Various black lines while using Morph Target

I could really use some help with this. I created a mesh in Blender and used Shape Keys so that it can go from an ingot to a finished piece. The morph itself works great, but whenever I use it in Unreal 5 these black lines/spots appear that distort the material. I’m sure it has something to do with lighting since turning off the lighting seems to mostly remove it, but for the life of me I can not seem to find a solution. I have tried a lot of ideas from similar issues online, but nothing has made a difference. I tried using a non-reflective material as well and still had the same problem. I’ll attach some pictures below to show what I’m experiencing.

Both Morph Target at 0, no distortion:

One Morph Target Used, some distortion at the top, a lot of distortion on the sides:

Both Morph Targets at 1, minor distortion on the tips of the mesh:

Hi, would you mind sharing your mesh file? It seems fine when I try this in UE5.2.

Sure thing. I am still using 5.0.3, so I’ll try updating it and seeing if it that helps. For reference, this is the Blender export that I have been using. I use mostly the standard settings for importing, make a new skeleton mesh, import morph targets etc.

GuardMorph9.fbx (273.4 KB)

Hi, I’m pretty sure it’s the promblem of UV. The default UV map doesn’t fit your morph targets.

I think this is not the perfect way to use shape keys. Maybe you should pay attention to the topology.