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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
NSLOCTEXT
(
"UnrealEd", |
Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) | ||
NSLOCTEXT
(
"UnrealEd", |
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Display a histogram of the scene HDR color | ||
| Display the illuminance debug view for the skylight | |||
| Display the illuminance debug view for the skylight | |||
NSLOCTEXT
(
"UnrealEd", |
Helper to tweak local expsoure settings | ||
NSLOCTEXT
(
"UnrealEd", |
Image based lens flares (Simulate artifact of reflections within a camera system) | ||
NSLOCTEXT
(
"UnrealEd", |
Lens distortion (Simulate the distortion of light through the lens onto the filmback) | ||
NSLOCTEXT
(
"UnrealEd", |
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer | ||
NSLOCTEXT
(
"UnrealEd", |
Darkens the screen borders (Camera artifact and artistic effect) | ||
NSLOCTEXT
(
"UnrealEd", |
Fine film grain | ||
NSLOCTEXT
(
"UnrealEd", |
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Like bloom dirt mask | ||
NSLOCTEXT
(
"UnrealEd", |
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. | ||
| Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode. | |||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to use material normal. | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to use material ambient occlusion. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeLumen, Whether to enable the Lumen visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeSubstrate, Whether to enable the Substrate visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeGroom, Whether to enable the Groom visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeVirtualShadowMap, Whether to enable the virtual shadow map visualization mode. | ||
| Allows to disable all direct lighting (does not affect indirect light) | |||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Directional Lights | ||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Color correction after tone mapping | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize vector fields. | ||
NSLOCTEXT
(
"UnrealEd", |
Depth of Field | ||
NSLOCTEXT
(
"UnrealEd", |
Highlight materials that indicate performance issues or show unrealistic materials | ||
NSLOCTEXT
(
"UnrealEd", |
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to render elements drawn through the debug PDI interface. | ||
| Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor | |||
| When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded | |||
| Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing | |||
NSLOCTEXT
(
"UnrealEd", |
Helper to tweak depth of field | ||
NSLOCTEXT
(
"UnrealEd", |
Show Vertex Colors | ||
NSLOCTEXT
(
"UnrealEd", |
Show Physical Material Masks | ||
| Render Post process (screen space) distortion/refraction | |||
NSLOCTEXT
(
"UnrealEd", |
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 | ||
NSLOCTEXT
(
"UnrealEd", |
Post processing color fringe (chromatic aberration) | ||
| Post processing filmic tone curve and expand gamut | |||
NSLOCTEXT
(
"UnrealEd", |
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 | ||
NSLOCTEXT
(
"UnrealEd", |
If Screen Percentage should be applied. | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to tweak motion blur settings | ||
NSLOCTEXT
(
"UnrealEd", |
DEPRECATED in 5.2: Use VisualizeReprojection instead. | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to ensure previous frame's temporal history reprojections using motion vectors are working correctly. | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to diagnose temporal upscaler's inputs and outputs. | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to diagnose the internals of TSR. | ||
| Whether to display the MegaLights feature, which replaces deferred direct lighting and Ray Traced Shadows with a stochastic sampling and denoising algorithm | |||
NSLOCTEXT
(
"UnrealEd", |
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 | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize pixels that are outside of their object's bounding box (content error). | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to display the scene's diffuse. | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to display the scene's specular, including reflections. | ||
NSLOCTEXT
(
"UnrealEd", |
Outline around selected objects in the editor | ||
NSLOCTEXT
(
"UnrealEd", |
If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
If Screen space contact shadows are enabled. | ||
NSLOCTEXT
(
"UnrealEd", |
If RTDF shadows are enabled. | ||
NSLOCTEXT
(
"UnrealEd", |
If Capsule shadows are enabled. | ||
NSLOCTEXT
(
"UnrealEd", |
If Screen Space Subsurface Scattering enabled | ||
NSLOCTEXT
(
"UnrealEd", |
If Screen Space Subsurface Scattering visualization is enabled | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to apply volumetric lightmap lighting, when present. | ||
NSLOCTEXT
(
"UnrealEd", |
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Calls debug drawing for AIs | ||
NSLOCTEXT
(
"UnrealEd", |
Calls debug drawing for whatever LogVisualizer wants to draw | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to draw navigation data | ||
NSLOCTEXT
(
"UnrealEd", |
Used by gameplay debugging components to debug-draw on screen | ||
NSLOCTEXT
(
"UnrealEd", |
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
| LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
| Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Allow to see the foliage bounds used in the occlusion test | ||
| Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling | |||
| Allow to see where each instance is in each ISM Component | |||
| Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
HeterogeneousVolumes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
If the builder brush (editor) is getting rendered | ||
NSLOCTEXT
(
"UnrealEd", |
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Draw billboard components | ||
NSLOCTEXT
(
"UnrealEd", |
Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_LightComplexity | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_ShaderComplexity, render world colored by shader complexity | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap | ||
| Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. | |||
| Render streaming bounding volumes for the currently selected texture | |||
NSLOCTEXT
(
"UnrealEd", |
Render joint limits | ||
NSLOCTEXT
(
"UnrealEd", |
Render mass debug data | ||
NSLOCTEXT
(
"UnrealEd", |
Draws camera frustums | ||
NSLOCTEXT
(
"UnrealEd", |
Draw sound actor radii | ||
NSLOCTEXT
(
"UnrealEd", |
Draw force feedback radii | ||
NSLOCTEXT
(
"UnrealEd", |
Colors BSP based on model component association | ||
NSLOCTEXT
(
"UnrealEd", |
Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Show the usual material light interaction | ||
NSLOCTEXT
(
"UnrealEd", |
Enable rich view when lighting is disabled, forcing a slower dynamic render code path. | ||
NSLOCTEXT
(
"UnrealEd", |
Enable view mode that causes shaders to output Base Color as Scene Color (emissive) when lighting is disabled. | ||
NSLOCTEXT
(
"UnrealEd", |
Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Special: Allows to hide objects in the editor, is evaluated per primitive | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles | ||
NSLOCTEXT
(
"UnrealEd", |
Displays large clickable icons on static mesh vertices, only needed for the editor | ||
NSLOCTEXT
(
"UnrealEd", |
To show the grid in editor (grey lines and red dots) | ||
NSLOCTEXT
(
"UnrealEd", |
To show the snap in editor (only for editor view ports, red dots) | ||
NSLOCTEXT
(
"UnrealEd", |
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. | ||
NSLOCTEXT
(
"UnrealEd", |
Complex cover rendering | ||
NSLOCTEXT
(
"UnrealEd", |
Spline rendering | ||
NSLOCTEXT
(
"UnrealEd", |
Selection rendering, could be useful in game as well | ||
NSLOCTEXT
(
"UnrealEd", |
Grey out actors which do not belong to the currently edited LevelInstance | ||
| Used to determine whether there are any editing LevelInstances to enable the post processing pass | |||
NSLOCTEXT
(
"UnrealEd", |
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Draws each hit proxy in the scene with a different color, for now only available in the editor | ||
NSLOCTEXT
(
"UnrealEd", |
Draw lines to lights affecting this mesh if its selected. | ||
