Normal map seams on character

Hi there, we’re having a slight problem with the seams on our Normal Maps. First off our mesh is movable and so are the lights. The normal maps are being imported on their default setting as well as the mesh. We’re finding in some areas we’re getting seams where uv’s are split. These seams worsen/improve depending on UV alignment. We were under the impression this was a somewhat legacy problem with Unreal. Please have a look at the attached jpgs for illustration.

Any help would be greatly appreciated!

Check your mesh tangents, in basic, your individual UV islands should be aligned to a same direction. If you use XSI Softimage you can check the rotation of UV islands by applying tangent and bi-normal property