How do I smooth facets of a brush with Average Normals?

Is there a way to average the normals on a cylinder brush so that it looks more rounded?

I have a cylinder that has 10 sides. I would like it to appear more like a tube without upping the poly count. In OpenGL I would achieve this on heightmaps by averaging normals to prevent the lighting from making it look faceted. Does Unreal Engine 4 have an interface to do this?

this seems like it should be fairly standard, was hoping for an answer :confused:

Same question here. Cylinders and curves in general are all flat shaded when using brushes. Also, OP - don’t post answers as comments, makes it look like the question has been answered which it hasn’t.

Hi, here is the future.
Answer is: You can’t smooth BSP brushes.

You need to apply smoothing groups in your 3D package. I know… It’s a shame (on Unity you can. *cough).