NSLOCTEXT
(
"UnrealEd", |
For the Editor | ||
NSLOCTEXT
(
"UnrealEd", |
Draws un-occluded shadow frustums in wireframe | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_Wireframe and VMI_BrushWireframe | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Draws Volumes | ||
NSLOCTEXT
(
"UnrealEd", |
If this is a game viewport, needed? | ||
NSLOCTEXT
(
"UnrealEd", |
Render objects with colors based on what the actors coloring handlers provides | ||
NSLOCTEXT
(
"UnrealEd", |
Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Collision drawing | ||
NSLOCTEXT
(
"UnrealEd", |
Collision blocking visibility against complex | ||
NSLOCTEXT
(
"UnrealEd", |
Collision blocking pawn against simple collision | ||
NSLOCTEXT
(
"UnrealEd", |
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Render the PostProcess Material | ||
| Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Render Cloud, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Render safe frames bars | ||
NSLOCTEXT
(
"UnrealEd", |
Render safe frames | ||
NSLOCTEXT
(
"UnrealEd", |
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles). | ||
NSLOCTEXT
(
"UnrealEd", |
Show the current mask being used by the highres screenshot capture | ||
NSLOCTEXT
(
"UnrealEd", |
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering | ||
NSLOCTEXT
(
"UnrealEd", |
Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well | ||
NSLOCTEXT
(
"UnrealEd", |
To disable precomputed visibility | ||
NSLOCTEXT
(
"UnrealEd", |
Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize preview shadow indicator | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize precomputed visibility cells | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize volumetric lightmap used for GI on dynamic objects | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize volume lighting samples used for GI on dynamic objects | ||
NSLOCTEXT
(
"UnrealEd", |
Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Visualization of distance field AO | ||
NSLOCTEXT
(
"UnrealEd", |
Mesh Distance fields | ||
NSLOCTEXT
(
"UnrealEd", |
Physics field | ||
NSLOCTEXT
(
"UnrealEd", |
Global Distance field | ||
NSLOCTEXT
(
"UnrealEd", |
Enable the debug visualization of diffuse/specular lighting (direct and indirect) using probes | ||
NSLOCTEXT
(
"UnrealEd", |
Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that | ||
NSLOCTEXT
(
"UnrealEd", |
Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Lumen GI | ||
| SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize screen space reflections, for developer (by default off): | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize the Shading Models, mostly or debugging and profiling | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize the senses configuration of AIs' PawnSensingComponent | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize LOD Coloration | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize HLOD Coloration | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize screen quads | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize the overhead of material quads | ||
| Visualize the accuracy of the primitive distance computed for texture streaming | |||
| Visualize the accuracy of the mesh UV density computed for texture streaming | |||
| Visualize the accuracy of CPU material texture scales when compared to the GPU values | |||
| Outputs the material texture scales. | |||
| Compare the required texture resolution to the actual resolution. | |||
| Compare the required mip level to the resident virtual texture mip level. | |||
| If WidgetComponents should be rendered in the scene | |||
NSLOCTEXT
(
"UnrealEd", |
Draw the bones of all skeletal meshes | ||
NSLOCTEXT
(
"UnrealEd", |
Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport | ||
| If media planes should be shown | |||
NSLOCTEXT
(
"UnrealEd", |
If this is a vr editing viewport, needed? | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize Occlusion Query bounding meshes | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize Occlusion Query bounding meshes | ||
| Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene. | |||
| RHI_RAYTRACING begin. | |||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Enable the SkyAtmosphere visualization to be drawn on screen | ||
NSLOCTEXT
(
"UnrealEd", |
Enable the light function atlas debug visualization to be drawn on screen | ||
| Shows a full-screen calibration color post process material defined in renderer config | |||
NSLOCTEXT
(
"UnrealEd", |
Shows a full-screen calibration grayscale post process material defined in renderer config | ||
NSLOCTEXT
(
"UnrealEd", |
Shows a full-screen calibration custom post process material defined in renderer config | ||
NSLOCTEXT
(
"UnrealEd", |
Visualise information about the post processes stacked on screen | ||
| Draw in the main pass the primitives that would normally only contribute to runtime virtual textures. | |||
| Visualize volumetric cloud conservative density. | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize volumetric cloud density for empty space skipping. | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Debug the Virtual Texture System | ||
| Input Debug Visualizer | |||
| Use screen space tracing in Lumen | |||
NSLOCTEXT
(
"UnrealEd", |
Use detail tracing in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Use global traces in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Use far field traces in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Compute secondary bounces in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Compute screen space directional occlusion in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Draw Nanite meshes | ||
NSLOCTEXT
(
"UnrealEd", |
Draw Nanite streaming geometry | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize Skin Cache | ||
NSLOCTEXT
(
"UnrealEd", |
Enables ShaderPrint functionality that is used for debug printing from shaders (e.g. 'Nanitestats' command). | ||
NSLOCTEXT
(
"UnrealEd", |
If true, scene depth is copied to the scene capture output depth texture. | ||
| If false, camera's are not shown in the viewport (but are enabled and available for use). | |||
NSLOCTEXT
(
"UnrealEd", |
If false, hair geometry won't be rendered. | ||
NSLOCTEXT
(
"UnrealEd", |
Allows primitive alpha holdout rendering. | ||
| Invert the alpha channel at tne end of post processing. | |||
| Directly render motion vectors and motion vector depth for OpenXR extensions when normal velocity rendering is unsupported. | |||
| Geometry Inspection modes. | |||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT("UnrealEd", "BloomSF", "Bloom")
Description
Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"BloomSF",
"Bloom"
)
NSLOCTEXT("UnrealEd", "LocalExposureSF", "Local Exposure")
Description
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LocalExposureSF",
"Local Exposure"
)
NSLOCTEXT("UnrealEd", "TonemapperSF", "Tonemapper")
Description
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"TonemapperSF",
"Tonemapper"
)
NSLOCTEXT("UnrealEd", "AntiAliasingSF", "Anti-aliasing")
Description
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"AntiAliasingSF",
"Anti-aliasing"
)
NSLOCTEXT("UnrealEd", "TemporalAASF", "Temporal AA (instead FXAA)")
Description
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"TemporalAASF",
"Temporal AA (instead FXAA)"
)
NSLOCTEXT("UnrealEd", "AmbientCubemapSF", "Ambient Cubemap")
Description
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"AmbientCubemapSF",
"Ambient Cubemap"
)
NSLOCTEXT("UnrealEd", "EyeAdaptationSF", "Eye Adaptation")
Description
Display a histogram of the scene HDR color
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"EyeAdaptationSF",
"Eye Adaptation"
)
NSLOCTEXT("UnrealEd", "VisualizeHDRSF", "HDR (Eye Adaptation)")
Description
Display the illuminance debug view for the skylight
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeHDRSF",
"HDR Adaptation)"
)
NSLOCTEXT("UnrealEd", "VisualizeSkyLightIlluminance", "Sky Light Illuminance")
Description
Display the illuminance debug view for the skylight
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeSkyLightIlluminance",
"Sky Light Illuminance"
)
NSLOCTEXT("UnrealEd", "VisualizeLocalFogVolumes", "Local Fog Volumes")
Description
Helper to tweak local expsoure settings
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeLocalFogVolumes",
