BSP or mesh?

Quick question.

I plan on starting a project and the whole of the project will be in a house. A big house like a medium sized manor probably with a garden surrounding it. The player might go to the garden but will not be able to leave the general area of the house (will be teleported back at the house probably once he’s gone too far kinda like how they did the hallway loop in Sillent Hills PT.

My question is… Should I make the walls of the house with brushes and use my modelling program for assets only or should I build everything in my modeling program and import them to UE? House will probably be in pieces, like each room has it’s own piece as a mesh (the walls/floor/roof that is. The furniture etc will be seperate pieces of course). I’m going for something photorealistic but considering I can model the windows for example seperate so I have the details I need and then attach them to BSP walls, I’m not sure if it worths the time to model the walls as well (and from what I understand BSP geometry is easier to proccess on realtime than a mesh).

What would you do and why would you do it that way?

BSP is used only for prototyping levels, it’s not designed to be used in your final project.
You COULD use BSP for final game, but it does not give you any advantages over static meshes, only cons: it renders more slowly, no transforms and etc.

You always want to use meshes whenever possible.

oh ok… Thanks a lot. I actually thought it was faster to render that static meshes.

Well if you know how to use a 3d editing application then by default you should already know how to make an environment. :wink:

The only tricky part is collision and creating a source chain between your chosen weapon and Unreal 4.