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  2. [2014.03.25-19.33.56:629][ 0]LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
  3. Resource: (C:/Users/Faisal/UnrealEngine/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
  4. Resource: (C:/Users/Faisal/UnrealEngine/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
  5. [2014.03.25-19.33.56:631][ 0]LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
  6. Resource: (C:/Users/Faisal/UnrealEngine/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
  7. Resource: (C:/Users/Faisal/UnrealEngine/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
  8. [2014.03.25-19.33.56:632][ 0]LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
  9. Resource: (C:/Users/Faisal/UnrealEngine/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
  10. Resource: (C:/Users/Faisal/UnrealEngine/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
  11. [2014.03.25-19.34.01:132][ 0]LogGatherTextFromSourceCommandlet:Warning: Too many arguments in LOCTEXT macro in C:/Users/Faisal/UnrealEngine/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl(1):// usage\n//\n// General purpose showflag (always variable):\n// SHOWFLAG_ALWAYS_ACCESSIBLE( <showflag name>, <showflag group>, <LOCTEXT stuff>)\n// Fixed in shipping builds:\n// SHOWFLAG_FIXED_IN_SHIPPING( <showflag name>, <fixed bool>, <showflag group>, <LOCTEXT stuff>)\n\n#ifndef SHOWFLAG_ALWAYS_ACCESSIBLE\n#error SHOWFLAG_ALWAYS_ACCESSIBLE macro is undefined.\n#endif\n\n// the default case for SHOWFLAG_FIXED_IN_SHIPPING is to give flag name.\n#ifndef SHOWFLAG_FIXED_IN_SHIPPING\n#define SHOWFLAG_FIXED_IN_SHIPPING(a,...) SHOWFLAG_ALWAYS_ACCESSIBLE(a,__VA_ARGS__)\n#endif\n\n/** Affects all postprocessing features, depending on viewmode this is on or off */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PostProcessing, SFG_Hidden, LOCTEXT("PostProcessingSF", "Post-processing"))\n/** Bloom */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Bloom, SFG_PostProcess, LOCTEXT("BloomSF", "Bloom"))\n/** HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Tonemapper, SFG_PostProcess, LOCTEXT("TonemapperSF", "Tonemapper"))\n/** Any Anti-aliasing e.g. FXAA, Temporal AA */\nSHOWFLAG_ALWAYS_ACCESSIBLE(AntiAliasing, SFG_Normal, LOCTEXT("AntiAliasingSF", "Anti-aliasing"))\n/** Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA */\nSHOWFLAG_ALWAYS_ACCESSIBLE(TemporalAA, SFG_Advanced, LOCTEXT("TemporalAASF", "Temporal AA (instead FXAA)"))\n/** e.g. Ambient cube map */\nSHOWFLAG_ALWAYS_ACCESSIBLE(AmbientCubemap, SFG_LightingFeatures, LOCTEXT("AmbientCubemapSF", "Ambient Cubemap"))\n/** Human like eye simulation to adapt to the brightness of the view */\nSHOWFLAG_ALWAYS_ACCESSIBLE(EyeAdaptation, SFG_PostProcess, LOCTEXT("EyeAdaptationSF", "Eye Adaptation"))\n/** Display a histogram of the scene HDR color */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeHDR, SFG_Visualize, LOCTEXT("VisualizeHDRSF", "HDR"))\n/** Image based lens flares (Simulate artifact of reflections within a camera system) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LensFlares, SFG_PostProcess, LOCTEXT("LensFlaresSF", "Lens Flares"))\n/** show indirect lighting component */\nSHOWFLAG_ALWAYS_ACCESSIBLE(GlobalIllumination, SFG_LightingComponents, LOCTEXT("GlobalIlluminationSF", "Global Illumination"))\n/** Darkens the screen borders (Camera artifact and artistic effect) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Vignette, SFG_PostProcess, LOCTEXT("VignetteSF", "Vignette"))\n/** Fine film grain */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Grain, SFG_PostProcess, LOCTEXT("GrainSF", "Grain"))\n/** Screen Space Ambient Occlusion */\nSHOWFLAG_ALWAYS_ACCESSIBLE(AmbientOcclusion, SFG_LightingComponents, LOCTEXT("AmbientOcclusionSF", "Ambient Occlusion"))\n/** Decal rendering */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Decals, SFG_Normal, LOCTEXT("DecalsSF", "Decals"))\n/** like bloom dirt mask */\nSHOWFLAG_ALWAYS_ACCESSIBLE(CameraImperfections, SFG_PostProcess, LOCTEXT("CameraImperfectionsSF", "Camera Imperfections"))\n/** to allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(OnScreenDebug, SFG_Developer, LOCTEXT("OnScreenDebugSF", "On Screen Debug"))\n/** needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(OverrideDiffuseAndSpecular, SFG_Hidden, LOCTEXT("OverrideDiffuseAndSpecularSF", "Override Diffuse And Specular"))\n/** needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ReflectionOverride, SFG_Hidden, LOCTEXT("ReflectionOverrideSF", "Reflections"))\n/** needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeBuffer, SFG_Hidden, LOCTEXT("VisualizeBufferSF", "Buffer Visualization"))\n/** Allows to disable all direct lighting (does not affect indirect light) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DirectLighting, SFG_LightingComponents, LOCTEXT("DirectLightingSF", "Direct Lighting"))\n/** Color correction after tone mapping */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ColorGrading, SFG_PostProcess, LOCTEXT("ColorGradingSF", "Color Grading"))\n/** Visualize vector fields. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VectorFields, SFG_Developer, LOCTEXT("VectorFieldsSF", "Vector Fields"))\n/** Depth of Field */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DepthOfField, SFG_PostProcess, LOCTEXT("DepthOfFieldSF", "Depth Of Field"))\n/** Whether editor-hidden primitives cast shadows. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ShadowsFromEditorHiddenActors, SFG_Developer, LOCTEXT("ShadowsFromEditorHiddenActorsSF", "Shadows of Editor-Hidden Actors"))\n/** Highlight materials that indicate performance issues or show unrealistic materials */\nSHOWFLAG_ALWAYS_ACCESSIBLE(GBufferHints, SFG_Developer, LOCTEXT("GBufferHintsSF", "GBuffer Hints (material attributes)"))\n/** MotionBlur, for now only camera motion blur */\nSHOWFLAG_ALWAYS_ACCESSIBLE(MotionBlur, SFG_PostProcess, LOCTEXT("MotionBlurSF", "Motion Blur"))\n/** Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process */\nSHOWFLAG_ALWAYS_ACCESSIBLE(CompositeEditorPrimitives, SFG_Developer, LOCTEXT("CompositeEditorPrimitivesSF", "Composite Editor Primitives"))\n/** Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing */\nSHOWFLAG_ALWAYS_ACCESSIBLE(TestImage, SFG_Developer, LOCTEXT("TestImageSF", "Test Image"))\n/** Helper to tweak depth of field */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeDOF, SFG_Visualize, LOCTEXT("VisualizeDOFSF", "Depth of Field Layers"))\n/** Helper to tweak depth of field */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeAdaptiveDOF, SFG_Visualize, LOCTEXT("VisualizeAdaptiveDOFSF", "Adaptive Depth of Field"))\n/** Show Vertex Colors */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VertexColors, SFG_Advanced, LOCTEXT("VertexColorsSF", "Vertex Colors"))\n/** Render Post process (screen space) distortion/refraction */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Refraction, SFG_Developer, LOCTEXT("RefractionSF", "Refraction"))\n/** Usually set in game or when previewing Matinee but not in editor, used for motion blur or any kind of rendering features that rely on the former frame */\nSHOWFLAG_ALWAYS_ACCESSIBLE(CameraInterpolation, SFG_Hidden, LOCTEXT("CameraInterpolationSF", "Camera Interpolation"))\n/** Post processing color fringe (chromatic aberration) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SceneColorFringe, SFG_PostProcess, LOCTEXT("SceneColorFringeSF", "Scene Color Fringe"))\n/** If Translucency should be rendered into a separate RT and composited without DepthOfField, can be disabled in the materials (affects sorting) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SeparateTranslucency, SFG_Advanced, LOCTEXT("SeparateTranslucencySF", "Separate Translucency"))\n/** If Screen Percentage should be applied (upscaling), useful to disable it in editor */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ScreenPercentage, SFG_PostProcess, LOCTEXT("ScreenPercentageSF", "Screen Percentage"))\n/** Helper to tweak motion blur settings */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeMotionBlur, SFG_Visualize, LOCTEXT("VisualizeMotionBlurSF", "Motion Blur"))\n/** Whether to display the Reflection Environment feature, which has local reflections from Reflection Capture actors. