Hello @honeybadger,
I just talked to the artist and he said that Phong normal do not translate to Unreal Engine.
I am not quite sure what does constitute as "do not translate", but when you are determined doing it yourself, I would recommend using BaseObject.CreatePhongNormals
to access the normals of a Phong tag and then write these into a NormalTag
. Assuming, this is how you define your normals. When there are no Phong tags in your scene, I would recommend creating them to just be able to access the interpolated vertex normals generated by them.
You can also calculate and interpolate the vertex normals yourself, as done by the user in the linked thread, but unless there is the specific requirment to alter the generation some way, I do not see any need to do it.
The code provided in the linked thread works fine for me on a geometry similar to the one shown by you. There are however some other things which seem problematic with this code. It assumes all polygons to be triangles/coplanar, it ties the normal interpolation to the polygon area and angle in a really weird way, and it does not respect the Phong information which might already be in a scene (Phong angles and breaks). Which might have been intentional decisions for the user then, but strike me as not so good choices in the general case.
I must also point out that we cannot debug code for you, make code of other users work for you, nor write solutions for you. You must come up with a specific problem in a piece of code of your own, and we will then help you to solve that problem. Which could involve us writing a code example. Please refer to our Forum Guidelines for an overview of the support provided here.
Cheers,
Ferdinand