ShowFlag.Bones
ShowFlag.Bones
#Overview
name: ShowFlag.Bones
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 189
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:379
Scope: file
Source code excerpt:
SHOWFLAG_ALWAYS_ACCESSIBLE(WidgetComponents, SFG_Normal, NSLOCTEXT("UnrealEd", "WidgetComponentsSF", "Widget Components"))
/** Draw the bones of all skeletal meshes */
SHOWFLAG_FIXED_IN_SHIPPING(0, Bones, SFG_Developer, NSLOCTEXT("UnrealEd", "BoneSF", "Bones"))
/** Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport */
SHOWFLAG_FIXED_IN_SHIPPING(0, ServerDrawDebug, SFG_Developer, NSLOCTEXT("UnrealEd", "ServerDrawDebugSF", "Dedicated Server Debug Drawing"))
/** If media planes should be shown */
SHOWFLAG_ALWAYS_ACCESSIBLE(MediaPlanes, SFG_Normal, NSLOCTEXT("UnrealEd", "MediaPlanesSF", "Media Planes"))
/** if this is a vr editing viewport, needed? */
SHOWFLAG_FIXED_IN_SHIPPING(0, VREditing, SFG_Hidden, NSLOCTEXT("UnrealEd", "VREditSF", "VR Editing"))
#Associated Variable and Callsites
This variable is associated with another variable named Bones
, which is a popular name and overloaded in many contexts. There are 188
callsites. We have to skip these details.