FBX Binormals and tangent vectors

Hey guys, I have thoroughly confused myself with the fbx export from blender to ue4:
Is there any benefit to exporting binormals and tangent vectors?
If my vertex to face normals are perfect, do I need to worry about them at all?
From what I understand mikktspace works them out from the vertex normals, so why would I ever edit or export them?

Sorry for being a noob but this is really bothering me.

A lot of game artists manually manipulate vertex normals to give a more ideal look with less polygons… This is usually for objects which have shade smooth enabled but are giving weirdness on bevelled edges.

This is an example of how it applies – http://polycount.com/discussion/172737/maya-plugin-or-script-for-manual-weighting-vertex-normals (even though its a maya image, it still applies to blender)

Yeah, that’s what I meant, sorry if I wasn’t clear. I have manipulated the vertex normals, I mean as long as those vertex normals are fine, do I need to export the binormals and tangent vectors?


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Yeah, that’s what I meant, sorry if I wasn’t clear. I have manipulated the vertex normals, I mean as long as those vertex normals are fine, do I need to export the binormals and tangent vectors?