ShowFlag.Navigation

ShowFlag.Navigation

#Overview

name: ShowFlag.Navigation

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

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.