| SF_PostProcessing |
Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnvironmentCapture |
| SF_Bloom |
Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_LocalExposure |
Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Tonemapper |
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) |
| SF_AntiAliasing |
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_TemporalAA |
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_AmbientCubemap |
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_EyeAdaptation |
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_VisualizeHDR |
Display a histogram of the scene HDR color |
| SF_VisualizeSkyLightIlluminance |
Display the illuminance debug view for the skylight |
| SF_VisualizeLocalFogVolumes |
Display the illuminance debug view for the skylight |
| SF_VisualizeLocalExposure |
Helper to tweak local expsoure settings |
| SF_LensFlares |
Image based lens flares (Simulate artifact of reflections within a camera system) |
| SF_LensDistortion |
Lens distortion (Simulate the distortion of light through the lens onto the filmback) |
| SF_GlobalIllumination |
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer |
| SF_Vignette |
Darkens the screen borders (Camera artifact and artistic effect) |
| SF_Grain |
Fine film grain |
| SF_AmbientOcclusion |
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Decals |
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_CameraImperfections |
Like bloom dirt mask |
| SF_OnScreenDebug |
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) |
| SF_OverrideDiffuseAndSpecular |
Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. |
| SF_LightingOnlyOverride |
Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode. |
| SF_ReflectionOverride |
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. |
| SF_MaterialNormal |
Whether to use material normal. |
| SF_MaterialAmbientOcclusion |
Whether to use material ambient occlusion. |
| SF_VisualizeBuffer |
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. |
| SF_VisualizeNanite |
Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode. |
| SF_VisualizeLumen |
Needed for VMI_VisualizeLumen, Whether to enable the Lumen visualization mode. |
| SF_VisualizeSubstrate |
Needed for VMI_VisualizeSubstrate, Whether to enable the Substrate visualization mode. |
| SF_VisualizeGroom |
Needed for VMI_VisualizeGroom, Whether to enable the Groom visualization mode. |
| SF_VisualizeVirtualShadowMap |
Needed for VMI_VisualizeVirtualShadowMap, Whether to enable the virtual shadow map visualization mode. |
| SF_DirectLighting |
Allows to disable all direct lighting (does not affect indirect light) |
| SF_DirectionalLights |
Allows to disable lighting from Directional Lights |
| SF_PointLights |
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_SpotLights |
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_RectLights |
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_ColorGrading |
Color correction after tone mapping |
| SF_VectorFields |
Visualize vector fields. |
| SF_DepthOfField |
Depth of Field |
| SF_GBufferHints |
Highlight materials that indicate performance issues or show unrealistic materials |
| SF_MotionBlur |
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_CompositeDebugPrimitives |
Whether to render elements drawn through the debug PDI interface. |
| SF_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 |
| SF_OpaqueCompositeEditorPrimitives |
When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded |
| SF_TestImage |
Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing |
| SF_VisualizeDOF |
Helper to tweak depth of field |
| SF_VertexColors |
Show Vertex Colors |
| SF_PhysicalMaterialMasks |
Show Physical Material Masks |
| SF_Refraction |
Render Post process (screen space) distortion/refraction |
| SF_CameraInterpolation |
Usually set in game or when previewing cinematics but not in editor, used for motion blur or any kind of rendering features that rely on the former frame |
| SF_SceneColorFringe |
Post processing color fringe (chromatic aberration) |
| SF_ToneCurve |
Post processing filmic tone curve and expand gamut |
| SF_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 |
| SF_ScreenPercentage |
If Screen Percentage should be applied. |
