Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/ShowFlags.h |
Include |
#include "ShowFlags.h" |
struct FEngineShowFlags
ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily. They can be used by the artist/designer/developer to debug/profile parts of the rendering. Some ShowFlags are used to customize the rendering e.g. by the SceneCaptureActor, those should not be locked in shipping and not used in inner loops (for performance) They should not be used for scalability (as some might be compiled out for SHIPPING), there we use console variables. ViewModes are on a higher level, they can manipulate show flags before they get used.
Name | Description | ||
---|---|---|---|
|
uint32: 1 |
AmbientCubemap |
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
AmbientOcclusion |
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
AntiAliasing |
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Atmosphere |
Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
AudioRadius |
Draw sound actor radii |
|
uint32: 1 |
BillboardSprites |
Draw billboard components |
|
uint32: 1 |
Bloom |
Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Bones |
Draw the bones of all skeletal meshes |
|
uint32: 1 |
Bounds |
|
|
uint32: 1 |
Brushes |
Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
BSP |
Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
BSPSplit |
Colors BSP based on model component association |
|
uint32: 1 |
BSPTriangles |
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles |
|
uint32: 1 |
BuilderBrush |
If the builder brush (editor) is getting rendered |
|
uint32: 1 |
CameraAspectRatioBars |
Render safe frames bars |
|
uint32: 1 |
CameraFrustums |
Draws camera frustums |
|
uint32: 1 |
CameraImperfections |
Like bloom dirt mask |
|
uint32: 1 |
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 |
|
uint32: 1 |
CameraSafeFrames |
Render safe frames |
|
uint32: 1 |
CapsuleShadows |
If Capsule shadows are enabled. |
|
uint32: 1 |
Collision |
Collision drawing |
|
uint32: 1 |
CollisionPawn |
Collision blocking pawn against simple collision |
|
uint32: 1 |
CollisionVisibility |
Collision blocking visibility against complex |
|
uint32: 1 |
ColorGrading |
Color correction after tone mapping |
|
uint32: 1 |
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 |
|
uint32: 1 |
Constraints |
Render joint limits |
|
uint32: 1 |
ContactShadows |
If Screen space contact shadows are enabled. |
|
uint32: 1 |
Cover |
Complex cover rendering |
|
CustomShowFlags |
||
|
uint32: 1 |
DebugAI |
Calls debug drawing for AIs |
|
uint32: 1 |
Decals |
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
DeferredLighting |
Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
DepthOfField |
Depth of Field |
|
uint32: 1 |
Diffuse |
Whether to display the scene's diffuse. |
|
uint32: 1 |
DirectionalLights |
Allows to disable lighting from Directional Lights |
|
uint32: 1 |
DirectLighting |
Allows to disable all direct lighting (does not affect indirect light) |
|
uint32: 1 |
DistanceCulledPrimitives |
Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
DistanceFieldAO |
Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
DynamicShadows |
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Editor |
Special: Allows to hide objects in the editor, is evaluated per primitive |
|
uint32: 1 |
EyeAdaptation |
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Fog |
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
ForceFeedbackRadius |
Draw force feedback radii |
|
uint32: 1 |
Game |
If this is a game viewport, needed? |
|
uint32: 1 |
GameplayDebug |
Used by gameplay debugging components to debug-draw on screen |
|
uint32: 1 |
GBufferHints |
Highlight materials that indicate performance issues or show unrealistic materials |
|
uint32: 1 |
GlobalIllumination |
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer |
|
uint32: 1 |
Grain |
Fine film grain |
|
uint32: 1 |
Grid |
To show the grid in editor (grey lines and red dots) |
|
uint32: 1 |
HighResScreenshotMask |
Show the current mask being used by the highres screenshot capture |
|
uint32: 1 |
HISMCClusterTree |
Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling |
|
uint32: 1 |
HISMCOcclusionBounds |
Allow to see the foliage bounds used in the occlusion test |
|
uint32: 1 |
HitProxies |
Draws each hit proxy in the scene with a different color, for now only available in the editor |
|
uint32: 1 |
HLODColoration |
Visualize HLOD Coloration |
|
uint32: 1 |
HMDDistortion |
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that |
|
uint32: 1 |
IndirectLightingCache |
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
InstancedFoliage |
Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
InstancedGrass |
Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
InstancedStaticMeshes |
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Landscape |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
