Eyelid Shading Morph Target Artifacts in Unreal but Not Maya

Hello,
I’m developing a real-time digital puppet called Moon Mouse, with Unreal engine as the target. This includes face shapes based on the ARKIT specs.
For some reason, Moon Mouse’s upper eyelids have dark shading artifacts when they close.
I do not see these artifacts in the source Maya model and face shapes.
Also, when the eyes go wide, I see polygonal artifacts close to the eyeballs.
Is this something that will need to be addressed in the model in Maya?
The rest of the 40+ face shapes look good, so the problem appears to be specific to the eyelid geometry.
I exported from Maya to FBX, then imported into Unreal. Are there any FBX import settings I should use in Unreal to ensure geometry is correctly interpolated?

Software versions, OS, hardware:
Maya 2025
Unreal 5.4.3
Mac OS Sonoma 14.1
Mac Book Pro M1 2021

Thanks