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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Go to the source code of this file.
Macros | |
| #define | SHOWFLAG_FIXED_IN_SHIPPING(v, a, ...) SHOWFLAG_ALWAYS_ACCESSIBLE(a,__VA_ARGS__) |
Functions | |
| SHOWFLAG_ALWAYS_ACCESSIBLE (TemporalAA, SFG_Advanced, NSLOCTEXT("UnrealEd", "TemporalAASF", "Temporal AA (instead FXAA)")) SHOWFLAG_FIXED_IN_SHIPPING(0 | |
| NSLOCTEXT ("UnrealEd", "VisualizeHDRSF", "HDR (Eye Adaptation)")) SHOWFLAG_FIXED_IN_SHIPPING(0 | |
| NSLOCTEXT ("UnrealEd", "GBufferHintsSF", "GBuffer Hints (material attributes)")) SHOWFLAG_FIXED_IN_SHIPPING(0 | |
| NSLOCTEXT ("UnrealEd", "VisualizeTemporalUpscalerSF", "Temporal Upscaler I/O (TSR, TAAU or third party plugins)")) SHOWFLAG_FIXED_IN_SHIPPING(1 | |
| NSLOCTEXT ("UnrealEd", "SubsurfaceScatteringSF", "Subsurface Scattering (Screen Space)")) SHOWFLAG_FIXED_IN_SHIPPING(0 | |
| NSLOCTEXT ("UnrealEd", "VisualizeSSSSF", "Subsurface Scattering (Screen Space)")) SHOWFLAG_ALWAYS_ACCESSIBLE(TexturedLightProfiles | |
| NSLOCTEXT ("UnrealEd", "TexturedLightProfilesSF", "Textured Light Profiles (IES Texture)")) SHOWFLAG_ALWAYS_ACCESSIBLE(TextRender | |
Variables | |
| VisualizeHDR | |
| SFG_Visualize | |
| GBufferHints | |
| SFG_Developer | |
| VisualizeTemporalUpscaler | |
| SubsurfaceScattering | |
| SFG_LightingFeatures | |
| VisualizeSSS | |
| SFG_Advanced | |
| #define SHOWFLAG_FIXED_IN_SHIPPING | ( | v, | |
| a, | |||
| ... | |||
| ) | SHOWFLAG_ALWAYS_ACCESSIBLE(a,__VA_ARGS__) |
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture 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
Helper to tweak depth of field Show Vertex Colors Show Physical Material Masks Render Post process (screen space) distortion/refraction 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 Post processing color fringe (chromatic aberration) Post processing filmic tone curve and expand gamut 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 If Screen Percentage should be applied.
Helper to tweak motion blur settings DEPRECATED in 5.2: Use VisualizeReprojection instead. Helper to ensure previous frame's temporal history reprojections using motion vectors are working correctly. Helper to diagnose temporal upscaler's inputs and outputs.
| NSLOCTEXT | ( | "UnrealEd" | , |
| "SubsurfaceScatteringSF" | , | ||
| "Subsurface Scattering (Screen Space)" | |||
| ) |
If Screen Space Subsurface Scattering visualization is enabled
LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture 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 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 non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture HeterogeneousVolumes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture if SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture if the builder brush (editor) is getting rendered Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Draw billboard components Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines needed for VMI_LightComplexity needed for VMI_ShaderComplexity, render world colored by shader complexity 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. color tint for world-space lightmap density Render streaming bounding volumes for the currently selected texture Render joint limits Render mass debug data Draws camera frustums Draw sound actor radii Draw force feedback radii Colors BSP based on model component association show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Show the usual material light interaction Enable rich view when lighting is disabled, forcing a slower dynamic render code path. Used for unlit debug view modes that override shaders. 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. Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Special: Allows to hide objects in the editor, is evaluated per primitive needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles Displays large clickable icons on static mesh vertices, only needed for the editor To show the grid in editor (grey lines and red dots) To show the snap in editor (only for editor view ports, red dots) In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. Complex cover rendering Spline rendering Selection rendering, could be useful in game as well 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 Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) Draws each hit proxy in the scene with a different color, for now only available in the editor Draw lines to lights affecting this mesh if its selected. for the Editor Draws un-occluded shadow frustums in wireframe needed for VMI_Wireframe and VMI_BrushWireframe for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Draws Volumes if this is a game viewport, needed? Render objects with colors based on what the actors coloring handlers provides Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Collision drawing Collision blocking visibility against complex Collision blocking pawn against simple collision Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Render the PostProcess Material Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Render Cloud, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Render safe frames bars Render safe frames Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| NSLOCTEXT | ( | "UnrealEd" | , |
| "VisualizeHDRSF" | , | ||
| "HDR (Eye Adaptation)" | |||
| ) |
Display the illuminance debug view for the skylight Display the illuminance debug view for the skylight Helper to tweak local expsoure settings Image based lens flares (Simulate artifact of reflections within a camera system) Lens distortion (Simulate the distortion of light through the lens onto the filmback) show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer Darkens the screen borders (Camera artifact and artistic effect) Fine film grain Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture like bloom dirt mask to allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) 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. needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. Whether to use material normal. Whether to use material ambient occlusion. needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode. Needed for VMI_VisualizeLumen, Whether to enable the Lumen visualization mode. Needed for VMI_VisualizeSubstrate, Whether to enable the Substrate visualization mode. Needed for VMI_VisualizeGroom, Whether to enable the Groom visualization mode. Needed for VMI_VisualizeVirtualShadowMap, Whether to enable the virtual shadow map visualization mode. Allows to disable all direct lighting (does not affect indirect light) Allows to disable lighting from Directional Lights Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Color correction after tone mapping Visualize vector fields. Depth of Field Highlight materials that indicate performance issues or show unrealistic materials
| NSLOCTEXT | ( | "UnrealEd" | , |
| "VisualizeSSSSF" | , | ||
| "Subsurface Scattering (Screen Space)" | |||
| ) |
Whether to apply volumetric lightmap lighting, when present. If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture calls debug drawing for AIs calls debug drawing for whatever LogVisualizer wants to draw whether to draw navigation data used by gameplay debugging components to debug-draw on screen LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
| NSLOCTEXT | ( | "UnrealEd" | , |
| "VisualizeTemporalUpscalerSF" | , | ||
| "Temporal Upscaler I/O (TSR, TAAU or third party plugins)" | |||
| ) |
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 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 Visualize pixels that are outside of their object's bounding box (content error). Whether to display the scene's diffuse. Whether to display the scene's specular, including reflections. Outline around selected objects in the editor If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture If Screen space contact shadows are enabled. If RTDF shadows are enabled. If Capsule shadows are enabled. If Screen Space Subsurface Scattering enabled
| SHOWFLAG_ALWAYS_ACCESSIBLE | ( | TemporalAA | , |
| SFG_Advanced | , | ||
| NSLOCTEXT("UnrealEd", "TemporalAASF", "Temporal AA (instead FXAA)") | |||
| ) |
Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnvironmentCapture Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture
e.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture Display a histogram of the scene HDR color
| GBufferHints |
| SFG_Advanced |
| SFG_Developer |
| SFG_LightingFeatures |
| SFG_Visualize |
| SubsurfaceScattering |
| VisualizeHDR |
| VisualizeSSS |
| VisualizeTemporalUpscaler |