FEngineShowFlags

ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily.

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Windows

macOS

Linux

References

Module

Engine

Header

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

Include

#include "ShowFlags.h"

Syntax

struct FEngineShowFlags

Remarks

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.

Variables

Name Description

Public variable

uint32: 1

 

AmbientCubemap

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

Public variable

uint32: 1

 

AmbientOcclusion

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

Public variable

uint32: 1

 

AntiAliasing

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

Public variable

uint32: 1

 

Atmosphere

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

Public variable

uint32: 1

 

AudioRadius

Draw sound actor radii

Public variable

uint32: 1

 

BillboardSprites

Draw billboard components

Public variable

uint32: 1

 

Bloom

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

Public variable

uint32: 1

 

Bones

Draw the bones of all skeletal meshes

Public variable

uint32: 1

 

Bounds

Public variable

uint32: 1

 

Brushes

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

Public variable

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

Public variable

uint32: 1

 

BSPSplit

Colors BSP based on model component association

Public variable

uint32: 1

 

BSPTriangles

Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles

Public variable

uint32: 1

 

BuilderBrush

If the builder brush (editor) is getting rendered

Public variable

uint32: 1

 

CameraAspectRatioBars

Render safe frames bars

Public variable

uint32: 1

 

CameraFrustums

Draws camera frustums

Public variable

uint32: 1

 

CameraImperfections

Like bloom dirt mask

Public variable

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

Public variable

uint32: 1

 

CameraSafeFrames

Render safe frames

Public variable

uint32: 1

 

CapsuleShadows

If Capsule shadows are enabled.

Public variable

uint32: 1

 

Collision

Collision drawing

Public variable

uint32: 1

 

CollisionPawn

Collision blocking pawn against simple collision

Public variable

uint32: 1

 

CollisionVisibility

Collision blocking visibility against complex

Public variable

uint32: 1

 

ColorGrading

Color correction after tone mapping

Public variable

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

Public variable

uint32: 1

 

Constraints

Render joint limits

Public variable

uint32: 1

 

ContactShadows

If Screen space contact shadows are enabled.

Public variable

uint32: 1

 

Cover

Complex cover rendering

Public variable

TBitArray

 

CustomShowFlags

Public variable

uint32: 1

 

DebugAI

Calls debug drawing for AIs

Public variable

uint32: 1

 

Decals

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

Public variable

uint32: 1

 

DeferredLighting

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

Public variable

uint32: 1

 

DepthOfField

Depth of Field

Public variable

uint32: 1

 

Diffuse

Whether to display the scene's diffuse.

Public variable

uint32: 1

 

DirectionalLights

Allows to disable lighting from Directional Lights

Public variable

uint32: 1

 

DirectLighting

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

Public variable

uint32: 1

 

DisableOcclusionQueries

Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene.

Public variable

uint32: 1

 

DistanceCulledPrimitives

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

Public variable

uint32: 1

 

DistanceFieldAO

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

Public variable

uint32: 1

 

DrawOnlyVSMInvalidatingGeo

Debug the Strata material buffer content

Public variable

uint32: 1

 

DVRStreamingSystem

Debug DVR Streaming System System

Public variable

uint32: 1

 

DynamicShadows

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

Public variable

uint32: 1

 

EditingLevelInstance

Used to determine whether there are any editing LevelInstances to enable the post processing pass

Public variable

uint32: 1

 

Editor

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

Public variable

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

Public variable

uint32: 1

 

Fog

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

Public variable

uint32: 1

 

ForceFeedbackRadius

Draw force feedback radii

Public variable

uint32: 1

 

Game

If this is a game viewport, needed?

