UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE5MainStreamObjectVersions.inl
Go to the documentation of this file.
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
10
UE5_MAIN_VERSION
(BeforeCustomVersionWasAdded, 0)
11
12
// Nanite data added to Chaos geometry collections
13
UE5_MAIN_VERSION
(
GeometryCollectionNaniteData
, 1)
14
15
// Nanite Geometry Collection data moved to DDC
16
UE5_MAIN_VERSION
(
GeometryCollectionNaniteDDC
, 2)
17
18
// Removing SourceAnimationData, animation layering is now applied during compression
19
UE5_MAIN_VERSION
(
RemovingSourceAnimationData
, 3)
20
21
// New MeshDescription format.
22
// This is the correct versioning for MeshDescription changes which were added to ReleaseObjectVersion.
23
UE5_MAIN_VERSION
(MeshDescriptionNewFormat, 4)
24
25
// Serialize GridGuid in PartitionActorDesc
26
UE5_MAIN_VERSION
(
PartitionActorDescSerializeGridGuid
, 5)
27
28
// Set PKG_ContainsMapData on external actor packages
29
UE5_MAIN_VERSION
(
ExternalActorsMapDataPackageFlag
, 6)
30
31
// Added a new configurable BlendProfileMode that the user can setup to control the behavior of blend profiles.
32
UE5_MAIN_VERSION
(
AnimationAddedBlendProfileModes
, 7)
33
34
// Serialize DataLayers in WorldPartitionActorDesc
35
UE5_MAIN_VERSION
(
WorldPartitionActorDescSerializeDataLayers
, 8)
36
37
// Renaming UAnimSequence::NumFrames to NumberOfKeys, as that what is actually contains.
38
UE5_MAIN_VERSION
(
RenamingAnimationNumFrames
, 9)
39
40
// Serialize HLODLayer in WorldPartition HLODActorDesc
41
UE5_MAIN_VERSION
(
WorldPartitionHLODActorDescSerializeHLODLayer
, 10)
42
43
// Fixed Nanite Geometry Collection cooked data
44
UE5_MAIN_VERSION
(
GeometryCollectionNaniteCooked
, 11)
45
46
// Added bCooked to UFontFace assets
47
UE5_MAIN_VERSION
(
AddedCookedBoolFontFaceAssets
, 12)
48
49
// Serialize CellHash in WorldPartition HLODActorDesc
50
UE5_MAIN_VERSION
(
WorldPartitionHLODActorDescSerializeCellHash
, 13)
51
52
// Nanite data is now transient in Geometry Collection similar to how RenderData is transient in StaticMesh.
53
UE5_MAIN_VERSION
(
GeometryCollectionNaniteTransient
, 14)
54
55
// Added FLandscapeSplineActorDesc
56
UE5_MAIN_VERSION
(
AddedLandscapeSplineActorDesc
, 15)
57
58
// Added support for per-object collision constraint flag. [Chaos]
59
UE5_MAIN_VERSION
(AddCollisionConstraintFlag, 16)
60
61
// Initial Mantle Serialize Version
62
UE5_MAIN_VERSION
(
MantleDbSerialize
, 17)
63
64
// Animation sync groups explicitly specify sync method
65
UE5_MAIN_VERSION
(
AnimSyncGroupsExplicitSyncMethod
, 18)
66
67
// Fixup FLandscapeActorDesc Grid indices
68
UE5_MAIN_VERSION
(
FLandscapeActorDescFixupGridIndices
, 19)
69
70
// FoliageType with HLOD support
71
UE5_MAIN_VERSION
(
FoliageTypeIncludeInHLOD
, 20)
72
73
// Introducing UAnimDataModel sub-object for UAnimSequenceBase containing all animation source data
74
UE5_MAIN_VERSION
(
IntroducingAnimationDataModel
, 21)
75
76
// Serialize ActorLabel in WorldPartitionActorDesc
77
UE5_MAIN_VERSION
(
WorldPartitionActorDescSerializeActorLabel
, 22)
78
79
// Fix WorldPartitionActorDesc serialization archive not persistent
80
UE5_MAIN_VERSION
