Seams in my models (due to lighting?)

Seems like your normals are smoothed across the edges anyway. To isolate the normals from any lighting influence and make sure, you could switch the viewport to buffer visualization > world normal, the surfaces should be a single flat color. If there’s a gradient then somewhere in the conversion from blender to unreal the hard edges were lost.

I personally don’t use blender, but there are plenty of people who do, so there must be some documentation to find out which step in the export/import process caused your issue.