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Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/EngineBaseTypes.h |
Include | #include "Engine/EngineBaseTypes.h" |
Syntax
enum EViewModeIndex
{
VMI_BrushWireframe = 0 UMETA(DisplayName = "Wireframe"),
VMI_Wireframe = 1 UMETA(DisplayName = "CSG Wireframe"),
VMI_Unlit = 2 UMETA(DisplayName = "Unlit"),
VMI_Lit = 3 UMETA(DisplayName = "Lit"),
VMI_Lit_DetailLighting = 4 UMETA(DisplayName = "Detail Lighting"),
VMI_LightingOnly = 5 UMETA(DisplayName = "Lighting Only"),
VMI_LightComplexity = 6 UMETA(DisplayName = "Light Complexity"),
VMI_ShaderComplexity = 8 UMETA(DisplayName = "Shader Complexity"),
VMI_LightmapDensity = 9 UMETA(DisplayName = "Lightmap Density"),
VMI_LitLightmapDensity = 10 UMETA(DisplayName = "Lit Lightmap Density"),
VMI_ReflectionOverride = 11 UMETA(DisplayName = "Reflections"),
VMI_VisualizeBuffer = 12 UMETA(DisplayName = "Buffer Visualization"),
VMI_StationaryLightOverlap = 14 UMETA(DisplayName = "Stationary Light Overlap"),
VMI_CollisionPawn = 15 UMETA(DisplayName = "Player Collision"),
VMI_CollisionVisibility = 16 UMETA(DisplayName = "Visibility Collision"),
VMI_LODColoration = 18 UMETA(DisplayName = "Mesh LOD Coloration"),
VMI_QuadOverdraw = 19 UMETA(DisplayName = "Quad Overdraw"),
VMI_PrimitiveDistanceAccuracy = 20 UMETA(DisplayName = "Primitive Distance"),
VMI_MeshUVDensityAccuracy = 21 UMETA(DisplayName = "Mesh UV Density"),
VMI_ShaderComplexityWithQuadOverdraw = 22 UMETA(DisplayName = "Shader Complexity & Quads"),
VMI_HLODColoration = 23 UMETA(DisplayName = "Hierarchical LOD Coloration"),
VMI_GroupLODColoration = 24 UMETA(DisplayName = "Group LOD Coloration"),
VMI_MaterialTextureScaleAccuracy = 25 UMETA(DisplayName = "Material Texture Scales"),
VMI_RequiredTextureResolution = 26 UMETA(DisplayName = "Required Texture Resolution"),
VMI_PathTracing = 27 UMETA(DisplayName = "Path Tracing"),
VMI_RayTracingDebug = 28 UMETA(DisplayName = "Ray Tracing Debug"),
VMI_VisualizeNanite = 29 UMETA(DisplayName = "Nanite Visualization"),
VMI_VirtualTexturePendingMips = 30 UMETA(DisplayName = "Virtual Texture Pending Mips"),
VMI_VisualizeLumen = 31 UMETA(DisplayName = "Lumen Visualization"),
VMI_VisualizeVirtualShadowMap = 32 UMETA(DisplayName = "Virtual Shadow Map Visualization"),
VMI_VisualizeGPUSkinCache = 33 UMETA(DisplayName = "GPU Skin Cache Visualization"),
VMI_VisualizeSubstrate = 34 UMETA(DisplayName = "Substrate Visualization"),
VMI_VisualizeGroom = 35 UMETA(DisplayName = "Groom Visualization"),
VMI_LWCComplexity = 36 UMETA(DisplayName = "Material LWC Function Usage"),
VMI_Lit_Wireframe = 37 UMETA(DisplayName = "Lit Wireframe"),
VMI_VisualizeActorColoration = 38 UMETA(DisplayName = "Actor Coloration Visualization"),
UMETA =(DisplayName="Pre Physics"),
VMI_Unknown = 255 UMETA(DisplayName = "Unknown"),
}
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_VisualizeNanite | Visualize various aspects of Nanite |
VMI_VirtualTexturePendingMips | 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. |
UMETA | Any item that needs to be executed before physics simulation starts. |
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