Wardrobe Asset in MetaHuman Creator breaks normals

Hi everyone,

I’m running into an issue with MetaHuman Creator where it seems to recalculate normals or smoothing groups on any Wardrobe Asset I import.

For example, I made a medieval helmet that has carefully set up hard and soft edges (smoothing groups). When I import it as a Skeletal Mesh, everything looks fine — the shading is correct, and the normals are preserved.

However, once I convert it into a Wardrobe Asset and apply it to a MetaHuman in MetaHuman Creator, it completely breaks the smoothing — the normals get destroyed and the surface shading looks wrong.

If I import the same mesh without the Wardrobe setup (just as a skeletal mesh), everything is perfect, but then it obviously doesn’t conform to the MetaHuman head anymore.

So my question is:
:backhand_index_pointing_right: Is there any way to prevent MetaHuman Creator from recalculating or modifying normals/smoothing groups on wardrobe assets?

Thanks in advance for any help!