EViewModeIndex

Define view modes to get specific show flag settings (some on, some off and some are not altered) Don't change the order, the ID is serialized with the editor

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/EngineBaseTypes.h

Include

#include "Engine/EngineBaseTypes.h"

Syntax

enum EViewModeIndex
{
    VMI_BrushWireframe                      = 0,
    VMI_Wireframe                           = 1,
    VMI_Unlit                               = 2,
    VMI_Lit                                 = 3,
    VMI_Lit_DetailLighting                  = 4,
    VMI_LightingOnly                        = 5,
    VMI_LightComplexity                     = 6,
    VMI_ShaderComplexity                    = 8,
    VMI_LightmapDensity                     = 9,
    VMI_LitLightmapDensity                  = 10,
    VMI_ReflectionOverride                  = 11,
    VMI_VisualizeBuffer                     = 12,
    VMI_StationaryLightOverlap              = 14,
    VMI_CollisionPawn                       = 15,
    VMI_CollisionVisibility                 = 16,
    VMI_LODColoration                       = 18,
    VMI_QuadOverdraw                        = 19,
    VMI_PrimitiveDistanceAccuracy           = 20,
    VMI_MeshUVDensityAccuracy               = 21,
    VMI_ShaderComplexityWithQuadOverdraw    = 22,
    VMI_HLODColoration                      = 23,
    VMI_GroupLODColoration                  = 24,
    VMI_MaterialTextureScaleAccuracy        = 25,
    VMI_RequiredTextureResolution           = 26,
    VMI_PathTracing                         = 27,
    VMI_RayTracingDebug                     = 28,
    VMI_Max,
    VMI_Unknown                             = 255,
}

Values

Name

Description

VMI_BrushWireframe

Wireframe w/ brushes.

VMI_Wireframe

Wireframe w/ BSP.

VMI_Unlit

Unlit.

VMI_Lit

Lit.

VMI_Lit_DetailLighting

VMI_LightingOnly

Lit wo/ materials.

VMI_LightComplexity

Colored according to light count.

VMI_ShaderComplexity

Colored according to shader complexity.

VMI_LightmapDensity

Colored according to world-space LightMap texture density.

VMI_LitLightmapDensity

Colored according to light count - showing lightmap texel density on texture mapped objects.

VMI_ReflectionOverride

VMI_VisualizeBuffer

VMI_StationaryLightOverlap

Colored according to stationary light overlap.

VMI_CollisionPawn

VMI_CollisionVisibility

VMI_LODColoration

VMI_UNUSED = 17,.

VMI_QuadOverdraw

Colored according to the quad coverage.

VMI_PrimitiveDistanceAccuracy

Visualize the accuracy of the primitive distance computed for texture streaming.

VMI_MeshUVDensityAccuracy

Visualize the accuracy of the mesh UV densities computed for texture streaming.

VMI_ShaderComplexityWithQuadOverdraw

Colored according to shader complexity, including quad overdraw.

VMI_HLODColoration

Colored according to the current HLOD index.

VMI_GroupLODColoration

Group item for LOD and HLOD coloration

VMI_MaterialTextureScaleAccuracy

Visualize the accuracy of the material texture scales used for texture streaming.

VMI_RequiredTextureResolution

Compare the required texture resolution to the actual resolution.

VMI_PathTracing

Run path tracing pipeline

VMI_RayTracingDebug

Run ray tracing debug pipeline

VMI_Max

VMI_Unknown

VMI_Unknown - The value assigned to VMI_Unknown must be the highest possible of any member of EViewModeIndex, or GetViewModeName might seg-fault.

Remarks

Define view modes to get specific show flag settings (some on, some off and some are not altered) Don't change the order, the ID is serialized with the editor

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