Export both .jpg and .png when using the gltf plugin

It appears that if I have some alpha textures on my model the whole model gets baked under png. This obviously increases the file size accross the whole .gltf output.

Is there a way for the engine to switch between jpg and png depending on the material? for example we have a shirt which is completely opaque and primarily cotton based. We also have a badge which is using an opacity mask on it.

It would be great if the engine can switch between baking .jpg’s for the opaque textures using the compression I’ve selected in the setting and then defaulting to .png when it detects alpha in the material. Right now this global switch is meaning there is some manual work to be done batch processing textures to .jpg in Photoshop. Accross hundreds and thousands of assets this becomes quite a pain.

Currently using 4.27 with the aim of switching to UE5 in the next few weeks.

Would be interested in hearing other opinions on it and/or workarounds.

Cheers!