ShowFlag.Navigation
ShowFlag.Navigation
#Overview
name: ShowFlag.Navigation
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 95
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:167
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(0, VisLog, SFG_Developer, NSLOCTEXT("UnrealEd", "VisLogSF", "Log Visualizer"))
/** whether to draw navigation data */
SHOWFLAG_FIXED_IN_SHIPPING(0, Navigation, SFG_Normal, NSLOCTEXT("UnrealEd", "NavigationSF", "Navigation"))
/** used by gameplay debugging components to debug-draw on screen */
SHOWFLAG_FIXED_IN_SHIPPING(0, GameplayDebug, SFG_Developer, NSLOCTEXT("UnrealEd", "GameplayDebugSF", "Gameplay Debug"))
/** LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(TexturedLightProfiles, SFG_LightingFeatures, NSLOCTEXT("UnrealEd", "TexturedLightProfilesSF", "Textured Light Profiles (IES Texture)"))
/** LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(LightFunctions, SFG_LightingFeatures, NSLOCTEXT("UnrealEd", "LightFunctionsSF", "Light Functions"))
#Associated Variable and Callsites
This variable is associated with another variable named Navigation
, which is a popular name and overloaded in many contexts. There are 94
callsites. We have to skip these details.