bShowSelectedInfo

bShowSelectedInfo

#Overview

name: bShowSelectedInfo

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of bShowSelectedInfo is to control the display of information about the selected actor on the debug camera HUD in Unreal Engine 5. This setting variable is primarily used for debugging and development purposes within the engine’s camera and HUD systems.

This setting variable is primarily used by the Debug Camera Controller subsystem within Unreal Engine. It is specifically referenced in the ADebugCameraController class and the ADebugCameraHUD class, which are part of the Engine module.

The value of this variable is set in two ways:

  1. It is declared as a UPROPERTY with the globalconfig specifier, meaning it can be set in the engine’s configuration files.
  2. It can be toggled at runtime through the ShowDebugSelectedInfo() function in the ADebugCameraController class.

This variable interacts with other debug-related variables and functions within the ADebugCameraController class, such as SelectedActor and bIsOrbitingSelectedActor.

Developers should be aware that this variable is specifically for debug purposes and should not be relied upon for gameplay or production features. It’s meant to assist developers during the development and debugging process.

Best practices when using this variable include:

  1. Only enable it when necessary for debugging purposes.
  2. Be aware that displaying this information may have a performance impact, especially if there’s a lot of debug information to show.
  3. Use it in conjunction with other debug tools and variables for a comprehensive debugging experience.
  4. Remember to disable it before building for release to avoid unnecessary processing or information display in the final product.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseGame.ini:175, section: [/Script/Engine.DebugCameraController]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/DebugCameraController.h:28

Scope (from outer to inner):

file
class        class ADebugCameraController : public APlayerController

Source code excerpt:

	/** Whether to show information about the selected actor on the debug camera HUD. */
	UPROPERTY(globalconfig)
	uint32 bShowSelectedInfo:1;

	/** Saves whether the FreezeRendering console command is active */
	UPROPERTY()
	uint32 bIsFrozenRendering:1;

	/** Whether to orbit selected actor. */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/DebugCameraController.cpp:1032

Scope (from outer to inner):

file
function     void ADebugCameraController::ShowDebugSelectedInfo

Source code excerpt:

void ADebugCameraController::ShowDebugSelectedInfo()
{
	bShowSelectedInfo = !bShowSelectedInfo;
}

void ADebugCameraController::IncreaseCameraSpeed()
{
	SpeedScale += SPEED_SCALE_ADJUSTMENT;
	ApplySpeedScale();

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/DebugCameraHUD.cpp:204

Scope (from outer to inner):

file
function     void ADebugCameraHUD::PostRender

Source code excerpt:

			}

			if (DCC->bShowSelectedInfo && DCC->SelectedActor.IsValid())
			{
				if (DCC->bIsOrbitingSelectedActor)
				{
					if (DCC->bOrbitPivotUseCenter)
					{
						yl += Y;