How to fix normal map being inverted by camera rotation

Hi. I have a very simple material using a normal map and a WorldAlignedNormal node. (Also has a diffuse texture and ORM texture, using WorldAignedTexture, but those seem fine.) That’s really all that is in the material, I’ll include a screenshot.

My issue is, the material works fine…until I rotate the camera. Then there appears to be about a 90 degree area of rotation where the normals become inverted on the object (a ground mesh) using this material. Is this a common issue? Do I somehow have to take camera rotation into account on my material, or is there some simple setting I’m missing somewhere?

“Normal” Normals when looking one direction (initial camera facing)
Screenshot 2023-12-24 115505

Inverted Normals after simply rotating camera
Screenshot 2023-12-24 115435

Material Setup