Public variable

uint32: 1

 

GameplayDebug

Used by gameplay debugging components to debug-draw on screen

Public variable

uint32: 1

 

GBufferHints

Highlight materials that indicate performance issues or show unrealistic materials

Public variable

uint32: 1

 

GlobalIllumination

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

Public variable

uint32: 1

 

Grain

Fine film grain

Public variable

uint32: 1

 

Grid

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

Public variable

uint32: 1

 

HighResScreenshotMask

Show the current mask being used by the highres screenshot capture

Public variable

uint32: 1

 

HISMCClusterTree

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

Public variable

uint32: 1

 

HISMCOcclusionBounds

Allow to see the foliage bounds used in the occlusion test

Public variable

uint32: 1

 

HitProxies

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

Public variable

uint32: 1

 

HLODColoration

Visualize HLOD Coloration

Public variable

uint32: 1

 

HMDDistortion

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

Public variable

uint32: 1

 

IndirectLightingCache

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

Public variable

uint32: 1

 

InstancedFoliage

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

Public variable

uint32: 1

 

InstancedGrass

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

Public variable

uint32: 1

 

InstancedStaticMeshes

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

Public variable

uint32: 1

 

Landscape

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public variable

uint32: 1

 

LargeVertices

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

Public variable

uint32: 1

 

LensFlares

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

Public variable

uint32: 1

 

LevelColoration

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

Public variable

uint32: 1

 

LightComplexity

Needed for VMI_LightComplexity

Public variable

uint32: 1

 

LightFunctions

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

Public variable

uint32: 1

 

LightInfluences

Draw lines to lights affecting this mesh if its selected.

Public variable

uint32: 1

 

Lighting

Show the usual material light interaction

Public variable

uint32: 1

 

LightingOnlyOverride

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

Public variable

uint32: 1

 

LightMapDensity

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

Public variable

uint32: 1

 

LightRadius

Public variable

uint32: 1

 

LightShafts

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

Public variable

uint32: 1

 

LocalExposure

Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public variable

uint32: 1

 

LOD

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

Public variable

uint32: 1

 

LODColoration

Visualize LOD Coloration

Public variable

uint32: 1

 

LumenGlobalIllumination

Lumen GI

Public variable

uint32: 1

 

LumenReflections

Public variable

uint32: 1

 

MassProperties

Render mass debug data

Public variable

uint32: 1

 

Materials

Public variable

uint32: 1

 

MaterialTextureScaleAccuracy

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

Public variable

uint32: 1

 

MediaPlanes

If media planes should be shown

Public variable

uint32: 1

 

MeshEdges

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

Public variable

uint32: 1

 

MeshUVDensityAccuracy

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

Public variable

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)

Public variable

uint32: 1

 

MotionBlur

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

Public variable

uint32: 1

 

NaniteMeshes

Draws Nanite meshes

Public variable

uint32: 1

 

Navigation

Whether to draw navigation data

Public variable

uint32: 1

 

Niagara

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

Public variable

uint32: 1

 

OcclusionMeshes

Visualize Occlusion Query bounding meshes

Public variable

uint32: 1

 

OnScreenDebug

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

Public variable

uint32: 1

 

OpaqueCompositeEditorPrimitives

When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded

Public variable

uint32: 1

 

OutputMaterialTextureScales

Outputs the material texture scales.

Public variable

uint32: 1

 

OverrideDiffuseAndSpecular

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

Public variable

uint32: 1

 

Paper2DSprites

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

Public variable

uint32: 1

 

Particles

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

Public variable

uint32: 1

 

PathTracing

RHI_RAYTRACING begin.

Public variable

uint32: 1

 

PhysicalMaterialMasks

Show Physical Material Masks

Public variable

uint32: 1

 

PhysicsField

Physics field

Public variable

uint32: 1

 

Pivot

For the Editor

Public variable

uint32: 1

 

PointLights

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

Public variable

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

Public variable

uint32: 1

 

PostProcessMaterial

Render the PostProcess Material

Public variable

uint32: 1

 

PrecomputedVisibility

To disable precomputed visibility

Public variable

uint32: 1

 

PrecomputedVisibilityCells

Visualize precomputed visibility cells

Public variable

uint32: 1

 

PreviewShadowsIndicator

Visualize preview shadow indicator

Public variable

uint32: 1

 

PrimitiveDistanceAccuracy

Visualize the accuracy of the primitive distance computed for texture streaming

Public variable

uint32: 1

 

PropertyColoration

Render objects with colors based on the property values

Public variable

uint32: 1

 

QuadOverdraw

Visualize screen quads

Public variable

uint32: 1

 

RayTracedDistanceFieldShadows

If RTDF shadows are enabled.

