BeforeCustomVersionWasAdded |
Before any version changes were made. |
WorldCompositionTile3DOffset |
World composition tile offset changed from 2d to 3d. |
MaterialInstanceSerializeOptimization_ShaderFName |
Minor material serialization optimization. |
CullDistanceRefactor_RemovedDefaultDistance |
Refactored cull distances to account for HLOD, explicit override and globals in priority. |
CullDistanceRefactor_NeverCullHLODsByDefault |
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CullDistanceRefactor_NeverCullALODActorsByDefault |
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SaveGeneratedMorphTargetByEngine |
Support to remove morphtarget generated by bRemapMorphtarget. |
ConvertReductionSettingOptions |
Convert reduction setting options. |
StaticParameterTerrainLayerWeightBlendType |
Serialize the type of blending used for landscape layer weight static params. |
FixUpNoneNameAnimationCurves |
Fix up None Named animation curve names,. |
EnsureActiveBoneIndicesToContainParents |
Ensure ActiveBoneIndices to have parents even not skinned for old assets. |
SerializeInstancedStaticMeshRenderData |
Serialize the instanced static mesh render data, to avoid building it at runtime. |
CachedMaterialQualityNodeUsage |
Cache material quality node usage. |
FontOutlineDropShadowFixup |
Font outlines no longer apply to drop shadows for new objects but we maintain the opposite way for backwards compat. |
NewSkeletalMeshImporterWorkflow |
New skeletal mesh import workflow (Geometry only or animation only re-import ) |
NewLandscapeMaterialPerLOD |
Migrate data from previous data structure to new one to support materials per LOD on the Landscape. |
RemoveUnnecessaryTracksFromPose |
New Pose Asset data type. |
FoliageLazyObjPtrToSoftObjPtr |
Migrate Foliage TLazyObjectPtr to TSoftObjectPtr. |
REVERTED_StoreTimelineNamesInTemplate |
TimelineTemplates store their derived names instead of dynamically generating This code tied to this version was reverted and redone at a later date |
AddBakePoseOverrideForSkeletalMeshReductionSetting |
Added BakePoseOverride for LOD setting. |
StoreTimelineNamesInTemplate |
TimelineTemplates store their derived names instead of dynamically generating. |
WidgetStopDuplicatingAnimations |
Avoid duplicating widget animations to save space. |
AllowSkeletalMeshToReduceTheBaseLOD |
Allow reducing of the base LOD, we need to store some imported model data so we can reduce again from the same data. |
ShrinkCurveTableSize |
Curve Table size reduction. |
WidgetAnimationDefaultToSelfFail |
Widgets upgraded with WidgetStopDuplicatingAnimations, may not correctly default-to-self for the widget parameter. |
FortHUDElementNowRequiresTag |
HUDWidgets now require an element tag. |
FortMappedCookedAnimation |
Animation saved as bulk data when cooked. |
SupportVirtualBoneInRetargeting |
Support Virtual Bone in Retarget Manager. |
FixUpWaterMetadata |
Fixup bad defaults in water metadata. |
MoveWaterMetadataToActor |
Move the location of water metadata. |
ReplaceLakeCollision |
Replaced lake collision component. |
AnimLayerGuidConformation |
Anim layer node names are now conformed by Guid. |
MakeOceanCollisionTransient |
Ocean collision component has become dynamic. |
FFieldPathOwnerSerialization |
FFieldPath will serialize the owner struct reference and only a short path to its property. |
FixUpUnderwaterPostProcessMaterial |
Simplified WaterBody post process material handling. |
SupportMultipleWaterBodiesPerExclusionVolume |
A single water exclusion volume can now exclude N water bodies. |
RigVMByteCodeDeterminism |
Serialize rigvm operators one by one instead of the full byte code array to ensure determinism. |
LandscapePhysicalMaterialRenderData |
Serialize the physical materials generated by the render material. |
FixupRuntimeVirtualTextureVolume |
RuntimeVirtualTextureVolume fix transforms. |
FixUpRiverCollisionComponents |
Retrieve water body collision components that were lost in cooked builds. |
FixDuplicateRiverSplineMeshCollisionComponents |
Fix duplicate spline mesh components on rivers. |
