How To Bake World Aligned Textures? Is There Something I'm Missing Here?

Hey everyone,

I’m in Unreal Engine 5 and have just discovered the joys of World Aligned Textures. To save me from sitting and aligning everything in 3ds Max, I thought I could project the material onto the mesh in UE5 and then bake the textures out so that I have a material for my mesh.

As you can see in Image 1, I have my static mesh in the world with the world-aligned material applied correctly. It looks perfect in the editor.

IMAGE 1:

The problem is that the texture is staying aligned to the world, so if I move the mesh left or right, the texture is no longer in place, as shown in Image 2. This is not what I want. I want to bake a material with the correct texture alignment to the mesh itself.

IMAGE 2:

I’ve followed guides online and have opened the mesh in the Static Mesh Editor window (Image 3).

IMAGE 3:

I’ve gone to Asset > Bake Out Materials, selected my options (Image 4), and started the process.

IMAGE 4:

But then, it converts it into a shiny white finish (Image 5).

IMAGE 5:

This is obviously not what I want at all. It seems like the baking process isn’t capturing the World Aligned Texture information correctly. Is there a specific setting I’m missing? Or is there a different way to go about this? (A few people also mentioned if the name was too long, UE5 has errors processing it, so I tried the same process with a 3 lettered word but it was the same issue).

Any help would be greatly appreciated!

Thanks!
J

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If you want the texture to move with the object, then you’ll need standard textures, 0-1 UV.

World aligned has nothing to do with the mesh, hence the fact that the textures doesn’t move with the mesh. I don’t think it makes any sense to try and bake WA textures, because the baker can’t possibly do it, the positioning of the UV will be different for every mesh. It’s probably why you’re ending up with that shiny surface.

It’s possible. Use “Pre-Skinned Local Normals” instead of World Alignment in UV Coordinates.

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Ah, interesting :slight_smile: