Files
UnrealEngine/Engine/Source/Runtime/Foliage/Public/InstancedFoliageCustomVersion.h
2025-05-18 13:04:45 +08:00

56 lines
1.8 KiB
C++

// 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,
// -----<new versions can be added above this line>-------------------------------------------------
VersionPlusOne,
LatestVersion = VersionPlusOne - 1
};
// The GUID for this custom version number
const static FGuid GUID;
private:
FFoliageCustomVersion() {}
};