Public variable

uint32: 1

 

RayTracingDebug

Public variable

uint32: 1

 

RectLights

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

Public variable

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

Public variable

uint32: 1

 

ReflectionOverride

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

Public variable

uint32: 1

 

Refraction

Render Post process (screen space) distortion/refraction

Public variable

uint32: 1

 

Rendering

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

Public variable

uint32: 1

 

RequiredTextureResolution

Compare the required texture resolution to the actual resolution.

Public variable

uint32: 1

 

SceneColorFringe

Post processing color fringe (chromatic aberration)

Public variable

uint32: 1

 

ScreenPercentage

If Screen Percentage should be applied.

Public variable

uint32: 1

 

ScreenSpaceAO

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

Public variable

uint32: 1

 

ScreenSpaceReflections

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

Public variable

uint32: 1

 

Selection

Selection rendering, could be useful in game as well

Public variable

uint32: 1

 

SelectionOutline

Outline around selected objects in the editor

Public variable

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

Public variable

uint32: 1

 

ServerDrawDebug

Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport

Public variable

uint32: 1

 

ShaderComplexity

Needed for VMI_ShaderComplexity, render world colored by shader complexity

Public variable

uint32: 1

 

ShaderComplexityWithQuadOverdraw

Visualize the overhead of material quads

Public variable

uint32: 1

 

ShadowFrustums

Draws un-occluded shadow frustums in wireframe

Public variable

uint32: 1

 

SingleLayerWaterRefractionFullPrecision

If single layer water should use a full precision depth buffer for SceneDepthWithoutSingleLayerWater.

Public variable

uint32: 1

 

SkeletalMeshes

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

Public variable

uint32: 1

 

SkyLighting

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

Public variable

uint32: 1

 

Snap

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

Public variable

uint32: 1

 

Specular

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

Public variable

uint32: 1

 

Splines

Spline rendering

Public variable

uint32: 1

 

SpotLights

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

Public variable

uint32: 1

 

StaticMeshes

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public variable

uint32: 1

 

StationaryLightOverlap

Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap

Public variable

uint32: 1

 

StereoRendering

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

Public variable

uint32: 1

 

StreamingBounds

Render streaming bounding volumes for the currently selected texture

Public variable

uint32: 1

 

SubsurfaceScattering

If Screen Space Subsurface Scattering enabled

Public variable

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

Public variable

uint32: 1

 

TestImage

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

Public variable

uint32: 1

 

TextRender

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

Public variable

uint32: 1

 

TexturedLightProfiles

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

Public variable

uint32: 1

 

ToneCurve

Post processing filmic tone curve and expand gamut

Public variable

uint32: 1

 

Tonemapper

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

Public variable

uint32: 1

 

Translucency

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

Public variable

uint32: 1

 

VectorFields

Visualize vector fields.

Public variable

uint32: 1

 

VertexColors

Show Vertex Colors

Public variable

uint32: 1

 

Vignette

Darkens the screen borders (Camera artifact and artistic effect)

Public variable

uint32: 1

 

VirtualShadowMapCaching

Public variable

uint32: 1

 

VirtualTexturePendingMips

Compare the required mip level to the resident virtual texture mip level.

Public variable

uint32: 1

 

VirtualTexturePrimitives

Draw in the main pass the primitives that would normally only contribute to runtime virtual textures.

Public variable

uint32: 1

 

VirtualTextureResidency

Debug the Virtual Texture System

Public variable

uint32: 1

 

VisLog

Calls debug drawing for whatever LogVisualizer wants to draw

Public variable

uint32: 1

 

VisualizeBuffer

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

Public variable

uint32: 1

 

VisualizeCalibrationColor

Shows a full-screen calibration color post process material defined in renderer config

Public variable

uint32: 1

 

VisualizeCalibrationCustom

Shows a full-screen calibration custom post process material defined in renderer config

Public variable

uint32: 1

 

VisualizeCalibrationGrayscale

Shows a full-screen calibration grayscale post process material defined in renderer config

