NSLOCTEXT

Overload list

Windows
MacOS
Linux
Name Description

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BloomSF",
    "Bloom"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VignetteSF",
    "Vignette"
)

Fine film grain

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightInfluencesSF",
    "Light Influences"
)

For the Editor

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PivotSF",
    "Pivot"
)

Draws un-occluded shadow frustums in wireframe

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ShadowFrustumsSF",
    "Shadow Frustums"
)

Needed for VMI_Wireframe and VMI_BrushWireframe

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "WireframeSF",
    "Wireframe"
)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MaterialsSF",
    "Materials"
)

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "StaticMeshesSF",
    "Static Meshes"
)

For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LandscapeSF",
    "Landscape"
)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightRadiusSF",
    "Light Radius"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "FogSF",
    "Fog"
)

Draws Volumes

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VolumesSF",
    "Volumes"
)

If this is a game viewport, needed?

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GrainSF",
    "Grain"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GameSF",
    "Game"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LevelColorationSF",
    "Level Coloration"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BSPSF",
    "BSP"
)

Collision drawing

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CollisionWireFrame",
    "Collision"
)

Collision blocking visibility against complex

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CollisionVisibility",
    "Visibility"
)

Collision blocking pawn against simple collision

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CollisionPawn",
    "Pawn"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightShaftsSF",
    "Light Shafts"
)

Render the PostProcess Material

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PostProcessMaterialSF",
    "Post Process Material"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "AtmosphereSF",
    "Atmosphere"
)

Render safe frames bars

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraAspectRatioBarsSF",
    "Camera Aspect Ratio Bars"
)

Render safe frames

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "AmbientOcclusionSF",
    "Ambient Occlusion"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraSafeFramesSF",
    "Camera Safe Frames"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TextRenderSF",
    "Render (3D) Text"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RenderingSF",
    "Any Rendering"
)

Show the current mask being used by the highres screenshot capture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HighResScreenshotMaskSF",
    "High Res Screenshot Mask"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HMDDistortionSF",
    "HMD Distortion"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "StereoRenderingSF",
    "Stereoscopic Rendering"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DistanceCulledPrimitivesSF",
    "Distance Culled Primitives"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeLightCullingSF",
    "Light Culling"
)

To disable precomputed visibility

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PrecomputedVisibilitySF",
    "Precomputed Visibility"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SkyLightingSF",
    "Sky Lighting"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DecalsSF",
    "Decals"
)

Like bloom dirt mask

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeLPVSF",
    "Light Propagation Volume"
)

Visualize preview shadow indicator

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PreviewShadowIndicatorSF",
    "Preview Shadows Indicator"
)

Visualize precomputed visibility cells

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PrecomputedVisibilityCellsSF",
    "Precomputed Visibility Cells"
)

Visualize volumetric lightmap used for GI on dynamic objects

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeVolumetricLightmapSF",
    "Volumetric Lightmap"
)

Visualize volume lighting samples used for GI on dynamic objects

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VolumeLightingSamplesSF",
    "Volume Lighting Samples"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "Paper2DSpritesSF",
    "Paper 2D Sprites"
)

Visualization of distance field AO

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeDistanceFieldAOSF",
    "Distance Field Ambient Occlusion"
)

Visualization of distance field GI

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeDistanceFieldGISF",
    "Distance Field Global Illumination...
)

Mesh Distance fields

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MeshDistanceFieldsSF",
    "Mesh DistanceFields"
)

Global Distance field

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GlobalDistanceFieldSF",
    "Global DistanceField"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraImperfectionsSF",
    "Camera Imperfections"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ScreenSpaceAOSF",
    "Screen Space Ambient Occlusion"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DistanceFieldAOSF",
    "Distance Field Ambient Occlusion"
)

Distance field GI

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DistanceFieldGISF",
    "Distance Field Global Illumination...
)

SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VolumetricFogSF",
    "Volumetric Fog"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeSSR",
    "Screen Space Reflections"
)

Visualize the Shading Models, mostly or debugging and profiling

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeShadingModels",
    "Shading Models"
)

Visualize the senses configuration of AIs' PawnSensingComponent

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeSenses",
    "Senses"
)

Visualize LOD Coloration

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeLODColoration",
    "Visualize LOD Coloration"
)

Visualize HLOD Coloration

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeHLODColoration",
    "Visualize HLOD Coloration"
)

Visualize screen quads

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "QuadOverdrawSF",
    "Quad Overdraw"
)