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ReflectionEnvironment, SFG_LightingFeatures, LOCTEXT("ReflectionEnvironmentSF", "Reflection Environment"))\n/** Reflection environment mixes with lightmap shading. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ReflectionEnvironmentLightmapMixing, SFG_LightingFeatures, LOCTEXT("ReflectionEnvironmentLightmapMixingSF", "Reflection Environment Lightmap Mixing"))\n/** Visualize pixels that are outside of their object's bounding box (content error). */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeOutOfBoundsPixels, SFG_Visualize, LOCTEXT("VisualizeOutOfBoundsPixelsSF", "Visualize Out of Bounds Pixels"))\n/** Whether to display the scene's diffuse. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Diffuse, SFG_LightingComponents, LOCTEXT("DiffuseSF", "Diffuse"))\n/** Whether to display the scene's specular, including reflections. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Specular, SFG_LightingComponents, LOCTEXT("SpecularSF", "Specular"))\n/** Outline around selected objects in the editor */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SelectionOutline, SFG_Hidden, LOCTEXT("SelectionOutlineSF", "Selection Outline"))\n/** If screen space reflections are enabled */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ScreenSpaceReflections, SFG_LightingFeatures, LOCTEXT("ScreenSpaceReflectionsSF", "Screen Space Reflections"))\n/** If the indirect lighting cache is enabled */\nSHOWFLAG_ALWAYS_ACCESSIBLE(IndirectLightingCache, SFG_LightingFeatures, LOCTEXT("IndirectLightingCacheSF", "Indirect Lighting Cache"))\n/** calls debug drawing for AIs */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DebugAI, SFG_Developer, LOCTEXT("DebugAISF", "AI Debug"))\n/** calls debug drawing for whatever LogVisualizer wants to draw */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisLog, SFG_Developer, LOCTEXT("VisLogSF", "Log Visualizer"))\n/** whether to draw navigation data */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Navigation, SFG_Normal, LOCTEXT("NavigationSF", "Navigation"))\n/** used by gameplay debugging components to debug-draw on screen */\nSHOWFLAG_ALWAYS_ACCESSIBLE(GameplayDebug, SFG_Developer, LOCTEXT("GameplayDebugSF", "Gameplay Debug"))\n/** LightProfiles, usually 1d textures to have a light (IES) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(TexturedLightProfiles, SFG_LightingFeatures, LOCTEXT("TexturedLightProfilesSF", "Textured Light Profiles (IES Texture)"))\n/** LightFunctions (masking light sources with a material) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightFunctions, SFG_LightingFeatures, LOCTEXT("LightFunctionsSF", "Light Functions"))\n/** Hardware Tessellation (DX11 feature) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Tessellation, SFG_Advanced, LOCTEXT("TessellationSF", "Tessellation"))\n/** Draws instanced static meshes such as foliage. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(InstancedStaticMeshes, SFG_Advanced, LOCTEXT("InstancedStaticMeshesSF", "Instanced Static Meshes"))\n/** non baked shadows */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DynamicShadows, SFG_LightingComponents, LOCTEXT("DynamicShadowsSF", "Dynamic Shadows"))\n/** Particles */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Particles, SFG_Normal, LOCTEXT("ParticlesSF", "Particles Sprite"))\n/** if SkeletalMeshes are getting rendered */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SkeletalMeshes, SFG_Normal, LOCTEXT("SkeletalMeshesSF", "Skeletal Meshes"))\n/** if the builder brush (editor) is getting rendered */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BuilderBrush, SFG_Hidden, LOCTEXT("BuilderBrushSF", "Builder Brush"))\n/** Render translucency */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Translucency, SFG_Normal, LOCTEXT("TranslucencySF", "Translucency"))\n/** Draw billboard components */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BillboardSprites, SFG_Advanced, LOCTEXT("BillboardSpritesSF", "Billboard Sprites"))\n/** Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LOD, SFG_Advanced, LOCTEXT("LODSF", "LOD Parenting"))\n/** needed for VMI_LightComplexity */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightComplexity, SFG_Hidden, LOCTEXT("LightComplexitySF", "Light Complexity"))\n/** needed for VMI_ShaderComplexity, render world colored by shader complexity */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ShaderComplexity, SFG_Hidden, LOCTEXT("ShaderComplexitySF", "Shader Complexity"))\n/** needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap */\nSHOWFLAG_ALWAYS_ACCESSIBLE(StationaryLightOverlap, SFG_Hidden, LOCTEXT("StationaryLightOverlapSF", "Stationary Light Overlap"))\n/** needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. color tint for world-space lightmap density */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightMapDensity, SFG_Hidden, LOCTEXT("LightMapDensitySF", "Light Map Density"))\n/** Render streaming bounding volumes for the currently selected texture */\nSHOWFLAG_ALWAYS_ACCESSIBLE(StreamingBounds, SFG_Advanced, LOCTEXT("StreamingBoundsSF", "Streaming Bounds"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Constraints, SFG_Advanced, LOCTEXT("ConstraintsSF", "Constraints"))\n/** Draws camera frustums */\nSHOWFLAG_ALWAYS_ACCESSIBLE(CameraFrustums, SFG_Advanced, LOCTEXT("CameraFrustumsSF", "Camera Frustums"))\n/** Draw sound actor radii */\nSHOWFLAG_ALWAYS_ACCESSIBLE(AudioRadius, SFG_Advanced, LOCTEXT("AudioRadiusSF", "Audio Radius"))\n/** Colors BSP based on model component association */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BSPSplit, SFG_Advanced, LOCTEXT("BSPSplitSF", "BSP Split"))\n/** show editor (wireframe) brushes */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Brushes, SFG_Hidden, LOCTEXT("BrushesSF", "Brushes"))\n/** Show the usual material light interaction */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Lighting, SFG_Hidden, LOCTEXT("LightingSF", "Lighting"))\n/** Execute the deferred light passes, can be disabled for debugging */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DeferredLighting, SFG_Advanced, LOCTEXT("DeferredLightingSF", "DeferredLighting"))\n/** Special: Allows to hide objects in the editor, is evaluated per primitive */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Editor, SFG_Hidden, LOCTEXT("EditorSF", "Editor"))\n/** needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BSPTriangles, SFG_Hidden, LOCTEXT("BSPTrianglesSF", "BSP