Normal Maps Lose its Details When Imported from Blender to Unreal

Im making an HK416 for a game asset but for some reasons the normal map doesnt look that good in Unreal while in Blender it looks Perfectly Fine i Tried to multiply the intensity but it still didnt work so did i missed some Important Steps When making a Normal map or is there some tricks that i didnt know?

Heres some Pictures to show what it looked Like

Low Poly:

Low Poly Rendered:


Mesh In Unreal:


I Know that Normal Map is an Illusion but still why is it looking bad Is it my fault? Or am I just Expecting to much From a Normal map?
Please All Advice’s and Help would be gladly Appreciated

Make sure that the Green channel of your Normal map did not get inverted when importing it. Other than that you could try using xNormal to bake your Normal maps and see if you are getting different results.

Make sure UE4 read your normal map texture as a normal map (it should be mostly blue instead of purple in the material editor).

Xnormal? is it another software? lol this maybe sound silly but how to check if the Green channel Inverted or not?

Thanks for the fast Response

Yes All of it Is Purple

Thanks for the fast Response

Double click on the normal map to open the Texture Editor, make sure the texture group for the normal map is set to WorldNormalMap, and save that setting.

You could also put normal, _normal, _nrm, in the texture name for the normal map and import it, and UE4 will automatically change the texture group for you.

Yes Its Already On WorldNormalMap Settings