Spectral Box Capture
Spectral Box Capture wraps Unreal's box reflection capture with Spectral's box-editing handles. It is a reflection object, not a probe GI volume.
Add it from Place Actors > Spectral. Fit it to the intended region with the face handles, finish the scene lighting, then use Baker > Bake Reflections and save the result.
Bounds and transform
A new capture has a 300 cm half-extent in each axis, making the initial box 600 cm across. The native capture follows the Spectral box bounds; there is no separate Spectral Voxel Size or Priority setting.
The actor is static and does not recapture reflections during gameplay. Resize its box manually; it has no Scale To World action.
Box projection is suited to rectangular spaces, but it remains an approximation and can look wrong on mirror-like surfaces. Its influence is limited to the box. See Epic's reflection-capture guide.
Reflection Source Type
Chooses Captured Scene or Specified Cubemap. Captured Scene uses the scene capture; Specified Cubemap uses an assigned texture cube. Spectral exposes the native setting rather than a different capture format.
Cubemap
Texture cube used in Specified Cubemap mode. Assigning one does not change the actor into a probe-lighting volume. Rebuild reflections after changing the source.
Source Cubemap Angle
Rotates the specified source cubemap. Use it to align the image's orientation with the intended reflection. It applies to the specified-cubemap source, not to the lighting bake.
Brightness
Scales the captured reflection intensity. It does not brighten direct lighting or change material roughness. Use it to balance the capture without treating it as a replacement for correct scene lighting.
The source type, cubemap, angle, and brightness controls are native Unreal properties exposed by Spectral's Details customization. Their semantics are documented in Epic's reflection-capture component reference. Engine-owned defaults are not redefined by this plugin.
Box Transition Distance
Controls the transition inside the box boundary. A larger distance spreads the blend farther into the capture region; it does not add influence outside the box. See Epic's box-capture behavior.
When to rebuild
Use Bake Reflections after changes to the capture source, position, bounds, or the scene appearance that should be reflected. A lightmap/probe bake and reflection capture update are separate operations.
This actor captures reflections. The Lightmapped Prefab component captures reusable surface-lighting bindings and probe fields. Their data and update actions are not interchangeable.