Triangles"))\n/** Displays large clickable icons on static mesh vertices */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LargeVertices, SFG_Advanced, LOCTEXT("LargeVerticesSF", "Large Vertices"))\n/** To show the grid in editor (grey lines and red dots) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Grid, SFG_Normal, LOCTEXT("GridSF", "Grid"))\n/** To show the snap in editor (only for editor view ports, red dots) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Snap, SFG_Hidden, LOCTEXT("SnapSF", "Snap"))\n/** In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(MeshEdges, SFG_Advanced, LOCTEXT("MeshEdgesSF", "Mesh Edges"))\n/** Complex cover rendering */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Cover, SFG_Hidden, LOCTEXT("CoverSF", "Cover"))\n/** Spline rendering */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Splines, SFG_Advanced, LOCTEXT("SplinesSF", "Splines"))\n/** Selection rendering, could be useful in game as well */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Selection, SFG_Advanced, LOCTEXT("SelectionSF", "Selection"))\n/** Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ModeWidgets, SFG_Advanced, LOCTEXT("ModeWidgetsSF", "Mode Widgets"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Bounds, SFG_Advanced, LOCTEXT("BoundsSF", "Bounds"))\n/** Draws each hit proxy in the scene with a different color */\nSHOWFLAG_ALWAYS_ACCESSIBLE(HitProxies, SFG_Developer, LOCTEXT("HitProxiesSF", "Hit Proxies"))\n/** Render objects with colors based on the property values */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PropertyColoration, SFG_Advanced, LOCTEXT("PropertyColorationSF", "Property Coloration"))\n/** Draw lines to lights affecting this mesh if its selected. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightInfluences, SFG_Advanced, LOCTEXT("LightInfluencesSF", "Light Influences"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Pivot, SFG_Hidden, LOCTEXT("PivotSF", "Pivot"))\n/** Draws un-occluded shadow frustums in wireframe */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ShadowFrustums, SFG_Advanced, LOCTEXT("ShadowFrustumsSF", "Shadow Frustums"))\n/** needed for VMI_Wireframe and VMI_BrushWireframe */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Wireframe, SFG_Hidden, LOCTEXT("WireframeSF", "Wireframe"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Materials, SFG_Hidden, LOCTEXT("MaterialsSF", "Materials"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(StaticMeshes, SFG_Normal, LOCTEXT("StaticMeshesSF", "Static Meshes"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Landscape, SFG_Normal, LOCTEXT("LandscapeSF", "Landscape"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightRadius, SFG_Advanced, LOCTEXT("LightRadiusSF", "Light Radius"))\n/** Draws fog */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Fog, SFG_Normal, LOCTEXT("FogSF", "Fog"))\n/** Draws Volumes */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Volumes, SFG_Advanced, LOCTEXT("VolumesSF", "Volumes"))\n/** if this is a game viewport, needed? */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Game, SFG_Hidden, LOCTEXT("GameSF", "Game"))\n/** Render objects with colors based on what the level they belong to */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LevelColoration, SFG_Advanced, LOCTEXT("LevelColorationSF", "Level Coloration"))\n/** Draws BSP brushes (in game or editor textured triangles usually with lightmaps) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BSP, SFG_Normal, LOCTEXT("BSPSF", "BSP"))\n/** Collision drawing */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Collision, SFG_Normal, LOCTEXT("CollisionWireFrame", "Collision"))\n/** Collision blocking visibility against complex **/\nSHOWFLAG_ALWAYS_ACCESSIBLE(CollisionVisibility, SFG_Hidden, LOCTEXT("CollisionVisibility", "Visibility"))\n/** Collision blocking pawn against simple collision **/\nSHOWFLAG_ALWAYS_ACCESSIBLE(CollisionPawn, SFG_Hidden, LOCTEXT("CollisionPawn", "Pawn"))\n/** Render LightShafts */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightShafts, SFG_LightingFeatures, LOCTEXT("LightShaftsSF", "Light Shafts"))\n/** Render the PostProcess Material */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PostProcessMaterial, SFG_PostProcess, LOCTEXT("PostProcessMaterialSF", "Post Process Material"))\n/** Render Atmospheric scattering */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Atmosphere, SFG_Normal, LOCTEXT("AtmosphereSF", "Atmosphere"))\n/** Render safe frames */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SafeFrames, SFG_Advanced, LOCTEXT("SafeFramesSF", "Safe Frames"))\n/** Render TextRenderComponents (3D text) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(TextRender, SFG_Advanced, LOCTEXT("TextRenderSF", "Render (3D) Text"))\n/** Any rendering/buffer clearing (good for benchmarking) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Rendering, SFG_Hidden, LOCTEXT("RenderingSF", "Any Rendering"))\n/** Show the current mask being used by the highres screenshot capture */\nSHOWFLAG_ALWAYS_ACCESSIBLE(HighResScreenshotMask, SFG_Advanced, LOCTEXT("HighResScreenshotMaskSF", "High Res Screenshot Mask"))\n/** Distortion of output for HMD devices */\nSHOWFLAG_ALWAYS_ACCESSIBLE(HMDDistortion, SFG_PostProcess, LOCTEXT("HMDDistortionSF", "HMD Distortion"))\n/** Show objects even if they should be distance culled */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DistanceCulledPrimitives, SFG_Hidden, LOCTEXT("DistanceCulledPrimitivesSF", "Distance Culled Primitives"))\n/** To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeLightCulling, SFG_Hidden, LOCTEXT("VisualizeLightCullingSF", "Light Culling"))\n/** To disable precomputed visibility */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PrecomputedVisibility, SFG_Advanced, LOCTEXT("PrecomputedVisibilitySF", "Precomputed Visibility"))\n/** Contribution from sky light */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SkyLighting, SFG_LightingComponents, LOCTEXT("SkyLightingSF", "Sky Lighting"))\n/** Visualize Light Propagation Volume, for developer (by default off): */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeLPV, SFG_Visualize, LOCTEXT("LpvLightingOnlySF", "LPV Lighting Only"))\n/** Visualize preview shadow indicator */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PreviewShadowsIndicator, SFG_Visualize, LOCTEXT("PreviewShadowIndicatorSF", "Preview Shadows Indicator"))\n/** Visualize precomputed visibilty cells */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PrecomputedVisibilityCells, SFG_Visualize, LOCTEXT("PrecomputedVisibilityCellsSF", "Precomputed Visibility Cells"))\n/** Visualize volume lighting samples used for GI on dynamic objects */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VolumeLightingSamples, SFG_Visualize, LOCTEXT("VolumeLightingSamplesSF", "Volume Lighting Samples"))\n/** needed for VMI_LpvLightingViewMode, Whether to show only LPV lighting*/\nSHOWFLAG_ALWAYS_ACCESSIBLE(LpvLightingOnly, SFG_Hidden, LOCTEXT("VisualizeLPVSF", "Visualize LPV"))\n\n#undef SHOWFLAG_ALWAYS_ACCESSIBLE\n#undef SHOWFLAG_FIXED_IN_SHIPPING\n
  12. [2014.03.25-19.34.02:301][ 0]LogGatherTextFromAssetsCommandlet:Display: Found 2 packages with extension 0: '*.umap'
  13. [2014.03.25-19.34.02:336][ 0]LogPackageUtilities:Warning: No packages found using '*.upk'!
