ShowFlag.AmbientOcclusion

ShowFlag.AmbientOcclusion

#Overview

name: ShowFlag.AmbientOcclusion

This variable is created as a Console Variable (cvar).

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.