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API > API/Runtime > API/Runtime/Engine
| Type | Name | Description | |
|---|---|---|---|
NSLOCTEXT
(
"UnrealEd", |
Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Image based lens flares (Simulate artifact of reflections within a camera system) | ||
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", |
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", |
Lens distortion (Simulate the distortion of light through the lens onto the filmback) | ||
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", |
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer | ||
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", |
Darkens the screen borders (Camera artifact and artistic effect) | ||
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", |
Fine film grain | ||
NSLOCTEXT
(
"UnrealEd", |
Render safe frames | ||
NSLOCTEXT
(
"UnrealEd", |
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
| 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", |
Screen Space Ambient Occlusion, 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 | ||
| 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", |
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
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 | ||
| Visualize HLOD Coloration | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize screen quads | ||
NSLOCTEXT
(
"UnrealEd", |
Like bloom dirt mask | ||
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 | ||
NSLOCTEXT
(
"UnrealEd", |
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) | ||
| 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 | |||
| Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. | |||
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 | |||
NSLOCTEXT
(
"UnrealEd", |
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) | ||
| Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode. | |||
| 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", |
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. | ||
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. | ||
NSLOCTEXT
(
"UnrealEd", |
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", |
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", |
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
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 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 | |||
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 | ||
| 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 | ||
NSLOCTEXT
(
"UnrealEd", |
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) | ||
NSLOCTEXT
(
"UnrealEd", |
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", |
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
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", |
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", |
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 | ||
| If Screen Space Subsurface Scattering visualization is enabled | |||
| 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", |
Display a histogram of the scene HDR color | ||
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 | |||
NSLOCTEXT
(
"UnrealEd", |
Display the illuminance debug view for the skylight | ||
| 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", |
Helper to tweak local expsoure settings | ||
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 |