UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE5MainStreamObjectVersions.inl
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#if defined(DEFINE_UE5_MAIN_VERSIONS)
4#define UE5_MAIN_VERSION(Version, ID) Version,
5#elif defined(CHECK_UE5_MAIN_VERSIONS)
6#define UE5_MAIN_VERSION(Version, ID) static_assert(FUE5MainStreamObjectVersion::Version == ID);
7#endif
8
9// Before any version changes were made
10UE5_MAIN_VERSION(BeforeCustomVersionWasAdded, 0)
11
12// Nanite data added to Chaos geometry collections
14
15// Nanite Geometry Collection data moved to DDC
17
18// Removing SourceAnimationData, animation layering is now applied during compression
20
21// New MeshDescription format.
22// This is the correct versioning for MeshDescription changes which were added to ReleaseObjectVersion.
23UE5_MAIN_VERSION(MeshDescriptionNewFormat, 4)
24
25// Serialize GridGuid in PartitionActorDesc
27
28// Set PKG_ContainsMapData on external actor packages
30
31// Added a new configurable BlendProfileMode that the user can setup to control the behavior of blend profiles.
33
34// Serialize DataLayers in WorldPartitionActorDesc
36
37// Renaming UAnimSequence::NumFrames to NumberOfKeys, as that what is actually contains.
39
40// Serialize HLODLayer in WorldPartition HLODActorDesc
42
43// Fixed Nanite Geometry Collection cooked data
45
46// Added bCooked to UFontFace assets
48
49// Serialize CellHash in WorldPartition HLODActorDesc
51
52// Nanite data is now transient in Geometry Collection similar to how RenderData is transient in StaticMesh.
54
55// Added FLandscapeSplineActorDesc
57
58// Added support for per-object collision constraint flag. [Chaos]
59UE5_MAIN_VERSION(AddCollisionConstraintFlag, 16)
60
61// Initial Mantle Serialize Version
63
64// Animation sync groups explicitly specify sync method
66
67// Fixup FLandscapeActorDesc Grid indices
69
70// FoliageType with HLOD support
72
73// Introducing UAnimDataModel sub-object for UAnimSequenceBase containing all animation source data
75
76// Serialize ActorLabel in WorldPartitionActorDesc
78
79// Fix WorldPartitionActorDesc serialization archive not persistent
81
82// Fix potentially duplicated actors when using ForceExternalActorLevelReference
84
85// Make UMeshDescriptionBase serializable
87
88// Chaos FConvex uses array of FVec3s for vertices instead of particles
89UE5_MAIN_VERSION(ConvexUsesVerticesArray, 26)
90
91// Serialize HLOD info in WorldPartitionActorDesc
93
94// Expose particle Disabled flag to the game thread
95UE5_MAIN_VERSION(AddDisabledFlag, 28)
96
97// Moving animation custom attributes from AnimationSequence to UAnimDataModel
99
100// Use of triangulation at runtime in BlendSpace
102
103// Fix to the Cubic smoothing, plus introduction of new smoothing types
105
106// Removing Tessellation parameters from Materials
108
109// Sparse class data serializes its associated structure to allow for BP types to be used
111
112// PackedLevelInstance bounds fix
114
115// Initial set of anim nodes converted to use constants held in sparse class data
117
118// Explicitly serialized bSavedCachedExpressionData for Material(Instance)
120
121// Remove explicit decal blend mode
123
124// Made directional lights be atmosphere lights by default
126
127// Changed how world partition streaming cells are named
129
130// Changed how actor descriptors compute their bounds
132
133// Switch FMeshDescriptionBulkData to use virtualized bulkdata
135
136// Switch FTextureSource to use virtualized bulkdata
138
139// RigVM to store more information alongside the Copy Operator
141
142// Expanded separate translucency into multiple passes
144
145// Chaos FGeometryCollectionObject user defined collision shapes support
146UE5_MAIN_VERSION(GeometryCollectionUserDefinedCollisionShapes, 45)
147
148// Removed the AtmosphericFog component with conversion to SkyAtmosphere component
150
151// The SkyAtmosphere now light up the heightfog by default, and by default the height fog has a black color.
153
154// Ordering of samples in BlendSpace
156
157// No longer bake MassToLocal transform into recorded transform data in GeometryCollection caching
158UE5_MAIN_VERSION(GeometryCollectionCacheRemovesMassToLocal, 49)
159
160// UEdGraphPin serializes SourceIndex
162
163// Change texture bulkdatas to have unique guids
165
166// Introduce RigVM Memory Class Object
168
169// Ray tracing shadows have three states now (Disabled, Use Project Settings, Enabled)
171
172// Add bVisibleInRayTracing flag to Skeletal Mesh Sections
174
175// Add generic tagging of all anim graph nodes in anim blueprints
177
178// Add custom version to FDynamicMesh3
180
181// Remove the inline reduction bulkdata and replace it by a simple vertex and triangle count cache
183
184// Added some new MeshInfo to the FSkeletalMeshLODModel class.
