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How to Decimate and Bake Atlas in Unreal Engine

January 26, 2026

General Information

This guide is part of the RapidPipeline 3D Plugin Actions Knowledge Base. It shows how to Decimate and Bake Atlas on Unreal Engine; if you'd like to know more about it, please check out the following links:

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  1. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  2. Inside the plugin window, choose the action Decimate and Bake Atlas.
  3. Press the Run button. :::tip Decimation actions by default use a deviation target. When the Deviation Percentage is more than zero, the Face Target will act as an upper limit for the face count, instead of acting as a forced target. Increasing the Deviation Percentage will allow the optimizer to go lower when possible. However if you simply want to reach an exact face target, the Deviation Percentage should be set to 0. :::
  • Use the Unreal Engine plugin
  • Select mesh(es) to process
  • Choose an action and adjust settings
  • Run the process
  • Examine the results

This tutorial shows how use the RapidPipeline Processor plugin in Unreal Engine to simplify the geometry of a model with decimation and bake the material and texture information into a new UV atlas. For more information see the Unreal Engine Plugin Documentation.

The asset used in this tutorial is the "Belz's RTFKT Challenge" (https://skfb.ly/6VnPP) by Belzar Sirus is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

Screenshot of the input model

The shoe input model.

Screenshot of the input model

The shoe after the optimization (baked).

Decimate and Bake Atlas Action

Screenshot of the input model

The Decimate and Bake Atlas action opened in the plugin.

Examine the Results

To properly analyze the topology of your models, enable Wireframe from the Viewport Shading Mode menu. This will display the mesh topology in the viewport.

Furthermore, you can compare the materials and texture count of input and output locating them in the Content Browser. Alternatively, it is also possible to see the material graphs by opening the Material Editor.

Screenshot of the input model

Textures from input model .

Screenshot of the input model

Textures from output model .

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3D Knowledge Team

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