Why does the model lose shading when connecting TOD4? When I create a new level with the default lighting (not TOD4), the shading works correctly and the antialiasing groups look as they should. Maybe there are some settings in TOD4 where you can fix this? This is default lighting: This is with TOD4:
Your mesh isn't smoothed, you need to smooth your mesh either in a model program or see if ue will allow you to smooth
It's just your saying smoothing isn't there but the model isn't smooth looks very much flat shading which in blender you shade smooth. You don't shade smooth in ue
Sorry I don't have an answer but just so you know you're not alone, I have the same issue on one of my models. Take a few steps away (No lods yet) it seems to smooth out, but stand closer and you can definitely see the sides as you can see in your picture. This is in UE4 4.26 This is the same model with the same material in TSW4 And this is TSW4 if I move back slightly (Again No LODS) I have observed that if you have a normal map that has a bumpy texture to it (ie bricks) its not noticeable, But if its a smooth normal, like steel than its very noticeable.
This is exactly what I mean. I conducted exactly the same experiment with Unreal 4.26 and in the TSW editor with default lighting (Not with TOD4). These are shading artifacts specifically in TOD4. The most interesting thing is that in the rolling stock of developers, where there is a streamlined shape, the shading of the model does not have such artifacts. This means that these artifacts can be corrected in some way. In any case, sooner or later, users who create their own content will often encounter this problem and this problem cannot be avoided. And I urge the DTG developers to explain how to fix this annoying error. DTG Lukas
tbf you might need to triangulate your model before brining into editor, see if that helps. One thing I've noticed is all of DTG stuff is super triangulated and I bet that will help.