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Média 1 pour l'article Magic Settings Free - Project Setup and Batch Asset Tools for Unreal Engine
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Description

Spend less time repeating setup steps. Prepare your Unreal project, adjust groups of lights and assign materials across mesh assets from one editor panel.

FEATURES

  • Cinematic Build applies the selected stage with Lumen Detail Tracing and the high-quality glass project prerequisite.

  • Optional NVIDIA DLSS renders receive automatic MRQ jitter protection and Ray Reconstruction synchronization.

  • Native static-lighting and project shadow choices stay under your control.

  • Automatic GPU-memory detection and practical Editor Ready / Cinematic Build workflows.

  • Grouped light selection with search and type filters, including loaded Blueprint light components.

  • Per-light MegaLights participation and ray-traced/VSM shadow choices in one Undo step.

  • Batch material assignment for project Static Mesh assets, with a chosen slot index and Material or Material Instance.

  • Content Browser right-click sends selected meshes straight to the material tools.

  • SHOW ASSETS reveals the chosen group in the Content Browser for placement into your level.

  • Material-slot metadata avoids loading every mesh during selection; required loads and assignment display progress.

  • Artist-controlled saving, clear skipped-item counts and preserved material overrides.

SCOPE AND REQUIREMENTS

Unreal Engine 5.7 or 5.8; Windows 64-bit editor. Use the matching engine package. Source packages require a compatible C++ toolchain when built locally. Editor-only plugin; no runtime game module. Unreal Console Variables Editor is required. Intended cinematic rendering uses DX12/SM6; hardware ray tracing requires suitable hardware and project support.

Batch material assignment targets project Static Mesh defaults, one selected slot index at a time. It does not generate textures, alter UVs, replace Blueprint defaults or override instance materials. Missing slots and read-only assets are skipped. Light tools operate on loaded level components, including placed Blueprint/Child Actor lights; they do not load World Partition cells or edit future spawns. Global renderer prerequisites must be configured separately. Free and Paid share one plugin identity: install only one edition at a time. The tools do not automatically save your assets or levels.

Documentation: user guide bundled in the plugin Docs folder.
Support and suggestions: https://magictools.studio/roadmap

PDF manual: https://drive.google.com/file/d/1ZhjsRmbYacM7wn-yJj1tvlIk0DiflIuZ/view?usp=drivesdk

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