SF_PostProcessing |
Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnviromentCapture |
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_VisualizeLocalExposure |
Helper to tweak local expsoure settings |
SF_LensFlares |
Image based lens flares (Simulate artifact of reflections within a camera system) |
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_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_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 why the temporal upscaler may run into issues. |
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 |
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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_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 |
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SF_HitProxies |
Draws each hit proxy in the scene with a different color, for now only available in the editor |
SF_PropertyColoration |
Render objects with colors based on the property values |
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 |
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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 |
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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_LevelColoration |
Render objects with colors based on what the level they belong to |
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 |
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_VirtualTexturePendingMips |
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_DisableOcclusionQueries |
Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene. |
SF_PathTracing |
RHI_RAYTRACING begin. |
SF_RayTracingDebug |
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SF_VisualizeSkyAtmosphere |
Enable the SkyAtmosphere 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_VirtualShadowMapCaching |
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SF_DrawOnlyVSMInvalidatingGeo |
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SF_DebugDrawDistantVirtualSMLights |
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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_ShaderPrint |
Enables ShaderPrint functionality that is used for debug printing from shaders (e.g. 'Nanitestats' command). |
SF_FirstCustom |
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