SuperStage Tutorial: UE Engine & Project Configuration Guide
This section describes two configuration areas to check when creating SuperStage projects with Unreal Engine (UE): Editor Preferences and Project Settings.
- Editor Preferences: Takes effect for the entire UE software, affecting your overall operating experience.
- Project Settings: Only takes effect for the currently opened SuperStage project, affecting rendering and packaging results.
Part 1: Editor Preferences
Select Edit -> Editor Preferences in the UE top menu bar to open the settings panel.
1. General - Performance
These settings affect editor background behavior and status monitoring.
- Disable Background Throttling: Find
Use Less CPU when in Backgroundand uncheck it.- Why turn this off? If checked, the editor may reduce update frequency while UE is in the background. Disabling it helps when using external consoles, recording workflows, or multiple windows.
- Show Frame Rate: Check
Show Frame Rate and Memoryto view FPS and memory usage in the upper-right corner of the viewport.
2. General - Loading & Saving
- Auto Save: Scroll down to find the
Auto Saveoption and decide whether to keep it enabled based on your team's workflow.- Why check this? In large scenes or asset-heavy projects, auto-save can interrupt editing. If you disable it, make a habit of saving manually with
Ctrl + S.
- Why check this? In large scenes or asset-heavy projects, auto-save can interrupt editing. If you disable it, make a habit of saving manually with
3. General - Region & Language
If you want the UE interface to be easier to read, check language-related settings.
- Localized display: Choose interface language and localization options according to the team's preference.
Part 2: Project Settings
Select Edit -> Project Settings in the UE top menu bar to open the panel. Since the SuperStage template has pre-configured most parameters, we only need to focus on checking the following items.
1. Project - Description
This is the project's basic identity card; you can fill it in as needed without affecting actual project operation.
- You can set a project thumbnail.
- You can fill in the project description, project ID, project name, and related copyright notices.
2. Project - Maps & Modes
- Default Maps: In
Editor Startup MapandGame Default Map, select the level you need (e.g., the default level from the SuperStage template). This way, every time you open the project, it will directly enter that stage scene instead of UE's default empty open world.
3. Engine - Rendering
SuperStage lighting and volumetric effects are affected by project rendering settings. Check the following items.
- Global Illumination:
Dynamic Global Illumination Methodis recommended to use Lumen. - Hardware Ray Tracing:
- Check
Support Hardware Ray Tracing. - Check
Use Hardware Ray Tracing when available.
- Check
- Lighting Related: Check project options related to lighting/volumetric lighting support and match them to the current demo needs.
- Light Function Atlas Format: Find the format setting related to light functions and consider changing it to 8-bit RGB.
- Why change this? By default, the light spots produced by Gobo (pattern lights) are only black, white, and gray (i.e., grayscale). After changing it to RGB format, your pattern light spots can display colorful effects.
4. Platforms - Windows
If your project needs to be packaged for the Windows platform, check the following settings:
- Splash: You can replace the default UE splash image with your own project poster or logo image.
- Targeted RHIs: In the
Default RHIoption, DirectX 12 is recommended. With DirectX 11, some stage beam or volumetric effects may not display as expected. - D3D12 Targeted Shader Formats: SM6 is recommended. If only SM5 is enabled, some Volumetric Light effects may not display correctly.
After checking the items above, continue to the next section to learn level operations and scene setup. Display results still depend on project content, rendering settings, GPU, and target UE version.