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