Public variable

uint32: 1

 

VisualizeDistanceFieldAO

Visualization of distance field AO

Public variable

uint32: 1

 

VisualizeDOF

Helper to tweak depth of field

Public variable

uint32: 1

 

VisualizeGlobalDistanceField

Global Distance field

Public variable

uint32: 1

 

VisualizeHDR

Display a histogram of the scene HDR color

Public variable

uint32: 1

 

VisualizeInstanceUpdates

Allow to see where each instance is in each ISM Component

Public variable

uint32: 1

 

VisualizeLevelInstanceEditing

Grey out actors which do not belong to the currently edited LevelInstance

Public variable

uint32: 1

 

VisualizeLightCulling

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

Public variable

uint32: 1

 

VisualizeLightingOnProbes

Enable the debug visualization of diffuse/specular lighting (direct and indirect) using probes

Public variable

uint32: 1

 

VisualizeLocalExposure

Helper to tweak local expsoure settings

Public variable

uint32: 1

 

VisualizeLumenIndirectDiffuse

Visualization of Lumen indirect diffuse

Public variable

uint32: 1

 

VisualizeLumenScene

Lumen Scene

Public variable

uint32: 1

 

VisualizeMeshDistanceFields

Mesh Distance fields

Public variable

uint32: 1

 

VisualizeMotionBlur

Helper to tweak motion blur settings

Public variable

uint32: 1

 

VisualizeNanite

Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode.

Public variable

uint32: 1

 

VisualizeOutOfBoundsPixels

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

Public variable

uint32: 1

 

VisualizePostProcessStack

Visualise information about the post processes stacked on screen

Public variable

uint32: 1

 

VisualizeSenses

Visualize the senses configuration of AIs' PawnSensingComponent

Public variable

uint32: 1

 

VisualizeShadingModels

Visualize the Shading Models, mostly or debugging and profiling

Public variable

uint32: 1

 

VisualizeSkyAtmosphere

Enable the SkyAtmosphere visualization to be drawn on screen

Public variable

uint32: 1

 

VisualizeSSR

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

Public variable

uint32: 1

 

VisualizeSSS

If Screen Space Subsurface Scattering visualization is enabled

Public variable

uint32: 1

 

VisualizeStrataMaterial

Debug the Strata material buffer content

Public variable

uint32: 1

 

VisualizeVolumetricCloudConservativeDensity

Visualize volumetric cloud conservative density.

Public variable

uint32: 1

 

VisualizeVolumetricLightmap

Visualize volumetric lightmap used for GI on dynamic objects

Public variable

uint32: 1

 

VolumeLightingSamples

Visualize volume lighting samples used for GI on dynamic objects

Public variable

uint32: 1

 

Volumes

Draws Volumes

Public variable

uint32: 1

 

VolumetricFog

SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public variable

uint32: 1

 

VolumetricLightmap

Whether to apply volumetric lightmap lighting, when present.

Public variable

uint32: 1

 

VREditing

If this is a vr editing viewport, needed?

Public variable

uint32: 1

 

WidgetComponents

If WidgetComponents should be rendered in the scene

Public variable

uint32: 1

 

Wireframe

Needed for VMI_Wireframe and VMI_BrushWireframe

Constructors

Name Description

Public function

FEngineShowFlags()

DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

Public function

FEngineShowFlags

(
    EShowFlagInitMode InitMode
)

This constructor defines the default view settings

Functions

Name Description

Public function Static

bool

 

CanBeToggledInEditor

(
    const TCHAR* Name
)

Public function

void

 

DisableAdvancedFeatures()

For rendering thumbnails, cascade, material editor, static mesh editor keeps bloom as material properties with HDR can be better perceived

Public function

void

 

EnableAdvancedFeatures()

Public function

void

 

EngineOverrideCustomShowFlagsFromCVars()

Supports ShowFlag.* cvars for custom show flags to force custom show flags on/off.

Public function Static

int32

 

FindIndexByName

(
    const TCHAR* Name,
    const TCHAR* CommaSeparatedNam...
)

Public function Static

FString

 

FindNameByIndex

(
    uint32 InIndex
)

Public function Static

void

 

FindShowFlagDisplayName

(
    const FString& InName,
    FText& OutText
)

Retrieve the localized display name for a named show flag

Public function Static

EShowFlagGro...

 

FindShowFlagGroup

(
    const TCHAR* Name
)

This function defines the grouping in the editor.

Public function Const

bool

 

GetSingleFlag

(
    uint32 Index
)

O(1)

Public function Static

bool

 

IsForceFlagSet

(
    uint32 Index
)

O(1) Check if a CVar is forcing a particular flag on / off

Public function Static

bool

 

IsNameThere

(
    const TCHAR* Name,
    const TCHAR* CommaSeparatedNam...
)

Public function Const

bool

 

IsVisualizeCalibrationEnabled()

Public function Static

void

 

IterateAllFlags

(
    T& Sink
)

Allows to iterate through all flags (if you want to change or read the actual flag settings you need to pass in your own instance of FEngineShowFlags).

Public function Static

void

 

IterateCustomFlags

(
    TFunctionRef< bool, const FS...
)

Iterate all registered custom show flags.

Public function Static

ECustomShowF...

 

RegisterCustomShowFlag

(
    const TCHAR* Name,
    bool DefaultEnabled,
    EShowFlagGroup Group,
    FText DisplayName
)

Used by TCustomShowFlag to register a show flag from another module.

Public function

void

 

SetAmbientCubemap

(
    bool bVal
)

Public function

void

 

SetAmbientOcclusion

(
    bool bVal
)

Public function

void

 

SetAntiAliasing

(
    bool bVal
)

Public function

void

 

SetAtmosphere

(
    bool bVal
)

Public function

void

 

SetAudioRadius

(
    bool bVal
)

Public function

void

 

SetBillboardSprites

(
    bool bVal
)

Public function

void

 

SetBloom

(
    bool bVal
)

Public function

void

 

SetBones

(
    bool bVal
)

Public function

void

 

SetBounds

(
    bool bVal
)

Public function

void

 

SetBrushes

(
    bool bVal
)

Public function

void

 

SetBSP

(
    bool bVal
)

Public function

void

 

SetBSPSplit

(
    bool bVal
)

Public function

void

 

SetBSPTriangles

(
    bool bVal
)

Public function

void

 

SetBuilderBrush

(
    bool bVal
)

Public function

void

 

SetCameraAspectRatioBars

(
    bool bVal
)

Public function

void

 

SetCameraFrustums

(
    bool bVal
)

Public function

void

 

SetCameraImperfections

(
    bool bVal
)

Public function

void

 

SetCameraInterpolation

(
    bool bVal
)

Public function

void

 

SetCameraSafeFrames

(
    bool bVal
)

Public function

void

 

SetCapsuleShadows

(
    bool bVal
)

Public function

void

 

SetCollision

(
    bool bVal
)

Public function

void

 

SetCollisionPawn

(
    bool bVal
)

Public function

void

 

SetCollisionVisibility

(
    bool bVal
)

Public function

void

 

SetColorGrading

(
    bool bVal
)

Public function

void

 

SetCompositeEditorPrimitives

(
    bool bVal
)

Public function

void

 

SetConstraints

(
    bool bVal
)

Public function

void

 

SetContactShadows

(
    bool bVal
)

Public function

void

 

SetCover

(
    bool bVal
)

Public function

void

 

SetDebugAI

(
    bool bVal
)

Public function

void

 

SetDecals

(
    bool bVal
)

Public function

void

 

SetDeferredLighting

(
    bool bVal
)

Public function

void

 

SetDepthOfField

(
    bool bVal
)

Public function

void

 

SetDiffuse

(
    bool bVal
)

Public function

void

 

SetDirectionalLights

(
    bool bVal
)

Public function

void

 

SetDirectLighting

(
    bool bVal
)

Public function

void

 

SetDisableOcclusionQueries

(
    bool bVal
)

Public function

void

 

SetDistanceCulledPrimitives

(
    bool bVal
)

Public function

void

 

SetDistanceFieldAO

(
    bool bVal
)

Public function

void

 

