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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ShowFlags.h>
Public Types | |
| enum | EShowFlag { SF_FirstCustom } |
| enum class | ECustomShowFlag : uint32 { First = 0 , None = 0xFFFFFFFF } |
Public Member Functions | |
| FEngineShowFlags (EShowFlagInitMode InitMode) | |
| FEngineShowFlags () | |
| void | DisableAdvancedFeatures () |
| void | EnableAdvancedFeatures () |
| void | DisableFeaturesForUnlit (bool bAllowAtmosphere=false) |
| bool | IsVisualizeCalibrationEnabled () const |
| ENGINE_API void | SetSingleFlag (uint32 Index, bool bSet) |
| ENGINE_API bool | GetSingleFlag (uint32 Index) const |
| ENGINE_API FString | ToString () const |
| ENGINE_API bool | SetFromString (const TCHAR *In) |
| void | EngineOverrideCustomShowFlagsFromCVars () |
Static Public Member Functions | |
| static bool | FindShowFlagDisplayName (const FString &InName, FText &OutText) |
| static EShowFlagGroup | FindShowFlagGroup (const TCHAR *Name) |
| static bool | CanBeToggledInEditor (const TCHAR *Name) |
| static ENGINE_API bool | IsForceFlagSet (uint32 Index) |
| static ENGINE_API int32 | FindIndexByName (const TCHAR *Name, const TCHAR *CommaSeparatedNames=0) |
| static bool | IsNameThere (const TCHAR *Name, const TCHAR *CommaSeparatedNames) |
| static ENGINE_API FString | FindNameByIndex (uint32 InIndex) |
| template<class T > | |
| static void | IterateAllFlags (T &Sink) |
| static ENGINE_API ECustomShowFlag | RegisterCustomShowFlag (const TCHAR *Name, bool DefaultEnabled, EShowFlagGroup Group, FText DisplayName) |
| static ENGINE_API void | IterateCustomFlags (TFunctionRef< bool(uint32, const FString &)> Functor) |
Public Attributes | |
| TBitArray | CustomShowFlags |
Static Public Attributes | |
| static ENGINE_API FSimpleMulticastDelegate | OnCustomShowFlagRegistered |
ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily. They can be used by the artist/designer/developer to debug/profile parts of the rendering. Some ShowFlags are used to customize the rendering e.g. by the SceneCaptureActor, those should not be locked in shipping and not used in inner loops (for performance) They should not be used for scalability (as some might be compiled out for SHIPPING), there we use console variables. ViewModes are on a higher level, they can manipulate show flags before they get used.
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this constructor defines the default view settings
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DO NOT USE. This constructor is for internal usage only for hot-reload purposes.
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| void FEngineShowFlags::EngineOverrideCustomShowFlagsFromCVars | ( | ) |
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| Name | e.g. TEXT("EyeAdaptation") |
| CommaSeparatedNames | leave 0 for normal purpose, is used internally for the grouping feature |
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| InIndex | can be from FindIndexByName() or IterateAllFlags() |
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inlinestatic |
Retrieve the localized display name for a named show flag
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inlinestatic |
this function defines the grouping in the editor. If a flag is not defined here it's assumed to be a postprocess flag
O(1)
| Index | you can get the index from FindIndexByName() or IterateAllFlags() |
O(1) Check if a CVar is forcing a particular flag on / off
| Index | you can get the index from FindIndexByName() or IterateAllFlags() |
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inlinestatic |
| Name | e.g. TEXT("EyeAdaptation") |
| CommaSeparatedNames | leave 0 for normal purpose, is used internally for the grouping feature |
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inline |
Allows to iterate through all flags (if you want to change or read the actual flag settings you need to pass in your own instance of FEngineShowFlags). Use this function instead of writing your own parser. implement a class with bool OnEngineShowFlag(uint32 InIndex, const FString& InName) which should return true to parse further
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More powerful than SetSingleFlag() as it allows to set/clear multiple flags not optimized but doesn't have to be Tolerates whitespace and user error, as user might manipulate the data
| In | e.g. TEXT("PostProcessing,PostProcessingTonemapper=0,AmbientCubemap=1") |
O(1)
| bSet | true:set the flag, false:clear the flag |
| FString FEngineShowFlags::ToString | ( | ) | const |
not optimized for speed, good for serialization and debugging
| TBitArray FEngineShowFlags::CustomShowFlags |
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