ShowFlag.MotionBlur

ShowFlag.MotionBlur

#Overview

name: ShowFlag.MotionBlur

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

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.