Files
UnrealEngine/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterVersion.h
2025-05-18 13:04:45 +08:00

47 lines
1.5 KiB
C++

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