Cinema 4D Workflow

As for the first warning about the smoothing groups, there’s nothing that can be done (beside using cactus dans fbx exporter),
but you can just ignore it, since smoothing will still import unless there are other issues.
I also noticed some of your meshes do not have a phong tag and because of this no smoothing at all.

The face material inconsistency is usually caused by a wrong tag setup. Try to have the material tags of all objects on the very left of the stack.
If you get a face material inconsistency for a mesh, it won’t import your material selections and instead create a default material and assign it to the whole mesh.

Also use “import normals and tangents” on import settings, but make sure all of your meshes have a phong tag prior to export.

When looking at your auto-generated UV maps, i can tell you that you will run into many issues with them.
Not only that they will make it neccessary to use a much bigger lightmap texture scale because of the bad UV space usage,
they are also split on surfaces that belong together, possibly causing visible lighting seems across these surfaces.

I was going to post some examples for a better understanding of how to get your scene from C4D to UE4, but it looks like they are allready in the same thread just on page #1:

Make sure to take a look at the example with the source files included.

A few more general hints:

  • try to combine meshes in C4D that make sense to be combined
    e.g. you might want to have a cupboard as a single object rather then split into two or more, but you certainly don’t want it to be combined with a wall.
  • try to avoid importing whole scenes including all props at once. Rather place stuff like chairs cupboards etc. in Unreal especially if there is more then one instance of them.
  • Ideally you place their pivot of these props in a good spot that makes it easy to place the prop in UE4.
    e.g. something that is meant to be placed on a floor should have it’s pivot at it’s bottom, while a wallight might be better off with a pivot at it’s back.
  • make sure to know how a lightmap UV and also a Material UV should look like, auto-unwrap won’t give you the best results in most cases.
  • same for Collision Meshes, in most cases auto generated collision will be inferior to hand crafted collision in terms of ammount of shapes used for collision and therefor performance.
    If you only need simple box collision or a single convex shape for a model use UE’s Mesh Editor to create it, if you need several pieces, rather build them with UCX_ meshes in the 3d App.
  • if your scene is lit by sunlight from outside, make sure that the walls and models have a backside even if they are not visible from the “players” view.
    Ofc. you should scale down the lightmap UVs for these faces to a minimum to save preciouse UV space.