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Added new "ShaderPrint" ShowFlag to fix Nanitestats and other shader printing showing up in thumbnails.
#jira FORT-474044 #rb kevin.ortegren, charles.deRousiers #rnx #preflight 627e7f810d2d1f6ed8d83fae [CL 20221891 by tim doerries in ue5-main branch]
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@@ -225,6 +225,8 @@ struct FEngineShowFlags
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// TODO: Remove when Physical page pool size scales automatically with demand
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SetVirtualShadowMapCaching(false);
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SetShaderPrint(false);
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}
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void EnableAdvancedFeatures()
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@@ -428,5 +428,8 @@ SHOWFLAG_ALWAYS_ACCESSIBLE(LumenReuseShadowMaps, SFG_Lumen, NSLOCTEXT("UnrealEd"
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/** Visualize Skin Cache */
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SHOWFLAG_FIXED_IN_SHIPPING(0, VisualizeGPUSkinCache, SFG_Hidden, NSLOCTEXT("UnrealEd", "VisualizeGPUSkinCache", "Visualize GPU Skin Cache"))
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/** Enables ShaderPrint functionality that is used for debug printing from shaders (e.g. 'Nanitestats' command). Disable this for certain editor rendering (e.g. thumbnail rendering) */
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SHOWFLAG_ALWAYS_ACCESSIBLE(ShaderPrint, SFG_Developer, NSLOCTEXT("UnrealEd", "ShaderPrint", "Shader Print"))
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#undef SHOWFLAG_ALWAYS_ACCESSIBLE
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#undef SHOWFLAG_FIXED_IN_SHIPPING
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@@ -259,7 +259,7 @@ namespace ShaderPrint
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bool IsEnabled(const FSceneView& View)
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{
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return IsEnabled() && IsSupported(View.GetShaderPlatform());
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return IsEnabled() && View.Family->EngineShowFlags.ShaderPrint && IsSupported(View.GetShaderPlatform());
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}
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// Returns true if the default view exists and has shader debug rendering enabled (this needs to be checked before using a permutation that requires the shader draw parameters)
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