Go to the source code of this file.
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| #define | UE_BUILD_OPTIMIZED_SHOWFLAGS 0 |
| |
| #define | SHOWFLAG_ALWAYS_ACCESSIBLE(a, ...) bool a; void Set##a(bool bVal){ a = bVal; } |
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| #define | SHOWFLAG_FIXED_IN_SHIPPING(v, a, b, c) SHOWFLAG_ALWAYS_ACCESSIBLE(a,b,c) |
| |
| #define | SHOWFLAG_ALWAYS_ACCESSIBLE(a, ...) SF_##a, |
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| #define | SHOWFLAG_ALWAYS_ACCESSIBLE(a, b, c) LocNames.Add( TEXT(PREPROCESSOR_TO_STRING(a)), c); |
| |
| #define | SHOWFLAG_FIXED_IN_SHIPPING(v, a, b, c) LocNames.Add( TEXT(PREPROCESSOR_TO_STRING(a)), c); |
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| #define | SHOWFLAG_ALWAYS_ACCESSIBLE(a, b, c) case SF_##a: return b; |
| |
| #define | SHOWFLAG_FIXED_IN_SHIPPING(v, a, b, c) case SF_##a: return b; |
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| #define | SHOWFLAG_ALWAYS_ACCESSIBLE(a, ...) if( !Sink.OnEngineShowFlag((uint32)SF_##a, TEXT(PREPROCESSOR_TO_STRING(a))) ) { return; } |
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| enum | EShowFlagGroup {
SFG_Normal
, SFG_Advanced
, SFG_PostProcess
, SFG_CollisionModes
,
SFG_Developer
, SFG_Visualize
, SFG_LightTypes
, SFG_LightingComponents
,
SFG_LightingFeatures
, SFG_Lumen
, SFG_Nanite
, SFG_Hidden
,
SFG_Transient
, SFG_Custom
, SFG_Max
} |
| |
| enum | EShowFlagInitMode { ESFIM_Game
, ESFIM_Editor
, ESFIM_VREditing
, ESFIM_All0
} |
| |
| enum class | EShowFlagShippingValue { Dynamic
, ForceEnabled
, ForceDisabled
} |
| |
◆ SHOWFLAG_ALWAYS_ACCESSIBLE [1/5]
◆ SHOWFLAG_ALWAYS_ACCESSIBLE [2/5]
◆ SHOWFLAG_ALWAYS_ACCESSIBLE [3/5]
◆ SHOWFLAG_ALWAYS_ACCESSIBLE [4/5]
| #define SHOWFLAG_ALWAYS_ACCESSIBLE |
( |
|
a, |
|
|
|
... |
|
) |
| SF_##a, |
◆ SHOWFLAG_ALWAYS_ACCESSIBLE [5/5]
◆ SHOWFLAG_FIXED_IN_SHIPPING [1/3]
◆ SHOWFLAG_FIXED_IN_SHIPPING [2/3]
◆ SHOWFLAG_FIXED_IN_SHIPPING [3/3]
◆ UE_BUILD_OPTIMIZED_SHOWFLAGS
| #define UE_BUILD_OPTIMIZED_SHOWFLAGS 0 |
◆ EShowFlagGroup
for FShowFlagData, order is not important, adding new elements requires updating some editor code
| Enumerator |
|---|
| SFG_Normal | |
| SFG_Advanced | |
| SFG_PostProcess | |
| SFG_CollisionModes | |
| SFG_Developer | |
| SFG_Visualize | |
| SFG_LightTypes | |
| SFG_LightingComponents | |
| SFG_LightingFeatures | |
| SFG_Lumen | |
| SFG_Nanite | |
| SFG_Hidden | |
| SFG_Transient | |
| SFG_Custom | |
| SFG_Max | |
◆ EShowFlagInitMode
To customize the EngineShowFlags constructor
| Enumerator |
|---|
| ESFIM_Game | |
| ESFIM_Editor | |
| ESFIM_VREditing | |
| ESFIM_All0 | |
◆ EShowFlagShippingValue
| Enumerator |
|---|
| Dynamic | |
| ForceEnabled | |
| ForceDisabled | |
◆ ApplyViewMode()
Set ShowFlags and EngineShowFlags depending on view mode.
◆ EngineShowFlagOrthographicOverride()
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()
Call each view rendering after game [engine] show flags for rendering a view have been set.
◆ FindViewMode()
Find the view mode that first to the set show flags (to be backward compatible, can be removed on day).
◆ GetViewModeName()
- Returns
- 0 if outside of the range, e.g. TEXT("LightingOnly") for EVM_LightingOnly