  14. [2014.03.25-19.34.02:337][ 0]LogGatherTextFromAssetsCommandlet:Display: No packages found with extension 1: '*.upk'
  15. [2014.03.25-19.34.02:380][ 0]LogGatherTextFromAssetsCommandlet:Display: Found 956 packages with extension 2: '*.uasset'
  16. [2014.03.25-19.34.02:981][ 0]LogLinker:Warning: Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  17. [2014.03.25-19.34.02:982][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  18. [2014.03.25-19.34.02:983][ 0]LogLinker:Warning: Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  19. [2014.03.25-19.34.02:984][ 0]LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset': Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  20. [2014.03.25-19.34.02:985][ 0]LogLinker:Warning: Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  21. [2014.03.25-19.34.02:986][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  22. [2014.03.25-19.34.02:987][ 0]LogLinker:Warning: Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  23. [2014.03.25-19.34.02:988][ 0]LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset': Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  24. [2014.03.25-19.34.02:990][ 0]LogLinker:Warning: Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  25. [2014.03.25-19.34.02:991][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  26. [2014.03.25-19.34.02:992][ 0]LogLinker:Warning: Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading NULL.
  27. [2014.03.25-19.34.02:993][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading NULL.
  28. [2014.03.25-19.34.03:035][ 0]LogLinker:Warning: Can't find file '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02'
  29. [2014.03.25-19.34.03:036][ 0]LogUObjectGlobals:Warning: Failed to load '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02': Can't find file '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02'
  30. [2014.03.25-19.34.03:037][ 0]LogLinker:Warning: Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions01/Shading/TextureDefinedSpecularShape.uasset.
  31. [2014.03.25-19.34.03:039][ 0]LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions01/Shading/TextureDefinedSpecularShape.uasset': Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions01/Shading/TextureDefinedSpecularShape.uasset.
  32. [2014.03.25-19.34.03:040][ 0]LogLinker:Warning: Can't find file '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02'
  33. [2014.03.25-19.34.03:041][ 0]LogUObjectGlobals:Warning: Failed to load '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02': Can't find file '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02'
  34. [2014.03.25-19.34.03:042][ 0]LogLinker:Warning: Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions01/Shading/TextureDefinedSpecularShape.uasset.
  35. [2014.03.25-19.34.03:043][ 0]LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions01/Shading/TextureDefinedSpecularShape.uasset': Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions01/Shading/TextureDefinedSpecularShape.uasset.
  36. [2014.03.25-19.34.03:045][ 0]LogLinker:Warning: Can't find file '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02'
  37. [2014.03.25-19.34.03:046][ 0]LogUObjectGlobals:Warning: Failed to load '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02': Can't find file '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02'
  38. [2014.03.25-19.34.03:047][ 0]LogLinker:Warning: Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading NULL.
  39. [2014.03.25-19.34.03:049][ 0]LogUObjectGlobals:Warning: Failed to load '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02': Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading NULL.
  40. [2014.03.25-19.34.03:143][ 0]LogLinker:Warning: Can't find file '/Game/UI/UI_Faces/DavidSpalinski'
  41. [2014.03.25-19.34.03:144][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/UI/UI_Faces/DavidSpalinski': Can't find file '/Game/UI/UI_Faces/DavidSpalinski'
  42. [2014.03.25-19.34.03:145][ 0]LogLinker:Warning: Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/HueShift_Inst.uasset.
  43. [2014.03.25-19.34.03:146][ 0]LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/HueShift_Inst.uasset': Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/HueShift_Inst.uasset.
  44. [2014.03.25-19.34.03:147][ 0]LogLinker:Warning: Can't find file '/Game/UI/UI_Faces/DavidSpalinski'
  45. [2014.03.25-19.34.03:148][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/UI/UI_Faces/DavidSpalinski': Can't find file '/Game/UI/UI_Faces/DavidSpalinski'
  46. [2014.03.25-19.34.03:149][ 0]LogLinker:Warning: Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/HueShift_Inst.uasset.
  47. [2014.03.25-19.34.03:150][ 0]LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/HueShift_Inst.uasset': Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/HueShift_Inst.uasset.
  48. [2014.03.25-19.34.03:152][ 0]LogLinker:Warning: Can't find file '/Game/UI/UI_Faces/DavidSpalinski'
  49. [2014.03.25-19.34.03:153][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/UI/UI_Faces/DavidSpalinski': Can't find file '/Game/UI/UI_Faces/DavidSpalinski'
  50. [2014.03.25-19.34.03:154][ 0]LogLinker:Warning: Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading NULL.
  51. [2014.03.25-19.34.03:155][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/UI/UI_Faces/DavidSpalinski': Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading NULL.
  52. [2014.03.25-19.34.03:195][ 0]LogLinker:Warning: Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  53. [2014.03.25-19.34.03:196][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  54. [2014.03.25-19.34.03:197][ 0]LogLinker:Warning: Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  55. [2014.03.25-19.34.03:198][ 0]LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset': Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  56. [2014.03.25-19.34.03:200][ 0]LogLinker:Warning: Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  57. [2014.03.25-19.34.03:200][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  58. [2014.03.25-19.34.03:201][ 0]LogLinker:Warning: Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  59. [2014.03.25-19.34.03:203][ 0]LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset': Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  60. [2014.03.25-19.34.03:204][ 0]LogLinker:Warning: Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  61. [2014.03.25-19.34.03:205][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  62. [2014.03.25-19.34.03:206][ 0]LogLinker:Warning: Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading NULL.
  63. [2014.03.25-19.34.03:207][ 0]LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading NULL.
  64. [2014.03.25-19.34.03:288][ 0]LogLinker:Warning: Package ../../../Engine/Content/Functions/Engine_MaterialFunctions02/WorldPositionOffset/SplineBasedModelDeformation.uasset was saved with a custom integration that is not present. Tag F94941FB19B64F5C851315EF0BF61F81 Version 0
  65. [2014.03.25-19.34.04:105][ 0]LogGenerateTextLocalizationReportCommandlet:Error: Unable to save report at \\epicgames.net\root\UE3\Localization\WordCounts/EngineConflicts.txt.
