STRUCTURES

Added WithSerializer for basic native structures like FVector, FColor etc to improve serialization performance.

VER_UE4_DEPRECATE_UMG_STYLE_OVERRIDES

Deprecated attributes that override the style on UMG widgets.

VER_UE4_STATIC_SHADOWMAP_PENUMBRA_SIZE

Shadowmap penumbra size stored.

VER_UE4_NIAGARA_DATA_OBJECT_DEV_UI_FIX

Fix BC on Niagara effects from the data object and dev UI changes.

VER_UE4_FIXED_DEFAULT_ORIENTATION_OF_WIDGET_COMPONENT

Fixed the default orientation of widget component so it faces down +x.

VER_UE4_REMOVED_MATERIAL_USED_WITH_UI_FLAG

Removed bUsedWithUI flag from UMaterial and replaced it with a new material domain for UI.

VER_UE4_CHARACTER_MOVEMENT_ADD_BRAKING_FRICTION

Added braking friction separate from turning friction.

VER_UE4_BSP_UNDO_FIX

Removed TTransArrays from UModel.

VER_UE4_DYNAMIC_PARAMETER_DEFAULT_VALUE

Added default value to dynamic parameter.

VER_UE4_STATIC_MESH_EXTENDED_BOUNDS

Added ExtendedBounds to StaticMesh.

VER_UE4_ADDED_NON_LINEAR_TRANSITION_BLENDS

Added non-linear blending to anim transitions, deprecating old types.

VER_UE4_AO_MATERIAL_MASK

AO Material Mask texture.

VER_UE4_NAVIGATION_AGENT_SELECTOR

Replaced navigation agents selection with single structure.

VER_UE4_MESH_PARTICLE_COLLISIONS_CONSIDER_PARTICLE_SIZE

Mesh particle collisions consider particle size.

VER_UE4_BUILD_MESH_ADJ_BUFFER_FLAG_EXPOSED

Adjacency buffer building no longer automatically handled based on triangle count, user-controlled.

VER_UE4_MAX_ANGULAR_VELOCITY_DEFAULT

Change the default max angular velocity.

VER_UE4_APEX_CLOTH_TESSELLATION

Build Adjacency index buffer for clothing tessellation.

VER_UE4_DECAL_SIZE

Added DecalSize member, solved backward compatibility.

VER_UE4_KEEP_ONLY_PACKAGE_NAMES_IN_STRING_ASSET_REFERENCES_MAP

Keep only package names in StringAssetReferencesMap.

VER_UE4_COOKED_ASSETS_IN_EDITOR_SUPPORT

Support sound cue not saving out editor only data.

VER_UE4_DIALOGUE_WAVE_NAMESPACE_AND_CONTEXT_CHANGES

Updated dialogue wave localization gathering logic.

VER_UE4_MAKE_ROT_RENAME_AND_REORDER

Renamed MakeRot MakeRotator and rearranged parameters.

VER_UE4_K2NODE_VAR_REFERENCEGUIDS

K2Node_Variable will properly have the VariableReference Guid set if available.

VER_UE4_SOUND_CONCURRENCY_PACKAGE

VER_UE4_USERWIDGET_DEFAULT_FOCUSABLE_FALSE

Changing the default value for focusable user widgets to false.

VER_UE4_BLUEPRINT_CUSTOM_EVENT_CONST_INPUT

Custom event nodes implicitly set 'const' on array and non-array pass-by-reference input params.

VER_UE4_USE_LOW_PASS_FILTER_FREQ

Renamed HighFrequencyGain to LowPassFilterFrequency.

VER_UE4_NO_ANIM_BP_CLASS_IN_GAMEPLAY_CODE

UAnimBlueprintGeneratedClass can be replaced by a dynamic class. Use TSubclassOf instead.

VER_UE4_SCS_STORES_ALLNODES_ARRAY

The 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_ENCAPSULATION

Moved StartRange and EndRange in UFbxAnimSequenceImportData to use FInt32Interval.

VER_UE4_CAMERA_COMPONENT_ATTACH_TO_ROOT

Adding a new root scene component to camera component.

VER_UE4_INSTANCED_STEREO_UNIFORM_UPDATE

Updating custom material expression nodes for instanced stereo implementation.

VER_UE4_STREAMABLE_TEXTURE_MIN_MAX_DISTANCE

Texture streaming min and max distance to handle HLOD.

VER_UE4_INJECT_BLUEPRINT_STRUCT_PIN_CONVERSION_NODES

Fixing up invalid struct-to-struct pin connections by injecting available conversion nodes.

VER_UE4_INNER_ARRAY_TAG_INFO

Saving tag data for Array Property's inner property.

VER_UE4_FIX_SLOT_NAME_DUPLICATION

Fixed duplicating slot node names in skeleton due to skeleton preload on compile.

VER_UE4_STREAMABLE_TEXTURE_AABB

Texture streaming using AABBs instead of Spheres.

VER_UE4_PROPERTY_GUID_IN_PROPERTY_TAG

FPropertyTag stores GUID of property.

VER_UE4_NAME_HASHES_SERIALIZED

Name table hashes are calculated and saved out rather than at load time.

VER_UE4_INSTANCED_STEREO_UNIFORM_REFACTOR

Updating custom material expression nodes for instanced stereo implementation refactor.

VER_UE4_COMPRESSED_SHADER_RESOURCES

Added compression to the shader resource for memory savings.

VER_UE4_PRELOAD_DEPENDENCIES_IN_COOKED_EXPORTS

Cooked 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_EXPORTS

Cooked 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_SUPPORT

FPropertyTag includes contained type(s) for Set and Map properties:

VER_UE4_ADDED_SEARCHABLE_NAMES

Added SearchableNames to the package summary and asset registry.

VER_UE4_64BIT_EXPORTMAP_SERIALSIZES

Increased size of SerialSize and SerialOffset in export map entries to 64 bit, allow support for bigger files.

VER_UE4_SKYLIGHT_MOBILE_IRRADIANCE_MAP

Sky light stores IrradianceMap for mobile renderer.

VER_UE4_ADDED_SWEEP_WHILE_WALKING_FLAG

Added flag to control sweep behavior while walking in UCharacterMovementComponent.

VER_UE4_ADDED_SOFT_OBJECT_PATH

StringAssetReference changed to SoftObjectPath and swapped to serialize as a name+string instead of a string.

VER_UE4_POINTLIGHT_SOURCE_ORIENTATION

Changed the source orientation of point lights to match spot lights (z axis)

VER_UE4_ADDED_PACKAGE_SUMMARY_LOCALIZATION_ID

LocalizationId has been added to the package summary (editor-only)

VER_UE4_FIX_WIDE_STRING_CRC

Fixed case insensitive hashes of wide strings containing character values from 128-255.

VER_UE4_ADDED_PACKAGE_OWNER

Added package owner to allow private references.

VER_UE4_SKINWEIGHT_PROFILE_DATA_LAYOUT_CHANGES

Changed the data layout for skin weight profile data.

VER_UE4_NON_OUTER_PACKAGE_IMPORT

Added import that can have package different than their outer.

VER_UE4_ASSETREGISTRY_DEPENDENCYFLAGS

Added DependencyFlags to AssetRegistry.

VER_UE4_CORRECT_LICENSEE_FLAG

Fixed corrupt licensee flag in 4.26 assets.

VER_UE4_AUTOMATIC_VERSION_PLUS_ONE

--="">----------------------------------------------

VER_UE4_AUTOMATIC_VERSION

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