// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Misc/Guid.h" // Custom serialization version for all packages containing Instance Foliage struct FFoliageCustomVersion { enum Type { // Before any version changes were made in the plugin BeforeCustomVersionWasAdded = 0, // Converted to use HierarchicalInstancedStaticMeshComponent FoliageUsingHierarchicalISMC = 1, // Changed Component to not RF_Transactional HierarchicalISMCNonTransactional = 2, // Added FoliageTypeUpdateGuid AddedFoliageTypeUpdateGuid = 3, // Use a GUID to determine whic procedural actor spawned us ProceduralGuid = 4, // Support for cross-level bases CrossLevelBase = 5, // FoliageType for details customization FoliageTypeCustomization = 6, // FoliageType for details customization continued FoliageTypeCustomizationScaling = 7, // FoliageType procedural scale and shade settings updated FoliageTypeProceduralScaleAndShade = 8, // Added FoliageHISMC and blueprint support FoliageHISMCBlueprints = 9, // Added Mobility setting to UFoliageType AddedMobility = 10, // Make sure that foliage has FoliageHISMC class FoliageUsingFoliageISMC = 11, // Foliage Actor Support FoliageActorSupport = 12, // Foliage Actor (No weak ptr) FoliageActorSupportNoWeakPtr = 13, // Foliage Instances are now always saved local to Level FoliageRepairInstancesWithLevelTransform = 14, // Supports discarding foliage types on load independently from density scaling FoliageDiscardOnLoad = 15, // ------------------------------------------------------ VersionPlusOne, LatestVersion = VersionPlusOne - 1 }; // The GUID for this custom version number const static FGuid GUID; private: FFoliageCustomVersion() {} };