Hello, I created a sphere via Place Actors → Basic → Sphere and applied a mirror material to it. It looked kind of okay, but was a little bit to low poly for my taste. Therefore, I went to Geometry → Sphere and increased the tessellation to 5.
First it seemed like I would have a sphere with more geometry now. So I created a static mesh from it and placed the same mirror texture on it. But even though it seems to have a higher poly-count, the result looks way more cornered than the basic sphere.
I did it in blender now, but I think the Unreal Engine should bring such basic functionality by default.
I found out now that you can do it also with the “Modeling Tools Editor Mode” Plugin.
With the Plugin installed you find the option below Modes->Modeling->Deform->Sculpt->Mesh Vertex->Sculpt Tool->Rendering->Flat Shading