ShowFlag.LargeVertices

ShowFlag.LargeVertices

#Overview

name: ShowFlag.LargeVertices

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.LargeVertices is to display large clickable icons on static mesh vertices in the Unreal Engine editor. This setting is specifically designed for use in the editor and is not intended for shipping builds.

This setting variable is primarily used by the Unreal Engine editor subsystem, specifically in the viewport rendering and interaction modules. It’s part of the ShowFlags system, which controls various visual aspects of the editor viewport.

The value of this variable is set in the ShowFlagsValues.inl file, where it’s defined as a show flag that is fixed (disabled) in shipping builds. It’s set to 0 by default, meaning it’s turned off unless explicitly enabled.

The associated variable LargeVertices interacts directly with ShowFlag.LargeVertices. They share the same value and are used interchangeably in the code.

Developers must be aware that this variable is only relevant in the editor context and has no effect in shipping builds. It’s designed to aid in vertex selection and manipulation within the editor viewport.

Best practices when using this variable include:

  1. Only enable it when working on static meshes that require vertex-level editing.
  2. Disable it when not needed to reduce visual clutter in the viewport.
  3. Remember that it won’t affect the final game build, so don’t rely on it for gameplay or visual effects.

Regarding the associated variable LargeVertices:

The purpose of LargeVertices is identical to ShowFlag.LargeVertices. It’s used interchangeably in the code to check whether large vertex icons should be displayed in the editor viewport.

This variable is used in the EditorModeManager, specifically in the DrawHUD function. It’s checked to determine whether to proceed with drawing large vertex icons.

The value of LargeVertices is set by accessing the EngineShowFlags.LargeVertices property of the viewport’s Family object.

As with ShowFlag.LargeVertices, developers should be aware that this setting only affects editor functionality and has no impact on the final game.

Best practices for LargeVertices align with those for ShowFlag.LargeVertices, as they are essentially the same setting accessed through different means in the codebase.

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:237

Scope: file

Source code excerpt:

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"))
/** To show the snap in editor (only for editor view ports, red dots) */
SHOWFLAG_FIXED_IN_SHIPPING(0, Snap, SFG_Hidden, NSLOCTEXT("UnrealEd", "SnapSF", "Snap"))
/** In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. */
SHOWFLAG_FIXED_IN_SHIPPING(0, MeshEdges, SFG_Advanced, NSLOCTEXT("UnrealEd", "MeshEdgesSF", "Mesh Edges"))

#Associated Variable and Callsites

This variable is associated with another variable named LargeVertices. They share the same value. See the following C++ source code.

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/EditorModeManager.cpp:1591

Scope (from outer to inner):

file
function     void FEditorModeTools::DrawHUD

Source code excerpt:

	}

	const bool bLargeVertices = View->Family->EngineShowFlags.LargeVertices;
	if (!bLargeVertices)
	{
		return;
	}

	// Temporaries.

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:237

Scope: file

Source code excerpt:

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"))
/** To show the snap in editor (only for editor view ports, red dots) */
SHOWFLAG_FIXED_IN_SHIPPING(0, Snap, SFG_Hidden, NSLOCTEXT("UnrealEd", "SnapSF", "Snap"))
/** In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. */
SHOWFLAG_FIXED_IN_SHIPPING(0, MeshEdges, SFG_Advanced, NSLOCTEXT("UnrealEd", "MeshEdgesSF", "Mesh Edges"))