Normal map shadow seam issue (.fbx from Blender)

LokiBear
Thu, 13 Sep 2018 18:10:10 +0000
Rendering

I have made a character in Blender which I have exported as an .fbx file and am trying to apply all the baked maps in Unreal.
I am attaching an image of the issue - dark seams appear. I have tried inverting the green channel, setting the sampler to be Normal and setting the texture to use Normalmap compression as well - none of that helped. Changing import settings for importing/computing normals made no difference either. My guess is that this is a tangent space issue, as the uv islands are not aligned in one direction and I can see them going in different directions on the model. This works fine in Blender, but since the character has a lot of parts and some normal maps were later adjusted by hand, I am keeping my fingers crossed that this can be saved without touching the already made maps. Any clues as of what could be done? I am really new to UE4 so I may be missing some single import option or so.

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