UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
DebugViewModeHelpers.cpp File Reference

Macros

#define LOCTEXT_NAMESPACE   "LogDebugViewMode"
 

Functions

const TCHARDebugViewShaderModeToString (EDebugViewShaderMode InShaderMode)
 
int32 GetNumActorsInWorld (UWorld *InWorld)
 
bool WaitForShaderCompilation (const FText &Message, FSlowTask *ProgressTask)
 
bool GetUsedMaterialsInWorld (UWorld *InWorld, OUT TSet< UMaterialInterface * > &OutMaterials, FSlowTask *ProgressTask)
 
bool CompileDebugViewModeShaders (EDebugViewShaderMode ShaderMode, EMaterialQualityLevel::Type QualityLevel, ERHIFeatureLevel::Type FeatureLevel, TSet< UMaterialInterface * > &Materials, FSlowTask *ProgressTask)
 

Macro Definition Documentation

◆ LOCTEXT_NAMESPACE

#define LOCTEXT_NAMESPACE   "LogDebugViewMode"

Function Documentation

◆ CompileDebugViewModeShaders()

bool CompileDebugViewModeShaders ( EDebugViewShaderMode  ShaderMode,
EMaterialQualityLevel::Type  QualityLevel,
ERHIFeatureLevel::Type  FeatureLevel,
TSet< UMaterialInterface * > &  Materials,
FSlowTask ProgressTask 
)

Build Shaders to compute scales per texture.

Parameters
QualityLevelThe quality level for the shaders.
FeatureLevelThe feature level for the shaders.
MaterialsThe materials to update, the one that failed compilation will be removed (IN OUT).
Returns
true if the operation is a success, false if it was canceled.

◆ DebugViewShaderModeToString()

const TCHAR * DebugViewShaderModeToString ( EDebugViewShaderMode  InShaderMode)

◆ GetNumActorsInWorld()

int32 GetNumActorsInWorld ( UWorld InWorld)

◆ GetUsedMaterialsInWorld()

bool GetUsedMaterialsInWorld ( UWorld InWorld,
OUT TSet< UMaterialInterface * > &  OutMaterials,
FSlowTask ProgressTask 
)

Get the list of all material used in a world

Returns
true if the operation is a success, false if it was canceled.

◆ WaitForShaderCompilation()

bool WaitForShaderCompilation ( const FText Message,
FSlowTask ProgressTask 
)