BentNormal does not work in the Level Viewport, but does work in the Mesh Preview.

Nothing specific, its just that lighting - particularly dynamic - on a skeletal mesh or anything deformed requires very specific settings to be toggled on and off based on what you need.
As well as properly written shaders.

For instance, most normal maps applied will cause seams on the mesh if you do not recalculate tangents on the material.

Also, in my experience using static lights doesn’t work for gameplay or with Grooms. So if you plan on using those you may want to check on what things look like before dumpting time and money on trying to get all the settings right…

Another pitfall is that cloth if animated may also require tangent recalculation.

There’s also the fact that SSR and SSS work differently on skeletal that on static.
Sub surf scattering doesn’t even seem to work correctly, ignoring custom maps in lieu of distance between vertex. Or shutting off when the map reaches a value of .1 or so.
And its something you may want to try first since effects usually get built on top of it.