ShowFlag.Rendering

ShowFlag.Rendering

#Overview

name: ShowFlag.Rendering

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

It is referenced in 72 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:307

Scope: file

Source code excerpt:

SHOWFLAG_ALWAYS_ACCESSIBLE(TextRender, SFG_Advanced, NSLOCTEXT("UnrealEd", "TextRenderSF", "Render (3D) Text"))
/** Any rendering/buffer clearing  (good for benchmarking and for pausing rendering while the app is not in focus to save cycles). */
SHOWFLAG_ALWAYS_ACCESSIBLE(Rendering, SFG_Hidden, NSLOCTEXT("UnrealEd", "RenderingSF", "Any Rendering")) // do not make it FIXED_IN_SHIPPING, used by Oculus plugin.
/** Show the current mask being used by the highres screenshot capture */
SHOWFLAG_FIXED_IN_SHIPPING(0, HighResScreenshotMask, SFG_Transient, NSLOCTEXT("UnrealEd", "HighResScreenshotMaskSF", "High Res Screenshot Mask"))
/** Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that */
SHOWFLAG_ALWAYS_ACCESSIBLE(HMDDistortion, SFG_PostProcess, NSLOCTEXT("UnrealEd", "HMDDistortionSF", "HMD Distortion"))
/** Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering */
SHOWFLAG_ALWAYS_ACCESSIBLE(StereoRendering, SFG_Hidden, NSLOCTEXT("UnrealEd", "StereoRenderingSF", "Stereoscopic Rendering"))

#Associated Variable and Callsites

This variable is associated with another variable named Rendering, which is a popular name and overloaded in many contexts. There are 71 callsites. We have to skip these details.