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Saving settings

Spectral does not store every setting in one place. Save the level or asset you changed, even when the viewport updates immediately.

ScopeExamplesWhat to save
LevelBaker settings, probe interpolation, GTAO, tonemapper selection and per-operator profiles, probe-driven fog and capsule lighting, baked static shadow settingsThe map and its lighting build data after baking
Scene objectProbe or fog volume bounds and per-volume controlsThe level containing the object
ProjectPCSS configuration, fog quality including Fog Filtering, visualization preferences, renderer requirements, saved starting defaults for levelsProject configuration files
Mesh assetGenerated lightmap UVs and the mesh's default lightmap resolutionThe static mesh asset
BlueprintCaptured prefab lightingThe Blueprint and associated changed assets
Engine installationShader hooksManaged through Spectral's Settings tab

Live controls and baked data​

Runtime controls such as GTAO radius, tonemapper selection, and probe interpolation do not require a new lighting bake.

Changes to light placement, lightmap UVs, probe spacing, or baked shadow resolution change the data being captured. Bake again after those edits.

Reuse settings between levels​

Open Settings in the Spectral panel. Import settings from other level copies the selected saved map's Spectral level settings into the current map. Save level settings as default uses the current map as the starting configuration for unconfigured levels in this project.

Neither action copies actors or baked lighting. Saving defaults does not overwrite settings already stored in other maps, and importing does not change project-wide controls such as PCSS, fog quality, or visualization preferences.

See Level settings and defaults for the full list of copied settings, save steps, and restrictions.

Shared assetsWarning

Generating UVs changes the static mesh asset, not just the selected instance. Capturing prefab lighting changes the Blueprint's shared capture. Review the selection and save a recoverable version before either action.

See Project settings for changes that also require an editor restart.