ShowFlag.HitProxies
ShowFlag.HitProxies
#Overview
name: ShowFlag.HitProxies
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 80
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:259
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(0, Bounds, SFG_Advanced, NSLOCTEXT("UnrealEd", "BoundsSF", "Bounds"))
/** Draws each hit proxy in the scene with a different color, for now only available in the editor */
SHOWFLAG_FIXED_IN_SHIPPING(0, HitProxies, SFG_Developer, NSLOCTEXT("UnrealEd", "HitProxiesSF", "Hit Proxies"))
/** Draw lines to lights affecting this mesh if its selected. */
SHOWFLAG_FIXED_IN_SHIPPING(0, LightInfluences, SFG_Advanced, NSLOCTEXT("UnrealEd", "LightInfluencesSF", "Light Influences"))
/** for the Editor */
SHOWFLAG_FIXED_IN_SHIPPING(0, Pivot, SFG_Hidden, NSLOCTEXT("UnrealEd", "PivotSF", "Pivot"))
/** Draws un-occluded shadow frustums in wireframe */
SHOWFLAG_FIXED_IN_SHIPPING(0, ShadowFrustums, SFG_Advanced, NSLOCTEXT("UnrealEd", "ShadowFrustumsSF", "Shadow Frustums"))
#Associated Variable and Callsites
This variable is associated with another variable named HitProxies
, which is a popular name and overloaded in many contexts. There are 79
callsites. We have to skip these details.