Visualize the overhead of material quads

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "OnScreenDebugSF",
    "On Screen Debug"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ShaderComplexityWithQuadOverdraw",
    "Shader Complexity With Quad Overdr...
)

Visualize the accuracy of the primitive distance computed for texture streaming

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PrimitiveDistanceAccuracy",
    "Primitive Distance Accuracy"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MeshUVDensityAccuracy",
    "Mesh UV Densities Accuracy"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MaterialTextureScaleAccuracy",
    "Material Texture Scales Accuracy"
)

Outputs the material texture scales.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "OutputMaterialTextureScales",
    "Output Material Texture Scales"
)

Compare the required texture resolution to the actual resolution.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RequiredTextureResolution",
    "Required Texture Resolution"
)

If WidgetComponents should be rendered in the scene

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "WidgetComponentsSF",
    "Widget Components"
)

Draw the bones of all skeletal meshes

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BoneSF",
    "Bones"
)

If media planes should be shown

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MediaPlanesSF",
    "Media Planes"
)

If this is a vr editing viewport, needed?

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VREditSF",
    "VR Editing"
)

Visualize Occlusion Query bounding meshes

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "OverrideDiffuseAndSpecularSF",
    "Override Diffuse And Specular"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeOcclusionQueries",
    "Visualize Occlusion Queries"
)

RHI_RAYTRACING begin.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PathTracing",
    "Path tracing"
)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RayTracingDebug",
    "Ray tracing debug"
)

Enable the SkyAtmosphere visualization to be drawn on screen

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightingOnlyOverrideSF",
    "Lighting Only"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ReflectionOverrideSF",
    "Reflections"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeBufferSF",
    "Buffer Visualization"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TonemapperSF",
    "Tonemapper"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DirectLightingSF",
    "Direct Lighting"
)

Allows to disable lighting from Directional Lights

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DirectionalLightsSF",
    "Directional Lights"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PointLightsSF",
    "Point Lights"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SpotLightsSF",
    "Spot Lights"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RectLightsSF",
    "Rect Lights"
)

Color correction after tone mapping

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ColorGradingSF",
    "Color Grading"
)

Visualize vector fields.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VectorFieldsSF",
    "Vector Fields"
)

Depth of Field

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DepthOfFieldSF",
    "Depth Of Field"
)

Highlight materials that indicate performance issues or show unrealistic materials

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GBufferHintsSF",
    "GBuffer Hints (material attributes...
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MotionBlurSF",
    "Motion Blur"
)

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 function

 

NSLOCTEXT

(
    "UnrealEd",
    "AntiAliasingSF",
    "Anti-aliasing"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CompositeEditorPrimitivesSF",
    "Composite Editor Primitives"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TestImageSF",
    "Test Image"
)

Helper to tweak depth of field

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeDOFSF",
    "Depth of Field Layers"
)

Show Vertex Colors

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VertexColorsSF",
    "Vertex Colors"
)

Show Physical Material Masks

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PhysicalMaterialMasksSF",
    "Physical Material Masks"
)

Render Post process (screen space) distortion/refraction

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RefractionSF",
    "Refraction"
)

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 function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraInterpolationSF",
    "Camera Interpolation"
)

Post processing color fringe (chromatic aberration)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SceneColorFringeSF",
    "Scene Color Fringe"
)

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 function

 

NSLOCTEXT

(
    "UnrealEd",
    "SeparateTranslucencySF",
    "Separate Translucency"
)

If Screen Percentage should be applied.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ScreenPercentageSF",
    "Screen Percentage"
)

Helper to tweak motion blur settings

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TemporalAASF",
    "Temporal AA (instead FXAA)"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeMotionBlurSF",
    "Motion Blur"
)

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 function

 

NSLOCTEXT

(
    "UnrealEd",
    "ReflectionEnvironmentSF",
    "Reflection Environment"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeOutOfBoundsPixelsSF",
    "Out of Bounds Pixels"
)

Whether to display the scene's diffuse.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DiffuseSF",
    "Diffuse"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SpecularSF",
    "Specular"
)

Outline around selected objects in the editor

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SelectionOutlineSF",
    "Selection Outline"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ScreenSpaceReflectionsSF",
    "Screen Space Reflections"
)

If Screen space contact shadows are enabled.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ContactShadows",
    "Screen Space Contact Shadows"
)

If RTDF shadows are enabled.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "RayTracedDistanceFieldShadows",
    "Distance Field Shadows"
)

If Capsule shadows are enabled.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CapsuleShadows",
    "Capsule Shadows"
)

If Screen Space Subsurface Scattering enabled

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "AmbientCubemapSF",
    "Ambient Cubemap"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SubsurfaceScatteringSF",
    "Subsurface Scattering (Screen Spac...
)

If Screen Space Subsurface Scattering visualization is enabled

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeSSSSF",
    "Subsurface Scattering (Screen Spac...
)

Whether to apply volumetric lightmap lighting, when present.

