45 lines
1.9 KiB
C++
45 lines
1.9 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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#include "Misc/Guid.h"
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// Custom version for landscape serialization
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namespace FLandscapeCustomVersion
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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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// Changed to TMap properties instead of manual serialization and fixed landscape spline control point cross-level mesh components not being serialized
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NewSplineCrossLevelMeshSerialization,
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// Support material world-position-offset in the heightmap used for grass placement
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GrassMaterialWPO,
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// Support material world-position-offset in landscape simple collision
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CollisionMaterialWPO,
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// Support material world-position-offset in landscape lighting mesh
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LightmassMaterialWPO,
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// Fix for landscape grass not updating when using a material instance as the landscape material and changing parameters
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GrassMaterialInstanceFix,
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// Fix for spline Foreign data that used TMap<TLazyObjectPtr, ...> to now use TArray<...> to prevent key creation every time we do a search thus putting the package dirty
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SplineForeignDataLazyObjectPtrFix,
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// Migration of deprecated property from old landscape rendering to new landscape Rendering
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MigrateOldPropertiesToNewRenderingProperties,
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// Migration of old EnabledCollision for spline elements to the full body instance exposed
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AddingBodyInstanceToSplinesElements,
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// Spline Layer Falloff
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AddSplineLayerFalloff,
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// Spline Layer Width
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AddSplineLayerWidth,
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// New LOD distribution and tessellation calculations are introduced, needs parameter conversion
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NewLandscapeContinuousLOD,
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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
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const static FGuid GUID = FGuid(0x23AFE18E, 0x4CE14E58, 0x8D61C252, 0xB953BEB7);
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};
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