UE4 Imported Mesh has black spots and nothing seems to change it

So I’ve been trying to figure out the issue with this mesh on and off for a few weeks now. This mesh was originally made in Zbrush and brought over to maya to make a low poly version of this through quad drawing. I have looked at every answer under the sun and I can’t seem to figure out what is wrong. I UV’ed the mesh, so at least no UV’s were overlapping. I made sure I didn’t have a mesh under it when exporting, or that I was exporting two meshes without realizing. I’ve tried exporting the raw obj’s from Zbrush and get the same issue.

I’ve made sure to have smoothing groups turned on when exporting. I tried exporting the quad drawn mesh before smoothing it in maya, before bringing it into UE4, and it turns out fine. The problem I’ve come to the conclusion to is that this issue only happens after I’ve smoothed the object in maya and try exporting it into UE4.

There is an error I get with the object having zero normals, and zero bi normals. Now that might be the obvious answers. But I’ve looked into that too, and nothing online has helped me. It almost seems like I’m the first person to come across this issue. Also I’ve had other objects say the same error message in this scene, and they work just fine.

Everything below is all the evidence I can try to show to give any indication with what is going on. Maybe this is just a light mapping issue that I haven’t been able to figure out just yet. But if anyone can help me understand what is going on here. I’d appreciate it!

Also one more key note. This is also how some of my other candles look. They are textured and UV’d correctly. And when I have baked lighting on them, one turns a brown black, and the other becomes matte looking, even though I made it decently glossy in substance. I even altered it a little in UE4 to see if it would change at all. And it didn’t.

I’ll answer this myself since I think I figured out my issue. When importing the smoothed asset into UE4 go to the static mesh tab when importing mesh, and then change the import option from ‘Calculate Normals’ to “Import Normals and Tangents".

Will comment again if I find anymore issues.