"Local Fog Volumes"
)
NSLOCTEXT("UnrealEd", "VisualizeLocalExposureSF", "Local Exposure")
Description
Image based lens flares (Simulate artifact of reflections within a camera system)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeLocalExposureSF",
"Local Exposure"
)
NSLOCTEXT("UnrealEd", "LensFlaresSF", "Lens Flares")
Description
Lens distortion (Simulate the distortion of light through the lens onto the filmback)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LensFlaresSF",
"Lens Flares"
)
NSLOCTEXT("UnrealEd", "LensDistortionSF", "Lens Distortion")
Description
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LensDistortionSF",
"Lens Distortion"
)
NSLOCTEXT("UnrealEd", "GlobalIlluminationSF", "Global Illumination")
Description
Darkens the screen borders (Camera artifact and artistic effect)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"GlobalIlluminationSF",
"Global Illumination"
)
NSLOCTEXT("UnrealEd", "VignetteSF", "Vignette")
Description
Fine film grain
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VignetteSF",
"Vignette"
)
NSLOCTEXT("UnrealEd", "GrainSF", "Grain")
Description
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"GrainSF",
"Grain"
)
NSLOCTEXT("UnrealEd", "AmbientOcclusionSF", "Ambient Occlusion")
Description
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"AmbientOcclusionSF",
"Ambient Occlusion"
)
NSLOCTEXT("UnrealEd", "DecalsSF", "Decals")
Description
Like bloom dirt mask
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DecalsSF",
"Decals"
)
NSLOCTEXT("UnrealEd", "CameraImperfectionsSF", "Camera Imperfections")
Description
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CameraImperfectionsSF",
"Camera Imperfections"
)
NSLOCTEXT("UnrealEd", "OnScreenDebugSF", "On Screen Debug")
Description
Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"OnScreenDebugSF",
"On Screen Debug"
)
NSLOCTEXT("UnrealEd", "OverrideDiffuseAndSpecularSF", "Override Diffuse And Specular")
Description
Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"OverrideDiffuseAndSpecularSF",
"Override Diffuse And Specular"
)
NSLOCTEXT("UnrealEd", "LightingOnlyOverrideSF", "Lighting Only")
Description
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LightingOnlyOverrideSF",
"Lighting Only"
)
NSLOCTEXT("UnrealEd", "ReflectionOverrideSF", "Reflections")
Description
Whether to use material normal.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ReflectionOverrideSF",
"Reflections"
)
NSLOCTEXT("UnrealEd", "MaterialNormalSF", "Material Normal")
Description
Whether to use material ambient occlusion.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MaterialNormalSF",
"Material Normal"
)
NSLOCTEXT("UnrealEd", "MaterialAmbientOcclusionSF", "Material Ambient Occlusion")
Description
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MaterialAmbientOcclusionSF",
"Material Ambient Occlusion"
)
NSLOCTEXT("UnrealEd", "VisualizeBufferSF", "Buffer Visualization")
Description
Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeBufferSF",
"Buffer Visualization"
)
NSLOCTEXT("UnrealEd", "VisualizeNaniteSF", "Nanite Visualization")
Description
Needed for VMI_VisualizeLumen, Whether to enable the Lumen visualization mode.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeNaniteSF",
"Nanite Visualization"
)
NSLOCTEXT("UnrealEd", "VisualizeLumenSF", "Lumen Visualization")
Description
Needed for VMI_VisualizeSubstrate, Whether to enable the Substrate visualization mode.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeLumenSF",
"Lumen Visualization"
)
NSLOCTEXT("UnrealEd", "VisualizeSubstrateSF", "Substrate Visualization")
Description
Needed for VMI_VisualizeGroom, Whether to enable the Groom visualization mode.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeSubstrateSF",
"Substrate Visualization"
)
NSLOCTEXT("UnrealEd", "VisualizeGroomSF", "Groom Visualization")
Description
Needed for VMI_VisualizeVirtualShadowMap, Whether to enable the virtual shadow map visualization mode.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeGroomSF",
"Groom Visualization"
)
NSLOCTEXT("UnrealEd", "VisualizeVirtualShadowMapSF", "Virtual Shadow Map Visualization")
Description
Allows to disable all direct lighting (does not affect indirect light)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeVirtualShadowMapSF",
"Virtual Shadow Map Visualization"
)
NSLOCTEXT("UnrealEd", "DirectLightingSF", "Direct Lighting")
Description
Allows to disable lighting from Directional Lights
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DirectLightingSF",
"Direct Lighting"
)
NSLOCTEXT("UnrealEd", "DirectionalLightsSF", "Directional Lights")
Description
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DirectionalLightsSF",
"Directional Lights"
)
NSLOCTEXT("UnrealEd", "PointLightsSF", "Point Lights")
Description
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PointLightsSF",
"Point Lights"
)
NSLOCTEXT("UnrealEd", "SpotLightsSF", "Spot Lights")
Description
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SpotLightsSF",
"Spot Lights"
)
NSLOCTEXT("UnrealEd", "RectLightsSF", "Rect Lights")
Description
Color correction after tone mapping
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"RectLightsSF",
"Rect Lights"
)
NSLOCTEXT("UnrealEd", "ColorGradingSF", "Color Grading")
Description
Visualize vector fields.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ColorGradingSF",
"Color Grading"
)
NSLOCTEXT("UnrealEd", "VectorFieldsSF", "Vector Fields")
Description
Depth of Field
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VectorFieldsSF",
"Vector Fields"
)
NSLOCTEXT("UnrealEd", "DepthOfFieldSF", "Depth Of Field")
Description
Highlight materials that indicate performance issues or show unrealistic materials
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DepthOfFieldSF",
"Depth Of Field"
)
NSLOCTEXT("UnrealEd", "GBufferHintsSF", "GBuffer Hints (material attributes)")
Description
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"GBufferHintsSF",
"GBuffer Hints (material attributes)"
)
NSLOCTEXT("UnrealEd", "MotionBlurSF", "Motion Blur")
Description
Whether to render elements drawn through the debug PDI interface.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MotionBlurSF",
"Motion Blur"
)
NSLOCTEXT("UnrealEd", "CompositeDebugPrimitivesSF", "Composite Debug Primitives")
Description
Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CompositeDebugPrimitivesSF",
"Composite Debug Primitives"
)
NSLOCTEXT("UnrealEd", "CompositeEditorPrimitivesSF", "Composite Editor Primitives")
Description
When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CompositeEditorPrimitivesSF",
"Composite Editor Primitives"
)
NSLOCTEXT("UnrealEd", "OpaqueCompositeEditorPrimitives", "Make Composite Editor Primitives Opaque")
Description
Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"OpaqueCompositeEditorPrimitives",
"Make Composite Editor Primitives Opaque"
)
NSLOCTEXT("UnrealEd", "TestImageSF", "Test Image")
Description
Helper to tweak depth of field
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"TestImageSF",
"Test Image"
)
NSLOCTEXT("UnrealEd", "VisualizeDOFSF", "Depth of Field Layers")
Description
Show Vertex Colors
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeDOFSF",
"Depth of Field Layers"
)
NSLOCTEXT("UnrealEd", "VertexColorsSF", "Vertex Colors")
Description
Show Physical Material Masks
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VertexColorsSF",
"Vertex Colors"
)
NSLOCTEXT("UnrealEd", "PhysicalMaterialMasksSF", "Physical Material Masks")
Description
Render Post process (screen space) distortion/refraction
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PhysicalMaterialMasksSF",
"Physical Material Masks"
)
NSLOCTEXT("UnrealEd", "RefractionSF", "Refraction")
Description
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
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"RefractionSF",
"Refraction"
)
NSLOCTEXT("UnrealEd", "CameraInterpolationSF", "Camera Interpolation")
Description
Post processing color fringe (chromatic aberration)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CameraInterpolationSF",
"Camera Interpolation"
)
NSLOCTEXT("UnrealEd", "SceneColorFringeSF", "Scene Color Fringe")
Description
Post processing filmic tone curve and expand gamut
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SceneColorFringeSF",
"Scene Color Fringe"
)
