EDIT: Partially solved, normal maps were flipped on those parts. Still needing a solution for why the shading is buggy.
I have a new character model and armature I made in Blender 3.4 but whenever it gets imported to Unreal Engine 5, something about it breaks certain parts of the mesh. I have been following this tutorial for the entire process with the exception of the character model: rig a character for unreal engine 5 to use it for retargetting and all the animations of Mannequin - YouTube.
This is the model in Blender with the armature.
This is what I get when I import it (using Blender Pipeline add-on or manually exporting to .FBX and importing gives the same results). Notice how parts of the mesh (left leg, right arm, right cone) appear hollow? Also notice how the shading on the surfaces looks like it is made of 24-grit sandpaper despite being smoothed in Blender!
The other 2 images show the mesh from different angles, the first shows the parts appearing as broken, the second showing that the surface mesh is indeed still there despite the visual errors.
What is going on here? How do I fix this and prevent errors like these from happening in the future? It is getting a bit frustrating when even pretty basic assets break in what is supposed to be one of the top game engines…