(
WorldPartitionActorDescSerializeArchivePersistent
, 23)
81
82
// Fix potentially duplicated actors when using ForceExternalActorLevelReference
83
UE5_MAIN_VERSION
(
FixForceExternalActorLevelReferenceDuplicates
, 24)
84
85
// Make UMeshDescriptionBase serializable
86
UE5_MAIN_VERSION
(
SerializeMeshDescriptionBase
, 25)
87
88
// Chaos FConvex uses array of FVec3s for vertices instead of particles
89
UE5_MAIN_VERSION
(ConvexUsesVerticesArray, 26)
90
91
// Serialize HLOD info in WorldPartitionActorDesc
92
UE5_MAIN_VERSION
(
WorldPartitionActorDescSerializeHLODInfo
, 27)
93
94
// Expose particle Disabled flag to the game thread
95
UE5_MAIN_VERSION
(AddDisabledFlag, 28)
96
97
// Moving animation custom attributes from AnimationSequence to UAnimDataModel
98
UE5_MAIN_VERSION
(
MoveCustomAttributesToDataModel
, 29)
99
100
// Use of triangulation at runtime in BlendSpace
101
UE5_MAIN_VERSION
(
BlendSpaceRuntimeTriangulation
, 30)
102
103
// Fix to the Cubic smoothing, plus introduction of new smoothing types
104
UE5_MAIN_VERSION
(
BlendSpaceSmoothingImprovements
, 31)
105
106
// Removing Tessellation parameters from Materials
107
UE5_MAIN_VERSION
(
RemovingTessellationParameters
, 32)
108
109
// Sparse class data serializes its associated structure to allow for BP types to be used
110
UE5_MAIN_VERSION
(
SparseClassDataStructSerialization
, 33)
111
112
// PackedLevelInstance bounds fix
113
UE5_MAIN_VERSION
(
PackedLevelInstanceBoundsFix
, 34)
114
115
// Initial set of anim nodes converted to use constants held in sparse class data
116
UE5_MAIN_VERSION
(
AnimNodeConstantDataRefactorPhase0
, 35)
117
118
// Explicitly serialized bSavedCachedExpressionData for Material(Instance)
119
UE5_MAIN_VERSION
(
MaterialSavedCachedData
, 36)
120
121
// Remove explicit decal blend mode
122
UE5_MAIN_VERSION
(
RemoveDecalBlendMode
, 37)
123
124
// Made directional lights be atmosphere lights by default
125
UE5_MAIN_VERSION
(
DirLightsAreAtmosphereLightsByDefault
, 38)
126
127
// Changed how world partition streaming cells are named
128
UE5_MAIN_VERSION
(
WorldPartitionStreamingCellsNamingShortened
, 39)
129
130
// Changed how actor descriptors compute their bounds
131
UE5_MAIN_VERSION
(
WorldPartitionActorDescGetStreamingBounds
, 40)
132
133
// Switch FMeshDescriptionBulkData to use virtualized bulkdata
134
UE5_MAIN_VERSION
(
MeshDescriptionVirtualization
, 41)
135
136
// Switch FTextureSource to use virtualized bulkdata
137
UE5_MAIN_VERSION
(
TextureSourceVirtualization
, 42)
138
139
// RigVM to store more information alongside the Copy Operator
140
UE5_MAIN_VERSION
(
RigVMCopyOpStoreNumBytes
, 43)
141
142
// Expanded separate translucency into multiple passes
143
UE5_MAIN_VERSION
(
MaterialTranslucencyPass
, 44)
144
145
// Chaos FGeometryCollectionObject user defined collision shapes support
146
UE5_MAIN_VERSION
(GeometryCollectionUserDefinedCollisionShapes, 45)
147
148
// Removed the AtmosphericFog component with conversion to SkyAtmosphere component
149
UE5_MAIN_VERSION
(
RemovedAtmosphericFog
, 46)
150
151
// The SkyAtmosphere now light up the heightfog by default, and by default the height fog has a black color.
