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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
| Name | EViewModeIndex |
| Type | enum |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineBaseTypes.h |
| Include Path | #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_VisualizeNanite = 29,
VMI_VisualizeVirtualTexture = 30,
VMI_VisualizeLumen = 31,
VMI_VisualizeVirtualShadowMap = 32,
VMI_VisualizeGPUSkinCache = 33,
VMI_VisualizeSubstrate = 34,
VMI_VisualizeGroom = 35,
VMI_LWCComplexity = 36,
VMI_Lit_Wireframe = 37,
VMI_VisualizeActorColoration = 38,
VMI_ShadowCasters = 39,
VMI_Clay = 40,
VMI_Zebra = 41,
VMI_FrontBackFace = 42,
VMI_RandomColor = 43,
VMI_Max,
VMI_Unknown = 255,
}
Values
| Name | Remarks |
|---|---|
| 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_VisualizeNanite | Visualize various aspects of Nanite |
| VMI_VisualizeVirtualTexture | Compare the required texture resolution to the actual resolution. |
| VMI_VisualizeLumen | Visualize Lumen debug views |
| VMI_VisualizeVirtualShadowMap | Visualize virtual shadow map |
| VMI_VisualizeGPUSkinCache | Visualize Skin Cache. |
| VMI_VisualizeSubstrate | Visualize Substrate debug views |
| VMI_VisualizeGroom | Visualize Groom debug views |
| VMI_LWCComplexity | |
| VMI_Lit_Wireframe | Lit Wireframe. |
| VMI_VisualizeActorColoration | Visualize Actor Coloration. |
| VMI_ShadowCasters | Visualize Shadow Casters |
| VMI_Clay | Displays using clay material to evaluate surface curvature and smoothness. |
| VMI_Zebra | Displays simulated light reflections using stripes to evaluate surface curvature and smoothness. |
| VMI_FrontBackFace | Highlights front-facing and back-facing polygons differently to evaluate face normals. |
| VMI_RandomColor | Assigns random colors to individual elements or components to improve visual distinction between overlapping or adjacent parts. |
| 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. |