Normals are messing up my lighting

For the life of me, I cannot figure out why my normals are doing this to my lighting. I am 100% sure its the Normals, which were exported from Blender, because when I disconnect them the issue goes away.

I have the “flip normals” option turned on as I know that Blender normals need to be flipped, and whenever I set the Texture Sample and Param Tex Object nodes to “normal” in the Sampler Type, the material breaks entirely.

Please note that in the screengrabs, that this is a massive master material for a game that I am working on with some other people, try to only focus on solving the problem with Normals I am having and not focus on “why is your material built this way?”

Currently, in the Master Material, I have a “Param Tex Object” going into a Material Function via Input “Normal Map”. I should note that there are 9 of these as I divide the UVs into 9 sections in a 3x3 grid, just to explain the “Sector” and “Using Sector?” redirects. From there, you can see in the screengrabs what the code is doing.

I know that its not the fact that I have the uvs divided into 9 sections, as when I hook a single ParamTexObj into a Texture Sample, the issue persists.