152
UE5_MAIN_VERSION
(
SkyAtmosphereAffectsHeightFogWithBetterDefault
, 47)
153
154
// Ordering of samples in BlendSpace
155
UE5_MAIN_VERSION
(
BlendSpaceSampleOrdering
, 48)
156
157
// No longer bake MassToLocal transform into recorded transform data in GeometryCollection caching
158
UE5_MAIN_VERSION
(GeometryCollectionCacheRemovesMassToLocal, 49)
159
160
// UEdGraphPin serializes SourceIndex
161
UE5_MAIN_VERSION
(
EdGraphPinSourceIndex
, 50)
162
163
// Change texture bulkdatas to have unique guids
164
UE5_MAIN_VERSION
(
VirtualizedBulkDataHaveUniqueGuids
, 51)
165
166
// Introduce RigVM Memory Class Object
167
UE5_MAIN_VERSION
(
RigVMMemoryStorageObject
, 52)
168
169
// Ray tracing shadows have three states now (Disabled, Use Project Settings, Enabled)
170
UE5_MAIN_VERSION
(
RayTracedShadowsType
, 53)
171
172
// Add bVisibleInRayTracing flag to Skeletal Mesh Sections
173
UE5_MAIN_VERSION
(
SkelMeshSectionVisibleInRayTracingFlagAdded
, 54)
174
175
// Add generic tagging of all anim graph nodes in anim blueprints
176
UE5_MAIN_VERSION
(
AnimGraphNodeTaggingAdded
, 55)
177
178
// Add custom version to FDynamicMesh3
179
UE5_MAIN_VERSION
(
DynamicMeshCompactedSerialization
, 56)
180
181
// Remove the inline reduction bulkdata and replace it by a simple vertex and triangle count cache
182
UE5_MAIN_VERSION
(
ConvertReductionBaseSkeletalMeshBulkDataToInlineReductionCacheData
, 57)
183
184
// Added some new MeshInfo to the FSkeletalMeshLODModel class.
185
UE5_MAIN_VERSION
(
SkeletalMeshLODModelMeshInfo
, 58)
186
187
// Add Texture DoScaleMipsForAlphaCoverage
188
UE5_MAIN_VERSION
(
TextureDoScaleMipsForAlphaCoverage
, 59)
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.
191
UE5_MAIN_VERSION
(
VolumetricCloudReflectionSampleCountDefaultUpdate
, 60)
192
193
// Use special BVH for TriangleMesh, instead of the AABBTree
194
UE5_MAIN_VERSION
(
UseTriangleMeshBVH
, 61)
195
196
// FDynamicMeshAttributeSet has Weight Maps. TDynamicAttributeBase serializes its name.
197
UE5_MAIN_VERSION
(
DynamicMeshAttributesWeightMapsAndNames
, 62)
198
199
// Switching FK control naming scheme to incorporate _CURVE for curve controls
200
UE5_MAIN_VERSION
(
FKControlNamingScheme
, 63)
201
202
// Fix-up for FRichCurveKey::TangentWeightMode, which were found to contain invalid value w.r.t the enum-type
203
UE5_MAIN_VERSION
(
RichCurveKeyInvalidTangentMode
, 64)
204
205
// Enforcing new automatic tangent behaviour, enforcing auto-tangents for Key0 and KeyN to be flat, for Animation Assets.
206
UE5_MAIN_VERSION
(
ForceUpdateAnimationAssetCurveTangents
, 65)
207
208
// SoundWave Update to use EditorBuildData for it's RawData
209
UE5_MAIN_VERSION
(
SoundWaveVirtualizationUpdate
, 66)
210
211
// Fix material feature level nodes to account for new SM6 input pin.
212
UE5_MAIN_VERSION
(
MaterialFeatureLevelNodeFixForSM6
, 67)
213
214
// Fix material feature level nodes to account for new SM6 input pin.
