Hi BladeandChalice,
The engine will triangulate any mesh that is brought in. It’s able to calculate it much more precisely if you have quads because they can be split into triangles. Something like above will not not necessarily calculate right.
I’ve attached two images. The first is from 3Ds Max where I’ve not triangulated or quadulated the mesh on the left. The box is used as a reference for a cube that is quads all around.
The second image is from UE4 where the mesh is triangulated on import. You can see why this would not be the best option! It will connect and triangulate on its own. This is not the best way to control your mesh’s UVs as it can cause stretching and UV issues.
If you have any other questions let me know!
Tim

