47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#define UE_API WATER_API
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// Custom serialization version for Water plugin
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struct FWaterCustomVersion
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{
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enum Type
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{
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// Before any version changes were made in the plugin
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BeforeCustomVersionWasAdded = 0,
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// Refactor of AWaterBody into sub-classes, waves refactor, etc.
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WaterBodyRefactor,
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// Transfer of TerrainCarvingSettings from landmass to water
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MoveTerrainCarvingSettingsToWater,
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// WaterBrushManager now can specify its own brush materials instead of using those from the default water editor settings :
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MoveBrushMaterialsToWaterBrushManager,
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// Deprecate pontoons data on UBuoyancyComponent
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UpdateBuoyancyComponentPontoonsData,
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// Move JumpFlood materials into AWaterBrushManager
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MoveJumpFloodMaterialsToWaterBrushManager,
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// Fixup Gerstner waves that were not recomputed at the right moment
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FixupUnserializedGerstnerWaves,
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// Move responsability of updating the Water MPC params to WaterMesh
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MoveWaterMPCParamsToWaterMesh,
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// Moved where the default water info material is assigned to prevent blocking async load thread
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DefaultWaterInfoMaterialAssignmentMoved,
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// -----<new versions can be added above this line>-------------------------------------------------
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VersionPlusOne,
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LatestVersion = VersionPlusOne - 1
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};
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// The GUID for this custom version number
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UE_API const static FGuid GUID;
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private:
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FWaterCustomVersion() {}
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};
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#undef UE_API
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