As a result I need to play tricks with my tileset to allow for as little amount of pieces as possible (because left and right winding can't always be flipped.
I can't however do this for my staircases, as an example I have a winding staircase set of 3 models in the clockwise direction.
But because I can't invert my mesh, I have 3 more for the counter-clockwise direction.
Strangely enough the Unreal Engine 4 does support inverted scale for meshes.
I can set the scale value of any static mesh to -1 and it will simply mirror itself, but its normals will remain intact.
I noticed how the meshes generated by the H engine are clumped together as instanced static meshes.
Is the inverted normals an issue with the import behavior from unreal or an oversight ?
Sincerely,
Erwin Heyms