SetDrawOnlyVSMInvalidatingGeo

(
    bool bVal
)

Public function

void

 

SetDVRStreamingSystem

(
    bool bVal
)

Public function

void

 

SetDynamicShadows

(
    bool bVal
)

Public function

void

 

SetEditingLevelInstance

(
    bool bVal
)

Public function

void

 

SetEditor

(
    bool bVal
)

Public function

void

 

SetEyeAdaptation

(
    bool bVal
)

Public function

void

 

SetFog

(
    bool bVal
)

Public function

void

 

SetForceFeedbackRadius

(
    bool bVal
)

Public function

bool

 

SetFromString

(
    const TCHAR* In
)

More powerful than SetSingleFlag() as it allows to set/clear multiple flags not optimized but doesn't have to be Tolerates whitespace and user error, as user might manipulate the data

Public function

void

 

SetGame

(
    bool bVal
)

Public function

void

 

SetGameplayDebug

(
    bool bVal
)

Public function

void

 

SetGBufferHints

(
    bool bVal
)

Public function

void

 

SetGlobalIllumination

(
    bool bVal
)

Public function

void

 

SetGrain

(
    bool bVal
)

Public function

void

 

SetGrid

(
    bool bVal
)

Public function

void

 

SetHighResScreenshotMask

(
    bool bVal
)

Public function

void

 

SetHISMCClusterTree

(
    bool bVal
)

Public function

void

 

SetHISMCOcclusionBounds

(
    bool bVal
)

Public function

void

 

SetHitProxies

(
    bool bVal
)

Public function

void

 

SetHLODColoration

(
    bool bVal
)

Public function

void

 

SetHMDDistortion

(
    bool bVal
)

Public function

void

 

SetIndirectLightingCache

(
    bool bVal
)

Public function

void

 

SetInstancedFoliage

(
    bool bVal
)

Public function

void

 

SetInstancedGrass

(
    bool bVal
)

Public function

void

 

SetInstancedStaticMeshes

(
    bool bVal
)

Public function

void

 

SetLandscape

(
    bool bVal
)

Public function

void

 

SetLargeVertices

(
    bool bVal
)

Public function

void

 

SetLensFlares

(
    bool bVal
)

Public function

void

 

SetLevelColoration

(
    bool bVal
)

Public function

void

 

SetLightComplexity

(
    bool bVal
)

Public function

void

 

SetLightFunctions

(
    bool bVal
)

Public function

void

 

SetLightInfluences

(
    bool bVal
)

Public function

void

 

SetLighting

(
    bool bVal
)

Public function

void

 

SetLightingOnlyOverride

(
    bool bVal
)

Public function

void

 

SetLightMapDensity

(
    bool bVal
)

Public function

void

 

SetLightRadius

(
    bool bVal
)

Public function

void

 

SetLightShafts

(
    bool bVal
)

Public function

void

 

SetLocalExposure

(
    bool bVal
)

Public function

void

 

SetLOD

(
    bool bVal
)

Public function

void

 

SetLODColoration

(
    bool bVal
)

Public function

void

 

SetLumenGlobalIllumination

(
    bool bVal
)

Public function

void

 

SetLumenReflections

(
    bool bVal
)

Public function

void

 

SetMassProperties

(
    bool bVal
)

Public function

void

 

SetMaterials

(
    bool bVal
)

Public function

void

 

SetMaterialTextureScaleAccuracy

(
    bool bVal
)

Public function

void

 

SetMediaPlanes

(
    bool bVal
)

Public function

void

 

SetMeshEdges

(
    bool bVal
)

Public function

void

 

SetMeshUVDensityAccuracy

(
    bool bVal
)

Public function

void

 

SetModeWidgets

(
    bool bVal
)

Public function

void

 

SetMotionBlur

(
    bool bVal
)

Public function

void

 

SetNaniteMeshes

(
    bool bVal
)

Public function

void

 

SetNavigation

(
    bool bVal
)

Public function

void

 

SetNiagara

(
    bool bVal
)

Public function

void

 

SetOcclusionMeshes

(
    bool bVal
)

Public function

void

 

