ShowFlag.Brushes
ShowFlag.Brushes
#Overview
name: ShowFlag.Brushes
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 91
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:227
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(0, BSPSplit, SFG_Advanced, NSLOCTEXT("UnrealEd", "BSPSplitSF", "BSP Split"))
/** show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_FIXED_IN_SHIPPING(0, Brushes, SFG_Hidden, NSLOCTEXT("UnrealEd", "BrushesSF", "Brushes"))
/** Show the usual material light interaction */
SHOWFLAG_ALWAYS_ACCESSIBLE(Lighting, SFG_Hidden, NSLOCTEXT("UnrealEd", "LightingSF", "Lighting"))
/** Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(DeferredLighting, SFG_Advanced, NSLOCTEXT("UnrealEd", "DeferredLightingSF", "DeferredLighting"))
/** Special: Allows to hide objects in the editor, is evaluated per primitive */
SHOWFLAG_FIXED_IN_SHIPPING(0, Editor, SFG_Hidden, NSLOCTEXT("UnrealEd", "EditorSF", "Editor"))
#Associated Variable and Callsites
This variable is associated with another variable named Brushes
, which is a popular name and overloaded in many contexts. There are 90
callsites. We have to skip these details.