Broken geometry imported from Blender to UE after applying material

Hi, I’ve been working on this envionment for some time and can’t find a solutiion anywhere.

I can’t get the architecture model imported from Blender to work properly. The edges look like they invert, I don’t know how to describe it better. I went back to Blender several times, recalculated Normals,applied all transformations and modifiers, triangulated the geometry, exported as fbx, chechked for anything broken. This issue is happening across many different meshes when i zoom very close (windows, walls, railings, etc). Some geometry is ok.

The first image is wireframe overlay in Blender, the second is imported model into Unreal with basic blender material, the third is Megascans material applied to the geometry which then breaks it. I tried different materials, it still looks the same. Is this a normals problem within UE, import issue or something different?

It’s quite possibly the UVs. What is the UV mapping of your model like compared to the MS model this material is for ( if any )?

Also, good to check the normal direction of your model once it’s imported.

To follow-up on @ClockworkOcean answer, regarding normals, check if you import your FBX with recompute normal option ON or OFF. By default it is ON for FBX and thus you do not use the blender normals.