ShowFlag.Lighting

ShowFlag.Lighting

#Overview

name: ShowFlag.Lighting

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

It is referenced in 75 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:229

Scope: file

Source code excerpt:

SHOWFLAG_FIXED_IN_SHIPPING(0, Brushes, SFG_Hidden, NSLOCTEXT("UnrealEd", "BrushesSF", "Brushes"))
/** Show the usual material light interaction */
SHOWFLAG_ALWAYS_ACCESSIBLE(Lighting, SFG_Hidden, NSLOCTEXT("UnrealEd", "LightingSF", "Lighting"))
/** Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
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"))

#Loc: <Workspace>/Engine/Plugins/Experimental/CinematicPrestreaming/Source/CinematicPrestreamingEditor/Private/CinePrestreamingRecorderSetting.cpp:28

Scope (from outer to inner):

file
function     UCinePrestreamingRecorderSetting::UCinePrestreamingRecorderSetting

Source code excerpt:


	ShowFlagsToDisable.Add("ShowFlag.PostProcessing");
	ShowFlagsToDisable.Add("ShowFlag.Lighting");
	ShowFlagsToDisable.Add("ShowFlag.Atmosphere");
	ShowFlagsToDisable.Add("ShowFlag.VolumetricFog");
	ShowFlagsToDisable.Add("ShowFlag.VolumetricLightmap");
	ShowFlagsToDisable.Add("ShowFlag.LumenGlobalIllumiination");
	ShowFlagsToDisable.Add("ShowFlag.LumenReflections");
	ShowFlagsToDisable.Add("ShowFlag.AmbientOcclusion");

#Associated Variable and Callsites

This variable is associated with another variable named Lighting, which is a popular name and overloaded in many contexts. There are 73 callsites. We have to skip these details.