I made some changes the ASE exporter to help me with some issues I was having in Unreal Editor. The problems are pretty well outlined in
ths article.What I did was modify the script so that when you export, every polygon belongs to a smoothgroup, regardless of the 'set smooth' or 'set solid' setting. Polygons that are connected belong to the same smoothgroup. (Credit to
SynaGl0w for the idea.) So, if you have a cube, and use the Y-KEY to split a face, you will have 2 smoothgroups. One will contain a single square, and one with 5 sides of a cube.
In practice, this means that I set my entire model to be smooth, which is ok because that's a pretty good representation of how Unreal Editor is going to treat it. Then, I use the Y-KEY to split off polygon groups where I want hard creases or non-smooth shading.
Vertex groups and their names are ignored. It looks like Unreal merges the vertices with the same coordinates back together, but it works out ok with the smoothgroups set, and you get pretty much what you expect.
I don't know if this is the best solution; I suspect it might break down with a lot of separate meshes. Also, a model with a mirror modifier looks like it doubles the number of meshes. But, I've imported models with 70+ smoothgroups, and it seems to work reasonably well (not that I'd really want to do that, but still...)
Anyways, I thought I'd post the exporter and see if anyone else thought it was a) useful or b) a very bad idea.
Goofos exporter Unrealized