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Multimedia 1 para anuncio Magic Settings - Cinematic Setup and Batch Asset Tools for Unreal Engine
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Descripción

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

  • 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.

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

  • Final Render stage, manual machine profiles and advanced Lumen, shadow, Nanite, texture and denoiser controls.

  • Post Process Volume and fog controls, additive Light Shaft Support, Hero Asset Prep and personal CVar packages.

  • Explicit project shadow choices without forcing an existing ray-traced-shadow setup back to VSM.

  • SHOW ASSETS reveals the chosen mesh group in the Content Browser. Slot metadata avoids loading every mesh during selection; required loads show progress.

  • Independent Regular RT and MegaLights RT bias controls, with checks that navigate to the matching setting.

  • Automatic MRQ/DLSS camera-jitter protection and Ray Reconstruction state synchronization.

  • Independent Allow Static Lighting project switch, retained across workflow stages. Changes require restart and shader compilation.

  • Software Lumen Follow Stage / Global / Detail choices and high-quality front-layer reflection prerequisites for Cinematic and Final Render.

  • Read-only Post Process Volume audit identifies lighting overrides that differ from the project target.

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.

PDF manual: https://drive.google.com/file/d/1NTyBA5lh4BfoEuNvjNIE0MOieUUqYtE3/view?usp=drivesdk

Support and suggestions: Magic Tools Studio website, Roadmap section.

Formatos incluidos