How to preserve normals and tangents in UE5 from Blender?

Hi, I’m trying to import some static meshes from Blender to UE5 and trying to get the normals right, the normal map is rendered properly in Blender… Well partially, I’ll show you some examples in the screenshots so you can understand what I mean, I didn’t recompute normals and tangents when I was importing the models in Unreal but the normals are still weird, I think it’s a blender problem but I’m not totally sure, so here are the example screenshots:


UNREAL ENGINE


BLENDER SOLID SHADING


BLENDER MATERIAL SHADING


BLENDER CYCLES RENDERING


BLENDER FBX EXPORT SETTINGS


UNREAL IMPORT SETTINGS

PS. I can’t bake normals in Blender if there’s an autosmooth modifier in the mesh because It’s baking from multiresolution, any advice?

EDIT: i understood that this has something to do with the triangulation of the mesh but since I think it’s impossible to import a quad mesh into unreal engine 5 I don’t know how to solve it, I tried triangulating the mesh in blender and I got the same weird effect I have in Unreal, any advice?

EDIT 2: solved, I changed the export format from FBX to GLB/GLTF and it preserved all the normals and tangents without getting triangulate artifacts, I advice to do that if you have a similar problem.