EShowFlag

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ShowFlags.h

Include

#include "ShowFlags.h"

Syntax

enum EShowFlag
{
    SF_PostProcessing,
    SF_Bloom,
    SF_Tonemapper,
    SF_AntiAliasing,
    SF_TemporalAA,
    SF_AmbientCubemap,
    SF_EyeAdaptation,
    SF_VisualizeHDR,
    SF_LensFlares,
    SF_GlobalIllumination,
    SF_Vignette,
    SF_Grain,
    SF_AmbientOcclusion,
    SF_Decals,
    SF_CameraImperfections,
    SF_OnScreenDebug,
    SF_OverrideDiffuseAndSpecular,
    SF_LightingOnlyOverride,
    SF_ReflectionOverride,
    SF_VisualizeBuffer,
    SF_DirectLighting,
    SF_DirectionalLights,
    SF_PointLights,
    SF_SpotLights,
    SF_RectLights,
    SF_ColorGrading,
    SF_VectorFields,
    SF_DepthOfField,
    SF_GBufferHints,
    SF_MotionBlur,
    SF_CompositeEditorPrimitives,
    SF_TestImage,
    SF_VisualizeDOF,
    SF_VertexColors,
    SF_PhysicalMaterialMasks,
    SF_Refraction,
    SF_CameraInterpolation,
    SF_SceneColorFringe,
    SF_SeparateTranslucency,
    SF_ScreenPercentage,
    SF_VisualizeMotionBlur,
    SF_ReflectionEnvironment,
    SF_VisualizeOutOfBoundsPixels,
    SF_Diffuse,
    SF_Specular,
    SF_SelectionOutline,
    SF_ScreenSpaceReflections,
    SF_ContactShadows,
    SF_RayTracedDistanceFieldShadows,
    SF_CapsuleShadows,
    SF_SubsurfaceScattering,
    SF_VisualizeSSS,
    SF_VolumetricLightmap,
    SF_IndirectLightingCache,
    SF_DebugAI,
    SF_VisLog,
    SF_Navigation,
    SF_GameplayDebug,
    SF_TexturedLightProfiles,
    SF_LightFunctions,
    SF_Tessellation,
    SF_InstancedStaticMeshes,
    SF_InstancedFoliage,
    SF_HISMCOcclusionBounds,
    SF_HISMCClusterTree,
    SF_InstancedGrass,
    SF_DynamicShadows,
    SF_Particles,
    SF_SkeletalMeshes,
    SF_BuilderBrush,
    SF_Translucency,
    SF_BillboardSprites,
    SF_LOD,
    SF_LightComplexity,
    SF_ShaderComplexity,
    SF_StationaryLightOverlap,
    SF_LightMapDensity,
    SF_StreamingBounds,
    SF_Constraints,
    SF_MassProperties,
    SF_CameraFrustums,
    SF_AudioRadius,
    SF_ForceFeedbackRadius,
    SF_BSPSplit,
    SF_Brushes,
    SF_Lighting,
    SF_DeferredLighting,
    SF_Editor,
    SF_BSPTriangles,
    SF_LargeVertices,
    SF_Grid,
    SF_Snap,
    SF_MeshEdges,
    SF_Cover,
    SF_Splines,
    SF_Selection,
    SF_ModeWidgets,
    SF_Bounds,
    SF_HitProxies,
    SF_PropertyColoration,
    SF_LightInfluences,
    SF_Pivot,
    SF_ShadowFrustums,
    SF_Wireframe,
    SF_Materials,
    SF_StaticMeshes,
    SF_Landscape,
    SF_LightRadius,
    SF_Fog,
    SF_Volumes,
    SF_Game,
    SF_LevelColoration,
    SF_BSP,
    SF_Collision,
    SF_CollisionVisibility,
    SF_CollisionPawn,
    SF_LightShafts,
    SF_PostProcessMaterial,
    SF_Atmosphere,
    SF_CameraAspectRatioBars,
    SF_CameraSafeFrames,
    SF_TextRender,
    SF_Rendering,
    SF_HighResScreenshotMask,
    SF_HMDDistortion,
    SF_StereoRendering,
    SF_DistanceCulledPrimitives,
    SF_VisualizeLightCulling,
    SF_PrecomputedVisibility,
    SF_SkyLighting,
    SF_VisualizeLPV,
    SF_PreviewShadowsIndicator,
    SF_PrecomputedVisibilityCells,
    SF_VisualizeVolumetricLightmap,
    SF_VolumeLightingSamples,
    SF_Paper2DSprites,
    SF_VisualizeDistanceFieldAO,
    SF_VisualizeDistanceFieldGI,
    SF_VisualizeMeshDistanceFields,
    SF_VisualizeGlobalDistanceField,
    SF_ScreenSpaceAO,
    SF_DistanceFieldAO,
    SF_DistanceFieldGI,
    SF_VolumetricFog,
    SF_VisualizeSSR,
    SF_VisualizeShadingModels,
    SF_VisualizeSenses,
    SF_LODColoration,
    SF_HLODColoration,
    SF_QuadOverdraw,
    SF_ShaderComplexityWithQuadOverdraw,
    SF_PrimitiveDistanceAccuracy,
    SF_MeshUVDensityAccuracy,
    SF_MaterialTextureScaleAccuracy,
    SF_OutputMaterialTextureScales,
    SF_RequiredTextureResolution,
    SF_WidgetComponents,
    SF_Bones,
    SF_MediaPlanes,
    SF_VREditing,
    SF_OcclusionMeshes,
    SF_PathTracing,
    SF_RayTracingDebug,
    SF_VisualizeSkyAtmosphere,
}

