New in this version
Scene-based mesh selection
Select the Static Mesh or Skeletal Mesh actor/component from the Level Editor. The scene target supplies its real transform, component overrides, and data for World Space Correction and Light Data traces.
Updated workflow ↓
New in this version
Mesh material resolution
Leave the panel Material empty to use the selected component's Material Index slot, followed by the mesh asset slot. Select a panel Material when the slot is empty or when an intentional override is needed.
Material rules ↓
New in this version
Exact Pixel Cover control
Choose 0–64 pixels with a default of 3. Values 1–64 apply an exact dilation distance; 0 provides unlimited coverage for regular baked textures.
Pixel Cover guide ↓
New in this version
Visibility-aware Light Data
Bake a grayscale shadow mask from visible Directional, Point, Spot, and Rect lights. Hidden lights and occluders are ignored, while uncovered or unlit texels remain neutral white.
Light Data guide ↓
New in this version
Light Data into Albedo
Multiply the Light Data mask into Albedo in linear color space, preserve Albedo alpha, and save one combined Base Color texture without a separate Light Data output.
Combine behavior ↓
Mesh support
Static and Skeletal Meshes
Bake LOD0 geometry from Static Mesh and Skeletal Mesh components across normal, indexed, batch, UV-channel, generated-material, and GLB workflows. Mesh Optimizer remains Static Mesh-only.
Support details ↓
Material slots
Single Index and Bake All Index
Bake one selected Material Index for focused output, or enable Bake All Index to process every valid mesh material slot into the selected texture passes.
Selection guide ↓
Multiple meshes
Batch Baking
Queue multiple scene components, use one shared material or each mesh's assigned materials, and choose a combined atlas or separate Batch Per Mesh texture sets.
Batch modes ↓
New in this version
Mesh Optimizer
Create a new one-slot Static Mesh, normalized UV0 atlas, combined texture set, and generated baked material while preserving the original source mesh. Its UV workflow includes Exist UV for an authored channel, Repack UV for existing islands, and Generate UV Atlas for a fresh layout.
Optimizer workflow ↓
UV control
Selected UV Channel and Validation
Choose the LOD0 UV channel used by every baked pass, decal, Light Data texture, and Auto Material sampler. Optional validation checks empty, invalid, and overlapping UV data.
UV channel guide ↓
Material evaluation
World Space Correction
Preserve component transform, bounds, orientation, and primitive data when baking triplanar, PixelNormalWS, object-space, and world-aligned material logic.
Mesh controls ↓
Texture output
Twelve Output Passes
Bake Albedo, Normal, Roughness, Metallic, Specular, AO, Light Data, Displacement, Opacity Mask, Emissive, AlphaBlend, and CustomMap with per-pass color-space control.
Output passes ↓
Packing
ORM Packing
Pack Ambient Occlusion into red, Roughness into green, and Metallic into blue for a compact material-data texture with Linear sampling.
Packing reference ↓
New in this version
RGBA and Opacity Mask Baking
Bake the real material Opacity Mask as a standalone pass, apply Mask Threshold cleanup when needed, or enable RGBA to place the mask in Albedo/Diffuse alpha while preserving the RGB color result.
RGBA and mask controls ↓
New in this version
Decal Baking
Project compatible scene decals and masked mesh overlays into selected outputs with orientation controls, Height Blend, and the reliable Texture Projection workflow.
Detailed Decal guide ↓
Generated materials
Auto Material and Assign to Mesh
Create or intelligently update a generated master and material instance from the baked passes, then assign the result to supported mesh components or assets.
Auto Material guide ↓
New in this version
GLB Export
Export selected level mesh actors into one binary glTF file with component materials and textures, with optional JPEG output and adjustable compression.
Export guide ↓
Finishing and delivery
Texture Controls, Naming, and Paths
Control format, resolution, color space, sharpness, mask threshold, flat or inverted normals, safe /Game output paths, prefixes, UV suffixes, and pass naming.
Output controls ↓