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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.

Two different meanings of captureNote

This actor captures reflections. The Lightmapped Prefab component captures reusable surface-lighting bindings and probe fields. Their data and update actions are not interchangeable.