NSLOCTEXT("UnrealEd", "ToneCurveSF", "Tone Curve")
Description
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
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ToneCurveSF",
"Tone Curve"
)
NSLOCTEXT("UnrealEd", "SeparateTranslucencySF", "Separate Translucency")
Description
If Screen Percentage should be applied.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SeparateTranslucencySF",
"Separate Translucency"
)
NSLOCTEXT("UnrealEd", "ScreenPercentageSF", "Screen Percentage")
Description
Helper to tweak motion blur settings
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ScreenPercentageSF",
"Screen Percentage"
)
NSLOCTEXT("UnrealEd", "VisualizeMotionBlurSF", "Motion Blur")
Description
DEPRECATED in 5.2: Use VisualizeReprojection instead.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeMotionBlurSF",
"Motion Blur"
)
NSLOCTEXT("UnrealEd", "VisualizeMotionVectorsSF", "Motion Vectors")
Description
Helper to ensure previous frame's temporal history reprojections using motion vectors are working correctly.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeMotionVectorsSF",
"Motion Vectors"
)
NSLOCTEXT("UnrealEd", "VisualizeReprojectionSF", "Previous frame's reprojection")
Description
Helper to diagnose temporal upscaler's inputs and outputs.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeReprojectionSF",
"Previous frame's reprojection"
)
NSLOCTEXT("UnrealEd", "VisualizeTemporalUpscalerSF", "Temporal Upscaler I/O (TSR, TAAU or third party plugins)")
Description
Helper to diagnose the internals of TSR.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeTemporalUpscalerSF",
"Temporal Upscaler I/O (TSR, TAAU or third party plugins)"
)
NSLOCTEXT("UnrealEd", "VisualizeTSRSF", "Temporal Super Resolution")
Description
Whether to display the MegaLights feature, which replaces deferred direct lighting and Ray Traced Shadows with a stochastic sampling and denoising algorithm
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeTSRSF",
"Temporal Super Resolution"
)
NSLOCTEXT("UnrealEd", "MegaLightsSF", "MegaLights")
Description
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
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MegaLightsSF",
"MegaLights"
)
NSLOCTEXT("UnrealEd", "ReflectionEnvironmentSF", "Reflection Environment")
Description
Visualize pixels that are outside of their object's bounding box (content error).
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ReflectionEnvironmentSF",
"Reflection Environment"
)
NSLOCTEXT("UnrealEd", "VisualizeOutOfBoundsPixelsSF", "Out of Bounds Pixels")
Description
Whether to display the scene's diffuse.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeOutOfBoundsPixelsSF",
"Out of Bounds Pixels"
)
NSLOCTEXT("UnrealEd", "DiffuseSF", "Diffuse")
Description
Whether to display the scene's specular, including reflections.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DiffuseSF",
"Diffuse"
)
NSLOCTEXT("UnrealEd", "SpecularSF", "Specular")
Description
Outline around selected objects in the editor
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SpecularSF",
"Specular"
)
NSLOCTEXT("UnrealEd", "SelectionOutlineSF", "Selection Outline")
Description
If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SelectionOutlineSF",
"Selection Outline"
)
NSLOCTEXT("UnrealEd", "ScreenSpaceReflectionsSF", "Screen Space Reflections")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ScreenSpaceReflectionsSF",
"Screen Space Reflections"
)
NSLOCTEXT("UnrealEd", "LumenReflectionsSF", "Lumen Reflections")
Description
If Screen space contact shadows are enabled.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LumenReflectionsSF",
"Lumen Reflections"
)
NSLOCTEXT("UnrealEd", "ContactShadows", "Screen Space Contact Shadows")
Description
If RTDF shadows are enabled.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ContactShadows",
"Screen Space Contact Shadows"
)
NSLOCTEXT("UnrealEd", "RayTracedDistanceFieldShadows", "Distance Field Shadows")
Description
If Capsule shadows are enabled.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"RayTracedDistanceFieldShadows",
"Distance Field Shadows"
)
NSLOCTEXT("UnrealEd", "CapsuleShadows", "Capsule Shadows")
Description
If Screen Space Subsurface Scattering enabled
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CapsuleShadows",
"Capsule Shadows"
)
NSLOCTEXT("UnrealEd", "SubsurfaceScatteringSF", "Subsurface Scattering (Screen Space)")
Description
If Screen Space Subsurface Scattering visualization is enabled
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SubsurfaceScatteringSF",
"Subsurface Scattering (Screen Space)"
)
NSLOCTEXT("UnrealEd", "VisualizeSSSSF", "Subsurface Scattering (Screen Space)")
Description
Whether to apply volumetric lightmap lighting, when present.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeSSSSF",
"Subsurface Scattering (Screen Space)"
)
NSLOCTEXT("UnrealEd", "VolumetricLightmapSF", "Volumetric Lightmap")
Description
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VolumetricLightmapSF",
"Volumetric Lightmap"
)
NSLOCTEXT("UnrealEd", "IndirectLightingCacheSF", "Indirect Lighting Cache")
Description
Calls debug drawing for AIs
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"IndirectLightingCacheSF",
"Indirect Lighting Cache"
)
NSLOCTEXT("UnrealEd", "DebugAISF", "AI Debug")
Description
Calls debug drawing for whatever LogVisualizer wants to draw
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DebugAISF",
"AI Debug"
)
NSLOCTEXT("UnrealEd", "VisLogSF", "Log Visualizer")
Description
Whether to draw navigation data
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisLogSF",
"Log Visualizer"
)
NSLOCTEXT("UnrealEd", "NavigationSF", "Navigation")
Description
Used by gameplay debugging components to debug-draw on screen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"NavigationSF",
"Navigation"
)
NSLOCTEXT("UnrealEd", "GameplayDebugSF", "Gameplay Debug")
Description
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"GameplayDebugSF",
"Gameplay Debug"
)
NSLOCTEXT("UnrealEd", "TexturedLightProfilesSF", "Textured Light Profiles (IES Texture)")
Description
LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"TexturedLightProfilesSF",
"Textured Light Profiles )"
)
NSLOCTEXT("UnrealEd", "LightFunctionsSF", "Light Functions")
Description
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LightFunctionsSF",
"Light Functions"
)
NSLOCTEXT("UnrealEd", "InstancedStaticMeshesSF", "Instanced Static Meshes")
Description
Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"InstancedStaticMeshesSF",
"Instanced Static Meshes"
)
NSLOCTEXT("UnrealEd", "InstancedFoliageSF", "Foliage")
Description
Allow to see the foliage bounds used in the occlusion test
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"InstancedFoliageSF",
"Foliage"
)
NSLOCTEXT("UnrealEd", "HISMOcclusionBoundsSF", "HISM/Foliage Occlusion Bounds")
Description
Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"HISMOcclusionBoundsSF",
"HISM/Foliage Occlusion Bounds"
)
NSLOCTEXT("UnrealEd", "HISMClusterTreeSF", "HISM/FoliageCluster Tree")
Description
Allow to see where each instance is in each ISM Component
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"HISMClusterTreeSF",
"HISM/Foliage Cluster Tree"
)
NSLOCTEXT("UnrealEd", "VisualizeInstanceUpdatesSF", "Visualize Instance Updates")
Description
Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeInstanceUpdatesSF",
"Visualize Instance Updates"
)
NSLOCTEXT("UnrealEd", "InstancedGrassSF", "Grass")
Description
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"InstancedGrassSF",
"Grass"
)
NSLOCTEXT("UnrealEd", "DynamicShadowsSF", "Dynamic Shadows")
Description
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DynamicShadowsSF",
"Dynamic Shadows"
)
NSLOCTEXT("UnrealEd", "ParticlesSF", "Particle Sprites")
Description
Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ParticlesSF",
"Particle Sprites"
)
NSLOCTEXT("UnrealEd", "NiagaraSF", "Niagara Renderers")
Description
HeterogeneousVolumes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"NiagaraSF",
"Niagara Renderers"
)
NSLOCTEXT("UnrealEd", "HeterogeneousVolumesSF", "Heterogeneous Volumes")
Description
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"HeterogeneousVolumesSF",
"Heterogeneous Volumes"
)
NSLOCTEXT("UnrealEd", "SkeletalMeshesSF", "Skeletal Meshes")
Description
If the builder brush (editor) is getting rendered
