ShowFlag.SkeletalMeshes

ShowFlag.SkeletalMeshes

#Overview

name: ShowFlag.SkeletalMeshes

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

It is referenced in 86 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:195

Scope: file

Source code excerpt:

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"))
/** if the builder brush (editor) is getting rendered */
SHOWFLAG_FIXED_IN_SHIPPING(0, BuilderBrush, SFG_Hidden, NSLOCTEXT("UnrealEd", "BuilderBrushSF", "Builder Brush"))
/** Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture */
SHOWFLAG_ALWAYS_ACCESSIBLE(Translucency, SFG_Normal, NSLOCTEXT("UnrealEd", "TranslucencySF", "Translucency"))
/** Draw billboard components */
SHOWFLAG_FIXED_IN_SHIPPING(1, BillboardSprites, SFG_Advanced, NSLOCTEXT("UnrealEd", "BillboardSpritesSF", "Billboard Sprites"))

#Associated Variable and Callsites

This variable is associated with another variable named SkeletalMeshes, which is a popular name and overloaded in many contexts. There are 85 callsites. We have to skip these details.