Daz to Unreal Archives

Subdividing a Static Mesh in Unreal Engine (and why Nanite refused to show me the result)

Unreal’s Modeling Mode has a proper Catmull-Clark Subdivide tool, so I tried it on a fountain prop instead of doing a Blender round trip. The subdivision worked every time. Seeing it took an afternoon, thanks to three hidden meshes, a misleading view mode, and a translucent water material that silently switched Nanite off. And the straight edges I set out to fix? They were never in the mesh at all.