// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Misc/Guid.h" // Custom version for landscape serialization namespace FLandscapeCustomVersion { enum Type { // Before any version changes were made in the plugin BeforeCustomVersionWasAdded = 0, // Changed to TMap properties instead of manual serialization and fixed landscape spline control point cross-level mesh components not being serialized NewSplineCrossLevelMeshSerialization, // Support material world-position-offset in the heightmap used for grass placement GrassMaterialWPO, // Support material world-position-offset in landscape simple collision CollisionMaterialWPO, // Support material world-position-offset in landscape lighting mesh LightmassMaterialWPO, // Fix for landscape grass not updating when using a material instance as the landscape material and changing parameters GrassMaterialInstanceFix, // Fix for spline Foreign data that used TMap to now use TArray<...> to prevent key creation every time we do a search thus putting the package dirty SplineForeignDataLazyObjectPtrFix, // Migration of deprecated property from old landscape rendering to new landscape Rendering MigrateOldPropertiesToNewRenderingProperties, // Migration of old EnabledCollision for spline elements to the full body instance exposed AddingBodyInstanceToSplinesElements, // Spline Layer Falloff AddSplineLayerFalloff, // Spline Layer Width AddSplineLayerWidth, // New LOD distribution and tessellation calculations are introduced, needs parameter conversion NewLandscapeContinuousLOD, // ------------------------------------------------------ VersionPlusOne, LatestVersion = VersionPlusOne - 1 }; // The GUID for this custom version const static FGuid GUID = FGuid(0x23AFE18E, 0x4CE14E58, 0x8D61C252, 0xB953BEB7); };