Normal map error

In my 3D package and in substance painter, the normal map looks great.

In blender

277249-fingernails-in-blender.png

In substance painter Viewport

277250-substance-painter-viewport-fingernails.png

iRay render

Arnold Render

On importing the normal map to unreal, there are errors in the normal map around the fingernails.
It looks so bad, it seems even the UV map is distorted.

UE4

277263-fingernails-in-ue4.png

  1. I triangulated the mesh on export from blender to Substance Painter.

  2. I baked the normals using Tangent space per fragment and in Direct X format.

  3. I imported the Mesh with Textures with Import Normals and Tangents and in Mikk TSpace.

The UVs are on separate UV tiles. Perhaps that is what has distorted the UV’s?

I rarely ask questions but this time I can’t seem to fix this.

I know I’ve done something wrong so any advice on how to fix this would be great.

Thanks in advance!

Ok, looks like I fixed it already!

277264-fixed-ue4-normals.png

For anyone who also comes across this problem, this is what I did:

I opened up my asset and then I noticed Mikk TSpace for Normals was not checked.
So I checked that.

I also checked “Use Full Precision UVs”.

Then I clicked “Apply Changes”. It immediately fixed it. Hurray.

I hope that helps anyone having the same problem.