Hi there
i have encountered an odd error in the reflection (cube and sphere) of my counter-mesh… if i import the mesh as i always do the flow of the surface is just right but the reflection is tilted/distorted… cutting the phongshading in cinema4D seems to help and set the reflection straight again, but then i get a noticeable cut on the transition from the flat part to curvy edge letting ue4 compute the normals during import helps to in regard to the reflection, but dismisses the phong completely
hopefully someone knows a solution for this i am using cinema4D r18 (tried r17 too, but no change) and tried all fbx-export version from 2010 through 2015.
The Project uses forward shading because its a VR-Project (does that matter?)