this is my first question on stack exchange :)
If I've created and applied a material to an object using Blender's PBR shader. How do I bake out the nodes I have textures assigned to? For example I have textures assigned to the metallic, roughness Transmission and Normal nodes. I was expecting to see Bake options that correspond to my PBR nodes, which I could select, bake out and plug into Unreal's PB material shader. Assuming that I should indeed be baking out my PBR material what bake options should I be using? Is my workflow incorrect?