ShowFlag.Selection
ShowFlag.Selection
#Overview
name: ShowFlag.Selection
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 1545
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:249
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(0, Splines, SFG_Advanced, NSLOCTEXT("UnrealEd", "SplinesSF", "Splines"))
/** Selection rendering, could be useful in game as well */
SHOWFLAG_FIXED_IN_SHIPPING(0, Selection, SFG_Advanced, NSLOCTEXT("UnrealEd", "SelectionSF", "Selection"))
/** Grey out actors which do not belong to the currently edited LevelInstance */
SHOWFLAG_FIXED_IN_SHIPPING(0, VisualizeLevelInstanceEditing, SFG_Visualize, NSLOCTEXT("UnrealEd", "VisualizeLevelInstanceEditingSF", "Visualize Level Instance Editing"))
/** Used to determine whether there are any editing LevelInstances to enable the post processing pass */
SHOWFLAG_FIXED_IN_SHIPPING(0, EditingLevelInstance, SFG_Transient, NSLOCTEXT("UnrealEd", "EditingLevelInstanceSF", "Editing LevelInstance"))
/** Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) */
SHOWFLAG_FIXED_IN_SHIPPING(0, ModeWidgets, SFG_Advanced, NSLOCTEXT("UnrealEd", "ModeWidgetsSF", "Mode Widgets"))
#Associated Variable and Callsites
This variable is associated with another variable named Selection
, which is a popular name and overloaded in many contexts. There are 1544
callsites. We have to skip these details.