ShowFlag.Particles

ShowFlag.Particles

#Overview

name: ShowFlag.Particles

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

It is referenced in 1141 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:189

Scope: file

Source code excerpt:

SHOWFLAG_ALWAYS_ACCESSIBLE(DynamicShadows, SFG_LightingComponents, NSLOCTEXT("UnrealEd", "DynamicShadowsSF", "Dynamic Shadows"))
/** Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(Particles, SFG_Normal, NSLOCTEXT("UnrealEd", "ParticlesSF", "Particle Sprites"))
/** Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_FIXED_IN_SHIPPING(1, Niagara, SFG_Advanced, NSLOCTEXT("UnrealEd", "NiagaraSF", "Niagara Renderers"))
/** HeterogeneousVolumes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_FIXED_IN_SHIPPING(1, HeterogeneousVolumes, SFG_Advanced, NSLOCTEXT("UnrealEd", "HeterogeneousVolumesSF", "Heterogeneous Volumes"))
/** if SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(SkeletalMeshes, SFG_Normal, NSLOCTEXT("UnrealEd", "SkeletalMeshesSF", "Skeletal Meshes"))

#Associated Variable and Callsites

This variable is associated with another variable named Particles, which is a popular name and overloaded in many contexts. There are 1140 callsites. We have to skip these details.