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