> For the complete documentation index, see [llms.txt](https://brandsxgames.gitbook.io/documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://brandsxgames.gitbook.io/documentation/unreal-engine/settings-reference.md).

# Settings reference

Every setting below lives in the **bxg** category of an ad actor's **Details** panel. For a first surface, you only need **Slot Id** and **Fallback Texture**; the rest have sensible defaults. (Your account-level **Project Key** is set once in Project Settings, not per actor — see [Installing the plugin](/documentation/unreal-engine/installation.md).)

| Setting                        | What it does                                                                                                                                  | Default            |
| ------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------- | ------------------ |
| **Slot Id**                    | The slot we issue to you. Binds this placement to the campaigns booked for it. The one required setting.                                      | `myfirstslot`      |
| **Fallback Texture**           | Image shown when there's no active booking, the player is offline, or a load fails. Strongly recommended. (2D surfaces.)                      | none               |
| **Load Ad on Begin Play**      | Fetch a creative automatically when the placement enters play. Leave on unless you want to trigger loading yourself.                          | on                 |
| **Automatic Refresh Interval** | Seconds between in-session refreshes. `0` means load once and keep it. Set e.g. `120` to rotate creatives every two minutes within a session. | `0`                |
| **Refresh Out Of Sight**       | When on, in-session swaps happen only while the placement is **outside** the player's view, so a creative never visibly changes on screen.    | off                |
| **Ad Mesh**                    | (2D) The Static Mesh Component used as the visible surface. Becomes the actor's root so you can transform it freely.                          | provided           |
| **Base Material**              | (2D) The material that carries the texture parameter the creative is written into. A dynamic instance is created at runtime.                  | provided           |
| **Texture Parameter**          | (2D) Name of the texture parameter in the base material that receives the creative. Only change it if your material uses a different name.    | `TextureParameter` |
| **Material Index**             | (2D) Which material slot on the mesh receives the ad.                                                                                         | `0`                |
| **Enable Physics**             | (3D) Let a loaded 3D model behave as a physical object rather than a static display piece.                                                    | off                |

## Actor types

Pick the actor that matches what you want:

* **AdFaceActorPlane** — general-purpose flat 2D plane.
* **AdFaceActor1\_1 / 2\_3 / 3\_2** — 2D surfaces in square, portrait, and landscape ratios; choose the one matching the booked creative.
* **AdPlaceholder3D** — a 3D product placement. See [3D product placements](/documentation/unreal-engine/3d-placements.md).

## Notes

* For 2D, the creative is loaded into a transient texture at runtime and applied to a **dynamic material instance** — your source material asset is never modified on disk.
* Supported 2D creative formats are **PNG** and **JPEG**; 3D assets are delivered as **glTF** and loaded at runtime.
* Changing **Slot Id** is safe at any time; it simply changes which bookings the placement pulls.


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