ShowFlag.Editor
ShowFlag.Editor
#Overview
name: ShowFlag.Editor
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 1254
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:233
Scope: file
Source code excerpt:
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"))
/** needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles */
SHOWFLAG_FIXED_IN_SHIPPING(1, BSPTriangles, SFG_Hidden, NSLOCTEXT("UnrealEd", "BSPTrianglesSF", "BSP Triangles"))
/** Displays large clickable icons on static mesh vertices, only needed for the editor */
SHOWFLAG_FIXED_IN_SHIPPING(0, LargeVertices, SFG_Advanced, NSLOCTEXT("UnrealEd", "LargeVerticesSF", "Large Vertices"))
/** To show the grid in editor (grey lines and red dots) */
SHOWFLAG_FIXED_IN_SHIPPING(0, Grid, SFG_Normal, NSLOCTEXT("UnrealEd", "GridSF", "Grid"))
#Associated Variable and Callsites
This variable is associated with another variable named Editor
, which is a popular name and overloaded in many contexts. There are 1253
callsites. We have to skip these details.