215
UE5_MAIN_VERSION
(
GeometryCollectionPerChildDamageThreshold
, 68)
216
217
// Move some Chaos flags into a bitfield
218
UE5_MAIN_VERSION
(
AddRigidParticleControlFlags
, 69)
219
220
// Allow each LiveLink controller to specify its own component to control
221
UE5_MAIN_VERSION
(
LiveLinkComponentPickerPerController
, 70)
222
223
// Remove Faces in Triangle Mesh BVH
224
UE5_MAIN_VERSION
(
RemoveTriangleMeshBVHFaces
, 71)
225
226
// Moving all nodal offset handling to Lens Component
227
UE5_MAIN_VERSION
(
LensComponentNodalOffset
, 72)
228
229
// GPU none interpolated spawning no longer calls the update script
230
UE5_MAIN_VERSION
(
FixGpuAlwaysRunningUpdateScriptNoneInterpolated
, 73)
231
232
// World partition streaming policy serialization only for cooked builds
233
UE5_MAIN_VERSION
(
WorldPartitionSerializeStreamingPolicyOnCook
, 74)
234
235
// Remove serialization of bounds relevant from WorldPartitionActorDesc
236
UE5_MAIN_VERSION
(
WorldPartitionActorDescRemoveBoundsRelevantSerialization
, 75)
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
241
UE5_MAIN_VERSION
(
AnimationDataModelInterface_BackedOut
, 76)
242
243
// Deprecate LandscapeSplineActorDesc
244
UE5_MAIN_VERSION
(
LandscapeSplineActorDescDeprecation
, 77)
245
246
// Revert the IAnimationDataModel changes. Animation assets
247
UE5_MAIN_VERSION
(
BackoutAnimationDataModelInterface
, 78)
248
249
// Made stationary local and skylights behave similar to SM5
250
UE5_MAIN_VERSION
(
MobileStationaryLocalLights
, 79)
251
// Made ManagedArrayCollection::FValueType::Value always serialize when FValueType is
252
UE5_MAIN_VERSION
(
ManagedArrayCollectionAlwaysSerializeValue
, 80)
253
254
// Moving all distortion handling to Lens Component
255
UE5_MAIN_VERSION
(
LensComponentDistortion
, 81)
256
257
// Updated image media source path resolution logic
258
UE5_MAIN_VERSION
(
ImgMediaPathResolutionWithEngineOrProjectTokens
, 82)
259
260
// Add low resolution data in Height Field
261
UE5_MAIN_VERSION
(
AddLowResolutionHeightField
, 83)
262
263
// Low resolution data in Height Field will store one height for (6x6) 36 cells
264
UE5_MAIN_VERSION
(
DecreaseLowResolutionHeightField
, 84)
265
266
// Add damage propagation settings to geometry collections
267
UE5_MAIN_VERSION
(
GeometryCollectionDamagePropagationData
, 85)
268
269
// Wheel friction forces are now applied at tire contact point
270
UE5_MAIN_VERSION
(
VehicleFrictionForcePositionChange
, 86)
271
272
// Add flag to override MeshDeformer on a SkinnedMeshComponent.
273
UE5_MAIN_VERSION
(
AddSetMeshDeformerFlag
, 87)
274
275
// Replace FNames for class/actor paths with FSoftObjectPath
276
UE5_MAIN_VERSION
(
WorldPartitionActorDescActorAndClassPaths
, 88)
277
278
// Reintroducing AnimationDataModelInterface_BackedOut changes
279
UE5_MAIN_VERSION
(
ReintroduceAnimationDataModelInterface
, 89)
280
281
// Support 16-bit skin weights on SkeletalMesh
282
UE5_MAIN_VERSION
(
IncreasedSkinWeightPrecision
, 90)
283
284
// bIsUsedWithVolumetricCloud flag auto conversion
285
UE5_MAIN_VERSION
(
MaterialHasIsUsedWithVolumetricCloudFlag
, 91)
286
287
// bIsUsedWithVolumetricCloud flag auto conversion
288
UE5_MAIN_VERSION
(
UpdateHairDescriptionBulkData
, 92)
289
290
// Added TransformScaleMethod pin to SpawnActorFromClass node
291
UE5_MAIN_VERSION
(
SpawnActorFromClassTransformScaleMethod
, 93)
292
293
// Added support for the RigVM to run branches lazily
294
UE5_MAIN_VERSION
(
RigVMLazyEvaluation
, 94)
295
296
// Adding additional object version to defer out-of-date pose asset warning until next resaves
297
UE5_MAIN_VERSION
(
PoseAssetRawDataGUIDUpdate
, 95)
298
299
// Store function information (and compilation data) in blueprint generated class
300
UE5_MAIN_VERSION
(
RigVMSaveFunctionAccessInModel
, 96)
301
302
// Store the RigVM execute context struct the VM uses in the archive
303
UE5_MAIN_VERSION
(
RigVMSerializeExecuteContextStruct
, 97)
304
305
// Store the Visual Logger timestamp as a double
306
UE5_MAIN_VERSION
(
VisualLoggerTimeStampAsDouble
, 98)
307
308
// Add ThinSurface instance override support
309
UE5_MAIN_VERSION
(
MaterialInstanceBasePropertyOverridesThinSurface
, 99)
310
311
// Add refraction mode None, converted from legacy when the refraction pin is not plugged.
