Bake Mesh

Bakes changes to selected Static or Skeletal Mesh

Parameter
Description

MeshAsset

mesh

Reference to the mesh asset (skeletal or static) to be baked.

LODIndex

integer

Selected LOD Index. Must be valid.

bBakeReferenceSkeleton

bool

If true, bakes the reference skeleton data.

bBakeSkeletonAsset

bool

If true, bakes changes to the skeleton asset.

bBakeMeshData

bool

Whether to bake Mesh Data

bBakeDNAAsset

bool

If true, bakes changes to the DNA asset if available.

bBakeGroomAssets

bool

If true, bakes associated groom assets (strands, cards, meshes). Experimental.

bRemoveScaling

bool

Enabling this removes the scaling but preserves translation and rotation. Scale will always be (1,1,1)

bReapplyMorphTargets

bool

If true, reapplies morph targets after baking.

ProjectionQuality

integer

Subdivision of the mesh we're projection on. For this mesh we're using opensubdiv. Don't abuse this value, usually 2-3 steps is enough in most cases.

NormalThreshold

float

Threshold for normal comparison during Morph Target conversion.

bSkipMaterialMatching

bool

If true, skips material matching during Morph Target conversion.

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