Distorted reflection capture on static Mesh

Hi there :smiley:
i have encountered an odd error in the reflection (cube and sphere) of my counter-mesh… if i import the mesh as i always do the flow of the surface is just right but the reflection is tilted/distorted… cutting the phongshading in cinema4D seems to help and set the reflection straight again, but then i get a noticeable cut on the transition from the flat part to curvy edge :frowning: letting ue4 compute the normals during import helps to in regard to the reflection, but dismisses the phong completely

hopefully someone knows a solution for this :confused: i am using cinema4D r18 (tried r17 too, but no change) and tried all fbx-export version from 2010 through 2015.

The Project uses forward shading because its a VR-Project (does that matter?)