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How to render to texture using an unwrapped Static Mesh

Hello, I have UE4 4.9.2 installed, and I am trying to achieve a texture bake similar the one made for bullet train, and was featured on the twitch livestream "The Making of Bullet Train Pt2" with Ryan Brucks and Jerome Platteaux at 33:00 in the video. I followed the step mentionned in the following article: https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/RenderToTextureTools/Setup/index.html https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/RenderToTextureTools/2/index.html

I added the UnwrapUVsForRender node to my material, but I did not find the Attribute version of this node, like the one used in the video. I did not add the scalar parameters since I am using a newer engine version then the one mentioned in the docs, and the scalar parameters are included in the node if I double click it. I added this node for one material to test if it work, if it does I will add it to the other material.

alt text

Please note that I exported from 3ds max a static mesh version of my character, which have on channel 1 the regular overlapping UVs, and on channel 2 I adjusted the UVs for the body to not overlap, on channel 3 I adjusted the UVs for the Head (all in 0 to 1 space).

The High resolution screenshot is always open, and has "Include Buffer Visualization Target" checked

When I hit the unwrap checkbox nothing happens, the blueprint stays black.

Also where do i select the target UV channel?

I would appreciate your assistance on this matter. Thank you

Product Version: UE 4.9
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asked Nov 04 '15 at 08:37 PM in Using UE4

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Night Watcher
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avatar image aoakenfoArchiact Dec 15 '15 at 06:08 PM

I have the same issue, nothing happens. Did you ever figure this out?

avatar image Night Watcher Dec 15 '15 at 06:09 PM

nop, sorry

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Got it working. There is a bug in the RenderToTexture_LevelBP. To unwrap a mesh (after fixing the blueprint), do the following:

  1. Drag the RenderToTexture_LevelBP into the scene (it's under Engine Content).

  2. Position your static mesh above the RenderToTexture_LevelBP (not necessary but good practice).

  3. Wire the UnwrapUVsForRender node to the world position offset for each material.

  4. Under RenderToTexture_LevelBP -> Capture Settings -> Render Type, select Unwrapped Mesh.

  5. Under RenderToTexture_LevelBP -> Render Unwrapped Mesh, select your static mesh using the dropper icon and click the Unwrap checkbox.

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answered Jan 12 '16 at 11:10 PM

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