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Project and Editor Settings

Project Settings​

The following are Project Settings related to MooaToon:

Engine​

MooaToon​

Global Diffuse/Specular Color Ramp Atlas​

Choose the Global Diffuse/Specular Color Ramp Atlas to use. See the tutorial for usage details.

If you modify an existing Ramp Atlas or add new ramps, copy the built-in MooaToon Ramp Atlas first to prevent your changes from being overwritten by updates.

General Settings​

Blueprints - Maximum Loop Iteration Count​

When using the baking function in the asset right-click menu, vertex-by-vertex loop operations are required, so the number of loops is limited by this setting.

If the number of vertices in the model to be baked exceeds this setting value, an error will occur.

Rendering​

Global Illumination - Dynamic Global Illumination Method​

We recommend using Lumen. MooaToon's Global Illumination features rely on Lumen and may not work with other GI methods.

Direct Lighting - Ray Traced Shadows​

Enable Ray Traced Shadows to ensure MooaToon's self-shadow features function correctly.

Hardware Ray Tracing - Support Hardware Ray Tracing​

Enable Hardware Ray Tracing to support MooaToon's ray tracing dependent features.

Optimization - Velocity Pass​

Do NOT select Write during Base Pass.

MooaToon adds an additional GBuffer. If Velocity is also written during the Base Pass, the number of simultaneously bound Render Targets can exceed the engine limit (8) and may cause a crash.

Editor Preferences​

The following are Editor Preferences related to MooaToon:

Global​

Derived Data Cache​

Under the default settings of the Windows, UE saves all DDC generated by projects to the engine installation directory (typically the system disk), which can occupy a significant amount of valuable system disk space, and in most cases, this is not what users expect.

Therefore, MooaToon has modified the default settings in MooaToon-Engine/Engine/Config/BaseEngine.ini, so all caches originally saved in the engine directory will now be saved to each project's respective directory (%GAMEDIR%LocalDerivedDataCache).