ContainsStableActorGUIDs |
Indicates level has stable actor guids. |
LevelsetSerializationSupportForBodySetup |
Levelset Serialization support for BodySetup. |
ChaosSolverPropertiesMoved |
Moving Chaos solver properties to allow them to exist in the project physics settings. |
GameFeatureData_MovedComponentListAndCheats |
Moving some UFortGameFeatureData properties and behaviors into the UGameFeatureAction pattern. |
ChaosClothAddfictitiousforces |
Add centrifugal forces for cloth. |
ChaosConvexVariableStructureDataAndVerticesArray |
Chaos Convex StructureData supports different index sizes based on num verts/planes Chaos FConvex uses array of FVec3s for vertices instead of particles (Merged from //UE4/Main) |
RemoveLandscapeWaterInfo |
Remove the WaterVelocityHeightTexture dependency on MPC_Landscape and LandscapeWaterIndo. |
ChaosClothAddWeightedValue |
Added the weighted value property type to store the cloths weight maps' low/high ranges. |
ChaosClothAddTetherStiffnessWeightMap |
Added the Long Range Attachment stiffness weight map. |
ChaosClothFixLODTransitionMaps |
Fix corrupted LOD transition maps. |
ChaosClothAddTetherScaleAndDragLiftWeightMaps |
Enable a few more weight maps to better art direct the cloth simulation. |
ChaosClothAddMaterialWeightMaps |
Enable material (edge, bending, and area stiffness) weight maps. |
SerializeFloatChannelShowCurve |
Added bShowCurve for movie scene float channel serialization. |
LandscapeGrassSingleArray |
Minimize slack waste by using a single array for grass data. |
AddedSubSequenceEntryWarpCounter |
Add loop counters to sequencer's compiled sub-sequence data. |
WaterBodyComponentRefactor |
Water plugin is now component-based rather than actor based. |
BPGCCookedEditorTags |
Cooked BPGC storing editor-only asset tags. |
TerrainLayerWeightsAreNotParameters |
Terrain layer weights are no longer considered material parameters. |
GravityOverrideDefinedInWorldSpace |
Anim Dynamics Node Gravity Override vector is now defined in world space, not simulation space. |
AnimDynamicsEditableChainParameters |
Anim Dynamics Node Physics parameters for each body in a chain are now stored in an array and can be edited. |
WaterZonesRefactor |
Decoupled the generation of the water texture from the Water Brush and the landscape. |
ChaosClothFasterDamping |
Add faster damping calculations to the cloth simulation and rename previous Damping parameter to LocalDamping. |
MigratedFunctionHandlersToDefaults |
Migrated function handlers to the CDO/archetype data. |
ChaosInertiaConvertedToVec3 |
Storing inertia tensor as vec3 instead of matrix. |
MigratedEventDefinitionToDefaults |
Migrated event definitions to the CDO/archetype data. |
LevelInstanceActorGuidSerialize |
Serialize LevelInstanceActorGuid on new ILevelInstanceInterface implementation. |
SingleFrameAndKeyAnimModel |
Single-frame/key AnimDataModel patch-up. |
RemappedEvaluateWorldPositionOffsetInRayTracing |
Remapped bEvaluateWorldPositionOffset to bEvaluateWorldPositionOffsetInRayTracing. |
WaterBodyComponentCollisionSettingsRefactor |
Water body collision settings are now those of the base UPrimitiveComponent, rather than duplicated in UWaterBodyComponent. |
WidgetInheritedNamedSlots |
Introducing widget inherited named slots. |
WaterHLODSupportAdded |
Added water HLOD material. |
PoseWatchMigrateSkeletonDrawParametersToPoseElement |
Moved parameters affecting Skeleton pose rendering from the PoseWatch class to the PoseWatchPoseElement class. |
WaterExclusionVolumeExcludeAllDefault |
Reset default value for Water exclusion volumes to make them more intuitive and support the "it just works" philosophy. |
WaterNontessellatedLODSupportAdded |
Added water non-tessellated LOD. |
HierarchicalSimplificationMethodEnumAdded |
Added FHierarchicalSimplification::SimplificationMethod. |
WorldPartitionStreamingCellsNamingShortened |
Changed how world partition streaming cells are named. |
WorldPartitionActorDescSerializeContentBundleGuid |
Serialize ContentBundleGuid in WorldPartitionActorDesc. |
