Strange lightmaps/normals after Merge by Distance

Hello everyone,
I’m using assets from the marketplace but the meshes are not easy to manipulate (maybe that’s wanted but whatever). I exported the character in FBX, imported it in Blender, used " Merge by Distance " to simplify the geometry and be able to custom a few things later. However, importing the mesh back into UE makes a disturbing lighting happen :


(original)

(imported)

In Blender, usind Merge by Distance also causes this kind of problem, but I can solve it by splitting normals and then the model looks like the original, but not in Unreal Engine.
Thank you !

EDIT : This definitly has to do with the normals. Clearing custom split data is, I guess, what I have to do, but exporting brings that result

Solution found. I had to disable compute normals and switch it to import normals and tangents in the FBX import settings.

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