Quad-based-meshe instead of triangle-based mesh in Modeling Mode.

In modeling mode. it works in a triangle, I think it’s a bad approach for most of the creation of objects.

I know that the triangle is the basis of EU for efficiency reasons and I agree.

But for creation, and only when creating and manipulating in modeling mode, UE should behave like Maya and Blender, using only Quad instead of triangle.

PolyEdit is close to do same thing, but some time It have bad morp du to triangles

In other words, UE should ignore triangles when creating in modeling mode.

When [Accept] is pressed at this point UE should convert Quads to a triangle. Or when Object is complet

I would be the first to leave Blender and use only UE if I had this behavior.