Values

Name

Description

SF_PostProcessing

Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnviromentCapture

SF_Bloom

Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Tonemapper

HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used)

SF_AntiAliasing

Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_TemporalAA

Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_AmbientCubemap

E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_EyeAdaptation

Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_VisualizeHDR

Display a histogram of the scene HDR color

SF_LensFlares

Image based lens flares (Simulate artifact of reflections within a camera system)

SF_GlobalIllumination

Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer

SF_Vignette

Darkens the screen borders (Camera artifact and artistic effect)

SF_Grain

Fine film grain

SF_AmbientOcclusion

Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Decals

Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_CameraImperfections

Like bloom dirt mask

SF_OnScreenDebug

To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering)

SF_OverrideDiffuseAndSpecular

Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode.

SF_LightingOnlyOverride

Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode.

SF_ReflectionOverride

Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections.

SF_VisualizeBuffer

Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode.

SF_DirectLighting

Allows to disable all direct lighting (does not affect indirect light)

SF_DirectionalLights

Allows to disable lighting from Directional Lights

SF_PointLights

Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_SpotLights

Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_RectLights

Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_ColorGrading

Color correction after tone mapping

SF_VectorFields

Visualize vector fields.

SF_DepthOfField

Depth of Field

SF_GBufferHints

Highlight materials that indicate performance issues or show unrealistic materials

SF_MotionBlur

MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_CompositeEditorPrimitives

Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor

SF_TestImage

Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing

SF_VisualizeDOF

Helper to tweak depth of field

SF_VertexColors

Show Vertex Colors

SF_PhysicalMaterialMasks

Show Physical Material Masks

SF_Refraction

Render Post process (screen space) distortion/refraction

SF_CameraInterpolation

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

SF_SceneColorFringe

Post processing color fringe (chromatic aberration)

SF_SeparateTranslucency

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

SF_ScreenPercentage

If Screen Percentage should be applied.

SF_VisualizeMotionBlur

Helper to tweak motion blur settings

SF_ReflectionEnvironment

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

SF_VisualizeOutOfBoundsPixels

Visualize pixels that are outside of their object's bounding box (content error).

SF_Diffuse

Whether to display the scene's diffuse.

SF_Specular

Whether to display the scene's specular, including reflections.

SF_SelectionOutline

Outline around selected objects in the editor

SF_ScreenSpaceReflections

If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_ContactShadows

If Screen space contact shadows are enabled.

SF_RayTracedDistanceFieldShadows

If RTDF shadows are enabled.

SF_CapsuleShadows

If Capsule shadows are enabled.

SF_SubsurfaceScattering

If Screen Space Subsurface Scattering enabled

SF_VisualizeSSS

If Screen Space Subsurface Scattering visualization is enabled

SF_VolumetricLightmap

Whether to apply volumetric lightmap lighting, when present.

SF_IndirectLightingCache

If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_DebugAI

Calls debug drawing for AIs

SF_VisLog

Calls debug drawing for whatever LogVisualizer wants to draw

SF_Navigation

Whether to draw navigation data

SF_GameplayDebug

Used by gameplay debugging components to debug-draw on screen

SF_TexturedLightProfiles

LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_LightFunctions

LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Tessellation

Hardware Tessellation (DX11 feature)

SF_InstancedStaticMeshes

Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_InstancedFoliage

Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_HISMCOcclusionBounds

Allow to see the foliage bounds used in the occlusion test

SF_HISMCClusterTree

Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling

SF_InstancedGrass

Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_DynamicShadows

Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Particles

Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_SkeletalMeshes

If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_BuilderBrush

If the builder brush (editor) is getting rendered

SF_Translucency

Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_BillboardSprites

Draw billboard components

SF_LOD

Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines

SF_LightComplexity

Needed for VMI_LightComplexity

SF_ShaderComplexity

Needed for VMI_ShaderComplexity, render world colored by shader complexity

SF_StationaryLightOverlap

Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap

SF_LightMapDensity

Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w.

