ShowFlag.InputDebugVisualizer

ShowFlag.InputDebugVisualizer

#Overview

name: ShowFlag.InputDebugVisualizer

This variable is created as a Console Variable (cvar).

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:

  1. Only enable it when actively debugging input-related issues.
  2. Disable it in performance-critical scenarios, as it may introduce some overhead.
  3. Use it in conjunction with other input debugging tools provided by the InputDebugging plugin for comprehensive input analysis.

Regarding the associated variable InputDebugVisualizer:

#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 */