Just like Xoliul I used the ASE export pipeline to test this in the release version of UT3. It's widely known that unreal doesn't support smoothing groups, and therefore certain normals, so this comes as no suprise to me.
Sprung, as far as I know unreal (or is it actorX?) recalculates the normals so yeah this wouldn't work. However normal editing being such a hugely widespread thing to do (especially to piece up destructables, human body parts, pieces of cars...) I would bet that it is supported by basically almost every other engine under…
Well I did a test and this feature doesn't work in Unreal 3. It doesn't make any difference to the normals. So while it's useful to know you can do this it's not directly applicable in that case. I'm guessing that several other game engines wouldn't support this either. It'd be interesting to hear which engines do support…
Glib, vertex normals and hard/soft edges can be independant when exporting, as an exporter could export one point for each of the normals of your vertex (when it's on a hard edge), but not actually export the vertex normal direction. But yeah, I'd be pretty surprised if Unreal can't do that... would suck. This is a great…
I've gotten edited normals into UE3 in the past by importing ASE files not through actorX. I wanted to use this technique to make foliage planes have a more unified shading, however once lighting was baked onto the static mesh the normals get "reset" so in that sense it doesn't work. I believe it would work fine for a…
The one button script is almost done i just noticed a bug with cylinders with many sides where i get a face with incorrect normals. It works actually very well with a slight manual adjustment very time saving. I will release a video of the script 8 hours from now.Now i have to go or my girl will kill me. For Unreal 3 i'm…