Example use case: lighting an object in UE and exporting it as GLTF file for use elsewhere, like on a website that’s unlit.
The texture would look like as if we merged base color with a lightmap.
Example use case: lighting an object in UE and exporting it as GLTF file for use elsewhere, like on a website that’s unlit.
The texture would look like as if we merged base color with a lightmap.
Yes, this should be doable. You can simply use a render target to capture a scene into a texture. You can simply then use baked information to export it into a separate scene or mesh that can be used elsewhere. You can read more about render targets here: Blueprints and Render Targets | Unreal Engine 4.27 Documentation
If you want something more robust, I’d recommend trying SPA Material Baker plugins
It’s built specifically for baking any material into textures — BaseColor, Normal, AO, Roughness, Metallic, etc.
You can pick UV channels, control size, and export as PNG right from the editor.
Super handy for optimization or preparing assets for mobile/VR.
Support Fully Dynamic or world-space effects (e.g., world position offset, Triplanar)
 Here’s the Fab Store link: SPA Materials Baker | Fab
 Here’s the Fab Store link: SPA Materials Baker | Fab