SetOnScreenDebug

(
    bool bVal
)

Public function

void

 

SetOpaqueCompositeEditorPrimitives

(
    bool bVal
)

Public function

void

 

SetOutputMaterialTextureScales

(
    bool bVal
)

Public function

void

 

SetOverrideDiffuseAndSpecular

(
    bool bVal
)

Public function

void

 

SetPaper2DSprites

(
    bool bVal
)

Public function

void

 

SetParticles

(
    bool bVal
)

Public function

void

 

SetPathTracing

(
    bool bVal
)

Public function

void

 

SetPhysicalMaterialMasks

(
    bool bVal
)

Public function

void

 

SetPhysicsField

(
    bool bVal
)

Public function

void

 

SetPivot

(
    bool bVal
)

Public function

void

 

SetPointLights

(
    bool bVal
)

Public function

void

 

SetPostProcessing

(
    bool bVal
)

Public function

void

 

SetPostProcessMaterial

(
    bool bVal
)

Public function

void

 

SetPrecomputedVisibility

(
    bool bVal
)

Public function

void

 

SetPrecomputedVisibilityCells

(
    bool bVal
)

Public function

void

 

SetPreviewShadowsIndicator

(
    bool bVal
)

Public function

void

 

SetPrimitiveDistanceAccuracy

(
    bool bVal
)

Public function

void

 

SetPropertyColoration

(
    bool bVal
)

Public function

void

 

SetQuadOverdraw

(
    bool bVal
)

Public function

void

 

SetRayTracedDistanceFieldShadows

(
    bool bVal
)

Public function

void

 

SetRayTracingDebug

(
    bool bVal
)

Public function

void

 

SetRectLights

(
    bool bVal
)

Public function

void

 

SetReflectionEnvironment

(
    bool bVal
)

Public function

void

 

SetReflectionOverride

(
    bool bVal
)

Public function

void

 

SetRefraction

(
    bool bVal
)

Public function

void

 

SetRendering

(
    bool bVal
)

Public function

void

 

SetRequiredTextureResolution

(
    bool bVal
)

Public function

void

 

SetSceneColorFringe

(
    bool bVal
)

Public function

void

 

SetScreenPercentage

(
    bool bVal
)

Public function

void

 

SetScreenSpaceAO

(
    bool bVal
)

Public function

void

 

SetScreenSpaceReflections

(
    bool bVal
)

Public function

void

 

SetSelection

(
    bool bVal
)

Public function

void

 

SetSelectionOutline

(
    bool bVal
)

Public function

void

 

SetSeparateTranslucency

(
    bool bVal
)

Public function

void

 

SetServerDrawDebug

(
    bool bVal
)

Public function

void

 

SetShaderComplexity

(
    bool bVal
)

Public function

void

 

SetShaderComplexityWithQuadOverdraw

(
    bool bVal
)

Public function

void

 

SetShadowFrustums

(
    bool bVal
)

Public function

void

 

SetSingleFlag

(
    uint32 Index,
    bool bSet
)

The following methods are there for serialization, localization and in general to iterate and manipulate flags.

Public function

void

 

SetSingleLayerWaterRefractionFullPrecision

(
    bool bVal
)

Public function

void

 

SetSkeletalMeshes

(
    bool bVal
)

Public function

void

 

SetSkyLighting

(
    bool bVal
)

Public function

void

 

SetSnap

(
    bool bVal
)

Public function

void

 

SetSpecular

(
    bool bVal
)

Public function

void

 

SetSplines

(
    bool bVal
)

Public function

void

 

SetSpotLights

(
    bool bVal
)

Public function

void

 

SetStaticMeshes

(
    bool bVal
)

Public function

void

 

SetStationaryLightOverlap

(
    bool bVal
)

Public function

void

 

SetStereoRendering

(
    bool bVal
)

Public function

void

 

SetStreamingBounds

(
    bool bVal
)

Public function

void

 

SetSubsurfaceScattering

(
    bool bVal
)

Public function

void

 

SetTemporalAA

(
    bool bVal
)

Public function

void

 

SetTestImage

(
    bool bVal
)

Public function

void

 

SetTextRender

(
    bool bVal
)

Public function

void

 

SetTexturedLightProfiles

(
    bool bVal
)

Public function

void

 

SetToneCurve

(
    bool bVal
)

Public function

void

 

SetTonemapper

(
    bool bVal
)

Public function

void

 

SetTranslucency

(
    bool bVal
)

Public function

void

 

SetVectorFields

(
    bool bVal
)

Public function

void

 

SetVertexColors

(
    bool bVal
)

Public function

void

 

SetVignette

(
    bool bVal
)

Public function

void

 

SetVirtualShadowMapCaching

(
    bool bVal
)

Public function

void

 

SetVirtualTexturePendingMips

(
    bool bVal
)

Public function

void

 

SetVirtualTexturePrimitives

(
    bool bVal
)

Public function

void

 

SetVirtualTextureResidency

(
    bool bVal
)

Public function

void

 

SetVisLog

(
    bool bVal
)

Public function

void

 

SetVisualizeBuffer

(
    bool bVal
)

Public function

void

 

SetVisualizeCalibrationColor

(
    bool bVal
)

Public function

void

 

SetVisualizeCalibrationCustom

(
    bool bVal
)

Public function

void

 

SetVisualizeCalibrationGrayscale

(
    bool bVal
)

Public function

void

 

SetVisualizeDistanceFieldAO

(
    bool bVal
)

Public function

void

 

SetVisualizeDOF

(
    bool bVal
)

Public function

void

 

SetVisualizeGlobalDistanceField

(
    bool bVal
)

Public function

void

 

SetVisualizeHDR

(
    bool bVal
)

Public function

void

 

SetVisualizeInstanceUpdates

(
    bool bVal
)

Public function

void

 

SetVisualizeLevelInstanceEditing

(
    bool bVal
)

Public function

void

 

SetVisualizeLightCulling

(
    bool bVal
)

Public function

void

 

SetVisualizeLightingOnProbes

(
    bool bVal
)

Public function

void

 

SetVisualizeLocalExposure

(
    bool bVal
)

Public function

void

 

SetVisualizeLumenIndirectDiffuse

(
    bool bVal
)

Public function

void

 

SetVisualizeLumenScene

(
    bool bVal
)

Public function

void

 

SetVisualizeMeshDistanceFields

(
    bool bVal
)

Public function

void

 

SetVisualizeMotionBlur

(
    bool bVal
)

Public function

void

 

SetVisualizeNanite

(
    bool bVal
)

Public function

void

 

SetVisualizeOutOfBoundsPixels

(
    bool bVal
)

Public function

void

 

SetVisualizePostProcessStack

(
    bool bVal
)

Public function

void

 

SetVisualizeSenses

(
    bool bVal
)

Public function

void

 

SetVisualizeShadingModels

(
    bool bVal
)

Public function

void

 

SetVisualizeSkyAtmosphere

(
    bool bVal
)

Public function

void

 

SetVisualizeSSR

(
    bool bVal
)

Public function

void

 

SetVisualizeSSS

(
    bool bVal
)

Public function

void

 

SetVisualizeStrataMaterial

(
    bool bVal
)

Public function

void

 

SetVisualizeVolumetricCloudConservativeDensity

(
    bool bVal
)

Public function

void

 

SetVisualizeVolumetricLightmap

(
    bool bVal
)

Public function

void

 

SetVolumeLightingSamples

(
    bool bVal
)

Public function

void

 

SetVolumes

(
    bool bVal
)

Public function

void

 

SetVolumetricFog

(
    bool bVal
)

Public function

void

 

SetVolumetricLightmap

(
    bool bVal
)

Public function

void

 

SetVREditing

(
    bool bVal
)

Public function

void

 

SetWidgetComponents

(
    bool bVal
)

Public function

void

 

SetWireframe

(
    bool bVal
)

Public function Const

FString

 

ToString()

Not optimized for speed, good for serialization and debugging

Enums

Name

Description

Public enum

ECustomShowFlag

Strong type for custom show flag indices starting from 0 to make interface clearer.

Public enum

EShowFlag

Constants

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.