I export them in .ase I've recently noticed that the fbx format exports the smoothing groups as well which is good but unfortunately useless when I'm to import a second uv channel. Let me explain: When I export a mesh to game studio I export a part 1 which is formed by mesh + textures, and a part 2. I use the part 2 to extract the second uv set with baked shadowmap.
If I use the ase format everything works fine.
If I use the fbx format it doesn't because it re-arranges the vertexes index differently or whatever, anyway it doesn't work.
As for the soft hard edges what do you mean? antialiasing?