[=;545321]
Nothings really wrong, but it defeats the purpose of ineditor geometry tools. Its obviously a lot more efficient in terms of productivity to be able to design and create in editor rather than having to use an external program.
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[=;545326]
Plus the lighting is totally different, and reference meshes needed to complete the scene are different.
Lumberyard / Cryengine have the right idea imho. Epic should add more advanced mesh editing tools…
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The thing is that if Epic has no time/resources to implement other, more critical features and bug fixes, they are not going to implement CSG in UE4 any time soon (or ever).
With currently available approach, you’d block out level in TrenchBroom for example, bring it into UE4, play test it, go back, fix it, etc. So once it’s all said and done, do lighting and detail pass (with meshes) in UE4. Note that when you bring Quake’s map (or HL2’s map or Doom 3 map) into UE4, it is brought as bunch of static meshes, not as brushes.