I’ve been reading up on smoothing groups, and I was warned that just by using them I will increase the vertex count of my mesh wherever there is a break in the smoothing groups.
I don’t like to just blindly believe what people tell me, so I tried it out on numerous objects with a variety of smoothing group setups and there was no difference whatsoever. Could it be because I didn’t break the UVs up at the hard edges?
Link to article about that contains smoothing group advice
Does this advice not apply to the Unreal engine?