// Copyright Epic Games, Inc. All Rights Reserved. #pragma once //============================================================================================================================================================= // This file defines constants used for versioning packages, modules, and various subsystems in UE. In general, it should not be necessary to include this // file and access these values directly - they are all wrapped behind the higher-level abstractions in FEngineVersion and the FApp class. // // The following concepts are used for versioning in UE: // // - The *engine version* defines the explicit major/minor/patch version of the engine, plus the changelist and branch name that it was built from. The // changelist is assumed to be a monotonically increasing number in the current branch, and is used both as a unique identifier and to infer that one engine // was later than another. Tagged property serialization in UE is tolerant to properties being added or removed, so we always want to prevent an older // build of the engine loading assets created with a newer build, discarding properties which have recently been added, and silently losing data // when the asset is saved out. The changelist allows ordering versions in such cases. The engine version is encapsulated by the FEngineVersion class, of // which there are two commonly referenced instances: // // FEngineVersion::Current() normally uses ENGINE_CURRENT_CL_VERSION for the changelist component, and indicates the code the engine was built // from. This is typically only used for diagnostic and display purposes. // // FEngineVersion::CompatibleWith() normally uses ENGINE_COMPATIBLE_CL_VERSION for the changelist component and '0' for the patch component, and // indicates the baseline version of the engine that this build maintains strict binary compatibility with. // By default, this compatibility extends to assets, executable modules, and any network data transmitted between // two builds, and is used when creating patches and hotfixes that can be used interchangeably with another build. // This should be used for versioning in the majority of cases in the engine. // // Both the ENGINE_CURRENT_CL_VERSION and ENGINE_COMPATIBLE_CL_VERSION macros can be updated systemically by build systems using the UpdateLocalVersion // AutomationTool command (as well as the ENGINE_IS_LICENSEE_VERSION and BRANCH_NAME macros). // // - The *object version* (aka serialization version) is as a monotonically incrementing (but manually updated) integer, and is used to write one-way // upgrade code in custom UObject serialization functions. It is set by the enum in ObjectVersion.h, and is global to the whole engine. This version number // is saved as a raw integer value in package headers, so it cannot be safely reordered or merged between branches. It should ONLY be updated // by Epic, otherwise future engine merges may corrupt content. // // - The *licensee object version* is provided for licensees to create their own one-way upgrade paths akin to the regular object version. Epic will never // add entries to this enumeration. It is defined by the enum in ObjectVersion.h // // - Any number of *custom object version* objects may be registered to create orthogonal incrementing version numbers similar to the object version and // licensee version enums (see FCustomVersion). Each one is registered with a GUID, ensuring uniqueness and allowing the FArchive to quickly store and // retrieve them without any context of what they represent. Custom versions may be created for individual projects, subsystems, or branches. // // - The *build version* is an opaque string specific to the product being built, and should be used for identifying the current application // (as opposed to distinct applications built with the same engine version). It is set by the BUILD_VERSION macro, which can be updated using the // UpdateLocalVersion AutomationTool command. // // - The *network version* and *replay version* are used for versioning the network and replay subsystems, and default to the compatible engine version. // // - The *engine association* in a .uproject file often takes the appearance of a version number for launcher-installed binary UE releases, but may be // other identifiers as well. See ProjectDescriptor.h for a description of how this technique works. // // Constants in this file are updated by AutomationTool and UnrealGameSync. Be careful when changing formatting for the submitted version of this file that // these tools can still parse it. //============================================================================================================================================================= // These numbers define the banner UE version, and are the most significant numbers when ordering two engine versions (that is, a 5.12.* version is always // newer than a 5.11.* version, regardless of the changelist that it was built with) // When updating these, also update the static_assert below #define ENGINE_MAJOR_VERSION 5 #define ENGINE_MINOR_VERSION 7 #define ENGINE_PATCH_VERSION 0 // If this static_assert fires then Version.h has been updated without updating this code. // This line exists to cause conflicts when merging Version.h between streams so if one stream updates // the minor version while another updates the patch, you do not get a silently combined version that // was unintended. #ifdef __cplusplus static_assert(ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION == 7 && ENGINE_PATCH_VERSION == 0); //-V501 #endif // __cplusplus // Macros for encoding strings #define VERSION_TEXT(x) TEXT(x) #define VERSION_STRINGIFY_2(x) VERSION_TEXT(#x) #define VERSION_STRINGIFY(x) VERSION_STRINGIFY_2(x) // Various strings used for engine resources #define EPIC_COMPANY_NAME "Epic Games, Inc." #define EPIC_COPYRIGHT_STRING "Copyright Epic Games, Inc. All Rights Reserved." #define EPIC_PRODUCT_NAME "Unreal Engine" #define EPIC_PRODUCT_IDENTIFIER "UnrealEngine" #if defined(BUILT_FROM_CHANGELIST) && defined(BRANCH_NAME) #define ENGINE_VERSION_STRING \ VERSION_STRINGIFY(ENGINE_MAJOR_VERSION) \ VERSION_TEXT(".") \ VERSION_STRINGIFY(ENGINE_MINOR_VERSION) \ VERSION_TEXT(".") \ VERSION_STRINGIFY(ENGINE_PATCH_VERSION) \ VERSION_TEXT("-") \ VERSION_STRINGIFY(BUILT_FROM_CHANGELIST) \ VERSION_TEXT("+") \ VERSION_TEXT(BRANCH_NAME) #else #define ENGINE_VERSION_STRING \ VERSION_STRINGIFY(ENGINE_MAJOR_VERSION) \ VERSION_TEXT(".") \ VERSION_STRINGIFY(ENGINE_MINOR_VERSION) \ VERSION_TEXT(".") \ VERSION_STRINGIFY(ENGINE_PATCH_VERSION) #endif