Interface
The five main tabs match the Spectral panel in Unreal Editor.
| Tab | Start here |
|---|---|
| Baker | Bake lighting, choose quality, and update reflection captures |
| Features | Configure the individual rendering features |
| Visualize | Check probe coverage, lightmap density, and fog |
| Memory | Inspect lighting data and estimated memory |
| Settings | Manage shader hooks, project setup, level imports, and starting defaults |
Each reference explains the visible controls, their conditions, defaults where defined by Spectral, and whether changes require a bake. A slider range is not always a hard limit.
The panel's scope labels identify where changes are stored. Per level controls include Baker, GTAO, tonemappers, and probe-lighting settings. Visualization preferences and Fog Quality are per project. Saved level defaults are project-wide starting values, not a live override of existing maps. See Saving settings.
Scene-object controls have their own top-level Placeables section. The Interface pages describe the panel's controls; Workflows shows how to use them together for a complete task.
For a complete setup rather than a control reference, follow First bake.