186
187// Add Texture DoScaleMipsForAlphaCoverage
189
190// Fixed default value of volumetric cloud to be exact match with main view, more expenssive but we let user choosing how to lower the quality.
192
193// Use special BVH for TriangleMesh, instead of the AABBTree
195
196// FDynamicMeshAttributeSet has Weight Maps. TDynamicAttributeBase serializes its name.
198
199// Switching FK control naming scheme to incorporate _CURVE for curve controls
201
202// Fix-up for FRichCurveKey::TangentWeightMode, which were found to contain invalid value w.r.t the enum-type
204
205// Enforcing new automatic tangent behaviour, enforcing auto-tangents for Key0 and KeyN to be flat, for Animation Assets.
207
208// SoundWave Update to use EditorBuildData for it's RawData
210
211// Fix material feature level nodes to account for new SM6 input pin.
213
214// Fix material feature level nodes to account for new SM6 input pin.
216
217// Move some Chaos flags into a bitfield
219
220// Allow each LiveLink controller to specify its own component to control
222
223// Remove Faces in Triangle Mesh BVH
225
226// Moving all nodal offset handling to Lens Component
228
229// GPU none interpolated spawning no longer calls the update script
231
232// World partition streaming policy serialization only for cooked builds
234
235// Remove serialization of bounds relevant from  WorldPartitionActorDesc
237
238// Added IAnimationDataModel interface and replace UObject based representation for Animation Assets
239// This version had to be undone. Animation assets saved between this and the subsequent backout version
240// will be unable to be loaded
242
243// Deprecate LandscapeSplineActorDesc
245
246// Revert the IAnimationDataModel changes. Animation assets
248
249// Made stationary local and skylights behave similar to SM5
251// Made ManagedArrayCollection::FValueType::Value always serialize when FValueType is
253
254// Moving all distortion handling to Lens Component
256
257// Updated image media source path resolution logic
259
260// Add low resolution data in Height Field
262
263// Low resolution data in Height Field will store one height for (6x6) 36 cells
265
266// Add damage propagation settings to geometry collections
268
269// Wheel friction forces are now applied at tire contact point
271
272// Add flag to override MeshDeformer on a SkinnedMeshComponent.
274
275// Replace FNames for class/actor paths with FSoftObjectPath
277
278// Reintroducing AnimationDataModelInterface_BackedOut changes
280
281// Support 16-bit skin weights on SkeletalMesh
283
284// bIsUsedWithVolumetricCloud flag auto conversion
286
287// bIsUsedWithVolumetricCloud flag auto conversion
289
290// Added TransformScaleMethod pin to SpawnActorFromClass node
292
293// Added support for the RigVM to run branches lazily
295
296// Adding additional object version to defer out-of-date pose asset warning until next resaves
298
299// Store function information (and compilation data) in blueprint generated class
301
302// Store the RigVM execute context struct the VM uses in the archive
304
305// Store the Visual Logger timestamp as a double
307
308// Add ThinSurface instance override support
310
311// Add refraction mode None, converted from legacy when the refraction pin is not plugged.
313
314// Store serialized graph function in the function data
316
317// Animation Sequence now stores its frame-rate on a per-platform basis
319
320// New default for number of attributes on 2d grids
322
323// RigVM generated class refactor
325
326// In certain cases, Blueprint pins with a PC_Object category would serialize a null PinSubCategoryObject
328
329// Allow custom event nodes to use access specifiers
331
332// Explicit override of Groom's hair width
334
335// Smart names removed from animation systems
337
338// Change the default for facing & alignment to be automatic
340
341// Change the default for facing & alignment to be automatic
343
344// Changed the material property connected bitmasks from 32bit to 64bit
346
347// Combines proprties into a new binding so users can select constant or binding
349
350// Skeletal vertex attributes
352
353// Store the RigVM execute context struct the VM uses in the archive
355
356// serialization inputs and outputs as two different sections
358
359// Cloth collection tether initialization
361
362// OpenColorIO transforms now serialize their generated texture(s) and shader code normally into the uasset.
364
365// Cloth collection single lod schema
367
368// Visual Logger format now includes a WorldTimeStamp in addition to TimeStamp for easier debugging between multiple instances.
370
371// Added support for InstanceDataManagerSerialization and changed format for the instances to FTransform3f
373
374// Added new material compilation validation for runtime virtual textures
376
377// -----<new versions can be added above this line>-------------------------------------------------
378#undef UE5_MAIN_VERSION
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127