Problem with two-sided foliage

Here’s a problem with tree foliage. somehow, not everything is correctly exported to unreal.

1 picture, everything is fine, the correct lighting is building.
2 picture, the tree was assembled from elements with inverted polygons - the result is unsatisfactory.
3 - an attempt to flip the polygons with the normal modifier did not lead to anything, and on the max viewport it is clear that the texture is not good.

What i am missing?

Hard to tell.
honestly its even hard to understand what issue you are complaining about.
Could the material just be too dark?
It seems the trees actually have a snow side and a non snow side; in 2, are we seeing the non snow side? Or is this the issue?
In 3, is there no snow? It doesn’t look bad from the screenshot we can see, even if it is maybe a bit dark.

In all three cases i used the same material in unreal (two sided for foliage) and it has both snow sides. Black is an unwanted shadow. I suppose it is related to direction of polygons, because in unreal wrong black lightning appears on elements, where polygons in 3dmax are highlighted (face orientation)

At the beginning first tree was with mixed elements (as in attachment). All wrong elements was deleted - the 1 picture. I see the way of solving this problem by manually compound, but what if there is a better solution.

p.s. after modelling in 3dmax i disabled backface culling of every foliage element in marmoset, but still i have a random mix of wrong shadows(

Looks very odd.
try to check the normals, and triangulate the model before export so that its not left up to the engine to do the triangulation process.

I would say that the issue is with the model - simply because the lighting is inconsistent on the same side that should be completely lit.

Normally even if normals are upside down, when using two sided you shouldn’t see this much of a difference.

Remove the materiamattake a screenshot with world grid material. See if the base light is correct…