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Level settings and defaults

The bottom of Settings contains a level selector and two actions: Import settings from other level and Save level settings as default. Use them to reuse a lighting setup without recreating its settings by hand.

The controls are available in the editor when neither Play nor a lighting or reflection bake is running. Stop those operations before using them.

What is included?​

Both actions work with the settings stored for the level, not every control in the Spectral panel.

IncludedExamples
Baker settingsBake Mode, Ray Mode, samples, denoising, lightmap resolution and storage controls
Probe settingsInterpolation
GTAO settingsEnabled state, quality, radius, intensity, and the other GTAO controls
TonemappersSelected operator and every operator's Strength and White Point profile
Probe fog lightingEnabled state, intensity, channel multipliers, and directionality
Probe capsule lightingEnabled state, mode, and Forced Ground Amount
Baked static shadowsThe level's bake and filtering controls

The packed lightmap texture size is included. Import also synchronizes the destination's corresponding World Settings value with the source map.

Not included: actors, volume bounds, per-object settings, mesh UVs, prefab captures, baked lighting, or reflection textures. Project-wide PCSS settings, fog quality including Fog Filtering, visualization preferences, renderer settings, and engine shader hooks are not copied.

Settings do not include a bakeWarning

Importing a well-lit map's settings does not transfer its illumination. The destination still needs its own lights, geometry, probe coverage, and baked data. If imported settings change bake resolution, sampling, or other capture choices, run Bake Lighting in the destination before judging those changes.


Import settings from other level​

  1. Save the source level after configuring it.
  2. Open the destination level, the one you want to change. Save it first if you want a saved version of the previous setup.
  3. In Spectral > Settings, choose the source map in the level selector near the bottom.
  4. Click Import settings from other level.
  5. Review the destination's Baker and Features tabs. Live controls such as GTAO and tonemapping update immediately.
  6. Save the destination level to keep the imported settings. Rebake if the imported bake settings should apply to its lighting.

Choose a different saved map, not the currently open destination. Import reads the selected map's settings without changing the source or its baked data. If the source has no saved settings for a group, that group uses the project's starting defaults rather than copying a nonexistent setup.

Import supports Undo and Redo in the editor. It copies values once: changing the source later does not update the destination automatically. There is no per-feature selection in this action, so importing a tonemapper look also replaces the other included settings.

Keep a reference mapTip

A small saved map can hold your usual bake quality, GTAO, and tonemapper setup. Import it when an existing level should adopt that setup. Keep scene-specific values, such as fog intensity, in mind when reviewing the result.


Save level settings as default​

  1. Open a level with the settings you want to use as a starting point.
  2. Review the included groups above, not just the currently visible feature.
  3. Stop Play and any active bake.
  4. Click Save level settings as default.
  5. Check the success notification and keep the changed Config/DefaultGame.ini with your project configuration.

This saves starting values for levels whose Spectral settings have not yet been configured in this project. It does not overwrite existing configured levels or affect other projects. For an existing map, use Import instead.

Saving defaults is separate from saving the map and its build data. Save those normally as well. The level picker is only used by Import; defaults are captured from the current level, not the map selected in the picker.

Defaults are a starting pointInfo

After a level has its own settings, later changes to project defaults do not keep it synchronized. Factory defaults listed in the reference pages describe Spectral's initial values; saved project defaults or imported values can change what a new level starts with.

If an action is unavailable or fails​

  • Import is disabled: select a saved map and stop Play, Bake Lighting, and Bake Reflections.
  • Import rejects the source: choose a different map from the current destination and confirm the map can be loaded.
  • Defaults cannot be saved: make Config/DefaultGame.ini writable or check it out from source control, then retry. A failed write does not establish new saved defaults.
  • Settings revert after reopening: save the destination map after import or live tuning. Saving defaults alone is not a substitute for saving that map.
  • The picture differs despite matching settings: compare scene lighting, exposure, materials, renderer, project-wide controls, and valid baked data. Importing settings does not make two different scenes render identically.