Full Blender support for UE4 in 2019?

Not sure where you are getting that information, bc while I’m not sure my issues were sculpting related as I have far better luck and great performance sculpting in AutodeskM MeshMixer. My and logs of blender uses issues are with editing or specifically for me as Meshmixer has always been goto.

Free is always going to matter alot as many can’t afford pricey options, but free, blender ‘atm’ anyway is a joke as relates to working on my 2.5MIL tri mesh. Literally impossible, hence why i use mesmixer for almost everything ,just no choice and that applies to many blender users,and blender devs are aware of it.

https://blenderartists.org/t/disappo…ormance/636048

Edit mode.
thusly:
Jonas108Member
Aug 2016
Agreed. I hope they are really gonna improve this. Importing a tree with ~1.400.000 vertices makes the programm almost or pretty much unusable in edit mode. The feature set of Blender is nice, but this performance issues is starting to get more and more apparently.

Ace_DragonMember

Jonas108
Aug 2016
Work on rewriting the OpenGL code is already underway in the 2.8 branch (and a recent Sunday Meeting has the developer hinting at the code being ready for tests sometime soon).

All we can do is wait as of now, but please note that the developers are indeed aware of Blender’s OpenGL being archaic as shown by the project.
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Thats all edit mode speak, and while I couldn’t be more overjoyed working with blender for my meshes that are ‘small enough’, my current project that matters the most to me, gives me non usable performance in blender as that thread indicated in 2016, its no better now and many say better in 2.79. I refuse to go backwards, enjoy 2.8X too much so I’ll never find out,but I highly doubt it as last time I used 2.79 its as worse as in 2.8X ,but maybe for others it was slightly better to stick with 2.79 no idea.

Anyway stress in life can be bad enough, so I avoid it where possible which means sadly blender avoidance bc the huge weight of my work is my huge mesh which is a huge component of my current ue4 work :slight_smile: