Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/ShowFlags.h |
Include |
#include "ShowFlags.h" |
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_ToneCurve,
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_Niagara,
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_VisualizeMeshDistanceFields,
SF_VisualizeGlobalDistanceField,
SF_ScreenSpaceAO,
SF_DistanceFieldAO,
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_ServerDrawDebug,
SF_MediaPlanes,
SF_VREditing,
SF_OcclusionMeshes,
SF_PathTracing,
SF_RayTracingDebug,
SF_VisualizeSkyAtmosphere,
SF_VisualizeCalibrationColor,
SF_VisualizeCalibrationGrayscale,
SF_VisualizeCalibrationCustom,
SF_VirtualTexturePrimitives,
SF_VisualizeVolumetricCloudConservativeDensity,
SF_SingleLayerWaterRefractionFullPrecision,
SF_FirstCustom,
}
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_ToneCurve |
Post processing filmic tone curve and expand gamut |
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_Niagara |
Niagara, 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_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_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_ServerDrawDebug |
Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport |
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 |
SF_VisualizeCalibrationColor |
Shows a full-screen calibration color post process material defined in renderer config |
SF_VisualizeCalibrationGrayscale |
Shows a full-screen calibration grayscale post process material defined in renderer config |
SF_VisualizeCalibrationCustom |
Shows a full-screen calibration custom post process material defined in renderer config |
SF_VirtualTexturePrimitives |
Draw in the main pass the primitives that would normally only contribute to runtime virtual textures. |
SF_VisualizeVolumetricCloudConservativeDensity |
Visualize volumetric cloud conservative density. |
SF_SingleLayerWaterRefractionFullPrecision |
If single layer water should use a full precision depth buffer for SceneDepthWithoutSingleLayerWater. |
SF_FirstCustom |