Name | Description | ||
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NSLOCTEXT ( |
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) |
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NSLOCTEXT ( |
Fine film grain |
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NSLOCTEXT ( |
For the Editor |
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NSLOCTEXT ( |
Draws un-occluded shadow frustums in wireframe |
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NSLOCTEXT ( |
Needed for VMI_Wireframe and VMI_BrushWireframe |
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NSLOCTEXT ( |
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NSLOCTEXT ( |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
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NSLOCTEXT ( |
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Draws Volumes |
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NSLOCTEXT ( |
If this is a game viewport, needed? |
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NSLOCTEXT ( |
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Render objects with colors based on what the level they belong to |
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NSLOCTEXT ( |
Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Collision drawing |
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NSLOCTEXT ( |
Collision blocking visibility against complex |
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NSLOCTEXT ( |
Collision blocking pawn against simple collision |
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NSLOCTEXT ( |
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Render the PostProcess Material |
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NSLOCTEXT ( |
Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Render safe frames bars |
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NSLOCTEXT ( |
Render safe frames |
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NSLOCTEXT ( |
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles). |
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NSLOCTEXT ( |
Show the current mask being used by the highres screenshot capture |
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NSLOCTEXT ( |
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that |
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NSLOCTEXT ( |
Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering |
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NSLOCTEXT ( |
Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well |
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NSLOCTEXT ( |
To disable precomputed visibility |
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NSLOCTEXT ( |
Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Visualize Light Propagation Volume, for developer (by default off): |
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NSLOCTEXT ( |
Like bloom dirt mask |
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NSLOCTEXT ( |
Visualize preview shadow indicator |
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NSLOCTEXT ( |
Visualize precomputed visibility cells |
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NSLOCTEXT ( |
Visualize volumetric lightmap used for GI on dynamic objects |
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NSLOCTEXT ( |
Visualize volume lighting samples used for GI on dynamic objects |
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NSLOCTEXT ( |
Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Visualization of distance field AO |
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NSLOCTEXT ( |
Visualization of distance field GI |
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NSLOCTEXT ( |
Mesh Distance fields |
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NSLOCTEXT ( |
Global Distance field |
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NSLOCTEXT ( |
Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that |
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NSLOCTEXT ( |
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) |
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NSLOCTEXT ( |
Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Distance field GI |
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NSLOCTEXT ( |
SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Visualize screen space reflections, for developer (by default off): |
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NSLOCTEXT ( |
Visualize the Shading Models, mostly or debugging and profiling |
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NSLOCTEXT ( |
Visualize the senses configuration of AIs' PawnSensingComponent |
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NSLOCTEXT ( |
Visualize LOD Coloration |
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NSLOCTEXT ( |
Visualize HLOD Coloration |
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NSLOCTEXT ( |
Visualize screen quads |
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NSLOCTEXT ( |
Visualize the overhead of material quads |
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NSLOCTEXT ( |
Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. |
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NSLOCTEXT ( |
Visualize the accuracy of the primitive distance computed for texture streaming |
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NSLOCTEXT ( |
Visualize the accuracy of the mesh UV density computed for texture streaming |
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NSLOCTEXT ( |
Visualize the accuracy of CPU material texture scales when compared to the GPU values |
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NSLOCTEXT ( |
Outputs the material texture scales. |
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NSLOCTEXT ( |
Compare the required texture resolution to the actual resolution. |
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NSLOCTEXT ( |
If WidgetComponents should be rendered in the scene |
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NSLOCTEXT ( |
Draw the bones of all skeletal meshes |
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NSLOCTEXT ( |
If media planes should be shown |
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NSLOCTEXT ( |
If this is a vr editing viewport, needed? |
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NSLOCTEXT ( |
Visualize Occlusion Query bounding meshes |
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NSLOCTEXT ( |
Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode. |
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NSLOCTEXT ( |
RHI_RAYTRACING begin. |
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NSLOCTEXT ( |
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NSLOCTEXT ( |
Enable the SkyAtmosphere visualization to be drawn on screen |
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NSLOCTEXT ( |
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. |
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NSLOCTEXT ( |
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. |
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NSLOCTEXT ( |
Allows to disable all direct lighting (does not affect indirect light) |
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NSLOCTEXT ( |
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Allows to disable lighting from Directional Lights |
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NSLOCTEXT ( |
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Color correction after tone mapping |
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NSLOCTEXT ( |
Visualize vector fields. |
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NSLOCTEXT ( |
Depth of Field |
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NSLOCTEXT ( |
Highlight materials that indicate performance issues or show unrealistic materials |
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NSLOCTEXT ( |
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor |
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NSLOCTEXT ( |
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing |
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NSLOCTEXT ( |
Helper to tweak depth of field |
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NSLOCTEXT ( |
Show Vertex Colors |
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NSLOCTEXT ( |
Show Physical Material Masks |
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NSLOCTEXT ( |
Render Post process (screen space) distortion/refraction |
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NSLOCTEXT ( |
Usually set in game or when previewing Matinee but not in editor, used for motion blur or any kind of rendering features that rely on the former frame |
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NSLOCTEXT ( |
Post processing color fringe (chromatic aberration) |
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NSLOCTEXT ( |
If Translucency should be rendered into a separate RT and composited without DepthOfField, can be disabled in the materials (affects sorting), SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that |
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NSLOCTEXT ( |
If Screen Percentage should be applied. |
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NSLOCTEXT ( |
Helper to tweak motion blur settings |
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NSLOCTEXT ( |
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Whether to display the Reflection Environment feature, which has local reflections from Reflection Capture actors, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Visualize pixels that are outside of their object's bounding box (content error). |
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NSLOCTEXT ( |
Whether to display the scene's diffuse. |
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NSLOCTEXT ( |
Whether to display the scene's specular, including reflections. |
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NSLOCTEXT ( |
Outline around selected objects in the editor |
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NSLOCTEXT ( |
If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
If Screen space contact shadows are enabled. |
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NSLOCTEXT ( |
If RTDF shadows are enabled. |
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NSLOCTEXT ( |
If Capsule shadows are enabled. |
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NSLOCTEXT ( |
If Screen Space Subsurface Scattering enabled |
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NSLOCTEXT ( |
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
If Screen Space Subsurface Scattering visualization is enabled |
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NSLOCTEXT ( |
Whether to apply volumetric lightmap lighting, when present. |
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NSLOCTEXT ( |
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Calls debug drawing for AIs |
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NSLOCTEXT ( |
Calls debug drawing for whatever LogVisualizer wants to draw |
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NSLOCTEXT ( |
Whether to draw navigation data |
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NSLOCTEXT ( |
Used by gameplay debugging components to debug-draw on screen |
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NSLOCTEXT ( |
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Hardware Tessellation (DX11 feature) |
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NSLOCTEXT ( |
Display a histogram of the scene HDR color |
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NSLOCTEXT ( |
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Allow to see the foliage bounds used in the occlusion test |
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NSLOCTEXT ( |
Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling |
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NSLOCTEXT ( |
Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
If the builder brush (editor) is getting rendered |
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NSLOCTEXT ( |
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Image based lens flares (Simulate artifact of reflections within a camera system) |
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NSLOCTEXT ( |
Draw billboard components |
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NSLOCTEXT ( |
Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines |
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NSLOCTEXT ( |
Needed for VMI_LightComplexity |
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NSLOCTEXT ( |
Needed for VMI_ShaderComplexity, render world colored by shader complexity |
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NSLOCTEXT ( |
Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap |
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NSLOCTEXT ( |
Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. |
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NSLOCTEXT ( |
Render streaming bounding volumes for the currently selected texture |
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NSLOCTEXT ( |
Render joint limits |
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NSLOCTEXT ( |
Render mass debug data |
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NSLOCTEXT ( |
Draws camera frustums |
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NSLOCTEXT ( |
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer |
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NSLOCTEXT ( |
Draw sound actor radii |
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NSLOCTEXT ( |
Draw force feedback radii |
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NSLOCTEXT ( |
Colors BSP based on model component association |
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NSLOCTEXT ( |
Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Show the usual material light interaction |
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NSLOCTEXT ( |
Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
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NSLOCTEXT ( |
Special: Allows to hide objects in the editor, is evaluated per primitive |
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NSLOCTEXT ( |
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles |
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NSLOCTEXT ( |
Displays large clickable icons on static mesh vertices, only needed for the editor |
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NSLOCTEXT ( |
To show the grid in editor (grey lines and red dots) |
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NSLOCTEXT ( |
Darkens the screen borders (Camera artifact and artistic effect) |
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NSLOCTEXT ( |
To show the snap in editor (only for editor view ports, red dots) |
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NSLOCTEXT ( |
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. |
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NSLOCTEXT ( |
Complex cover rendering |
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NSLOCTEXT ( |
Spline rendering |
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NSLOCTEXT ( |
Selection rendering, could be useful in game as well |
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NSLOCTEXT ( |
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) |
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NSLOCTEXT ( |
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NSLOCTEXT ( |
Draws each hit proxy in the scene with a different color, for now only available in the editor |
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NSLOCTEXT ( |
Render objects with colors based on the property values |
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NSLOCTEXT ( |
Draw lines to lights affecting this mesh if its selected. |
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