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Deprecated UWorldSettings::bEnableLargeWorlds.
Worlds are already large by default. Set UE_USE_UE4_WORLD_MAX to revert to the UE4 world boundaries. #jira UE-145181 #rb phillip.kavan, zak.middleton #preflight 633740837c11614c21dc9409 [CL 22284230 by andrew davidson in ue5-main branch]
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@@ -176,10 +176,6 @@ void ARoundPlanetPawn::BeginPlay()
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{
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Super::BeginPlay();
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// Round planet is huge, if we enable world bounds check, the pawn behavior might be unpredictable when flying...
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// LWC_TODO - should not be needed after WORLD_MAX updates.
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GetWorldSettings()->bEnableLargeWorlds = true;
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if (!GeoReferencingSystem)
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{
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GeoReferencingSystem = AGeoReferencingSystem::GetGeoReferencingSystem(GetWorld());
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@@ -481,13 +481,8 @@ class ENGINE_API AWorldSettings : public AInfo, public IInterface_AssetUserData
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/** DEFAULT BASIC PHYSICS SETTINGS **/
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/** If true, configures engine for large world testing. Disables CheckStillInWorld checks and octree visibility testing.
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* See UE_USE_UE4_WORLD_MAX for a more correct alternative. This setting will be removed once UE_LARGE_WORLD_MAX is considered stable. */
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/** If true, enables CheckStillInWorld checks */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=World, AdvancedDisplay)
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uint8 bEnableLargeWorlds:1;
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/** If true, enables CheckStillInWorld checks. Note: Do not set this manually if experimenting with large worlds. @see bEnableLargeWorlds */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=World, AdvancedDisplay, meta=(EditCondition = "!bEnableLargeWorlds"))
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uint8 bEnableWorldBoundsChecks:1;
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protected:
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@@ -636,11 +631,11 @@ public:
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float WorldToMeters;
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// any actor falling below this level gets destroyed
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UPROPERTY(config, EditAnywhere, BlueprintReadOnly, Category=World, meta=(editcondition = "bEnableWorldBoundsChecks && !bEnableLargeWorlds"))
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UPROPERTY(config, EditAnywhere, BlueprintReadOnly, Category=World, meta=(editcondition = "bEnableWorldBoundsChecks"))
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float KillZ;
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// The type of damage inflicted when a actor falls below KillZ
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=World, AdvancedDisplay, meta=(editcondition = "bEnableWorldBoundsChecks && !bEnableLargeWorlds"))
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=World, AdvancedDisplay, meta=(editcondition = "bEnableWorldBoundsChecks"))
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TSubclassOf<UDamageType> KillZDamageType;
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// current gravity actually being used
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@@ -888,7 +883,7 @@ public:
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bool IsAISystemEnabled() const { return bEnableAISystem; }
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/** @return whether given world is restricting actors to +-HALF_WORLD_MAX bounds, destroying actors that move below KillZ */
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bool AreWorldBoundsChecksEnabled() const { return bEnableWorldBoundsChecks && !bEnableLargeWorlds; }
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bool AreWorldBoundsChecksEnabled() const { return bEnableWorldBoundsChecks; }
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/**
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* Called from GameStateBase, calls BeginPlay on all actors
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@@ -940,8 +935,6 @@ private:
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void SanitizeBookmarkClasses();
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void UpdateBookmarkClass();
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void UpdateEnableLargeWorldsCVars(bool bEnable) const;
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/**
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* Maximum number of bookmarks allowed.
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* Changing this will change the allocation of the bookmarks array, and when shrinking
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@@ -1048,6 +1041,9 @@ public:
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private: //DEPRECATED
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UPROPERTY()
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bool bEnableHierarchicalLODSystem_DEPRECATED;
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UPROPERTY(meta=(DeprecatedProperty, DeprecationMessage="As of UE 5.1 all worlds are large. Set UE_USE_UE4_WORLD_MAX in EngineDefines.h to alter this."))
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uint8 bEnableLargeWorlds_DEPRECATED:1;
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#endif
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};
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@@ -73,7 +73,6 @@ AWorldSettings::AWorldSettings(const FObjectInitializer& ObjectInitializer)
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};
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static FConstructorStatics ConstructorStatics;
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bEnableLargeWorlds = false;
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bEnableWorldBoundsChecks = true;
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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bEnableNavigationSystem = true;
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@@ -84,6 +83,7 @@ PRAGMA_ENABLE_DEPRECATION_WARNINGS
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bEnableWorldComposition = false;
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bEnableWorldOriginRebasing = false;
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#if WITH_EDITORONLY_DATA
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bEnableLargeWorlds_DEPRECATED = (UE_USE_UE4_WORLD_MAX != 0);
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bEnableHierarchicalLODSystem_DEPRECATED = true;
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NumHLODLevels = 0;
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bGenerateSingleClusterForLevel = false;
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@@ -213,11 +213,6 @@ void AWorldSettings::PostRegisterAllComponents()
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{
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AudioDevice->SetDefaultAudioSettings(World, DefaultReverbSettings, DefaultAmbientZoneSettings);
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}
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if(bEnableLargeWorlds)
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{
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UpdateEnableLargeWorldsCVars(bEnableLargeWorlds);
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}
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}
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UWorldPartition* AWorldSettings::GetWorldPartition() const
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@@ -298,12 +293,6 @@ void AWorldSettings::NotifyBeginPlay()
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World->bBegunPlay = true;
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}
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if(bEnableLargeWorlds)
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{
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// Done post BeginPlay to give code a chance to set bEnableLargeWorlds.
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UpdateEnableLargeWorldsCVars(bEnableLargeWorlds);
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}
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}
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void AWorldSettings::NotifyMatchStarted()
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@@ -313,13 +302,6 @@ void AWorldSettings::NotifyMatchStarted()
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World->bMatchStarted = true;
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}
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void AWorldSettings::UpdateEnableLargeWorldsCVars(bool bEnable) const
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{
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// LWC_TODO: Large world support. This will be removed once UE_LARGE_WORLD_MAX is stable.
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IConsoleManager::Get().FindConsoleVariable(TEXT("r.UseVisibilityOctree"))->Set(!bEnable);
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IConsoleManager::Get().FindConsoleVariable(TEXT("r.Shadow.UseOctreeForCulling"))->Set(!bEnable);
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}
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void AWorldSettings::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
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{
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Super::GetLifetimeReplicatedProps( OutLifetimeProps );
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@@ -803,10 +785,6 @@ void AWorldSettings::InternalPostPropertyChanged(FName PropertyName)
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{
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UpdateBookmarkClass();
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}
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else if(PropertyName == GET_MEMBER_NAME_CHECKED(AWorldSettings, bEnableLargeWorlds))
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{
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UpdateEnableLargeWorldsCVars(bEnableLargeWorlds);
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}
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if (GetWorld() != nullptr && GetWorld()->PersistentLevel && GetWorld()->PersistentLevel->GetWorldSettings() == this)
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{
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