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VolumetricLightmapSF",
    "Volumetric Lightmap"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "IndirectLightingCacheSF",
    "Indirect Lighting Cache"
)

Calls debug drawing for AIs

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DebugAISF",
    "AI Debug"
)

Calls debug drawing for whatever LogVisualizer wants to draw

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisLogSF",
    "Log Visualizer"
)

Whether to draw navigation data

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "NavigationSF",
    "Navigation"
)

Used by gameplay debugging components to debug-draw on screen

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GameplayDebugSF",
    "Gameplay Debug"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TexturedLightProfilesSF",
    "Textured Light Profiles (IES Textu...
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightFunctionsSF",
    "Light Functions"
)

Hardware Tessellation (DX11 feature)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "EyeAdaptationSF",
    "Eye Adaptation"
)

Display a histogram of the scene HDR color

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TessellationSF",
    "Tessellation"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "InstancedStaticMeshesSF",
    "Instanced Static Meshes"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "InstancedFoliageSF",
    "Foliage"
)

Allow to see the foliage bounds used in the occlusion test

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HISMOcclusionBoundsSF",
    "HISM/Foliage Occlusion Bounds"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HISMClusterTreeSF",
    "HISM/Foliage Cluster Tree"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "InstancedGrassSF",
    "Grass"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DynamicShadowsSF",
    "Dynamic Shadows"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ParticlesSF",
    "Particle Sprites"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SkeletalMeshesSF",
    "Skeletal Meshes"
)

If the builder brush (editor) is getting rendered

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BuilderBrushSF",
    "Builder Brush"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "VisualizeHDRSF",
    "HDR (Eye Adaptation)"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "TranslucencySF",
    "Translucency"
)

Draw billboard components

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BillboardSpritesSF",
    "Billboard Sprites"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LODSF",
    "LOD Parenting"
)

Needed for VMI_LightComplexity

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightComplexitySF",
    "Light Complexity"
)

Needed for VMI_ShaderComplexity, render world colored by shader complexity

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ShaderComplexitySF",
    "Shader Complexity"
)

Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "StationaryLightOverlapSF",
    "Stationary Light Overlap"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightMapDensitySF",
    "Light Map Density"
)

Render streaming bounding volumes for the currently selected texture

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "StreamingBoundsSF",
    "Streaming Bounds"
)

Render joint limits

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ConstraintsSF",
    "Constraints"
)

Render mass debug data

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MassPropertiesSF",
    "Mass Properties"
)

Draws camera frustums

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LensFlaresSF",
    "Lens Flares"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CameraFrustumsSF",
    "Camera Frustums"
)

Draw sound actor radii

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "AudioRadiusSF",
    "Audio Radius"
)

Draw force feedback radii

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ForceFeedbackSF",
    "Force Feedback Radius"
)

Colors BSP based on model component association

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BSPSplitSF",
    "BSP Split"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BrushesSF",
    "Brushes"
)

Show the usual material light interaction

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LightingSF",
    "Lighting"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "DeferredLightingSF",
    "DeferredLighting"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "EditorSF",
    "Editor"
)

Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BSPTrianglesSF",
    "BSP Triangles"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "LargeVerticesSF",
    "Large Vertices"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GlobalIlluminationSF",
    "Global Illumination"
)

Darkens the screen borders (Camera artifact and artistic effect)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "GridSF",
    "Grid"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SnapSF",
    "Snap"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "MeshEdgesSF",
    "Mesh Edges"
)

Complex cover rendering

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "CoverSF",
    "Cover"
)

Spline rendering

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SplinesSF",
    "Splines"
)

Selection rendering, could be useful in game as well

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "SelectionSF",
    "Selection"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "ModeWidgetsSF",
    "Mode Widgets"
)

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "BoundsSF",
    "Bounds"
)

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

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "HitProxiesSF",
    "Hit Proxies"
)

Render objects with colors based on the property values

Public function

 

NSLOCTEXT

(
    "UnrealEd",
    "PropertyColorationSF",
    "Property Coloration"
)

Draw lines to lights affecting this mesh if its selected.

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