
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.



