QuickBaker is a lightweight material baking tool for Unreal Engine 5.5+. It allows you to convert any material's "Emissive Color" (Final Color) output into a static Texture Asset (.uasset) or an image file (.png, .exr) with a single click. Ideally suited for baking noise patterns, Signed Distance Fields (SDF), and procedural textures.
- Install QuickBaker to your engine via the Fab Launcher (or Epic Games Launcher).
- Open your Unreal Engine project.
- Go to Edit > Plugins.
- Search for "QuickBaker" and check the box to enable it (restart the editor if prompted).
Step 1: Open the Window Go to Tools > QuickBaker > Quick Baker in the menu bar to open the tool window.
Step 2: Select a Material Select the Material or Material Instance you want to bake.
- Note: This tool captures the output connected to the Emissive Color pin. A thumbnail preview will appear.
Step 3: Configure Settings Adjust the settings based on your needs:
- Output Type: Choose
Assetto save within the project, orPNG/EXRto export to disk. - Resolution: Select a resolution ranging from 64x64 up to 8192x8192.
- Bit Depth: Use
8-bitfor standard textures.16-bitis recommended for high-precision data like SDFs or noise to avoid banding.
Step 4: Bake
- Click
Browsenext to Output Path to select the destination folder. - Click the Bake Texture button. Your texture will be generated and saved instantly.
Q: The baked texture is completely black. A: Please ensure your logic is connected to the Emissive Color pin in your material.
- Even if you are using a Lit material, you must connect your graph to Emissive Color for the baker to see it.
- For best results, we recommend setting your material's Shading Model to Unlit.
