why are my WorldSpace normals wrong?

Hey there,
I have this flipping behaviour of light and shadow along parts of my character that are cilyndrical. What is wrong with it?

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Display: World Normal

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Greetings

It doesn’t look like your normal map has normal map compression

Hi, thanks for your reply. The Compression settings in the Texture are set to Normalmap(DXT5,BC5 on DX11).

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strange thing is, i imported the model without the bones as a static mesh and the problem disappears, mmh.

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How does the shading on the static mesh vs static mesh look without any textures? I’m wondering if in one case your importing normals and tangents, and the other case, you are not.

you mean like this?:

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Yup, they look the same though shading/normals wise. Hmmm.

Jiepie, thank you ZacD you put me on the right track. I changed the “Normal Import Method” to “Import Normals and Tangents” and not “compute Normals” when importing. Now it looks better.