Lighting flipped on custom model

I recently made a custom 3d model in blender and sometimes the lighting is sorta flipped. The side that is towards the light is dark while the side away from the light is lit up. But it doesn’t happen at some angles. Im not sure if it is how I made my model (created in blender) or something to do with my lighting setup.

When exporting from Blender, what settings did you choose for the axes? If unchanged, it defaults with the z and x axes different from Unreal Engine’s axes. So, exporting with y-axis as the up or vertical could then affect how it is lit in Unreal, and if z axis (in Blender) is set to a horizontal in export, then in Unreal it’s going to be different because in Unreal the z-axis is the vertical.

That doesn’t seem to be the problem. I tried all different combination of X Y and Z but it doesn’t change anything. I might just try to remodel it and see if it changes anything. Thanks anyway.

I was messing around with the mesh in blender and I turned on the blackface culling setting and it seemed that my normals were flipped the wrong way around. I flipped them back around and imported it into UE4, but then the normals were flipped again.

Without seeing how your model is setup in Blender, I would start with checking that all of your normals are facing out, you can check this by checking this box, inverted faces will be red, others are blue…

If you have red faces, simply go into edit mode, select the faces, and under the “mesh” menu select normals->flip.

Another thing to check is that your normals are properly setup. You could try going into edit mode, select all your faces, and then under the “mesh” menu select normals->recalculate outside.

they are flipped in blender, but when I flip them back then when I import it into UE4 it is inside out with the normals flipped inside.

I found out a fix. I first created the model when I was first learning blender and I must have messed somthing. So to fix it I let UE4 figure out the normals instead of importing them from blender. Thanks for all the help!

Did you turn off the export of normals in Blender? I want to know how to do it if you did. Backface culling should not remove visible faces, although it could be a bug or something if it does so. I thought that Unreal was trying to figure out the normals and couldn’t due to Blender export settings of normals, so it would remove faces that it couldn’t figure out the normals for sufficiently. Glad it got fixed. These strange export / import problems are overwhelming at first. It would be nice to get access to tutorials on how to transfer from Blender to Unreal and not have issues for various scenarios / workflows.

Here are my Blender Export Settings and Unreal Import settings, on the Unreal side, I forget when you want to choose Normals and Tangents as opposed to just Normals.