ShowFlag.MotionBlur
ShowFlag.MotionBlur
#Overview
name: ShowFlag.MotionBlur
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 85
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:93
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(0, GBufferHints, SFG_Developer, NSLOCTEXT("UnrealEd", "GBufferHintsSF", "GBuffer Hints (material attributes)"))
/** MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(MotionBlur, SFG_PostProcess, NSLOCTEXT("UnrealEd", "MotionBlurSF", "Motion Blur"))
/** Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor */
SHOWFLAG_FIXED_IN_SHIPPING(0, CompositeEditorPrimitives, SFG_Developer, NSLOCTEXT("UnrealEd", "CompositeEditorPrimitivesSF", "Composite Editor Primitives"))
/** When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded */
SHOWFLAG_FIXED_IN_SHIPPING(0, OpaqueCompositeEditorPrimitives, SFG_Developer, NSLOCTEXT("UnrealEd", "OpaqueCompositeEditorPrimitives", "Make Composite Editor Primitives Opaque"))
/** Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing */
SHOWFLAG_FIXED_IN_SHIPPING(0, TestImage, SFG_Developer, NSLOCTEXT("UnrealEd", "TestImageSF", "Test Image"))
#Associated Variable and Callsites
This variable is associated with another variable named MotionBlur
, which is a popular name and overloaded in many contexts. There are 84
callsites. We have to skip these details.