Type

Windows
MacOS
Linux

References

Module

Core

Header

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

Include

#include "UObject/FrameworkObjectVersion.h"

Syntax

enum Type
{
    BeforeCustomVersionWasAdded                            = 0,
    UseBodySetupCollisionProfile,
    AnimBlueprintSubgraphFix,
    MeshSocketScaleUtilization,
    ExplicitAttachmentRules,
    MoveCompressedAnimDataToTheDDC,
    FixNonTransactionalPins,
    SmartNameRefactor,
    AddSourceReferenceSkeletonToRig,
    ConstraintInstanceBehaviorParameters,
    PoseAssetSupportPerBoneMask,
    PhysAssetUseSkeletalBodySetup,
    RemoveSoundWaveCompressionName,
    AddInternalClothingGraphicalSkinning,
    WheelOffsetIsFromWheel,
    MoveCurveTypesToSkeleton,
    CacheDestructibleOverlaps,
    GeometryCacheMissingMaterials,
    LODsUseResolutionIndependentScreenSize,
    BlendSpacePostLoadSnapToGrid,
    SupportBlendSpaceRateScale,
    LODHysteresisUseResolutionIndependentScreenSize,
    ChangeAudioComponentOverrideSubtitlePriorityDefault,
    HardSoundReferences,
    EnforceConstInAnimBlueprintFunctionGraphs,
    InputKeySelectorTextStyle,
    EdGraphPinContainerType,
    ChangeAssetPinsToString,
    LocalVariablesBlueprintVisible,
    RemoveUField_Next,
    UserDefinedStructsBlueprintVisible,
    PinsStoreFName,
    UserDefinedStructsStoreDefaultInstance,
    FunctionTerminatorNodesUseMemberReference,
    EditableEventsUseConstRefParameters,
    BlueprintGeneratedClassIsAlwaysAuthoritative,
    EnforceBlueprintFunctionVisibility,
    StoringUCSSerializationIndex,
    VersionPlusOne,
    LatestVersion                                          = VersionPlusOne - 1,
}

Values

Name

Description

BeforeCustomVersionWasAdded

Before any version changes were made.

UseBodySetupCollisionProfile

BodySetup's default instance collision profile is used by default when creating a new instance.

AnimBlueprintSubgraphFix

Regenerate subgraph arrays correctly in animation blueprints to remove duplicates and add missing graphs that appear read only when edited

MeshSocketScaleUtilization

Static and skeletal mesh sockets now use the specified scale.

ExplicitAttachmentRules

Attachment rules are now explicit in how they affect location, rotation and scale.

MoveCompressedAnimDataToTheDDC

Moved compressed anim data from uasset to the DDC.

FixNonTransactionalPins

Some graph pins created using legacy code seem to have lost the RF_Transactional flag, which causes issues with undo.

SmartNameRefactor

Create new struct for SmartName, and use that for CurveName.

AddSourceReferenceSkeletonToRig

Add Reference Skeleton to Rig.

ConstraintInstanceBehaviorParameters

Refactor ConstraintInstance so that we have an easy way to swap behavior paramters.

PoseAssetSupportPerBoneMask

Pose Asset support mask per bone.

PhysAssetUseSkeletalBodySetup

Physics Assets now use SkeletalBodySetup instead of BodySetup.

RemoveSoundWaveCompressionName

Remove SoundWave CompressionName.

AddInternalClothingGraphicalSkinning

Switched render data for clothing over to unreal data, reskinned to the simulation mesh.

WheelOffsetIsFromWheel

Wheel force offset is now applied at the wheel instead of vehicle COM.

MoveCurveTypesToSkeleton

Move curve metadata to be saved in skeleton Individual asset still saves some flag - i.e. disabled curve and editable or not, but major flag - i.e. material types - moves to skeleton and handle in one place

CacheDestructibleOverlaps

Cache destructible overlaps on save.

GeometryCacheMissingMaterials

Added serialization of materials applied to geometry cache objects.

LODsUseResolutionIndependentScreenSize

Switch static & skeletal meshes to calculate LODs based on resolution-independent screen size.

BlendSpacePostLoadSnapToGrid

Blend space post load verification.

SupportBlendSpaceRateScale

Addition of rate scales to blend space samples.

LODHysteresisUseResolutionIndependentScreenSize

LOD hysteresis also needs conversion from the LODsUseResolutionIndependentScreenSize version.

ChangeAudioComponentOverrideSubtitlePriorityDefault

AudioComponent override subtitle priority default change.

HardSoundReferences

Serialize hard references to sound files when possible.

EnforceConstInAnimBlueprintFunctionGraphs

Enforce const correctness in Animation Blueprint function graphs.

InputKeySelectorTextStyle

Upgrade the InputKeySelector to use a text style.

EdGraphPinContainerType

Represent a pins container type as an enum not 3 independent booleans.

ChangeAssetPinsToString

Switch asset pins to store as string instead of hard object reference.

LocalVariablesBlueprintVisible

Fix Local Variables so that the properties are correctly flagged as blueprint visible.

RemoveUField_Next

Stopped serializing UField_Next so that UFunctions could be serialized in dependently of a UClass in order to allow us to do all UFunction loading in a single pass (after classes and CDOs are created):

UserDefinedStructsBlueprintVisible

Fix User Defined structs so that all members are correct flagged blueprint visible.

PinsStoreFName

FMaterialInput and FEdGraphPin store their name as FName instead of FString.

UserDefinedStructsStoreDefaultInstance

User defined structs store their default instance, which is used for initializing instances.

FunctionTerminatorNodesUseMemberReference

Function terminator nodes serialize an FMemberReference rather than a name/class pair.

EditableEventsUseConstRefParameters

Custom event and non-native interface event implementations add 'const' to reference parameters.

BlueprintGeneratedClassIsAlwaysAuthoritative

No longer serialize the legacy flag that indicates this state, as it is now implied since we don't serialize the skeleton CDO.

EnforceBlueprintFunctionVisibility

Enforce visibility of blueprint functions - e.g. raise an error if calling a private function from another blueprint:

StoringUCSSerializationIndex

ActorComponents now store their serialization index.

VersionPlusOne

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

LatestVersion

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