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

Classes

struct  FCustomShowFlagData
 

Namespaces

namespace  CustomShowFlagsInternal
 

Macros

#define SHOWFLAG_ALWAYS_ACCESSIBLE(a, ...)   case SF_##a: return a != 0;
 
#define SHOWFLAG_ALWAYS_ACCESSIBLE(a, ...)   case SF_##a: a = bSet?1:0; break;
 
#define SHOWFLAG_ALWAYS_ACCESSIBLE(a, ...)   if(Search == PREPROCESSOR_TO_STRING(a)) { return (int32)SF_##a; }
 
#define SHOWFLAG_ALWAYS_ACCESSIBLE(a, ...)   case SF_##a: Name = PREPROCESSOR_TO_STRING(a); break;
 
#define SHOWFLAG_ALWAYS_ACCESSIBLE(a, ...)   case SF_##a: Out += PREPROCESSOR_TO_STRING(a); break;
 
#define DISABLE_ENGINE_SHOWFLAG(Name)   if(Value-- > 0) EngineShowFlags.Set##Name(false);
 

Functions

void ApplyViewMode (EViewModeIndex ViewModeIndex, bool bPerspective, FEngineShowFlags &EngineShowFlags)
 
void EngineShowFlagOverride (EShowFlagInitMode ShowFlagInitMode, EViewModeIndex ViewModeIndex, FEngineShowFlags &EngineShowFlags, bool bCanDisableTonemapper)
 
void EngineShowFlagOrthographicOverride (bool bIsPerspective, FEngineShowFlags &EngineShowFlags)
 
EViewModeIndex FindViewMode (const FEngineShowFlags &EngineShowFlags)
 
const TCHARGetViewModeName (EViewModeIndex ViewModeIndex)
 
TMap< FString, FEngineShowFlags::ECustomShowFlag > & CustomShowFlagsInternal::GetNameToIndex ()
 
TArray< FCustomShowFlagData > & CustomShowFlagsInternal::GetRegisteredCustomShowFlags ()
 
FTransactionallySafeRWLockCustomShowFlagsInternal::GetLock ()
 
TBitArrayCustomShowFlagsInternal::GetDefaultState ()
 

Macro Definition Documentation

◆ DISABLE_ENGINE_SHOWFLAG

#define DISABLE_ENGINE_SHOWFLAG (   Name)    if(Value-- > 0) EngineShowFlags.Set##Name(false);

◆ SHOWFLAG_ALWAYS_ACCESSIBLE [1/5]

#define SHOWFLAG_ALWAYS_ACCESSIBLE (   a,
  ... 
)    case SF_##a: return a != 0;

◆ SHOWFLAG_ALWAYS_ACCESSIBLE [2/5]

#define SHOWFLAG_ALWAYS_ACCESSIBLE (   a,
  ... 
)    case SF_##a: a = bSet?1:0; break;

◆ SHOWFLAG_ALWAYS_ACCESSIBLE [3/5]

#define SHOWFLAG_ALWAYS_ACCESSIBLE (   a,
  ... 
)    if(Search == PREPROCESSOR_TO_STRING(a)) { return (int32)SF_##a; }

◆ SHOWFLAG_ALWAYS_ACCESSIBLE [4/5]

#define SHOWFLAG_ALWAYS_ACCESSIBLE (   a,
  ... 
)    case SF_##a: Name = PREPROCESSOR_TO_STRING(a); break;

◆ SHOWFLAG_ALWAYS_ACCESSIBLE [5/5]

#define SHOWFLAG_ALWAYS_ACCESSIBLE (   a,
  ... 
)    case SF_##a: Out += PREPROCESSOR_TO_STRING(a); break;

Function Documentation

◆ ApplyViewMode()

void ApplyViewMode ( EViewModeIndex  ViewModeIndex,
bool  bPerspective,
FEngineShowFlags EngineShowFlags 
)

Set ShowFlags and EngineShowFlags depending on view mode.

◆ EngineShowFlagOrthographicOverride()

void EngineShowFlagOrthographicOverride ( bool  bIsPerspective,
FEngineShowFlags EngineShowFlags 
)

Call each view rendering after game [engine] show flags for rendering a view have been set; disables effects that will not work in an orthographic projection due to shader limitations.

Orthographic feature support has been improved so all features are now enabled by default. If you wish to disable a specific feature, add the showflag disable call here. e.g. EngineShowFlags.SetMotionBlur(false);

◆ EngineShowFlagOverride()

void EngineShowFlagOverride ( EShowFlagInitMode  ShowFlagInitMode,
EViewModeIndex  ViewModeIndex,
FEngineShowFlags EngineShowFlags,
bool  bCanDisableTonemapper 
)

Call each view rendering after game [engine] show flags for rendering a view have been set.

◆ FindViewMode()

EViewModeIndex FindViewMode ( const FEngineShowFlags EngineShowFlags)

Find the view mode that first to the set show flags (to be backward compatible, can be removed on day).

◆ GetViewModeName()

const TCHAR * GetViewModeName ( EViewModeIndex  ViewModeIndex)
Returns
0 if outside of the range, e.g. TEXT("LightingOnly") for EVM_LightingOnly