SF_StreamingBounds

Render streaming bounding volumes for the currently selected texture

SF_Constraints

Render joint limits

SF_MassProperties

Render mass debug data

SF_CameraFrustums

Draws camera frustums

SF_AudioRadius

Draw sound actor radii

SF_ForceFeedbackRadius

Draw force feedback radii

SF_BSPSplit

Colors BSP based on model component association

SF_Brushes

Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Lighting

Show the usual material light interaction

SF_DeferredLighting

Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Editor

Special: Allows to hide objects in the editor, is evaluated per primitive

SF_BSPTriangles

Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles

SF_LargeVertices

Displays large clickable icons on static mesh vertices, only needed for the editor

SF_Grid

To show the grid in editor (grey lines and red dots)

SF_Snap

To show the snap in editor (only for editor view ports, red dots)

SF_MeshEdges

In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces.

SF_Cover

Complex cover rendering

SF_Splines

Spline rendering

SF_Selection

Selection rendering, could be useful in game as well

SF_ModeWidgets

Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself)

SF_Bounds

SF_HitProxies

Draws each hit proxy in the scene with a different color, for now only available in the editor

SF_PropertyColoration

Render objects with colors based on the property values

SF_LightInfluences

Draw lines to lights affecting this mesh if its selected.

SF_Pivot

For the Editor

SF_ShadowFrustums

Draws un-occluded shadow frustums in wireframe

SF_Wireframe

Needed for VMI_Wireframe and VMI_BrushWireframe

SF_Materials

SF_StaticMeshes

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Landscape

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_LightRadius

SF_Fog

Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Volumes

Draws Volumes

SF_Game

If this is a game viewport, needed?

SF_LevelColoration

Render objects with colors based on what the level they belong to

SF_BSP

Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Collision

Collision drawing

SF_CollisionVisibility

Collision blocking visibility against complex

SF_CollisionPawn

Collision blocking pawn against simple collision

SF_LightShafts

Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_PostProcessMaterial

Render the PostProcess Material

SF_Atmosphere

Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_CameraAspectRatioBars

Render safe frames bars

SF_CameraSafeFrames

Render safe frames

SF_TextRender

Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_Rendering

Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles).

SF_HighResScreenshotMask

Show the current mask being used by the highres screenshot capture

SF_HMDDistortion

Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that

SF_StereoRendering

Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering

SF_DistanceCulledPrimitives

Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_VisualizeLightCulling

To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well

SF_PrecomputedVisibility

To disable precomputed visibility

SF_SkyLighting

Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_VisualizeLPV

Visualize Light Propagation Volume, for developer (by default off):

SF_PreviewShadowsIndicator

Visualize preview shadow indicator

SF_PrecomputedVisibilityCells

Visualize precomputed visibility cells

SF_VisualizeVolumetricLightmap

Visualize volumetric lightmap used for GI on dynamic objects

SF_VolumeLightingSamples

Visualize volume lighting samples used for GI on dynamic objects

SF_Paper2DSprites

Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_VisualizeDistanceFieldAO

Visualization of distance field AO

SF_VisualizeDistanceFieldGI

Visualization of distance field GI

SF_VisualizeMeshDistanceFields

Mesh Distance fields

SF_VisualizeGlobalDistanceField

Global Distance field

SF_ScreenSpaceAO

Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that

SF_DistanceFieldAO

Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_DistanceFieldGI

Distance field GI

SF_VolumetricFog

SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SF_VisualizeSSR

Visualize screen space reflections, for developer (by default off):

SF_VisualizeShadingModels

Visualize the Shading Models, mostly or debugging and profiling

SF_VisualizeSenses

Visualize the senses configuration of AIs' PawnSensingComponent

SF_LODColoration

Visualize LOD Coloration

SF_HLODColoration

Visualize HLOD Coloration

SF_QuadOverdraw

Visualize screen quads

SF_ShaderComplexityWithQuadOverdraw

Visualize the overhead of material quads

SF_PrimitiveDistanceAccuracy

Visualize the accuracy of the primitive distance computed for texture streaming

SF_MeshUVDensityAccuracy

Visualize the accuracy of the mesh UV density computed for texture streaming

SF_MaterialTextureScaleAccuracy

Visualize the accuracy of CPU material texture scales when compared to the GPU values

SF_OutputMaterialTextureScales

Outputs the material texture scales.

SF_RequiredTextureResolution

Compare the required texture resolution to the actual resolution.

SF_WidgetComponents

If WidgetComponents should be rendered in the scene

SF_Bones

Draw the bones of all skeletal meshes

SF_MediaPlanes

If media planes should be shown

SF_VREditing

If this is a vr editing viewport, needed?

SF_OcclusionMeshes

Visualize Occlusion Query bounding meshes

SF_PathTracing

RHI_RAYTRACING begin.

SF_RayTracingDebug

SF_VisualizeSkyAtmosphere

Enable the SkyAtmosphere visualization to be drawn on screen

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