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Interface

The five main tabs match the Spectral panel in Unreal Editor.

TabStart here
BakerBake lighting, choose quality, and update reflection captures
FeaturesConfigure the individual rendering features
VisualizeCheck probe coverage, lightmap density, and fog
MemoryInspect lighting data and estimated memory
SettingsManage 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.