Is it possible to subdivide a mesh in Unreal?
I’ve tried the various tesselation methods but they always seem to respect the silhouette of the mesh.
What I’m after is the equivalent of a Catmull-Clark or even OpenSubdiv subdivision, like applying Mesh>Smooth in Maya.
It can’t do it that way since meshes are converted to triangles in game engines
I have the same question. Did you find a solution?
The solution is to do it out of the engine.