  66. [2014.03.25-19.34.04:106][ 0]LogGenerateTextLocalizationReportCommandlet:Error: Failed to generate localization conflict report.
  67. [2014.03.25-19.34.04:106][ 0]LogGatherTextCommandlet:Error: GatherTextStep5-GenerateTextLocalizationReportCommandlet reported an error.
  68. [2014.03.25-19.34.04:107][ 0]LogInit:Display:
  69. [2014.03.25-19.34.04:107][ 0]LogInit:Display: Warning/Error Summary
  70. [2014.03.25-19.34.04:107][ 0]LogInit:Display: ---------------------
  71. [2014.03.25-19.34.04:108][ 0]LogInit:Display: LogGenerateTextLocalizationReportCommandlet:Error: Unable to save report at \\epicgames.net\root\UE3\Localization\WordCounts/EngineConflicts.txt.
  72. [2014.03.25-19.34.04:108][ 0]LogInit:Display: LogGenerateTextLocalizationReportCommandlet:Error: Failed to generate localization conflict report.
  73. [2014.03.25-19.34.04:109][ 0]LogInit:Display: LogGatherTextCommandlet:Error: GatherTextStep5-GenerateTextLocalizationReportCommandlet reported an error.
  74. [2014.03.25-19.34.04:109][ 0]LogInit:Display: LogDerivedDataCache:Warning: Fail to write to //epicgames.net/root/UE4DDC, derived data cache to this directory will be read only.
  75. [2014.03.25-19.34.04:110][ 0]LogInit:Display: LogDerivedDataCache:Warning: Shared data cache path was not usable, will not use it.
  76. [2014.03.25-19.34.04:110][ 0]LogInit:Display: LogEnum:Warning: Enum Text 1 for Enum ECustomDepth failed to resolve to any value
  77. [2014.03.25-19.34.04:110][ 0]LogInit:Display: LogEnum:Warning: Enum Text 3 for Enum EEarlyZPass failed to resolve to any value
  78. [2014.03.25-19.34.04:111][ 0]LogInit:Display: LogEnum:Warning: Enum Text 1 for Enum EClearSceneOptions failed to resolve to any value
  79. [2014.03.25-19.34.04:111][ 0]LogInit:Display: LogEnum:Warning: Enum Text 4 for Enum ECompositingSampleCount failed to resolve to any value
  80. [2014.03.25-19.34.04:112][ 0]LogInit:Display: LogAutomationTest:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:ToggleRealtime_ToolTip):
  81. Resource: (C:/Users/Faisal/UnrealEngine/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-291638278) String: (Toggle Realtime)
  82. Resource: (C:/Users/Faisal/UnrealEngine/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-1913389001) String: (Toggles real time rendering in this viewport)
  83. [2014.03.25-19.34.04:114][ 0]LogInit:Display: LogGatherTextFromSourceCommandlet:Warning: Too many arguments in LOCTEXT macro in C:/Users/Faisal/UnrealEngine/Engine/Source/Runtime/Engine/Public/ShowFlagsValues.inl(1):// usage\n//\n// General purpose showflag (always variable):\n// SHOWFLAG_ALWAYS_ACCESSIBLE( <showflag name>, <showflag group>, <LOCTEXT stuff>)\n// Fixed in shipping builds:\n// SHOWFLAG_FIXED_IN_SHIPPING( <showflag name>, <fixed bool>, <showflag group>, <LOCTEXT stuff>)\n\n#ifndef SHOWFLAG_ALWAYS_ACCESSIBLE\n#error SHOWFLAG_ALWAYS_ACCESSIBLE macro is undefined.\n#endif\n\n// the default case for SHOWFLAG_FIXED_IN_SHIPPING is to give flag name.\n#ifndef SHOWFLAG_FIXED_IN_SHIPPING\n#define SHOWFLAG_FIXED_IN_SHIPPING(a,...) SHOWFLAG_ALWAYS_ACCESSIBLE(a,__VA_ARGS__)\n#endif\n\n/** Affects all postprocessing features, depending on viewmode this is on or off */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PostProcessing, SFG_Hidden, LOCTEXT("PostProcessingSF", "Post-processing"))\n/** Bloom */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Bloom, SFG_PostProcess, LOCTEXT("BloomSF", "Bloom"))\n/** HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Tonemapper, SFG_PostProcess, LOCTEXT("TonemapperSF", "Tonemapper"))\n/** Any Anti-aliasing e.g. FXAA, Temporal AA */\nSHOWFLAG_ALWAYS_ACCESSIBLE(AntiAliasing, SFG_Normal, LOCTEXT("AntiAliasingSF", "Anti-aliasing"))\n/** Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA */\nSHOWFLAG_ALWAYS_ACCESSIBLE(TemporalAA, SFG_Advanced, LOCTEXT("TemporalAASF", "Temporal AA (instead FXAA)"))\n/** e.g. Ambient cube map */\nSHOWFLAG_ALWAYS_ACCESSIBLE(AmbientCubemap, SFG_LightingFeatures, LOCTEXT("AmbientCubemapSF", "Ambient Cubemap"))\n/** Human like eye simulation to adapt to the brightness of the view */\nSHOWFLAG_ALWAYS_ACCESSIBLE(EyeAdaptation, SFG_PostProcess, LOCTEXT("EyeAdaptationSF", "Eye Adaptation"))\n/** Display a histogram of the scene HDR color */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeHDR, SFG_Visualize, LOCTEXT("VisualizeHDRSF", "HDR"))\n/** Image based lens flares (Simulate artifact of reflections within a camera system) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LensFlares, SFG_PostProcess, LOCTEXT("LensFlaresSF", "Lens Flares"))\n/** show indirect lighting component */\nSHOWFLAG_ALWAYS_ACCESSIBLE(GlobalIllumination, SFG_LightingComponents, LOCTEXT("GlobalIlluminationSF", "Global Illumination"))\n/** Darkens the screen borders (Camera artifact and artistic effect) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Vignette, SFG_PostProcess, LOCTEXT("VignetteSF", "Vignette"))\n/** Fine film grain */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Grain, SFG_PostProcess, LOCTEXT("GrainSF", "Grain"))\n/** Screen Space Ambient Occlusion */\nSHOWFLAG_ALWAYS_ACCESSIBLE(AmbientOcclusion, SFG_LightingComponents, LOCTEXT("AmbientOcclusionSF", "Ambient Occlusion"))\n/** Decal rendering */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Decals, SFG_Normal, LOCTEXT("DecalsSF", "Decals"))\n/** like bloom dirt mask */\nSHOWFLAG_ALWAYS_ACCESSIBLE(CameraImperfections, SFG_PostProcess, LOCTEXT("CameraImperfectionsSF", "Camera Imperfections"))\n/** to allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(OnScreenDebug, SFG_Developer, LOCTEXT("OnScreenDebugSF", "On Screen Debug"))\n/** needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(OverrideDiffuseAndSpecular, SFG_Hidden, LOCTEXT("OverrideDiffuseAndSpecularSF", "Override Diffuse And Specular"))\n/** needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ReflectionOverride, SFG_Hidden, LOCTEXT("ReflectionOverrideSF", "Reflections"))\n/** needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeBuffer, SFG_Hidden, LOCTEXT("VisualizeBufferSF", "Buffer Visualization"))\n/** Allows to disable all direct lighting (does not affect indirect light) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DirectLighting, SFG_LightingComponents, LOCTEXT("DirectLightingSF", "Direct Lighting"))\n/** Color correction after tone mapping */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ColorGrading, SFG_PostProcess, LOCTEXT("ColorGradingSF", "Color Grading"))\n/** Visualize vector fields. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VectorFields, SFG_Developer, LOCTEXT("VectorFieldsSF", "Vector Fields"))\n/** Depth of Field */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DepthOfField, SFG_PostProcess, LOCTEXT("DepthOfFieldSF", "Depth Of Field"))\n/** Whether editor-hidden primitives cast shadows. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ShadowsFromEditorHiddenActors, SFG_Developer, LOCTEXT("ShadowsFromEditorHiddenActorsSF", "Shadows of Editor-Hidden Actors"))\n/** Highlight materials that indicate performance issues or show unrealistic materials */\nSHOWFLAG_ALWAYS_ACCESSIBLE(GBufferHints, SFG_Developer, LOCTEXT("GBufferHintsSF", "GBuffer Hints (material attributes)"))\n/** MotionBlur, for now only camera motion blur */\nSHOWFLAG_ALWAYS_ACCESSIBLE(MotionBlur, SFG_PostProcess, LOCTEXT("MotionBlurSF", "Motion Blur"))\n/** Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process */\nSHOWFLAG_ALWAYS_ACCESSIBLE(CompositeEditorPrimitives, SFG_Developer, LOCTEXT("CompositeEditorPrimitivesSF", "Composite Editor Primitives"))\n/** Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing */\nSHOWFLAG_ALWAYS_ACCESSIBLE(TestImage, SFG_Developer, LOCTEXT("TestImageSF", "Test Image"))\n/** Helper to tweak depth of field */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeDOF, SFG_Visualize, LOCTEXT("VisualizeDOFSF", "Depth of Field Layers"))\n/** Helper to tweak depth of field */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeAdaptiveDOF, SFG_Visualize, LOCTEXT("VisualizeAdaptiveDOFSF", "Adaptive Depth of Field"))\n/** Show Vertex Colors */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VertexColors, SFG_Advanced, LOCTEXT("VertexColorsSF", "Vertex Colors"))\n/** Render Post process (screen space) distortion/refraction */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Refraction, SFG_Developer, LOCTEXT("RefractionSF", "Refraction"))\n/** Usually set in game or when previewing Matinee but not in editor, used for motion blur or any kind of rendering features that rely on the former frame */\nSHOWFLAG_ALWAYS_ACCESSIBLE(CameraInterpolation, SFG_Hidden, LOCTEXT("CameraInterpolationSF", "Camera Interpolation"))\n/** Post processing color fringe (chromatic aberration) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SceneColorFringe, SFG_PostProcess, LOCTEXT("SceneColorFringeSF", "Scene Color Fringe"))\n/** If Translucency should be rendered into a separate RT and composited without DepthOfField, can be disabled in the materials (affects sorting) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SeparateTranslucency, SFG_Advanced, LOCTEXT("SeparateTranslucencySF", "Separate Translucency"))\n/** If Screen Percentage should be applied (upscaling), useful to disable it in editor */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ScreenPercentage, SFG_PostProcess, LOCTEXT("ScreenPercentageSF", "Screen Percentage"))\n/** Helper to tweak motion blur settings */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeMotionBlur, SFG_Visualize, LOCTEXT("VisualizeMotionBlurSF", "Motion Blur"))\n/** Whether to display the Reflection Environment feature, which has local reflections from Reflection Capture actors. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ReflectionEnvironment, SFG_LightingFeatures, LOCTEXT("ReflectionEnvironmentSF", "Reflection Environment"))\n/** Reflection environment mixes with lightmap shading. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ReflectionEnvironmentLightmapMixing, SFG_LightingFeatures, LOCTEXT("ReflectionEnvironmentLightmapMixingSF", "Reflection Environment Lightmap Mixing"))\n/** Visualize pixels that are outside of their object's bounding box (content error). */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeOutOfBoundsPixels, SFG_Visualize, LOCTEXT("VisualizeOutOfBoundsPixelsSF", "Visualize Out of Bounds Pixels"))\n/** Whether to display the scene's diffuse. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Diffuse, SFG_LightingComponents, LOCTEXT("DiffuseSF", "Diffuse"))\n/** Whether to display the scene's specular, including reflections. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Specular, SFG_LightingComponents, LOCTEXT("SpecularSF", "Specular"))\n/** Outline around selected objects in the editor */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SelectionOutline, SFG_Hidden, LOCTEXT("SelectionOutlineSF", "Selection Outline"))\n/** If screen space reflections are enabled */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ScreenSpaceReflections, SFG_LightingFeatures, LOCTEXT("ScreenSpaceReflectionsSF", "Screen Space Reflections"))\n/** If the indirect lighting cache is enabled */\nSHOWFLAG_ALWAYS_ACCESSIBLE(IndirectLightingCache, SFG_LightingFeatures, LOCTEXT("IndirectLightingCacheSF", "Indirect Lighting Cache"))\n/** calls debug drawing for AIs */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DebugAI, SFG_Developer, LOCTEXT("DebugAISF", "AI Debug"))\n/** calls debug drawing for whatever LogVisualizer wants to draw */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisLog, SFG_Developer, LOCTEXT("VisLogSF", "Log Visualizer"))\n/** whether to draw navigation data */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Navigation, SFG_Normal, LOCTEXT("NavigationSF", "Navigation"))\n/** used by gameplay debugging components to debug-draw on screen */\nSHOWFLAG_ALWAYS_ACCESSIBLE(GameplayDebug, SFG_Developer, LOCTEXT("GameplayDebugSF", "Gameplay Debug"))\n/** LightProfiles, usually 1d textures to have a light (IES) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(TexturedLightProfiles, SFG_LightingFeatures, LOCTEXT("TexturedLightProfilesSF", "Textured Light Profiles (IES Texture)"))\n/** LightFunctions (masking light sources with a material) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightFunctions, SFG_LightingFeatures, LOCTEXT("LightFunctionsSF", "Light Functions"))\n/** Hardware Tessellation (DX11 feature) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Tessellation, SFG_Advanced, LOCTEXT("TessellationSF", "Tessellation"))\n/** Draws instanced static meshes such as foliage. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(InstancedStaticMeshes, SFG_Advanced, LOCTEXT("InstancedStaticMeshesSF", "Instanced Static Meshes"))\n/** non baked shadows */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DynamicShadows, SFG_LightingComponents, LOCTEXT("DynamicShadowsSF", "Dynamic Shadows"))\n/** Particles */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Particles, SFG_Normal, LOCTEXT("ParticlesSF", "Particles Sprite"))\n/** if SkeletalMeshes are getting rendered */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SkeletalMeshes, SFG_Normal, LOCTEXT("SkeletalMeshesSF", "Skeletal Meshes"))\n/** if the builder brush (editor) is getting rendered */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BuilderBrush, SFG_Hidden, LOCTEXT("BuilderBrushSF", "Builder Brush"))\n/** Render translucency */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Translucency, SFG_Normal, LOCTEXT("TranslucencySF", "Translucency"))\n/** Draw billboard components */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BillboardSprites, SFG_Advanced, LOCTEXT("BillboardSpritesSF", "Billboard Sprites"))\n/** Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LOD, SFG_Advanced, LOCTEXT("LODSF", "LOD Parenting"))\n/** needed for VMI_LightComplexity */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightComplexity, SFG_Hidden, LOCTEXT("LightComplexitySF", "Light Complexity"))\n/** needed for VMI_ShaderComplexity, render world colored by shader complexity */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ShaderComplexity, SFG_Hidden, LOCTEXT("ShaderComplexitySF", "Shader Complexity"))\n/** needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap */\nSHOWFLAG_ALWAYS_ACCESSIBLE(StationaryLightOverlap, SFG_Hidden, LOCTEXT("StationaryLightOverlapSF", "Stationary Light Overlap"))\n/** needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. color tint for world-space lightmap density */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightMapDensity, SFG_Hidden, LOCTEXT("LightMapDensitySF", "Light Map Density"))\n/** Render streaming bounding volumes for the currently selected texture */\nSHOWFLAG_ALWAYS_ACCESSIBLE(StreamingBounds, SFG_Advanced, LOCTEXT("StreamingBoundsSF", "Streaming Bounds"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Constraints, SFG_Advanced, LOCTEXT("ConstraintsSF", "Constraints"))\n/** Draws camera frustums */\nSHOWFLAG_ALWAYS_ACCESSIBLE(CameraFrustums, SFG_Advanced, LOCTEXT("CameraFrustumsSF", "Camera Frustums"))\n/** Draw sound actor radii */\nSHOWFLAG_ALWAYS_ACCESSIBLE(AudioRadius, SFG_Advanced, LOCTEXT("AudioRadiusSF", "Audio Radius"))\n/** Colors BSP based on model component association */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BSPSplit, SFG_Advanced, LOCTEXT("BSPSplitSF", "BSP Split"))\n/** show editor (wireframe) brushes */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Brushes, SFG_Hidden, LOCTEXT("BrushesSF", "Brushes"))\n/** Show the usual material light interaction */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Lighting, SFG_Hidden, LOCTEXT("LightingSF", "Lighting"))\n/** Execute the deferred light passes, can be disabled for debugging */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DeferredLighting, SFG_Advanced, LOCTEXT("DeferredLightingSF", "DeferredLighting"))\n/** Special: Allows to hide objects in the editor, is evaluated per primitive */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Editor, SFG_Hidden, LOCTEXT("EditorSF", "Editor"))\n/** needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BSPTriangles, SFG_Hidden, LOCTEXT("BSPTrianglesSF", "BSP Triangles"))\n/** Displays large clickable icons on static mesh vertices */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LargeVertices, SFG_Advanced, LOCTEXT("LargeVerticesSF", "Large Vertices"))\n/** To show the grid in editor (grey lines and red dots) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Grid, SFG_Normal, LOCTEXT("GridSF", "Grid"))\n/** To show the snap in editor (only for editor view ports, red dots) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Snap, SFG_Hidden, LOCTEXT("SnapSF", "Snap"))\n/** In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(MeshEdges, SFG_Advanced, LOCTEXT("MeshEdgesSF", "Mesh Edges"))\n/** Complex cover rendering */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Cover, SFG_Hidden, LOCTEXT("CoverSF", "Cover"))\n/** Spline rendering */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Splines, SFG_Advanced, LOCTEXT("SplinesSF", "Splines"))\n/** Selection rendering, could be useful in game as well */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Selection, SFG_Advanced, LOCTEXT("SelectionSF", "Selection"))\n/** Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ModeWidgets, SFG_Advanced, LOCTEXT("ModeWidgetsSF", "Mode Widgets"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Bounds, SFG_Advanced, LOCTEXT("BoundsSF", "Bounds"))\n/** Draws each hit proxy in the scene with a different color */\nSHOWFLAG_ALWAYS_ACCESSIBLE(HitProxies, SFG_Developer, LOCTEXT("HitProxiesSF", "Hit Proxies"))\n/** Render objects with colors based on the property values */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PropertyColoration, SFG_Advanced, LOCTEXT("PropertyColorationSF", "Property Coloration"))\n/** Draw lines to lights affecting this mesh if its selected. */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightInfluences, SFG_Advanced, LOCTEXT("LightInfluencesSF", "Light Influences"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Pivot, SFG_Hidden, LOCTEXT("PivotSF", "Pivot"))\n/** Draws un-occluded shadow frustums in wireframe */\nSHOWFLAG_ALWAYS_ACCESSIBLE(ShadowFrustums, SFG_Advanced, LOCTEXT("ShadowFrustumsSF", "Shadow Frustums"))\n/** needed for VMI_Wireframe and VMI_BrushWireframe */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Wireframe, SFG_Hidden, LOCTEXT("WireframeSF", "Wireframe"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Materials, SFG_Hidden, LOCTEXT("MaterialsSF", "Materials"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(StaticMeshes, SFG_Normal, LOCTEXT("StaticMeshesSF", "Static Meshes"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Landscape, SFG_Normal, LOCTEXT("LandscapeSF", "Landscape"))\n/** */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightRadius, SFG_Advanced, LOCTEXT("LightRadiusSF", "Light Radius"))\n/** Draws fog */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Fog, SFG_Normal, LOCTEXT("FogSF", "Fog"))\n/** Draws Volumes */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Volumes, SFG_Advanced, LOCTEXT("VolumesSF", "Volumes"))\n/** if this is a game viewport, needed? */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Game, SFG_Hidden, LOCTEXT("GameSF", "Game"))\n/** Render objects with colors based on what the level they belong to */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LevelColoration, SFG_Advanced, LOCTEXT("LevelColorationSF", "Level Coloration"))\n/** Draws BSP brushes (in game or editor textured triangles usually with lightmaps) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(BSP, SFG_Normal, LOCTEXT("BSPSF", "BSP"))\n/** Collision drawing */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Collision, SFG_Normal, LOCTEXT("CollisionWireFrame", "Collision"))\n/** Collision blocking visibility against complex **/\nSHOWFLAG_ALWAYS_ACCESSIBLE(CollisionVisibility, SFG_Hidden, LOCTEXT("CollisionVisibility", "Visibility"))\n/** Collision blocking pawn against simple collision **/\nSHOWFLAG_ALWAYS_ACCESSIBLE(CollisionPawn, SFG_Hidden, LOCTEXT("CollisionPawn", "Pawn"))\n/** Render LightShafts */\nSHOWFLAG_ALWAYS_ACCESSIBLE(LightShafts, SFG_LightingFeatures, LOCTEXT("LightShaftsSF", "Light