Noticeable seam appears on a static mesh imported from a landscape in Unreal Engine 5.5

Hi everyone, I’m in need of some guidance here. I’m running into a problem where visible seams appear on my lit static mesh after converting it from a landscape, and I feel like I’ve exhausted all the solutions I could think of.

To give you a bit of background on what I’m trying to accomplish: I’m using Unreal Engine’s Landscape tool primarily because of its powerful features, such as terrain sculpting and landscape splines. After modifying the terrain, I need to convert it into a static mesh so I can reposition it—this is part of a project involving an infinite runner. Each terrain tile is about 1km², so performance isn’t my biggest concern at the moment.

Once the terrain editing is complete, I export it as an FBX file and import it back into Unreal as a static mesh. The import process itself works smoothly, but the issue arises with what appears to be seams between the landscape components. These seams show up as visible lines in a grid-like pattern, seemingly caused by inconsistencies in the mesh normals.

I’d really appreciate any advice or suggestions on how to fix or avoid these visual seams.