Just a quick question.
Do you guys leave “tangents and binormals” on when exporting a mesh? I know the documentation says to leave it off, but doesnt that meen Unreal will calculate the tangents based just based on smoothing_groups/hardedges?
I asking cause I know maya will smooth abit different then ex. max (per default, can be changed). Where max will smooth normals based on average, maya calculate based on angle and area weight. Assuming Unreal average the normals based on smoothing groups, they should differ from mayas in most cases.
Hope I make sense ^^.