Well, it could be the case for the imported C4D files, but even if i import the FBX file, that stuff happens
And the FBX file does only get the absolute basic stuff written into it, nothing, that influences, how to render or what kind of render will be used. Even the materials are not exported correctly, just that there are materials, and some groups, but usually, the info, that goes beyond what color or texture to use, is lost.
Nah, what and how C4D can render, should not matter to UE4 in the slightest for data/model transfer. Should not matter for a Blender -> UE4 transfer either, since in worst case, you “just” rebuild all mats from scratch in UE, because you just got the geometry imported ![]()
Edit: Tried something else. Since Raytracing scenes only have FXAA and Temporal AA available, and MSAA only works with Forward shading, which does NOT work with Raytracing, i created a Non-Raytracing scene, imported the FBX file, activated forward shading and tried the MSAA. Well, it looks like, this is an AA and rendering or resolution problem ![]()