No. it’s not an “easy” objective.
make a copy of the model, adjust the UVs, and you can try to paste/mirror copy from the different model - blender is pretty decent at doing that when you paint (but it’s no substance - or mixer.
Looking over your model rn.
It’s not bad, per-se, but it is not UV mapped.
First things first. you should not let the engine triangulate for you. Triangulate the model before exporting (use a modifier, it’s still way better at it then unreal).
Second. There’s a lot of areas where there’s useless edges.
This can have been a result of a bad export. (or inexperience. vertex normal auto smooth can lead to this too).
Third, and likely the reason for the problem:
As you can see the UV map is no good - at all.
Fourth.
The model imported in with a scale of 1022.38 - not exacly sure how you managed to export it that way from ue4 to be honest.
I would suggest making sure the scale is correct before exporting - and that the import doesn’t change or mess with it.
Apply all transforms BEFORE exporting.
If you loose the scale, get back to it from a known measurement - wheel diameter is probably your best bet.
Within specifics, the reasons the normals on the hood look bad is that they are bad.
the blue lines basically mean that EACH face has it’s own normals.
so the normals are connected and shared between vertex in some parts of the line that goes into the model, and separate and different on others.
The best solution here would be to simiplify the geometry quite a bit. vertex/edges are very close to each other - there’s really no need to have things with distances less than .5cm on a car model - with a few exceptions to make stuff smooth.
The cheap fix is to separate the item, and leave the hood “whole” without the hole into it. just the piece extruding from it.
Since it is “separate” the normals under it will always be perfect. and the thing on top will have it’s own set of stuff. (not to be imported as a separate object, just separate the geometry).