Weird lighting on low poly character (UE 5.6.1)

When I import my skeletal mesh into unreal there is a weird lighting effect that happens to the mesh. In blender I have it set to flat (no smoothing) and just in case I also have all of the tris edges set to sharp. When exporting I am using the Better FBX exporter add-on as I have consistent issues with blenders normal fbx exporter when exporting skeletons and skeletal meshes. Below I’ll share the images in this order. Blender view, blender edit view, blender Better FBX exporter settings, unreal engine blueprint view, and finally unreal engine viewport view (in game)

As you can see the butt on my character has really weird lighting and no matter what I do to the normals this problem persists. Lumen and nanite are disabled. I have recalculate normals and tangents disabled when importing into unreal. I simply cannot find why I have such weird lighting on the character. I have even tried completely rebuilding the characters normals and tangents within the skeletal mesh editor in unreal and nothing seems to work.

no idea but it does looks like a normals issue.

have you tried setting a material that outputs the normals to see if that’s the real problem?

i’ve seen people using an action in blender to improve the normals, i can’t remember the name. maybe “smooth normals”.

I’ve tried all of that. It must be an issue with the fbx exporter I use. Unfortunately I’m kind of stuck with that unless blender has managed to finally fix their fbx exporter (which I doubt)

have you tried changing some of the options in the exporter? specially the “optimize” one?

weird, i would have bet that blender could export to other formats like gltf or usd.

gltf or glb is supported by ue. worth trying.

i’m quite confident that blender fbx export to ue works fine. since that’s what a lot of people uses, and you can download fbx objects from fab.