ShowFlag.SelectionOutlineColor2
ShowFlag.SelectionOutlineColor2
#Overview
name: ShowFlag.SelectionOutlineColor2
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 4
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of ShowFlag.SelectionOutlineColor2 is to control the visibility of a specific selection outline color in the Unreal Engine editor viewport. It is part of a set of show flags used for visual debugging and editor functionality, specifically for highlighting selected objects in the scene.
This setting variable is primarily used by the Unreal Engine’s editor and viewport systems. It is referenced in the SourceControlViewport module, which suggests it’s used for visualizing selection in source control-related views.
The value of this variable is set through the engine’s show flags system. It can be toggled on or off using the SetOutlineSetting function in the SourceControlViewportUtils namespace.
ShowFlag.SelectionOutlineColor2 interacts with other similar variables (SelectionOutlineColor0 through SelectionOutlineColor5). These variables work together to provide a range of selection outline colors for different purposes or levels of selection.
Developers should be aware that this variable is marked as SHOWFLAG_FIXED_IN_SHIPPING, which means it’s only available in non-shipping builds. It’s intended for use in the editor and development environments, not in final, released games.
Best practices when using this variable include:
- Use it in conjunction with other SelectionOutlineColor flags to create a coherent selection visualization system.
- Remember that it’s not available in shipping builds, so don’t rely on it for gameplay features.
- Consider the performance impact of enabling multiple selection outline colors, especially in complex scenes.
Regarding the associated variable SelectionOutlineColor2, it serves the same purpose as ShowFlag.SelectionOutlineColor2. They are effectively the same variable, accessed through different methods (show flags system vs. direct access). The associated variable is used in the same context, within the SourceControlViewport module, to get and set the state of the selection outline color. The same considerations and best practices apply to both variables.
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:141
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor0, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor0", "Selection Outline Color 0"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor1, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor1", "Selection Outline Color 1"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor2, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor2", "Selection Outline Color 2"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor3, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor3", "Selection Outline Color 3"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor4, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor4", "Selection Outline Color 4"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor5, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor5", "Selection Outline Color 5"))
/** If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(ScreenSpaceReflections, SFG_LightingFeatures, NSLOCTEXT("UnrealEd", "ScreenSpaceReflectionsSF", "Screen Space Reflections"))
SHOWFLAG_ALWAYS_ACCESSIBLE(LumenReflections, SFG_LightingFeatures, NSLOCTEXT("UnrealEd", "LumenReflectionsSF", "Lumen Reflections"))
#Associated Variable and Callsites
This variable is associated with another variable named SelectionOutlineColor2
. They share the same value. See the following C++ source code.
#Loc: <Workspace>/Engine/Source/Developer/SourceControlViewport/Private/SourceControlViewportUtils.cpp:62
Scope (from outer to inner):
file
namespace SourceControlViewportUtils
function bool GetOutlineSetting
Source code excerpt:
return ViewportClient->GetEngineShowFlags()->SelectionOutlineColor1;
case 2:
return ViewportClient->GetEngineShowFlags()->SelectionOutlineColor2;
case 3:
return ViewportClient->GetEngineShowFlags()->SelectionOutlineColor3;
case 4:
return ViewportClient->GetEngineShowFlags()->SelectionOutlineColor4;
case 5:
return ViewportClient->GetEngineShowFlags()->SelectionOutlineColor5;
#Loc: <Workspace>/Engine/Source/Developer/SourceControlViewport/Private/SourceControlViewportUtils.cpp:89
Scope (from outer to inner):
file
namespace SourceControlViewportUtils
function void SetOutlineSetting
Source code excerpt:
break;
case 2:
ViewportClient->GetEngineShowFlags()->SelectionOutlineColor2 = bEnabled;
break;
case 3:
ViewportClient->GetEngineShowFlags()->SelectionOutlineColor3 = bEnabled;
break;
case 4:
ViewportClient->GetEngineShowFlags()->SelectionOutlineColor4 = bEnabled;
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl:141
Scope: file
Source code excerpt:
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor0, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor0", "Selection Outline Color 0"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor1, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor1", "Selection Outline Color 1"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor2, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor2", "Selection Outline Color 2"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor3, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor3", "Selection Outline Color 3"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor4, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor4", "Selection Outline Color 4"))
SHOWFLAG_FIXED_IN_SHIPPING(0, SelectionOutlineColor5, SFG_Hidden, NSLOCTEXT("UnrealEd", "SelectionOutlineColor5", "Selection Outline Color 5"))
/** If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(ScreenSpaceReflections, SFG_LightingFeatures, NSLOCTEXT("UnrealEd", "ScreenSpaceReflectionsSF", "Screen Space Reflections"))
SHOWFLAG_ALWAYS_ACCESSIBLE(LumenReflections, SFG_LightingFeatures, NSLOCTEXT("UnrealEd", "LumenReflectionsSF", "Lumen Reflections"))