Rock Baker Tool
Framework: Unreal Engine, Editor Utility Widgets, Geometry Script, C++
Overview
Developed a non-destructive, editor-integrated optimization tool designed to solve environment performance bottlenecks. "Rock Baker" allows environment artists to automatically cluster, merge, and optimize overlapping procedural rock formations into single, Nanite-ready meshes without leaving the editor

Production Impact
By automating the clustering and baking process, the tool reduced draw calls and scene complexity while maintaining visual fidelity. In a single production island environment, the tool achieved:
- Actor Reduction: Merged 817 individual rock assets down to 53 optimized clusters.
- Polycount Optimization: Reduced total geometry from 46.7 Million polygons to 20.1 Million polygons.
User Experience
Designed a robust, dockable interface using UMG to prioritize ease of use and error prevention for the art team.
Pre Validation: Built-in validation checks ensure all selected rocks and landscapes possess the correct Actor Tags before processing, displaying clear error notifications and UI warnings to guide the user.
Syncing: Implemented a manual "Sync" system for the Data Asset rather than auto-syncing,
preventing editor freezes during rapid, large-scale selection changes.
Visual Debugging: Integrated viewport debug drawing (bounding boxes) so artists can visually verify
auto-generated clusters.

Key Technical Features
- Auto-Clustering: Implemented a Breadth-First Search (BFS) algorithm combined with bounding box overlap detection to automatically group adjacent meshes.
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- Hidden Geometry Removal: Utilized Boolean intersection logic to detect and remove hidden polygons (such as rock undersides buried beneath the landscape) prior to merging.
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- Non-Destructive Workflow: Created a custom Data Asset architecture to act as the tool's "memory." This tracks cluster IDs, original transforms, and mesh paths, allowing artists to instantly separate baked clusters back into their original individual components if iterations are needed.
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- Automated Pipeline: The tool automatically handles UV rebaking for the merged models and seamlessly converts the newly generated assets into Nanite meshes.