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?
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.