| SF_VisualizeMotionBlur |
Helper to tweak motion blur settings |
| SF_VisualizeMotionVectors |
DEPRECATED in 5.2: Use VisualizeReprojection instead. |
| SF_VisualizeReprojection |
Helper to ensure previous frame's temporal history reprojections using motion vectors are working correctly. |
| SF_VisualizeTemporalUpscaler |
Helper to diagnose temporal upscaler's inputs and outputs. |
| SF_VisualizeTSR |
Helper to diagnose the internals of TSR. |
| SF_MegaLights |
Whether to display the MegaLights feature, which replaces deferred direct lighting and Ray Traced Shadows with a stochastic sampling and denoising algorithm |
| SF_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 |
| SF_VisualizeOutOfBoundsPixels |
Visualize pixels that are outside of their object's bounding box (content error). |
| SF_Diffuse |
Whether to display the scene's diffuse. |
| SF_Specular |
Whether to display the scene's specular, including reflections. |
| SF_SelectionOutline |
Outline around selected objects in the editor |
| SF_ScreenSpaceReflections |
If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_LumenReflections |
|
| SF_ContactShadows |
If Screen space contact shadows are enabled. |
| SF_RayTracedDistanceFieldShadows |
If RTDF shadows are enabled. |
| SF_CapsuleShadows |
If Capsule shadows are enabled. |
| SF_SubsurfaceScattering |
If Screen Space Subsurface Scattering enabled |
| SF_VisualizeSSS |
If Screen Space Subsurface Scattering visualization is enabled |
| SF_VolumetricLightmap |
Whether to apply volumetric lightmap lighting, when present. |
| SF_IndirectLightingCache |
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_DebugAI |
Calls debug drawing for AIs |
| SF_VisLog |
Calls debug drawing for whatever LogVisualizer wants to draw |
| SF_Navigation |
Whether to draw navigation data |
| SF_GameplayDebug |
Used by gameplay debugging components to debug-draw on screen |
| SF_TexturedLightProfiles |
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_LightFunctions |
LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_InstancedStaticMeshes |
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_InstancedFoliage |
Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_HISMCOcclusionBounds |
Allow to see the foliage bounds used in the occlusion test |
| SF_HISMCClusterTree |
Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling |
| SF_VisualizeInstanceUpdates |
Allow to see where each instance is in each ISM Component |
| SF_InstancedGrass |
Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_DynamicShadows |
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Particles |
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Niagara |
Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_HeterogeneousVolumes |
HeterogeneousVolumes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_SkeletalMeshes |
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_BuilderBrush |
If the builder brush (editor) is getting rendered |
| SF_Translucency |
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_BillboardSprites |
Draw billboard components |
| SF_LOD |
Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines |
| SF_LightComplexity |
Needed for VMI_LightComplexity |
| SF_ShaderComplexity |
Needed for VMI_ShaderComplexity, render world colored by shader complexity |
| SF_StationaryLightOverlap |
Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap |
| SF_LightMapDensity |
Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. |
| SF_StreamingBounds |
Render streaming bounding volumes for the currently selected texture |
| SF_Constraints |
Render joint limits |
| SF_MassProperties |
Render mass debug data |
| SF_CameraFrustums |
Draws camera frustums |
| SF_AudioRadius |
Draw sound actor radii |
| SF_ForceFeedbackRadius |
Draw force feedback radii |
| SF_BSPSplit |
Colors BSP based on model component association |
| SF_Brushes |
Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Lighting |
Show the usual material light interaction |
| SF_UnlitRichView |
Enable rich view when lighting is disabled, forcing a slower dynamic render code path. |
| SF_UnlitViewmode |
Enable view mode that causes shaders to output Base Color as Scene Color (emissive) when lighting is disabled. |
| SF_DeferredLighting |
Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Editor |
Special: Allows to hide objects in the editor, is evaluated per primitive |
| SF_BSPTriangles |
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles |
| SF_LargeVertices |
Displays large clickable icons on static mesh vertices, only needed for the editor |
| SF_Grid |
To show the grid in editor (grey lines and red dots) |
| SF_Snap |
To show the snap in editor (only for editor view ports, red dots) |
| SF_MeshEdges |
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. |
| SF_Cover |
Complex cover rendering |
| SF_Splines |
Spline rendering |
| SF_Selection |
Selection rendering, could be useful in game as well |
| SF_VisualizeLevelInstanceEditing |
Grey out actors which do not belong to the currently edited LevelInstance |
| SF_EditingLevelInstance |
Used to determine whether there are any editing LevelInstances to enable the post processing pass |
| SF_ModeWidgets |
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) |
| SF_Bounds |
|
| SF_HitProxies |
Draws each hit proxy in the scene with a different color, for now only available in the editor |
| SF_LightInfluences |
Draw lines to lights affecting this mesh if its selected. |
| SF_Pivot |
For the Editor |
| SF_ShadowFrustums |
Draws un-occluded shadow frustums in wireframe |
| SF_Wireframe |
Needed for VMI_Wireframe and VMI_BrushWireframe |
| SF_Materials |
|
| SF_StaticMeshes |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Landscape |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_LightRadius |
|
| SF_Fog |
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Volumes |
Draws Volumes |
| SF_Game |
If this is a game viewport, needed? |
| SF_ActorColoration |
Render objects with colors based on what the actors coloring handlers provides |
| SF_BSP |
Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Collision |
Collision drawing |
| SF_CollisionVisibility |
Collision blocking visibility against complex |
| SF_CollisionPawn |
Collision blocking pawn against simple collision |
| SF_LightShafts |
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_PostProcessMaterial |
Render the PostProcess Material |
| SF_Atmosphere |
Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Cloud |
Render Cloud, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_CameraAspectRatioBars |
Render safe frames bars |
| SF_CameraSafeFrames |
Render safe frames |
| SF_TextRender |
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_Rendering |
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles). |
| SF_HighResScreenshotMask |
Show the current mask being used by the highres screenshot capture |
| SF_HMDDistortion |
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that |
| SF_StereoRendering |
Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering |
| SF_DistanceCulledPrimitives |
Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_VisualizeLightCulling |
To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well |
| SF_PrecomputedVisibility |
To disable precomputed visibility |
| SF_SkyLighting |
Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_PreviewShadowsIndicator |
Visualize preview shadow indicator |
| SF_PrecomputedVisibilityCells |
Visualize precomputed visibility cells |
| SF_VisualizeVolumetricLightmap |
Visualize volumetric lightmap used for GI on dynamic objects |
| SF_VolumeLightingSamples |
Visualize volume lighting samples used for GI on dynamic objects |
| SF_Paper2DSprites |
Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_VisualizeDistanceFieldAO |
Visualization of distance field AO |
| SF_VisualizeMeshDistanceFields |
Mesh Distance fields |
| SF_PhysicsField |
Physics field |
| SF_VisualizeGlobalDistanceField |
Global Distance field |
| SF_VisualizeLightingOnProbes |
Enable the debug visualization of diffuse/specular lighting (direct and indirect) using probes |
| SF_ScreenSpaceAO |
Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that |
| SF_DistanceFieldAO |
Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_LumenGlobalIllumination |
Lumen GI |
| SF_VolumetricFog |
SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture |
| SF_VisualizeSSR |
Visualize screen space reflections, for developer (by default off): |
| SF_VisualizeShadingModels |