LargeVertices |
Displays large clickable icons on static mesh vertices, only needed for the editor |
|
uint32: 1 |
LensFlares |
Image based lens flares (Simulate artifact of reflections within a camera system) |
|
uint32: 1 |
LevelColoration |
Render objects with colors based on what the level they belong to |
|
uint32: 1 |
LightComplexity |
Needed for VMI_LightComplexity |
|
uint32: 1 |
LightFunctions |
LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
LightInfluences |
Draw lines to lights affecting this mesh if its selected. |
|
uint32: 1 |
Lighting |
Show the usual material light interaction |
|
uint32: 1 |
LightingOnlyOverride |
Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode. |
|
uint32: 1 |
LightMapDensity |
Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. |
|
uint32: 1 |
LightRadius |
|
|
uint32: 1 |
LightShafts |
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
LOD |
Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines |
|
uint32: 1 |
LODColoration |
Visualize LOD Coloration |
|
uint32: 1 |
MassProperties |
Render mass debug data |
|
uint32: 1 |
Materials |
|
|
uint32: 1 |
MaterialTextureScaleAccuracy |
Visualize the accuracy of CPU material texture scales when compared to the GPU values |
|
uint32: 1 |
MediaPlanes |
If media planes should be shown |
|
uint32: 1 |
MeshEdges |
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. |
|
uint32: 1 |
MeshUVDensityAccuracy |
Visualize the accuracy of the mesh UV density computed for texture streaming |
|
uint32: 1 |
ModeWidgets |
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) |
|
uint32: 1 |
MotionBlur |
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Navigation |
Whether to draw navigation data |
|
uint32: 1 |
Niagara |
Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
OcclusionMeshes |
Visualize Occlusion Query bounding meshes |
|
uint32: 1 |
OnScreenDebug |
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) |
|
uint32: 1 |
OutputMaterialTextureScales |
Outputs the material texture scales. |
|
uint32: 1 |
OverrideDiffuseAndSpecular |
Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. |
|
uint32: 1 |
Paper2DSprites |
Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Particles |
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
PathTracing |
RHI_RAYTRACING begin. |
|
uint32: 1 |
PhysicalMaterialMasks |
Show Physical Material Masks |
|
uint32: 1 |
Pivot |
For the Editor |
|
uint32: 1 |
PointLights |
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
PostProcessing |
Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnviromentCapture |
|
uint32: 1 |
PostProcessMaterial |
Render the PostProcess Material |
|
uint32: 1 |
PrecomputedVisibility |
To disable precomputed visibility |
|
uint32: 1 |
PrecomputedVisibilityCells |
Visualize precomputed visibility cells |
|
uint32: 1 |
PreviewShadowsIndicator |
Visualize preview shadow indicator |
|
uint32: 1 |
PrimitiveDistanceAccuracy |
Visualize the accuracy of the primitive distance computed for texture streaming |
|
uint32: 1 |
PropertyColoration |
Render objects with colors based on the property values |
|
uint32: 1 |
QuadOverdraw |
Visualize screen quads |
|
uint32: 1 |
RayTracedDistanceFieldShadows |
If RTDF shadows are enabled. |
|
uint32: 1 |
RayTracingDebug |
|
|
uint32: 1 |
RectLights |
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
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 |
|
uint32: 1 |
ReflectionOverride |
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. |
|
uint32: 1 |
Refraction |
Render Post process (screen space) distortion/refraction |
|
uint32: 1 |
Rendering |
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles). |
|
uint32: 1 |
RequiredTextureResolution |
Compare the required texture resolution to the actual resolution. |
|
uint32: 1 |
SceneColorFringe |
Post processing color fringe (chromatic aberration) |
|
uint32: 1 |
ScreenPercentage |
If Screen Percentage should be applied. |
|
uint32: 1 |
ScreenSpaceAO |
Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that |
|
uint32: 1 |
ScreenSpaceReflections |
If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Selection |
Selection rendering, could be useful in game as well |
|
uint32: 1 |
SelectionOutline |
Outline around selected objects in the editor |
|
uint32: 1 |
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 |
|
uint32: 1 |
ServerDrawDebug |
Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport |
|
uint32: 1 |
ShaderComplexity |
Needed for VMI_ShaderComplexity, render world colored by shader complexity |
|
uint32: 1 |
ShaderComplexityWithQuadOverdraw |
Visualize the overhead of material quads |
|
uint32: 1 |
ShadowFrustums |
Draws un-occluded shadow frustums in wireframe |
|
uint32: 1 |
SingleLayerWaterRefractionFullPrecision |
If single layer water should use a full precision depth buffer for SceneDepthWithoutSingleLayerWater. |
|
uint32: 1 |
SkeletalMeshes |
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
SkyLighting |
Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Snap |
To show the snap in editor (only for editor view ports, red dots) |
|
uint32: 1 |
Specular |
Whether to display the scene's specular, including reflections. |
|
uint32: 1 |
Splines |
Spline rendering |
|
uint32: 1 |
SpotLights |
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
StaticMeshes |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
StationaryLightOverlap |
Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap |
|
uint32: 1 |
StereoRendering |
Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering |
|
uint32: 1 |
StreamingBounds |
Render streaming bounding volumes for the currently selected texture |
|
uint32: 1 |
SubsurfaceScattering |
If Screen Space Subsurface Scattering enabled |
|
uint32: 1 |
TemporalAA |
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
Tessellation |
Hardware Tessellation (DX11 feature) |
|
uint32: 1 |
TestImage |
Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing |
|
uint32: 1 |
TextRender |
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
TexturedLightProfiles |
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
ToneCurve |
Post processing filmic tone curve and expand gamut |
|
uint32: 1 |
Tonemapper |
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) |
|
uint32: 1 |
Translucency |
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
VectorFields |
Visualize vector fields. |
|
uint32: 1 |
VertexColors |
Show Vertex Colors |
|
uint32: 1 |
Vignette |
Darkens the screen borders (Camera artifact and artistic effect) |
|
uint32: 1 |
VirtualTexturePrimitives |
Draw in the main pass the primitives that would normally only contribute to runtime virtual textures. |
|
uint32: 1 |
VisLog |
Calls debug drawing for whatever LogVisualizer wants to draw |
|
uint32: 1 |
VisualizeBuffer |
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. |
|
uint32: 1 |
VisualizeCalibrationColor |
Shows a full-screen calibration color post process material defined in renderer config |
|
uint32: 1 |
VisualizeCalibrationCustom |
Shows a full-screen calibration custom post process material defined in renderer config |
|
uint32: 1 |
VisualizeCalibrationGrayscale |
Shows a full-screen calibration grayscale post process material defined in renderer config |
|
uint32: 1 |
VisualizeDistanceFieldAO |
Visualization of distance field AO |
|
uint32: 1 |
VisualizeDOF |
Helper to tweak depth of field |
|
uint32: 1 |
VisualizeGlobalDistanceField |
Global Distance field |
|
uint32: 1 |
VisualizeHDR |
Display a histogram of the scene HDR color |
|
uint32: 1 |
VisualizeLightCulling |
To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well |
|
uint32: 1 |
VisualizeLPV |
Visualize Light Propagation Volume, for developer (by default off): |
|
uint32: 1 |
VisualizeMeshDistanceFields |
Mesh Distance fields |
|
uint32: 1 |
VisualizeMotionBlur |
Helper to tweak motion blur settings |
|
uint32: 1 |
VisualizeOutOfBoundsPixels |
Visualize pixels that are outside of their object's bounding box (content error). |
|
uint32: 1 |
VisualizeSenses |
Visualize the senses configuration of AIs' PawnSensingComponent |
|
uint32: 1 |
VisualizeShadingModels |
Visualize the Shading Models, mostly or debugging and profiling |
|
uint32: 1 |
VisualizeSkyAtmosphere |
Enable the SkyAtmosphere visualization to be drawn on screen |
|
uint32: 1 |
VisualizeSSR |
Visualize screen space reflections, for developer (by default off): |
|
uint32: 1 |
VisualizeSSS |
If Screen Space Subsurface Scattering visualization is enabled |
|
uint32: 1 |
VisualizeVolumetricCloudConservativeDensity |
Visualize volumetric cloud conservative density. |
|
uint32: 1 |
VisualizeVolumetricLightmap |
Visualize volumetric lightmap used for GI on dynamic objects |
|
uint32: 1 |
VolumeLightingSamples |
Visualize volume lighting samples used for GI on dynamic objects |
|
uint32: 1 |
Volumes |
Draws Volumes |
|
uint32: 1 |
VolumetricFog |
SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
|
uint32: 1 |
VolumetricLightmap |
Whether to apply volumetric lightmap lighting, when present. |
|
uint32: 1 |
VREditing |
If this is a vr editing viewport, needed? |
|
uint32: 1 |
WidgetComponents |
If WidgetComponents should be rendered in the scene |
|
uint32: 1 |
Wireframe |
Needed for VMI_Wireframe and VMI_BrushWireframe |
Name | Description | |
---|---|---|
|
FEngineShowFlags() |
DO NOT USE. This constructor is for internal usage only for hot-reload purposes. |
|
FEngineShowFlags ( |
This constructor defines the default view settings |
Name |
Description |
|
---|---|---|
|
ECustomShowFlag |
Strong type for custom show flag indices starting from 0 to make interface clearer. |
|
EShowFlag |
Name |
Description |
---|---|
OnCustomShowFlagRegistered |
Delegate fired when a new custom show flag is registered or re-registered so other systems can iterate all show flags and update any related data. |