ShowFlag.AmbientOcclusion
ShowFlag.AmbientOcclusion
#Overview
name: ShowFlag.AmbientOcclusion
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Allows to override a specific showflag (works in editor and game, \
It is referenced in 177
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:49
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(1, Grain, SFG_PostProcess, NSLOCTEXT("UnrealEd", "GrainSF", "Grain"))
/** Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(AmbientOcclusion, SFG_LightingComponents, NSLOCTEXT("UnrealEd", "AmbientOcclusionSF", "Ambient Occlusion"))
/** Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(Decals, SFG_Normal, NSLOCTEXT("UnrealEd", "DecalsSF", "Decals"))
/** like bloom dirt mask */
SHOWFLAG_FIXED_IN_SHIPPING(1, CameraImperfections, SFG_PostProcess, NSLOCTEXT("UnrealEd", "CameraImperfectionsSF", "Camera Imperfections"))
/** to allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) */
SHOWFLAG_ALWAYS_ACCESSIBLE(OnScreenDebug, SFG_Developer, NSLOCTEXT("UnrealEd", "OnScreenDebugSF", "On Screen Debug"))
#Loc: <Workspace>/Engine/Plugins/Experimental/CinematicPrestreaming/Source/CinematicPrestreamingEditor/Private/CinePrestreamingRecorderSetting.cpp:34
Scope (from outer to inner):
file
function UCinePrestreamingRecorderSetting::UCinePrestreamingRecorderSetting
Source code excerpt:
ShowFlagsToDisable.Add("ShowFlag.LumenGlobalIllumiination");
ShowFlagsToDisable.Add("ShowFlag.LumenReflections");
ShowFlagsToDisable.Add("ShowFlag.AmbientOcclusion");
ShowFlagsToDisable.Add("ShowFlag.DistanceFieldAO");
}
void UCinePrestreamingRecorderSetting::SetupForPipelineImpl(UMoviePipeline* InPipeline)
{
// Subscribe to BeginFrame to capture the start of rendering on game thread. We may actually render multiple times to produce a single output Frame.
#Associated Variable and Callsites
This variable is associated with another variable named AmbientOcclusion
, which is a popular name and overloaded in many contexts. There are 175
callsites. We have to skip these details.