ShowFlag.InputDebugVisualizer
ShowFlag.InputDebugVisualizer
#Overview
name: ShowFlag.InputDebugVisualizer
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 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of ShowFlag.InputDebugVisualizer is to enable or disable the visualization of input debug information in Unreal Engine 5. This setting is primarily used for debugging and development purposes related to the input system.
This setting variable is utilized by the Input Debugging subsystem, which is part of the InputDebugging plugin in Unreal Engine 5. The plugin is responsible for providing visual feedback and debugging tools for input-related functionality.
The value of this variable is set using the SHOWFLAG_FIXED_IN_SHIPPING macro, which indicates that it is not accessible in shipping builds of the game. It is defined in the ShowFlagsValues.inl file, which is part of the Engine module.
The associated variable InputDebugVisualizer interacts directly with ShowFlag.InputDebugVisualizer. They share the same value and purpose. The InputDebugVisualizer is used in the FInputDebuggingModule class to register a debug rendering callback.
Developers must be aware that this variable is not available in shipping builds, as indicated by the SHOWFLAG_FIXED_IN_SHIPPING macro. It should only be used during development and testing phases.
Best practices when using this variable include:
- Only enable it when actively debugging input-related issues.
- Disable it in performance-critical scenarios, as it may introduce some overhead.
- Use it in conjunction with other input debugging tools provided by the InputDebugging plugin for comprehensive input analysis.
Regarding the associated variable InputDebugVisualizer:
- Its purpose is to serve as a identifier for registering the debug drawing callback in the InputDebugging module.
- It is used within the FInputDebuggingModule class, specifically in the StartupModule function.
- The value is set as a string literal “InputDebugVisualizer” when registering the debug drawing callback.
- It interacts with the UDebugDrawService to enable visual debugging of input.
- Developers should be aware that this variable is tied to the InputDebugging plugin and will only be available when the plugin is enabled.
- Best practices include ensuring the InputDebugging plugin is properly initialized before attempting to use this functionality, and disabling it when not actively debugging input to avoid unnecessary performance impact.
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:428
Scope: file
Source code excerpt:
/** Input Debug Visualizer */
SHOWFLAG_FIXED_IN_SHIPPING(0, InputDebugVisualizer, SFG_Hidden, NSLOCTEXT("UnrealEd", "InputDebugVisualizer", "Input Debug Visualizer"))
/** Use screen space tracing in Lumen */
SHOWFLAG_ALWAYS_ACCESSIBLE(LumenScreenTraces, SFG_Lumen, NSLOCTEXT("UnrealEd", "LumenScreenTracesSF", "Screen Traces"))
/** Use detail tracing in Lumen */
SHOWFLAG_ALWAYS_ACCESSIBLE(LumenDetailTraces, SFG_Lumen, NSLOCTEXT("UnrealEd", "LumenDetailTracesSF", "Detail Traces"))
/** Use global traces in Lumen */
#Associated Variable and Callsites
This variable is associated with another variable named InputDebugVisualizer
. They share the same value. See the following C++ source code.
#Loc: <Workspace>/Engine/Plugins/Runtime/InputDebugging/Source/InputDebugging/Private/InputDebuggingModule.cpp:18
Scope (from outer to inner):
file
class class FInputDebuggingModule : public IInputDebuggingInterface
function virtual void StartupModule
Source code excerpt:
// register debug rendering callback
DrawOnCanvasDelegateHandle = UDebugDrawService::Register(TEXT("InputDebugVisualizer"), FDebugDrawDelegate::CreateRaw(this, &FInputDebuggingModule::OnDebugDraw));
// initialize the touch input visualizer
#if SUPPORT_TOUCH_INPUT_DISPLAY
TouchInputVisualizer = MakeShared<FTouchInputVisualizer>();
#endif//SUPPORT_TOUCH_INPUT_DISPLAY
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:428
Scope: file
Source code excerpt:
/** Input Debug Visualizer */
SHOWFLAG_FIXED_IN_SHIPPING(0, InputDebugVisualizer, SFG_Hidden, NSLOCTEXT("UnrealEd", "InputDebugVisualizer", "Input Debug Visualizer"))
/** Use screen space tracing in Lumen */
SHOWFLAG_ALWAYS_ACCESSIBLE(LumenScreenTraces, SFG_Lumen, NSLOCTEXT("UnrealEd", "LumenScreenTracesSF", "Screen Traces"))
/** Use detail tracing in Lumen */
SHOWFLAG_ALWAYS_ACCESSIBLE(LumenDetailTraces, SFG_Lumen, NSLOCTEXT("UnrealEd", "LumenDetailTracesSF", "Detail Traces"))
/** Use global traces in Lumen */