WorldPartitionActorDescSerializeActorIsRuntimeOnly |
Serialize IsActorRuntimeOnly in WorldPartitionActorDesc. |
NaniteMaterialOverride |
Add Nanite Material Override option to materials and material instances. |
WorldPartitionHLODActorDescSerializeStats |
Serialize HLOD stats in HLODActorDesc. |
WorldPartitionStreamingSourceComponentTargetDeprecation |
WorldPartitionStreamingSourceComponent property deprecation. |
FixedLocalizationGatherForExternalActorPackage |
Fixed localization gathering for external actor packages. |
WorldPartitionHLODActorUseSourceCellGuid |
Change HLODActors to RuntimeCells mapping to use a GUID instead of the cell name. |
ChaosGeometryCollectionInternalFacesAttribute |
Add an attribute to geometry collection to track internal faces, rather than relying on material ID numbering. |
DynamicCastNodesUsePureStateEnum |
Dynamic cast nodes use an enumerated pure node state to include a value for the default setting. |
WorldPartitionActorFilter |
Add FWorldPartitionActorFilter to FLevelInstanceActorDesc/FDataLayerInstanceDesc. |
AudioAttenuationNonSpatializedRadiusBlend |
Change the non-spatialized radius to blend to a pure 2D spatialized sound vs omnidirectional. |
WorldPartitionActorClassDescSerialize |
Serialize actor class descriptors. |
WorldPartitionFActorContainerIDu64ToGuid |
FActorContainerID is now an FGuid instead of a uint64. |
WorldPartitionPrivateDataLayers |
FDataLayerInstanceDesc support for private data layers. |
ChaosImplicitObjectUnionBVHRefactor |
Reduce size and improve behaviour of Chaos::FImplicitObjectUnion. |
LevelInstanceActorDescDeltaSerializeFilter |
FLevelInstanceActorDesc DeltaSerialize Filter. |
FixNaniteLandscapeMeshDDCKey |
Fix the Nanite landscape mesh non-deterministic DDC keys. |
ChaosGeometryCollectionConnectionEdgeGroup |
Change how connection graphs are stored on Geometry Collections to an edge-array representation. |
WaterBodyStaticMeshComponents |
Moved the water info mesh data and static water body meshes into new static mesh components for water bodies. |
WorldPartitionActorDescSerializeInvalidBounds |
Serialize invalid bounds in world partition actor descriptors. |
NavigationLinkID32To64 |
Upgrade Navigation Links to use 64 bits for the ID. |
WorldPartitionActorDescSerializeEditorOnlyReferences |
Serialize editor only references in world partition actor descriptors. |
WorldPartitionActorDescSerializeSoftObjectPathSupport |
Add support for soft object paths in actor descriptors. |
WorldPartitionClasDescGuidTransient |
Don't serialize class descriptor GUIDs. |
WorldPartitionActorDescIsMainWorldOnly |
Serialize ActorDesc bIsMainWorldOnly. |
WorldPartitionActorFilterStringAssetPath |
FWorldPartitionActorFilter go back to FString serialize of AssetPaths to avoid FArchiveReplaceOrClearExternalReferences clearing CDO references on BP Compile. |
PackedLevelActorDesc |
Add FPackedLevelActorDesc for APackedLevelActor and support for APackedLevelActor Filters. |
WorldPartitionRuntimeSpatialHashCVarOverrides |
Add customizable values for several UWorldPartitionRuntimeSpatialHash cvars. |
WorldPartitionHLODSourceActorsRefactor |
WorldPartition HLOD now contains a source actors object. |
WaterBodyStaticMeshRename |
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GeometryCollectionConvertVertexColorToSRGB |
Geometry Collection now by-default converts vertex colors to sRGB when creating render data. |
WaterOwningZonePointerFixup |
Water bodies before this version need to update their water zone on load since they won't have been serialized yet. |
WaterBodyStaticMeshDuplicateTransient |
Set flags on water static meshes to duplicate transient to avoid underlying static mesh duplication issue. |
MVVMConvertPropertyPathToSkeletalClass |
Update paths to use the SkeletalClass. |
WaterBodyStaticMeshFixup |
Fixup all flags/outering on static meshes on water bodies by rebuilding them completely. |
VersionPlusOne |
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LatestVersion |
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