Bake Mesh
Bakes changes to selected Static or Skeletal Mesh

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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