OK, guys, so I have a really weird workflow going that I’d like to make work in UE4 but I have no idea the best way to make it happen. The long and short of it is I have a brush-based level editor I really like to use designed for idtech engines. It saves things in the .bsp filetype but can also export to the .obj filetype, which Blender is able to read. From there, I can export the maps to anything Blender would normally be able to export to, which is nice.
So my question is this: is there a way to export that map as a bunch of geometry actors for UE4 to use? As a secondary question: would there be an advantage to going through the trouble, or would it just make more sense to use Blender and import them as static meshes instead? It seems like these days most Unreal devs prefer to use static meshes for the geometry which I am obviously able to accommodate more easily, but doesn’t the bsp format of geometry actors confer some performance improvements?
Thanks.