312
UE5_MAIN_VERSION
(
MaterialRefractionModeNone
, 100)
313
314
// Store serialized graph function in the function data
315
UE5_MAIN_VERSION
(
RigVMSaveSerializedGraphInGraphFunctionData
, 101)
316
317
// Animation Sequence now stores its frame-rate on a per-platform basis
318
UE5_MAIN_VERSION
(
PerPlatformAnimSequenceTargetFrameRate
, 102)
319
320
// New default for number of attributes on 2d grids
321
UE5_MAIN_VERSION
(
NiagaraGrid2DDefaultUnnamedAttributesZero
, 103)
322
323
// RigVM generated class refactor
324
UE5_MAIN_VERSION
(
RigVMGeneratedClass
, 104)
325
326
// In certain cases, Blueprint pins with a PC_Object category would serialize a null PinSubCategoryObject
327
UE5_MAIN_VERSION
(
NullPinSubCategoryObjectFix
, 105)
328
329
// Allow custom event nodes to use access specifiers
330
UE5_MAIN_VERSION
(
AccessSpecifiersForCustomEvents
, 106)
331
332
// Explicit override of Groom's hair width
333
UE5_MAIN_VERSION
(
GroomAssetWidthOverride
, 107)
334
335
// Smart names removed from animation systems
336
UE5_MAIN_VERSION
(
AnimationRemoveSmartNames
, 108)
337
338
// Change the default for facing & alignment to be automatic
339
UE5_MAIN_VERSION
(
NiagaraSpriteRendererFacingAlignmentAutoDefault
, 109)
340
341
// Change the default for facing & alignment to be automatic
342
UE5_MAIN_VERSION
(
GroomAssetRemoveInAssetSerialization
, 110)
343
344
// Changed the material property connected bitmasks from 32bit to 64bit
345
UE5_MAIN_VERSION
(
IncreaseMaterialAttributesInputMask
, 111)
346
347
// Combines proprties into a new binding so users can select constant or binding
348
UE5_MAIN_VERSION
(
NiagaraSimStageNumIterationsBindings
, 112)
349
350
// Skeletal vertex attributes
351
UE5_MAIN_VERSION
(
SkeletalVertexAttributes
, 113)
352
353
// Store the RigVM execute context struct the VM uses in the archive
354
UE5_MAIN_VERSION
(
RigVMExternalExecuteContextStruct
, 114)
355
356
// serialization inputs and outputs as two different sections
357
UE5_MAIN_VERSION
(
DataflowSeparateInputOutputSerialization
, 115)
358
359
// Cloth collection tether initialization
360
UE5_MAIN_VERSION
(
ClothCollectionTetherInitialization
, 116)
361
362
// OpenColorIO transforms now serialize their generated texture(s) and shader code normally into the uasset.
363
UE5_MAIN_VERSION
(
OpenColorIOAssetCacheSerialization
, 117)
364
365
// Cloth collection single lod schema
366
UE5_MAIN_VERSION
(
ClothCollectionSingleLodSchema
, 118)
367
368
// Visual Logger format now includes a WorldTimeStamp in addition to TimeStamp for easier debugging between multiple instances.
369
UE5_MAIN_VERSION
(
VisualLoggerAddedSeparateWorldTime
, 119)
370
371
// Added support for InstanceDataManagerSerialization and changed format for the instances to FTransform3f
372
UE5_MAIN_VERSION
(
SkinnedMeshInstanceDataSerializationV2
, 120)
373
374
// Added new material compilation validation for runtime virtual textures
375
UE5_MAIN_VERSION
(
RuntimeVirtualTextureMaterialValidation
, 121)
376
377
// -----<new versions can be added above this line>-------------------------------------------------
378
#undef UE5_MAIN_VERSION
StaticCastSharedRef
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition
SharedPointer.h:127
Engine
Source
Runtime
Core
Public
UObject
UE5MainStreamObjectVersions.inl
Generated by
1.9.8