Normal map artifacts

This is my first time rendering with unreal, I made this prop in Maya and baked a high poly mesh in substance painter. When I brought it over to unreal, the normal map looked mostly fine except for some triangular faceting, after some research I found that the mesh needed to be triangulated before baking, so I triangulated, re-baked the normal map, and most of the faceting was fixed except for a few artifacts that I have not been able to get rid of. These artifacts don’t show up on Substance Painter nor Marmoset Toolbag, they also show up less in the material preview window in ue4 but are still there:
UE4 Viewport:
ue4 vp
Marmoset Viewport:


Substance Painter Viewport:

UE4 Material Preview:

Material Setup:

Normal Map Settings:

I would very much appreciate anyone’s help on solving this!

My guess is the problem is in the mesh rather than the material.
Specifically, perhaps the tangent basis is incorrect, or maybe there are some degenerate triangles along the edges?
You can open up the mesh in the mesh inspector/editor (just double-click) and turn on “show tangent space” to look at it.
Also, you can play with the “recompute tangent space” flags in the import options for the mesh.

This looks like the typical result you get when you don’t triangulate your mesh before baking. Meshes need to be triangulated before baking, otherwise you’re just rolling the dice hoping the target application will triangulate it the same way it was baked.

Edit: Apologies, I see you already did this. I would concur with jwatte and suggest you check your mesh and ensure you don’t have degenerate triangles.

Hey, thanks for the replies, I’ve run the maya mesh cleanup and it doesn’t seem like I have any degenerate triangles on the mesh, I’ve only got some faces with zero map area as shown below. I’ve tried messing with recomputing tangent space, recomputing normals, and importing normals and tangents in the import settings for the mesh but none of those have an effect.

Does the normal shading on the model look the same as maya when there’s no normal map and a flat grey material applied? Have you tried the flip green channel checkbox on the texture?

I have tried flipping the green channel, and the issue is not present when I remove the normal from the material nor when I remove the material entirely.

For anyone that has this issue in the future I was able to fix the issue by toggling on “Use full precision UVs” in the mesh editor.