Displacement problem in asset \ UE 5.5.4

Hello, everyone!
I have a problem with displacement in my assets. The problem is that when I use a displacement map, it splits the asset grid, making it look like it’s split. Does anyone know how to fix this (if it’s even possible)? I’ve seen similar threads, but unfortunately I haven’t found an answer there.
Here are some screens of a model in engine and maya with the UV’s and displacement map adjustments in Master Material.



Thank’s in advance!

That only happens if your asset is split.

You need manifold geometry with appropriate normals.

If you create hard edges by separating geometry (which is sort of the default), then you’ll always get this issue with using vertexnormaws to move stuff via a shader; In any software. In any engine.

All the geometry are solid meshes.
I’ll attach a screenshot with the vertex normals. All seems to be fine (coorect me if i’m wrong).

Maybe, there is something wrong with the export settings…?
I don’t use “Tangents and Binormals” option. Thus, import settings in unreal engine must be checked.

@Vitali_Ladzisau I can’t see clearly here. Is the breakage point located at the UV seam? If so, it might be that a large displacement scale has caused the separation at the UV seam. Additionally, for models with Nanite enabled, it’s always recommended to use fully smoothed normals instead of hard normals, as this will result in completely different face reduction effects with Nanite. You can use the Nanite triangular Debug to view the differences. Also, when exporting the model from Maya, make sure to check the “Smoothing Groups” option.

This is the CVA to check the Triangular For nanite debug .If you see the Nanite triangular very dense and It will hardly change the density when you move the camera away from the model. ,its maybe the model used “hard normal”

@wind_ness @MostHost_LA Thank you, gyus for advises. I will try to export with the smoothing groups “on”. Maybe it’s make sense to triangulate via Maya also.
The edges looks hard because of I use “migNormalTool” script and its locks normals. That’s why the edges looks like hard. Anyway, I tried to export fully soften edged model and the problem won’t go away.

Always triangulate before the engine does it for you…

You should try to import your final fbx into some other DCC and check if the vertex are in fact attached or detatched…
If they are attached, then I really have no idea how the shader is causing the separation in the first place…