Shafts"))\n/** Render the PostProcess Material */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PostProcessMaterial, SFG_PostProcess, LOCTEXT("PostProcessMaterialSF", "Post Process Material"))\n/** Render Atmospheric scattering */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Atmosphere, SFG_Normal, LOCTEXT("AtmosphereSF", "Atmosphere"))\n/** Render safe frames */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SafeFrames, SFG_Advanced, LOCTEXT("SafeFramesSF", "Safe Frames"))\n/** Render TextRenderComponents (3D text) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(TextRender, SFG_Advanced, LOCTEXT("TextRenderSF", "Render (3D) Text"))\n/** Any rendering/buffer clearing (good for benchmarking) */\nSHOWFLAG_ALWAYS_ACCESSIBLE(Rendering, SFG_Hidden, LOCTEXT("RenderingSF", "Any Rendering"))\n/** Show the current mask being used by the highres screenshot capture */\nSHOWFLAG_ALWAYS_ACCESSIBLE(HighResScreenshotMask, SFG_Advanced, LOCTEXT("HighResScreenshotMaskSF", "High Res Screenshot Mask"))\n/** Distortion of output for HMD devices */\nSHOWFLAG_ALWAYS_ACCESSIBLE(HMDDistortion, SFG_PostProcess, LOCTEXT("HMDDistortionSF", "HMD Distortion"))\n/** Show objects even if they should be distance culled */\nSHOWFLAG_ALWAYS_ACCESSIBLE(DistanceCulledPrimitives, SFG_Hidden, LOCTEXT("DistanceCulledPrimitivesSF", "Distance Culled Primitives"))\n/** To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeLightCulling, SFG_Hidden, LOCTEXT("VisualizeLightCullingSF", "Light Culling"))\n/** To disable precomputed visibility */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PrecomputedVisibility, SFG_Advanced, LOCTEXT("PrecomputedVisibilitySF", "Precomputed Visibility"))\n/** Contribution from sky light */\nSHOWFLAG_ALWAYS_ACCESSIBLE(SkyLighting, SFG_LightingComponents, LOCTEXT("SkyLightingSF", "Sky Lighting"))\n/** Visualize Light Propagation Volume, for developer (by default off): */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VisualizeLPV, SFG_Visualize, LOCTEXT("LpvLightingOnlySF", "LPV Lighting Only"))\n/** Visualize preview shadow indicator */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PreviewShadowsIndicator, SFG_Visualize, LOCTEXT("PreviewShadowIndicatorSF", "Preview Shadows Indicator"))\n/** Visualize precomputed visibilty cells */\nSHOWFLAG_ALWAYS_ACCESSIBLE(PrecomputedVisibilityCells, SFG_Visualize, LOCTEXT("PrecomputedVisibilityCellsSF", "Precomputed Visibility Cells"))\n/** Visualize volume lighting samples used for GI on dynamic objects */\nSHOWFLAG_ALWAYS_ACCESSIBLE(VolumeLightingSamples, SFG_Visualize, LOCTEXT("VolumeLightingSamplesSF", "Volume Lighting Samples"))\n/** needed for VMI_LpvLightingViewMode, Whether to show only LPV lighting*/\nSHOWFLAG_ALWAYS_ACCESSIBLE(LpvLightingOnly, SFG_Hidden, LOCTEXT("VisualizeLPVSF", "Visualize LPV"))\n\n#undef SHOWFLAG_ALWAYS_ACCESSIBLE\n#undef SHOWFLAG_FIXED_IN_SHIPPING\n
  84. [2014.03.25-19.34.04:157][ 0]LogInit:Display: LogPackageUtilities:Warning: No packages found using '*.upk'!
  85. [2014.03.25-19.34.04:157][ 0]LogInit:Display: LogLinker:Warning: Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  86. [2014.03.25-19.34.04:158][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal'
  87. [2014.03.25-19.34.04:158][ 0]LogInit:Display: LogLinker:Warning: Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  88. [2014.03.25-19.34.04:160][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset': Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset.
  89. [2014.03.25-19.34.04:161][ 0]LogInit:Display: LogLinker:Warning: Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading NULL.
  90. [2014.03.25-19.34.04:161][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal': Can't find file for asset '/Game/Developers/jonathanlindquist/TestSpawners/2ndInfectedMapNormal' while loading NULL.
  91. [2014.03.25-19.34.04:162][ 0]LogInit:Display: LogLinker:Warning: Can't find file '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02'
  92. [2014.03.25-19.34.04:163][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02': Can't find file '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02'
  93. [2014.03.25-19.34.04:163][ 0]LogInit:Display: LogLinker:Warning: Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions01/Shading/TextureDefinedSpecularShape.uasset.
  94. [2014.03.25-19.34.04:164][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions01/Shading/TextureDefinedSpecularShape.uasset': Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions01/Shading/TextureDefinedSpecularShape.uasset.
  95. [2014.03.25-19.34.04:165][ 0]LogInit:Display: LogLinker:Warning: Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading NULL.
  96. [2014.03.25-19.34.04:166][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02': Can't find file for asset '/Engine/EngineDebugMaterials/LightingModels/Textures/T_TDS_Specular02' while loading NULL.
  97. [2014.03.25-19.34.04:167][ 0]LogInit:Display: LogLinker:Warning: Can't find file '/Game/UI/UI_Faces/DavidSpalinski'
  98. [2014.03.25-19.34.04:167][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Game/UI/UI_Faces/DavidSpalinski': Can't find file '/Game/UI/UI_Faces/DavidSpalinski'
  99. [2014.03.25-19.34.04:168][ 0]LogInit:Display: LogLinker:Warning: Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/HueShift_Inst.uasset.
  100. [2014.03.25-19.34.04:169][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/HueShift_Inst.uasset': Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading ../../../Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/HueShift_Inst.uasset.
  101. [2014.03.25-19.34.04:170][ 0]LogInit:Display: LogLinker:Warning: Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading NULL.
  102. [2014.03.25-19.34.04:170][ 0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Game/UI/UI_Faces/DavidSpalinski': Can't find file for asset '/Game/UI/UI_Faces/DavidSpalinski' while loading NULL.
  103. [2014.03.25-19.34.04:171][ 0]LogInit:Display: LogLinker:Warning: Package ../../../Engine/Content/Functions/Engine_MaterialFunctions02/WorldPositionOffset/SplineBasedModelDeformation.uasset was saved with a custom integration that is not present. Tag F94941FB19B64F5C851315EF0BF61F81 Version 0
  104. [2014.03.25-19.34.04:172][ 0]LogInit:Display:
  105. [2014.03.25-19.34.04:172][ 0]LogInit:Display: Commandlet->Main return this error code: -1
  106. [2014.03.25-19.34.04:173][ 0]LogInit:Display: With 3 error(s), 60 warning(s)
  107. [2014.03.25-19.34.04:173][ 0]LogInit:Display:
  108.  
  109. Execution of commandlet took: 7.54 seconds
  110. [2014.03.25-19.34.04:399][ 0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2861) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
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