BeforeCustomVersionWasAdded |
Before any version changes were made. |
UseBodySetupCollisionProfile |
BodySetup's default instance collision profile is used by default when creating a new instance. |
AnimBlueprintSubgraphFix |
Regenerate subgraph arrays correctly in animation blueprints to remove duplicates and add missing graphs that appear read only when edited |
MeshSocketScaleUtilization |
Static and skeletal mesh sockets now use the specified scale. |
ExplicitAttachmentRules |
Attachment rules are now explicit in how they affect location, rotation and scale. |
MoveCompressedAnimDataToTheDDC |
Moved compressed anim data from uasset to the DDC. |
FixNonTransactionalPins |
Some graph pins created using legacy code seem to have lost the RF_Transactional flag, which causes issues with undo. |
SmartNameRefactor |
Create new struct for SmartName, and use that for CurveName. |
AddSourceReferenceSkeletonToRig |
Add Reference Skeleton to Rig. |
ConstraintInstanceBehaviorParameters |
Refactor ConstraintInstance so that we have an easy way to swap behavior paramters. |
PoseAssetSupportPerBoneMask |
Pose Asset support mask per bone. |
PhysAssetUseSkeletalBodySetup |
Physics Assets now use SkeletalBodySetup instead of BodySetup. |
RemoveSoundWaveCompressionName |
Remove SoundWave CompressionName. |
AddInternalClothingGraphicalSkinning |
Switched render data for clothing over to unreal data, reskinned to the simulation mesh. |
WheelOffsetIsFromWheel |
Wheel force offset is now applied at the wheel instead of vehicle COM. |
MoveCurveTypesToSkeleton |
Move curve metadata to be saved in skeleton Individual asset still saves some flag - i.e. disabled curve and editable or not, but major flag - i.e. material types - moves to skeleton and handle in one place |
CacheDestructibleOverlaps |
Cache destructible overlaps on save. |
GeometryCacheMissingMaterials |
Added serialization of materials applied to geometry cache objects. |
LODsUseResolutionIndependentScreenSize |
Switch static & skeletal meshes to calculate LODs based on resolution-independent screen size. |
BlendSpacePostLoadSnapToGrid |
Blend space post load verification. |
SupportBlendSpaceRateScale |
Addition of rate scales to blend space samples. |
LODHysteresisUseResolutionIndependentScreenSize |
LOD hysteresis also needs conversion from the LODsUseResolutionIndependentScreenSize version. |
ChangeAudioComponentOverrideSubtitlePriorityDefault |
AudioComponent override subtitle priority default change. |
HardSoundReferences |
Serialize hard references to sound files when possible. |
EnforceConstInAnimBlueprintFunctionGraphs |
Enforce const correctness in Animation Blueprint function graphs. |
InputKeySelectorTextStyle |
Upgrade the InputKeySelector to use a text style. |
EdGraphPinContainerType |
Represent a pins container type as an enum not 3 independent booleans. |
ChangeAssetPinsToString |
Switch asset pins to store as string instead of hard object reference. |
LocalVariablesBlueprintVisible |
Fix Local Variables so that the properties are correctly flagged as blueprint visible. |
RemoveUField_Next |
Stopped serializing UField_Next so that UFunctions could be serialized in dependently of a UClass in order to allow us to do all UFunction loading in a single pass (after classes and CDOs are created): |
UserDefinedStructsBlueprintVisible |
Fix User Defined structs so that all members are correct flagged blueprint visible. |
PinsStoreFName |
FMaterialInput and FEdGraphPin store their name as FName instead of FString. |
UserDefinedStructsStoreDefaultInstance |
User defined structs store their default instance, which is used for initializing instances. |
FunctionTerminatorNodesUseMemberReference |
Function terminator nodes serialize an FMemberReference rather than a name/class pair. |
EditableEventsUseConstRefParameters |
Custom event and non-native interface event implementations add 'const' to reference parameters. |
BlueprintGeneratedClassIsAlwaysAuthoritative |
No longer serialize the legacy flag that indicates this state, as it is now implied since we don't serialize the skeleton CDO. |
EnforceBlueprintFunctionVisibility |
Enforce visibility of blueprint functions - e.g. raise an error if calling a private function from another blueprint: |
StoringUCSSerializationIndex |
ActorComponents now store their serialization index. |
VersionPlusOne |
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LatestVersion |
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