UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
DebugViewModeHelpers.h File Reference
#include "CoreMinimal.h"

Go to the source code of this file.

Namespaces

namespace  ERHIFeatureLevel
 
namespace  EMaterialQualityLevel
 

Macros

#define WITH_DEBUG_VIEW_MODES   (WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
 

Enumerations

enum  EDebugViewShaderMode {
  DVSM_None , DVSM_ShaderComplexity , DVSM_ShaderComplexityContainedQuadOverhead , DVSM_ShaderComplexityBleedingQuadOverhead ,
  DVSM_QuadComplexity , DVSM_PrimitiveDistanceAccuracy , DVSM_MeshUVDensityAccuracy , DVSM_MaterialTextureScaleAccuracy ,
  DVSM_OutputMaterialTextureScales , DVSM_RequiredTextureResolution , DVSM_LODColoration , DVSM_VisualizeGPUSkinCache ,
  DVSM_LWCComplexity , DVSM_ShadowCasters , DVSM_MAX
}
 

Functions

ENGINE_API const TCHARDebugViewShaderModeToString (EDebugViewShaderMode InShaderMode)
 
ENGINE_API bool IsDebugViewShaderModeODSCOnly ()
 
ENGINE_API bool SupportDebugViewModes ()
 
ENGINE_API bool SupportDebugViewShaderMode (EDebugViewShaderMode ShaderMode, EShaderPlatform Platform)
 
ENGINE_API bool AllowDebugViewShaderMode (EDebugViewShaderMode ShaderMode, EShaderPlatform Platform, ERHIFeatureLevel::Type FeatureLevel)
 
ENGINE_API int32 GetNumActorsInWorld (UWorld *InWorld)
 
ENGINE_API bool GetUsedMaterialsInWorld (UWorld *InWorld, OUT TSet< UMaterialInterface * > &OutMaterials, FSlowTask *Task)
 
ENGINE_API bool CompileDebugViewModeShaders (EDebugViewShaderMode Mode, EMaterialQualityLevel::Type QualityLevel, ERHIFeatureLevel::Type FeatureLevel, TSet< UMaterialInterface * > &Materials, FSlowTask *ProgressTask)
 
ENGINE_API bool WaitForShaderCompilation (const FText &Message, FSlowTask *ProgressTask)
 

Macro Definition Documentation

◆ WITH_DEBUG_VIEW_MODES

#define WITH_DEBUG_VIEW_MODES   (WITH_EDITOR || !(UE_BUILD_SHIPPING || UE_BUILD_TEST))

Definition and helpers for debug view modes

Enumeration Type Documentation

◆ EDebugViewShaderMode

Enumeration for different Quad Overdraw visualization mode.

Enumerator
DVSM_None 
DVSM_ShaderComplexity 
DVSM_ShaderComplexityContainedQuadOverhead 
DVSM_ShaderComplexityBleedingQuadOverhead 
DVSM_QuadComplexity 
DVSM_PrimitiveDistanceAccuracy 
DVSM_MeshUVDensityAccuracy 
DVSM_MaterialTextureScaleAccuracy 
DVSM_OutputMaterialTextureScales 
DVSM_RequiredTextureResolution 
DVSM_LODColoration 
DVSM_VisualizeGPUSkinCache 
DVSM_LWCComplexity 
DVSM_ShadowCasters 
DVSM_MAX 

Function Documentation

◆ AllowDebugViewShaderMode()

ENGINE_API bool AllowDebugViewShaderMode ( EDebugViewShaderMode  ShaderMode,
EShaderPlatform  Platform,
ERHIFeatureLevel::Type  FeatureLevel 
)

Returns true if a specific debug view can be displayed at runtime.

◆ CompileDebugViewModeShaders()

ENGINE_API 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()

ENGINE_API const TCHAR * DebugViewShaderModeToString ( EDebugViewShaderMode  InShaderMode)

◆ GetNumActorsInWorld()

ENGINE_API int32 GetNumActorsInWorld ( UWorld InWorld)

◆ GetUsedMaterialsInWorld()

ENGINE_API 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.

◆ IsDebugViewShaderModeODSCOnly()

ENGINE_API bool IsDebugViewShaderModeODSCOnly ( )

Returns true if debug view shaders are only ODSC compiled (in editor or cooked builds). Returns false if they are can also be compiled for editor only shader maps as well as ODSC.

◆ SupportDebugViewModes()

ENGINE_API bool SupportDebugViewModes ( )

Returns true if any debug view rendering is supported. Can be used as input for shader cooking.

◆ SupportDebugViewShaderMode()

ENGINE_API bool SupportDebugViewShaderMode ( EDebugViewShaderMode  ShaderMode,
EShaderPlatform  Platform 
)

Returns true if a specific debug view supported for a platform. Can be used as input for shader cooking.

◆ WaitForShaderCompilation()

ENGINE_API bool WaitForShaderCompilation ( const FText Message,
FSlowTask ProgressTask 
)