Visualize the Shading Models, mostly or debugging and profiling |
| SF_VisualizeSenses |
Visualize the senses configuration of AIs' PawnSensingComponent |
| SF_LODColoration |
Visualize LOD Coloration |
| SF_HLODColoration |
Visualize HLOD Coloration |
| SF_QuadOverdraw |
Visualize screen quads |
| SF_ShaderComplexityWithQuadOverdraw |
Visualize the overhead of material quads |
| SF_PrimitiveDistanceAccuracy |
Visualize the accuracy of the primitive distance computed for texture streaming |
| SF_MeshUVDensityAccuracy |
Visualize the accuracy of the mesh UV density computed for texture streaming |
| SF_MaterialTextureScaleAccuracy |
Visualize the accuracy of CPU material texture scales when compared to the GPU values |
| SF_OutputMaterialTextureScales |
Outputs the material texture scales. |
| SF_RequiredTextureResolution |
Compare the required texture resolution to the actual resolution. |
| SF_VisualizeVirtualTexture |
Compare the required mip level to the resident virtual texture mip level. |
| SF_WidgetComponents |
If WidgetComponents should be rendered in the scene |
| SF_Bones |
Draw the bones of all skeletal meshes |
| SF_ServerDrawDebug |
Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport |
| SF_MediaPlanes |
If media planes should be shown |
| SF_VREditing |
If this is a vr editing viewport, needed? |
| SF_OcclusionMeshes |
Visualize Occlusion Query bounding meshes |
| SF_VisualizeInstanceOcclusionQueries |
Visualize Occlusion Query bounding meshes |
| SF_DisableOcclusionQueries |
Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene. |
| SF_PathTracing |
RHI_RAYTRACING begin. |
| SF_RayTracingDebug |
|
| SF_VisualizeSkyAtmosphere |
Enable the SkyAtmosphere visualization to be drawn on screen |
| SF_VisualizeLightFunctionAtlas |
Enable the light function atlas debug visualization to be drawn on screen |
| SF_VisualizeCalibrationColor |
Shows a full-screen calibration color post process material defined in renderer config |
| SF_VisualizeCalibrationGrayscale |
Shows a full-screen calibration grayscale post process material defined in renderer config |
| SF_VisualizeCalibrationCustom |
Shows a full-screen calibration custom post process material defined in renderer config |
| SF_VisualizePostProcessStack |
Visualise information about the post processes stacked on screen |
| SF_VirtualTexturePrimitives |
Draw in the main pass the primitives that would normally only contribute to runtime virtual textures. |
| SF_VisualizeVolumetricCloudConservativeDensity |
Visualize volumetric cloud conservative density. |
| SF_VisualizeVolumetricCloudEmptySpaceSkipping |
Visualize volumetric cloud density for empty space skipping. |
| SF_VirtualShadowMapPersistentData |
|
| SF_DebugDrawDistantVirtualSMLights |
|
| SF_VirtualTextureResidency |
Debug the Virtual Texture System |
| SF_InputDebugVisualizer |
Input Debug Visualizer |
| SF_LumenScreenTraces |
Use screen space tracing in Lumen |
| SF_LumenDetailTraces |
Use detail tracing in Lumen |
| SF_LumenGlobalTraces |
Use global traces in Lumen |
| SF_LumenFarFieldTraces |
Use far field traces in Lumen |
| SF_LumenSecondaryBounces |
Compute secondary bounces in Lumen |
| SF_LumenShortRangeAmbientOcclusion |
Compute screen space directional occlusion in Lumen |
| SF_NaniteMeshes |
Draw Nanite meshes |
| SF_NaniteStreamingGeometry |
Draw Nanite streaming geometry |
| SF_VisualizeGPUSkinCache |
Visualize Skin Cache |
| SF_VisualizeLWCComplexity |
|
| SF_VisualizeShadowCasters |
|
| SF_ShaderPrint |
Enables ShaderPrint functionality that is used for debug printing from shaders (e.g. 'Nanitestats' command). |
| SF_SceneCaptureCopySceneDepth |
If true, scene depth is copied to the scene capture output depth texture. |
| SF_Cameras |
If false, camera's are not shown in the viewport (but are enabled and available for use). |
| SF_Hair |
If false, hair geometry won't be rendered. |
| SF_AllowPrimitiveAlphaHoldout |
Allows primitive alpha holdout rendering. |
| SF_AlphaInvert |
Invert the alpha channel at tne end of post processing. |
| SF_StereoMotionVectors |
Directly render motion vectors and motion vector depth for OpenXR extensions when normal velocity rendering is unsupported. |
| SF_Clay |
Geometry Inspection modes. |
| SF_Zebra |
|
| SF_FrontBackFace |
|
| SF_RandomColor |
|
| SF_FirstCustom |
|