Visible seam on imported static mesh created from landscape in Unreal 5.5

Hello everyone, I really need help on this one, I have visible seams on my lit static mesh after creating it from landscape and I feel like I tried everything I could think of.

For some context regarding what I want to achieve : I’m using the Landscape tool in Unreal to get access to some of the cool tool it has like sculpting and landscape splines, I’m editing the terrain and then I need to export it to a static mesh because I need to move it (for some kind of infinite runner). The terrains are all 1km squares so I’m not too worried regarding performances.

Once I’m done editing, I export to FBX and then reimport back as static mesh in unreal, this works fine, except for what looks like the landscape sections seams, that shows a discontinuity in normals.
Those lines shows up in a grid like shape on my static mesh import

I’ve tried different import options like using full precisions UVs, increasing lightmap resolution, remove degenerates, not computing weighted normals, I tried with different materials too to check if that wasn’t an issue with my material but the issue is the same with all materials.

The only thing that helped was to not recompute normals on import, but then my material was all wrong, and the shadows too.

I’ve checked the normals in another software and they look fine, the model looks fine in Blender, so my only guess is that it’s an issue happening when importing, or a lighting artifact in unreal.

With it’s grid like shape, my first thought was that the original landscape sections had something to do with it but I got no clue how to get rid of it.

I’m not an environment artist or anything close to it, so I might be doing something very wrong at any steps…

I’ve been scratching my head over this for the last two days, and figure I really needed some help on this one, thanks a lot for reading my post.

wdym looks fine in blender? which normals did you check? are those vertices actually merged or seperate geometry? it looks like split vertex normals. lemme repro that real quick.

it has something to do with world partition grids, trying to find answers too…