Hello Macross27 -
While I understand vertex order was a solution for your issue on the forums, the cause of the faceting is the engine reading variations in the model’s tangents and binormals, which correcting the vertex order would have adjust these values as well.
If you take a model which is exhibiting this faceting, like the cars in the Showdown VR Demo, and recalculate Normals and Tangents via the Static Mesh Editor build settings, the faceting will be corrected by the engine itself. You can and should set the Normals and Tangents to always recompile when importing an asset unless you are doing something with an effect in which the normal direction needs to be strictly controlled.
Thank You
Eric Ketchum