Metahuman BUG in Shader Model 3

Has anyone encountered the issue of normal mapping errors with Metahuman when using Shader Model 3?

As shown in the picture,the model in the two pictures is the same METAHUMAN model… The reason they look so different is due to incorrect normal calculations. The model has only LOD0
Mesh . The 2nd face is on SM3

The same phenomenon also occurs with:
LOD1 - LOD7, CPU Skinning

When using Shader Model 3, Metahuman automatically uses LOD3, which means Metahuman is only completely correct at LOD0. At other times, it is incorrect.

Mobile apps generally use SM3 to ensure performance. So, if anyone has encountered this issue and found a workaround, please let me know. Thank you.