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T meshes on GTS models are specifically made with subdiv in mind and thus have well done topology and are fully in quads and without redundant loops. You shouldn't smooth anything at all that isn't one of those meshes but those are fine.For creating game assets or models for use in a game, the Turbosmooth or Meshsmooth modifiers are good to use to smooth things out. However, you must use good topology methods to control what they produce. Even so, applying these modifiers to game models and exporting them with no further work is not a good practice. After theses modifiers are applied, the model needs to be converted to Poly or have an edit poly modifier applied to it, as this shows what will ultimately be imported into the game. Even with the most careful topology of the pre-smoothed model, excess or unnecessary polygons will still be created, primarily around flat or nearly flat surfaces. Cleaning up the final polygons with proper application of smoothing groups is more work, but it's required to create a model that looks good in-game while keeping the polycount down.
I create assets for use in Unreal Engine, as well as 3D models for animation and 3D printing.'
Unreal Engine 5 does change things a bit, especially for terrain models, but most models should still be optimized whenever possible.
I believe that the Nanite system of unreal engine 5 could be a revolution for sure but I also hop it's not going to be the end of caring about topology.
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