I have a problem regarding some static meshes. They seem to have no regular shadow or light falloff, but instead a sharp edge for the shadow. They are created in Blender and they use the exact same export settings as many other meshes, which have no problems at all.
I’ve tried several things to solve this, but it does not seem to be connected to a material or normal map issue. I’ve also tried to increase the light map, tried recomputed tangents and normals, but nothing works. Does anybody know what causes this strange shadow casting on the mesh and how to solve this?