Is there something special I have to do in Unreal to make the data come through? I am processing models from Unreal in an HDA and then bringing them back into Unreal. It's not enough to set a cusp angle on a Houdini normal node. I need to reproduce what is in Unreal already. This is for VAT RBD stuff, so when the original mesh is swapped for the RBD mesh the different normals are instantly a problem.
I don't have any smoothing group info. It would be fun to figure out a way to recreate the vertex splitting that UE does in the HDA so I can output geo that looks like the original, but for now the normal node will have to do.