ShowFlag.Lighting
ShowFlag.Lighting
#Overview
name: ShowFlag.Lighting
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 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.