My question relates to this paragraph from the Unreal Performance guide; Limit UV seams and hard edges as it results in more vertices for the hardware. In the worst case, high poly meshes with hard edges result in 3 times more vertices than reported in modelling applications.
The difference in cost is clear to me but what I am wondering is if I import a hard edged model from Maya and then use a normal map to average/soften out the vertex normals in Unreal, is that normal map changing the edge quality of the mesh in Unreal or am I locked into the edge softness/hardness that the mesh had on import? Essentially what I am asking is; can a normal map avoid the 3x extra cost that is associated with hard edged models in UE?
I appreciate any help clarifying this.