I’m having a weird issue with inconsistent Material Baking when exporting a StaticMeshActor to USD. Sometimes it exports the explicit texture resolution correctly, but some buckets (aka square regions of the image) appear to be much lower resolution. Now, it seems to simply be scaling up the default 128x128 pixels to the chosen resolution, without actually baking the full information.
I have tried explicitly setting Lowest and Highest Mesh LOD to 0, but it doesn’t seem to help. Is there some in-scene setting that is controlling the quality of the baked texture usd export?