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SkeletalMeshesSF",
"Skeletal Meshes"
)
NSLOCTEXT("UnrealEd", "BuilderBrushSF", "Builder Brush")
Description
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"BuilderBrushSF",
"Builder Brush"
)
NSLOCTEXT("UnrealEd", "TranslucencySF", "Translucency")
Description
Draw billboard components
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"TranslucencySF",
"Translucency"
)
NSLOCTEXT("UnrealEd", "BillboardSpritesSF", "Billboard Sprites")
Description
Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"BillboardSpritesSF",
"Billboard Sprites"
)
NSLOCTEXT("UnrealEd", "LODSF", "LOD Parenting")
Description
Needed for VMI_LightComplexity
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LODSF",
"LOD Parenting"
)
NSLOCTEXT("UnrealEd", "LightComplexitySF", "Light Complexity")
Description
Needed for VMI_ShaderComplexity, render world colored by shader complexity
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LightComplexitySF",
"Light Complexity"
)
NSLOCTEXT("UnrealEd", "ShaderComplexitySF", "Shader Complexity")
Description
Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ShaderComplexitySF",
"Shader Complexity"
)
NSLOCTEXT("UnrealEd", "StationaryLightOverlapSF", "Stationary Light Overlap")
Description
Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. color tint for world-space lightmap density
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"StationaryLightOverlapSF",
"Stationary Light Overlap"
)
NSLOCTEXT("UnrealEd", "LightMapDensitySF", "Light Map Density")
Description
Render streaming bounding volumes for the currently selected texture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LightMapDensitySF",
"Light Map Density"
)
NSLOCTEXT("UnrealEd", "StreamingBoundsSF", "Streaming Bounds")
Description
Render joint limits
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"StreamingBoundsSF",
"Streaming Bounds"
)
NSLOCTEXT("UnrealEd", "ConstraintsSF", "Constraints")
Description
Render mass debug data
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ConstraintsSF",
"Constraints"
)
NSLOCTEXT("UnrealEd", "MassPropertiesSF", "Mass Properties")
Description
Draws camera frustums
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MassPropertiesSF",
"Mass Properties"
)
NSLOCTEXT("UnrealEd", "CameraFrustumsSF", "Camera Frustums")
Description
Draw sound actor radii
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CameraFrustumsSF",
"Camera Frustums"
)
NSLOCTEXT("UnrealEd", "AudioRadiusSF", "Audio Radius")
Description
Draw force feedback radii
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"AudioRadiusSF",
"Audio Radius"
)
NSLOCTEXT("UnrealEd", "ForceFeedbackSF", "Force Feedback Radius")
Description
Colors BSP based on model component association
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ForceFeedbackSF",
"Force Feedback Radius"
)
NSLOCTEXT("UnrealEd", "BSPSplitSF", "BSP Split")
Description
Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"BSPSplitSF",
"BSP Split"
)
NSLOCTEXT("UnrealEd", "BrushesSF", "Brushes")
Description
Show the usual material light interaction
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"BrushesSF",
"Brushes"
)
NSLOCTEXT("UnrealEd", "LightingSF", "Lighting")
Description
Enable rich view when lighting is disabled, forcing a slower dynamic render code path. Used for unlit debug view modes that override shaders.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LightingSF",
"Lighting"
)
NSLOCTEXT("UnrealEd", "UnlitRichViewSF", "UnlitRichView")
Description
Enable view mode that causes shaders to output Base Color as Scene Color (emissive) when lighting is disabled. Only works when development shaders are enabled, typically only on PC.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"UnlitRichViewSF",
"UnlitRichView"
)
NSLOCTEXT("UnrealEd", "UnlitViewmodeSF", "UnlitViewmode")
Description
Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"UnlitViewmodeSF",
"UnlitViewmode"
)
NSLOCTEXT("UnrealEd", "DeferredLightingSF", "DeferredLighting")
Description
Special: Allows to hide objects in the editor, is evaluated per primitive
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DeferredLightingSF",
"DeferredLighting"
)
NSLOCTEXT("UnrealEd", "EditorSF", "Editor")
Description
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"EditorSF",
"Editor"
)
NSLOCTEXT("UnrealEd", "BSPTrianglesSF", "BSP Triangles")
Description
Displays large clickable icons on static mesh vertices, only needed for the editor
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"BSPTrianglesSF",
"BSP Triangles"
)
NSLOCTEXT("UnrealEd", "LargeVerticesSF", "Large Vertices")
Description
To show the grid in editor (grey lines and red dots)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LargeVerticesSF",
"Large Vertices"
)
NSLOCTEXT("UnrealEd", "GridSF", "Grid")
Description
To show the snap in editor (only for editor view ports, red dots)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"GridSF",
"Grid"
)
NSLOCTEXT("UnrealEd", "SnapSF", "Snap")
Description
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SnapSF",
"Snap"
)
NSLOCTEXT("UnrealEd", "MeshEdgesSF", "Mesh Edges")
Description
Complex cover rendering
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MeshEdgesSF",
"Mesh Edges"
)
NSLOCTEXT("UnrealEd", "CoverSF", "Cover")
Description
Spline rendering
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CoverSF",
"Cover"
)
NSLOCTEXT("UnrealEd", "SplinesSF", "Splines")
Description
Selection rendering, could be useful in game as well
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SplinesSF",
"Splines"
)
NSLOCTEXT("UnrealEd", "SelectionSF", "Selection")
Description
Grey out actors which do not belong to the currently edited LevelInstance
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SelectionSF",
"Selection"
)
NSLOCTEXT("UnrealEd", "VisualizeLevelInstanceEditingSF", "Visualize LevelInstance Editing")
Description
Used to determine whether there are any editing LevelInstances to enable the post processing pass
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeLevelInstanceEditingSF",
"Visualize LevelInstance Editing"
)
NSLOCTEXT("UnrealEd", "EditingLevelInstanceSF", "Editing LevelInstance")
Description
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"EditingLevelInstanceSF",
"Editing LevelInstance"
)
NSLOCTEXT("UnrealEd", "ModeWidgetsSF", "Mode Widgets")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ModeWidgetsSF",
"Mode Widgets"
)
NSLOCTEXT("UnrealEd", "BoundsSF", "Bounds")
Description
Draws each hit proxy in the scene with a different color, for now only available in the editor
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"BoundsSF",
"Bounds"
)
NSLOCTEXT("UnrealEd", "HitProxiesSF", "Hit Proxies")
Description
Draw lines to lights affecting this mesh if its selected.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"HitProxiesSF",
"Hit Proxies"
)
NSLOCTEXT("UnrealEd", "LightInfluencesSF", "Light Influences")
Description
For the Editor
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LightInfluencesSF",
"Light Influences"
)
NSLOCTEXT("UnrealEd", "PivotSF", "Pivot")
Description
Draws un-occluded shadow frustums in wireframe
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PivotSF",
"Pivot"
)
NSLOCTEXT("UnrealEd", "ShadowFrustumsSF", "Shadow Frustums")
Description
Needed for VMI_Wireframe and VMI_BrushWireframe
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ShadowFrustumsSF",
"Shadow Frustums"
)
NSLOCTEXT("UnrealEd", "WireframeSF", "Wireframe")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"WireframeSF",
"Wireframe"
)
NSLOCTEXT("UnrealEd", "MaterialsSF", "Materials")
Description
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MaterialsSF",
"Materials"
)
NSLOCTEXT("UnrealEd", "StaticMeshesSF", "Static Meshes")
Description
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"StaticMeshesSF",
"Static Meshes"
)
NSLOCTEXT("UnrealEd", "LandscapeSF", "Landscape")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LandscapeSF",
"Landscape"
)
NSLOCTEXT("UnrealEd", "LightRadiusSF", "Light Radius")
Description
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LightRadiusSF",
"Light Radius"
)
NSLOCTEXT("UnrealEd", "FogSF", "Fog")
Description
Draws Volumes
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"FogSF",
"Fog"
)
NSLOCTEXT("UnrealEd", "VolumesSF", "Volumes")
Description
If this is a game viewport, needed?
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VolumesSF",
"Volumes"
)
NSLOCTEXT("UnrealEd", "GameSF", "Game")
Description
Render objects with colors based on what the actors coloring handlers provides
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"GameSF",
"Game"
)
NSLOCTEXT("UnrealEd", "ActorColorationSF", "Actor Coloration")
Description
Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ActorColorationSF",
"Actor Coloration"
)
NSLOCTEXT("UnrealEd", "BSPSF", "BSP")
Description
Collision drawing
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"BSPSF",
"BSP"
)
NSLOCTEXT("UnrealEd", "CollisionWireFrame", "Collision")
Description
Collision blocking visibility against complex
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CollisionWireFrame",
"Collision"
)
NSLOCTEXT("UnrealEd", "CollisionVisibility", "Visibility")
Description
Collision blocking pawn against simple collision
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CollisionVisibility",
"Visibility"
)
NSLOCTEXT("UnrealEd", "CollisionPawn", "Pawn")
Description
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CollisionPawn",
"Pawn"
)
NSLOCTEXT("UnrealEd", "LightShaftsSF", "Light Shafts")
Description
Render the PostProcess Material
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LightShaftsSF",
"Light Shafts"
)
NSLOCTEXT("UnrealEd", "PostProcessMaterialSF", "Post Process Material")
Description
Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PostProcessMaterialSF",
"Post Process Material"
)
NSLOCTEXT("UnrealEd", "AtmosphereSF", "Atmosphere")
Description
Render Cloud, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"AtmosphereSF",
"Atmosphere"
)
NSLOCTEXT("UnrealEd", "CloudSF", "Cloud")
Description
Render safe frames bars
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CloudSF",
"Cloud"
)
NSLOCTEXT("UnrealEd", "CameraAspectRatioBarsSF", "Camera Aspect Ratio Bars")
Description
Render safe frames
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CameraAspectRatioBarsSF",
"Camera Aspect Ratio Bars"
)
NSLOCTEXT("UnrealEd", "CameraSafeFramesSF", "Camera Safe Frames")
Description
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CameraSafeFramesSF",
"Camera Safe Frames"
)
NSLOCTEXT("UnrealEd", "TextRenderSF", "Render (3D) Text")
Description
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles).
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"TextRenderSF",
"Render (3D) Text"
)
NSLOCTEXT("UnrealEd", "RenderingSF", "Any Rendering")
Description
Show the current mask being used by the highres screenshot capture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"RenderingSF",
"Any Rendering"
)
NSLOCTEXT("UnrealEd", "HighResScreenshotMaskSF", "High Res Screenshot Mask")
Description
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"HighResScreenshotMaskSF",
"High Res Screenshot Mask"
)
NSLOCTEXT("UnrealEd", "HMDDistortionSF", "HMD Distortion")
Description
Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"HMDDistortionSF",
"HMD Distortion"
)
NSLOCTEXT("UnrealEd", "StereoRenderingSF", "Stereoscopic Rendering")
Description
Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"StereoRenderingSF",
"Stereoscopic Rendering"
)
NSLOCTEXT("UnrealEd", "DistanceCulledPrimitivesSF", "Distance Culled Primitives")
Description
To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DistanceCulledPrimitivesSF",
"Distance Culled Primitives"
)
NSLOCTEXT("UnrealEd", "VisualizeLightCullingSF", "Light Culling")
Description
To disable precomputed visibility
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeLightCullingSF",
"Light Culling"
)
NSLOCTEXT("UnrealEd", "PrecomputedVisibilitySF", "Precomputed Visibility")
Description
Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PrecomputedVisibilitySF",
"Precomputed Visibility"
)
NSLOCTEXT("UnrealEd", "SkyLightingSF", "Sky Lighting")
Description
Visualize preview shadow indicator
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SkyLightingSF",
"Sky Lighting"
)
NSLOCTEXT("UnrealEd", "PreviewShadowIndicatorSF", "Preview Shadows Indicator")
Description
Visualize precomputed visibility cells
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PreviewShadowIndicatorSF",
"Preview Shadows Indicator"
)
NSLOCTEXT("UnrealEd", "PrecomputedVisibilityCellsSF", "Precomputed Visibility Cells")
Description
Visualize volumetric lightmap used for GI on dynamic objects
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PrecomputedVisibilityCellsSF",
"Precomputed Visibility Cells"
)
NSLOCTEXT("UnrealEd", "VisualizeVolumetricLightmapSF", "Volumetric Lightmap")
Description
Visualize volume lighting samples used for GI on dynamic objects
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeVolumetricLightmapSF",
"Volumetric Lightmap"
)
NSLOCTEXT("UnrealEd", "VolumeLightingSamplesSF", "Volume Lighting Samples")
Description
Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VolumeLightingSamplesSF",
"Volume Lighting Samples"
)
NSLOCTEXT("UnrealEd", "Paper2DSpritesSF", "Paper 2D Sprites")
Description
Visualization of distance field AO
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"Paper2DSpritesSF",
"Paper 2D Sprites"
)
NSLOCTEXT("UnrealEd", "VisualizeDistanceFieldAOSF", "Distance Field Ambient Occlusion")
Description
Mesh Distance fields
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeDistanceFieldAOSF",
"Distance Field Ambient Occlusion"
)
NSLOCTEXT("UnrealEd", "MeshDistanceFieldsSF", "Mesh DistanceFields")
Description
Physics field
