Imported Normals are Inverted

I’m trying to import my normals from blender. But they look inverted in Unreal:

Please notice how the specular is facing away from the lightsource in the right picture (Setting: Import Normals/Tangents).

I need to import my normals, as the result which Unreal gives me with ‘Calculate Normals’ is not what I desire.

Any hints?

Bumping it. Error still bugs me.
It looks like with a normal static mesh the normals are imported correctly, but not with a skeleton mesh.

Are the normals correct when exporting from your modeling package? If so, try inverting them there.

It could also be the channels on the maps…try to invert the green channel I believe. That should fix it if I remember correctly.

Thanks for helping,

I tried your suggestions, but none worked. I think the normals of the vertices are in a different coordinate system in blender. Thus the impression of inverted light.

For now I just use ‘Compute Normal’ after I manually split vertices where I need a hard edge.

Can we get a fix please?