Filters menu
From HEWIKI
The Filters menus allows you to select which portions of the game are visible, selectable, or both. It is accessible via the dropdowns in the menu bar.
Once opened, the following options are available:
- Visible Indicator: Clicking items in the visibility dropdown will toggle the Visible state of the category on and off. An check will appear next to the category it is being rendered (visible).
- Note that individual instances may still not be rendered, if they are being culled out by dPVS. You will see this most often if you have the visibility turned off for large objects, such as heightmaps, and are moving the fly camera around your area.
- Selectable Indicator: Clicking items in the Selection dropdown will toggle the Selectable state of the category on and off. An check will appear in the column when a category can be selected with the selection tool. This will take effect on all instances of that category. If it is desired to only modify a single instance, this can be done via the Properties panel with the Selectable property. Setting it to FALSE causes an instance to not be selectable, even when their Category is flagged selectable.
- This can be overridden with the Backslash "\" key; holding down this key will allow you to select that instance.
Tips
- If it is desired to still select an object that is not set as selectable, hold down the "\" key while selecting.
- Note that even if a category (such as Models) is set to non-visible, it may still be selectable, so a bounding box can show up if you click and drag in the area around the model, even if you can't see the model itself.
- The SELECTABLE property for an asset (in the Properties panel) overrides the selectability in the Filters menu, so even if a filter shows that an object is selectable, you still may not be able to select it if its SELECTABILITY is set to FALSE. To override this, hold down the "\" (backslash) key, or if there are multiple overlapping objects, Shift-backslash and click to cycle through them. Or, open the Assets panel and click on the appropriate instance to select it that way.
Categories
Most of the categories are self-explanatory, or you can follow the links below to find more information on what each does:
- Action marks - the helper objects which can be used in conjunction with animations
- Audio - toggles the hidden "audio" nodes on and off, along with the bounding area which shows the distance which a sound can be heard
- Billboards - type of asset used for creating distant terrain
- BoneTrackers - special node used as the center for various character animations
- Camera
- Characters - toggles characters and NPCs. BoneTracker nodes must be toggled separately.
- Dynamic Details - non-clickable graphics used to enhance terrain. Does not include billboards, which must be toggled separately.
- Flares - Toggles the rendering of lens flare nodes.
- Gizmos - This option does not currently (as of version 1.23) do anything
- GUI - toggles GUI controls on and off, such as chat panels, gameplay controls, and the orientation axes in the lower right of the viewport. In Hero's Journey Reference, this also toggles the name and health bars above NPCs
- HeightMap - Toggling these (and models) off is a quick way to see many non-obvious objects in an area
- Light - Toggles the visibility of the Light Node and its Area of Effect. This does not turn off the light itself. To disable a light, select it, open its properties, and set HIDDEN to TRUE. Note also that the visibility of the Light Node may have nothing to do with the visibility of a Model asset that the node is parented too (such as a fireplace asset, with a particle effect fire and associated particle emitter).
- Lightning - toggles lightning effects
- Mirror - Covers mirrors and different kinds of water (rivers, lakes, etc.)
- Model
- Occluders - Toggles the visibility of occlusion only nodes.
- Particle - toggles off the particle effect being generated by an emitter. Note that the ParticleEmitters must be toggled separately, and that Lightning is a special type of particle effect which must be toggled separately
- ParticleEmitter - toggles off the emitter only. The particles themselves must be toggled separately.
- Path - toggles off the specific waypoint path. Note that the track of the PathFollower may still be visible and need to be toggled separately
- PathFinding - Toggles visibility of pathfinding nodes, used to generate AI NPC paths
- PathFollower - toggles off the path follower, and its associated track. Note that the waypoint path itself needs to be toggled separately.
- Physics - Toggles visibility of physics nodes which can control the physics simulation of different nodes.
- Planting - This node type has been deprecated, so this filter does nothing.
- Region - Toggles visibility of the region nodes
- Sensor - This node type has been deprecated, so this filter does nothing.
- SpeedTree
- Trigger - Toggles visibility of trigger nodes, predefined areas of 3D space which can be used to trigger script callbacks
- Vortex - Toggles the visibility of vortex nodes, screen space effects.