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MeshDistanceFieldsSF",
"Mesh DistanceFields"
)
NSLOCTEXT("UnrealEd", "PhysicsField", "Physics Field")
Description
Global Distance field
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PhysicsField",
"Physics Field"
)
NSLOCTEXT("UnrealEd", "GlobalDistanceFieldSF", "Global DistanceField")
Description
Enable the debug visualization of diffuse/specular lighting (direct and indirect) using probes
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"GlobalDistanceFieldSF",
"Global DistanceField"
)
NSLOCTEXT("UnrealEd", "VisualizeLightingOnProbesSF", "Debug Lighting on Probes")
Description
Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeLightingOnProbesSF",
"Debug Lighting on Probes"
)
NSLOCTEXT("UnrealEd", "ScreenSpaceAOSF", "Screen Space Ambient Occlusion")
Description
Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ScreenSpaceAOSF",
"Screen Space Ambient Occlusion"
)
NSLOCTEXT("UnrealEd", "DistanceFieldAOSF", "Distance Field Ambient Occlusion")
Description
Lumen GI
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DistanceFieldAOSF",
"Distance Field Ambient Occlusion"
)
NSLOCTEXT("UnrealEd", "LumenGlobalIlluminationSF", "Lumen Global Illumination")
Description
SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LumenGlobalIlluminationSF",
"Lumen Global Illumination"
)
NSLOCTEXT("UnrealEd", "VolumetricFogSF", "Volumetric Fog")
Description
Visualize screen space reflections, for developer (by default off):
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VolumetricFogSF",
"Volumetric Fog"
)
NSLOCTEXT("UnrealEd", "VisualizeSSR", "Screen Space Reflections")
Description
Visualize the Shading Models, mostly or debugging and profiling
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeSSR",
"Screen Space Reflections"
)
NSLOCTEXT("UnrealEd", "VisualizeShadingModels", "Shading Models")
Description
Visualize the senses configuration of AIs' PawnSensingComponent
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeShadingModels",
"Shading Models"
)
NSLOCTEXT("UnrealEd", "VisualizeSenses", "Senses")
Description
Visualize LOD Coloration
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeSenses",
"Senses"
)
NSLOCTEXT("UnrealEd", "VisualizeLODColoration", "Visualize LOD Coloration")
Description
Visualize HLOD Coloration
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeLODColoration",
"Visualize LOD Coloration"
)
NSLOCTEXT("UnrealEd", "VisualizeHLODColoration", "Visualize HLOD Coloration")
Description
Visualize screen quads
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeHLODColoration",
"Visualize HLOD Coloration"
)
NSLOCTEXT("UnrealEd", "QuadOverdrawSF", "Quad Overdraw")
Description
Visualize the overhead of material quads
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"QuadOverdrawSF",
"Quad Overdraw"
)
NSLOCTEXT("UnrealEd", "ShaderComplexityWithQuadOverdraw", "Shader Complexity With Quad Overdraw")
Description
Visualize the accuracy of the primitive distance computed for texture streaming
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ShaderComplexityWithQuadOverdraw",
"Shader Complexity With Quad Overdraw"
)
NSLOCTEXT("UnrealEd", "PrimitiveDistanceAccuracy", "Primitive Distance Accuracy")
Description
Visualize the accuracy of the mesh UV density computed for texture streaming
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PrimitiveDistanceAccuracy",
"Primitive Distance Accuracy"
)
NSLOCTEXT("UnrealEd", "MeshUVDensityAccuracy", "Mesh UV Densities Accuracy")
Description
Visualize the accuracy of CPU material texture scales when compared to the GPU values
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MeshUVDensityAccuracy",
"Mesh UV Densities Accuracy"
)
NSLOCTEXT("UnrealEd", "MaterialTextureScaleAccuracy", "Material Texture Scales Accuracy")
Description
Outputs the material texture scales.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MaterialTextureScaleAccuracy",
"Material Texture Scales Accuracy"
)
NSLOCTEXT("UnrealEd", "OutputMaterialTextureScales", "Output MaterialTexture Scales")
Description
Compare the required texture resolution to the actual resolution.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"OutputMaterialTextureScales",
"Output Material Texture Scales"
)
NSLOCTEXT("UnrealEd", "RequiredTextureResolution", "Required Texture Resolution")
Description
Compare the required mip level to the resident virtual texture mip level.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"RequiredTextureResolution",
"Required Texture Resolution"
)
NSLOCTEXT("UnrealEd", "VisualizeVirtualTextureSF", "Virtual Texture Visualization")
Description
If WidgetComponents should be rendered in the scene
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeVirtualTextureSF",
"Virtual Texture Visualization"
)
NSLOCTEXT("UnrealEd", "WidgetComponentsSF", "Widget Components")
Description
Draw the bones of all skeletal meshes
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"WidgetComponentsSF",
"Widget Components"
)
NSLOCTEXT("UnrealEd", "BoneSF", "Bones")
Description
Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"BoneSF",
"Bones"
)
NSLOCTEXT("UnrealEd", "ServerDrawDebugSF", "Dedicated ServerDebug Drawing")
Description
If media planes should be shown
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ServerDrawDebugSF",
"Dedicated Server Debug Drawing"
)
NSLOCTEXT("UnrealEd", "MediaPlanesSF", "Media Planes")
Description
If this is a vr editing viewport, needed?
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MediaPlanesSF",
"Media Planes"
)
NSLOCTEXT("UnrealEd", "VREditSF", "VR Editing")
Description
Visualize Occlusion Query bounding meshes
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VREditSF",
"VR Editing"
)
NSLOCTEXT("UnrealEd", "VisualizeOcclusionQueries", "Visualize Occlusion Queries")
Description
Visualize Occlusion Query bounding meshes
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeOcclusionQueries",
"Visualize Occlusion Queries"
)
NSLOCTEXT("UnrealEd", "VisualizeInstanceOcclusionQueriesSF", "Visualize Instance Culling Occlusion Queries")
Description
Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeInstanceOcclusionQueriesSF",
"Visualize Instance Culling Occlusion Queries"
)
NSLOCTEXT("UnrealEd", "DisableOcclusionQueries", "Disable Hardware Occlusion Queries")
Description
RHI_RAYTRACING begin.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DisableOcclusionQueries",
"Disable Hardware Occlusion Queries"
)
NSLOCTEXT("UnrealEd", "PathTracing", "Path tracing")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"PathTracing",
"Path tracing"
)
NSLOCTEXT("UnrealEd", "RayTracingDebug", "Ray tracing debug")
Description
Enable the SkyAtmosphere visualization to be drawn on screen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"RayTracingDebug",
"Ray tracing debug"
)
NSLOCTEXT("UnrealEd", "VisualizeSkyAtmosphereSF", "Sky Atmosphere")
Description
Enable the light function atlas debug visualization to be drawn on screen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeSkyAtmosphereSF",
"Sky Atmosphere"
)
NSLOCTEXT("UnrealEd", "VisualizeLightFunctionAtlasSF", "Light Function Atlas")
Description
Shows a full-screen calibration color post process material defined in renderer config
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeLightFunctionAtlasSF",
"Light Function Atlas"
)
NSLOCTEXT("UnrealEd", "VisualizeCalibrationColorSF", "Visualize Calibration Color")
Description
Shows a full-screen calibration grayscale post process material defined in renderer config
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeCalibrationColorSF",
"Visualize Calibration Color"
)
NSLOCTEXT("UnrealEd", "VisualizeCalibrationGrayscaleSF", "Visualize Calibration Grayscale")
Description
Shows a full-screen calibration custom post process material defined in renderer config
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeCalibrationGrayscaleSF",
"Visualize Calibration Grayscale"
)
NSLOCTEXT("UnrealEd", "VisualizeCalibrationCustomSF", "Visualize Calibration Custom")
Description
Visualise information about the post processes stacked on screen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeCalibrationCustomSF",
"Visualize Calibration Custom"
)
NSLOCTEXT("UnrealEd", "VisualizePostProcessStackSF", "Post Process Stack")
Description
Draw in the main pass the primitives that would normally only contribute to runtime virtual textures.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizePostProcessStackSF",
"Post Process Stack"
)
NSLOCTEXT("UnrealEd", "VirtualTexturePrimitivesSF", "Virtual Texture Primitives")
Description
Visualize volumetric cloud conservative density.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VirtualTexturePrimitivesSF",
"Virtual Texture Primitives"
)
NSLOCTEXT("UnrealEd", "VisualizeVolumetricCloudConservativeDensitySF", "Volumetric Cloud Conservative Density")
Description
Visualize volumetric cloud density for empty space skipping.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeVolumetricCloudConservativeDensitySF",
"Volumetric Cloud Conservative Density"
)
NSLOCTEXT("UnrealEd", "VisualizeVolumetricCloudEmptySpaceSkippingSF", "Volumetric Cloud Empty Space Skipping Density")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeVolumetricCloudEmptySpaceSkippingSF",
"Volumetric Cloud Empty Space Skipping Density"
)
NSLOCTEXT("UnrealEd", "VirtualShadowMapPersistentData", "Virtual Shadow MapPersistent Data")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VirtualShadowMapPersistentData",
"Virtual Shadow Map Persistent Data"
)
NSLOCTEXT("UnrealEd", "DebugDrawDistantVirtualSMLightsSF", "Debug Draw Distant VSM Lights")
Description
Debug the Virtual Texture System
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"DebugDrawDistantVirtualSMLightsSF",
"Debug Draw Distant VSM Lights"
)
NSLOCTEXT("UnrealEd", "VirtualTextureResidency", "Virtual Texture Residency")
Description
Input Debug Visualizer
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VirtualTextureResidency",
"Virtual Texture Residency"
)
NSLOCTEXT("UnrealEd", "InputDebugVisualizer", "Input Debug Visualizer")
Description
Use screen space tracing in Lumen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"InputDebugVisualizer",
"Input Debug Visualizer"
)
NSLOCTEXT("UnrealEd", "LumenScreenTracesSF", "Screen Traces")
Description
Use detail tracing in Lumen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LumenScreenTracesSF",
"Screen Traces"
)
NSLOCTEXT("UnrealEd", "LumenDetailTracesSF", "Detail Traces")
Description
Use global traces in Lumen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LumenDetailTracesSF",
"Detail Traces"
)
NSLOCTEXT("UnrealEd", "LumenGlobalTracesSF", "Global Traces")
Description
Use far field traces in Lumen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LumenGlobalTracesSF",
"Global Traces"
)
NSLOCTEXT("UnrealEd", "LumenFarFieldTracesSF", "Far Field Traces")
Description
Compute secondary bounces in Lumen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LumenFarFieldTracesSF",
"Far Field Traces"
)
NSLOCTEXT("UnrealEd", "LumenSecondaryBouncesSF", "Secondary Bounces")
Description
Compute screen space directional occlusion in Lumen
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LumenSecondaryBouncesSF",
"Secondary Bounces"
)
NSLOCTEXT("UnrealEd", "LumenShortRangeAmbientOcclusionSF", "Short Range Ambient Occlusion")
Description
Draw Nanite meshes
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"LumenShortRangeAmbientOcclusionSF",
"Short Range Ambient Occlusion"
)
NSLOCTEXT("UnrealEd", "NaniteMeshesSF", "Meshes")
Description
Draw Nanite streaming geometry
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"NaniteMeshesSF",
"Meshes"
)
NSLOCTEXT("UnrealEd", "NaniteStreamingGeometrySF", "Streaming Geometry")
Description
Visualize Skin Cache
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"NaniteStreamingGeometrySF",
"Streaming Geometry"
)
NSLOCTEXT("UnrealEd", "VisualizeGPUSkinCache", "Visualize GPU Skin Cache")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeGPUSkinCache",
"Visualize GPU Skin Cache"
)
NSLOCTEXT("UnrealEd", "VisualizeLWCComplexity", "Visualize Material LWC Function Usage")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeLWCComplexity",
"Visualize Material LWC Function Usage"
)
NSLOCTEXT("UnrealEd", "VisualizeShadowCasters", "Visualize VSM Shadow Casters")
Description
Enables ShaderPrint functionality that is used for debug printing from shaders (e.g. 'Nanitestats' command). Disable this for certain editor rendering (e.g. thumbnail rendering)
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"VisualizeShadowCasters",
"Visualize VSM Shadow Casters"
)
NSLOCTEXT("UnrealEd", "ShaderPrint", "Shader Print")
Description
If true, scene depth is copied to the scene capture output depth texture. If false, other depth sources like editor primitives depth are still copied.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"ShaderPrint",
"Shader Print"
)
NSLOCTEXT("UnrealEd", "SceneCaptureCopySceneDepth", "Copy Scene Depth To Scene Capture")
Description
If false, camera's are not shown in the viewport (but are enabled and available for use).
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"SceneCaptureCopySceneDepth",
"Copy Scene Depth To Scene Capture"
)
NSLOCTEXT("UnrealEd", "CamerasSF", "Cameras")
Description
If false, hair geometry won't be rendered.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"CamerasSF",
"Cameras"
)
NSLOCTEXT("UnrealEd", "HairSF", "Hair")
Description
Allows primitive alpha holdout rendering. Note that the "Support Primitive Alpha Holdout" project setting first needs to be enabled for the deferred renderer.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"HairSF",
"Hair"
)
NSLOCTEXT("UnrealEd", "AllowPrimitiveAlphaHoldoutSF", "Allow PrimitiveAlpha Holdout")
Description
Invert the alpha channel at tne end of post processing.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"AllowPrimitiveAlphaHoldoutSF",
"Allow Primitive Alpha Holdout"
)
NSLOCTEXT("UnrealEd", "AlphaInvertSF", "Invert Alpha Channel")
Description
Directly render motion vectors and motion vector depth for OpenXR extensions when normal velocity rendering is unsupported. Motion vectors/depth must be in Vulkan NDC-space and can be requested at any size.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"AlphaInvertSF",
"Invert Alpha Channel"
)
NSLOCTEXT("UnrealEd", "MotionVectorsSF", "Render Stereo Motion Vectors for OpenXR")
Description
Geometry Inspection modes.
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"MotionVectorsSF",
"Render Stereo Motion Vectors for OpenXR"
)
NSLOCTEXT("UnrealEd", "Clay", "Clay")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"Clay",
"Clay"
)
NSLOCTEXT("UnrealEd", "Zebra", "Zebra")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"Zebra",
"Zebra"
)
NSLOCTEXT("UnrealEd", "FrontBackFace", "Front/Back Face")
| Name | NSLOCTEXT |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl |
| Include Path | #include "ShowFlagsValues.inl" |
NSLOCTEXT
(
"UnrealEd",
"FrontBackFace",
"Front/Back Face"
)