Wrong direction of reflections on meshes.

Hi all,

I am having some serious problems with the reflections that I get on some of my meshes. Some of the polygons seem to reflect in wrong directions…
All the objects were modeled from scratch, UV unwrapped for diffuse and for lightmap in separate channels in 3dsMax. The meshes are double checked in terms of smoothing groups, normals, no overlaping in Lightmap UVs, etc. I also checked if any UV islands are mirrored, but they are all correct. The materials are made in UE4 and consist of simple seamless diffuse textures with normalmaps - nothing special.
I use Sphere reflection captures to build the scene reflections. All the scene elements (lights and meshes) are static.

I am run out of ideas why I still get some of the objects reflect in a wrong direction (example of the brown floor Piece, which is one Object made of three elements but two of them reflect somehow backwards). More examples of same issue in attached screenshots (concrete floor in the middle of the hall)

I am looking forward to some solutions. thnx in advance.

Hello!

I would say that you need to check your Normals in Blender or whichever 3D package you’re using and “Set to Face” or “Recalculate Outside” or do “Mesh Cleanup.” First try that and then we can see where we are at.