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Decimate Baker

The Decimate Baker produces low-poly copies of your meshes — the chunky PS1/N64 silhouette. It runs the engine's mesh-reduction backend offline and writes new StaticMesh assets, so there is zero runtime cost and the result is deterministic on every platform.

A high-poly prop next to its baked low-poly version

Why decimate?

Retro consoles couldn't push many triangles. A modern asset with tens of thousands of triangles reads as "too clean". Reducing it to a few hundred triangles gives the angular, faceted silhouette of the era, while keeping the original materials and UVs.

The baked mesh has the same overall shape as the source — only the triangle count drops.

Baking

  1. Select one or more Static Meshes in the Content Browser.
  2. Open Tools → RetroRender → Bake tab.
  3. Pick a reduction mode and target (below).
  4. Click Bake Selected Meshes.

Results are written to the Output Folder (default /Game/RetroBaked) with the Name Suffix (default _Retro). The original materials are reused verbatim — nothing is duplicated on the texture side.

The Output Log reports each bake:

LogRetroRender: Baked 'SM_Ballerina' -> '/Game/RetroBaked/SM_Ballerina_Retro' (3174 -> 476 tris).

Reduction modes

ModeSettingBehavior
Percent of trianglesPercentTriangles (0.01–1.0)Keep a fraction of the original triangles. 0.15 keeps 15%. Adapts to each mesh.
Target triangle countTargetTriangleCount (≥ 12)Aim for a fixed triangle budget regardless of the source. More "PS1" — every asset lands on a similar budget.
Percent vs Target

Use Percent for a batch of mixed meshes where relative detail should be preserved. Use Target triangle count when you want a consistent poly budget across every prop (e.g. "no prop above 800 triangles").

Quality options

SettingEffect
Recalculate NormalsRecompute normals after reduction instead of keeping the reducer's interpolated ones. Useful for a flatter, faceted shading.
Hard Angle ThresholdEdge angle (degrees) above which a hard normal split is created when recalculating normals.

Output options

SettingEffect
Output FolderDestination package path for baked assets.
Name SuffixAppended to the source name (_Retro).
Disable NaniteTurns Nanite off on the baked mesh — the retro look wants the classic rasterizer.
Overwrite ExistingRe-bake over an existing asset instead of skipping it.

Landscapes

The baker can convert a Landscape into a low-poly static mesh — the workflow competitors usually leave to manual export.

  1. Select a Landscape actor in the level.
  2. Set Landscape Mode to Convert And Bake and pick a Landscape Export LOD.
  3. Click Bake Selected Landscapes.

The landscape is exported to a mesh, reduced, and saved like any other bake.

note

A very large landscape exports to a very dense mesh. Raise Landscape Export LOD first if the export is heavier than you need before reduction.

Batch & scripting

  • Bake Selected Meshes / Bake Selected Landscapes operate on the current selection.
  • Everything is also available from the Blueprint / Python API via URetroRenderLibrary.

Requirements

The baker uses the engine's static-mesh reduction interface, provided by the QuadricMeshReduction plugin (enabled by default). If it is missing, baking logs a clear warning and does nothing — enable it under Edit → Plugins.