I like using CSGs to prototype maps in my game but when it comes time to bake the mesh and collisions from the CSGs none of the materials actually stay because I often drag and drop materials on the CSGs which places them in the material override. I then have to manually quick load all the materials on every single CSG manually to be able to bake the materials, kinda annoying. Does anyone know of a better way to do this?
Try dropping the material into the Material slot in the Inspector instead of onto the CSG in the viewport. A viewport drop lands in Material Override, which sits on the node rather than on the geometry, so the bake doesn’t see it. The CSG’s own Material property is the one the bake reads from.
For the ones already done, you shouldn’t need to go one at a time. Select all the CSG nodes together in the scene tree and the Inspector shows the properties they have in common, so setting Material once applies across the whole selection. Group them by which material they want and it turns into one assignment per material rather than one per node.