[UE5.5]Why are all UV triangles separating when creating LODs?

I can’t figure out why this is happening. The source geometry is clean. The UV map only has discontinuous UVs around the edges of UV islands. Everything is normal.

But when I use the simplify tool in the Modeling mode or set the number of LOD’s to generate in the static mesh editor, I get this:

The mesh looks horrible. You can see all the edges of every single triangle. And in most cases, it refuses to create a Lightmap UV because there are too many pieces.

How can I prevent this from happening?

edit: I’m noticing that my original mesh has 94138 vertices, but when I import it into UE, it has 424078 vertices. So clearly the vertices are being duplicated so that each polygon is separate. Why is it doing this?

Looks like it’s doing this because of sharp edges. A vertex can only have one normal. So if there’s a sharp edge, it’ll need more than one normal so it duplicates the point. What I don’t get is why it moves the UV’s around like that though.

I’ve imported custom LODs, but now building lighting crashes. Debugger says that LODData array has one element, but it’s trying to process all LODs so I get an index out of bounds.