Light issues with SkeletalMesh

Hi,

I have a SkeletalMesh and only one stationary DirectionalLight in my level. When using Import normals at the fbx import, my mesh has some lighting issues. Some parts of my are bright and some are not.

When using Compute normals, depending on my ref pose, the normals get calculated weird. So because the lower part of my mesh is bent backwards at my ref pose and the normals get computed based on my ref pose, the mesh looks good. But when my animation bends the lower part to the front again, it looks crap (it is a perfectly straight plane at this point in time so I would not expect any shadows on the bending line) .

41837-compute_normals_light_issue.jpg

Doesn’t matter to me whether I use Import normals or Compute normals with my SkeletalMesh, but how can I fix the resulting light issues?