How to fix artifacts?

So Im going from Zbrush to the engine and my mesh seems to be fine. Although, when I am importing into the engine I am getting some small artifacts that you can see as well as being able to see some polys.
This is when I import as a static mesh.

For some reason some of these artifacts go away when I import as a skeletal mesh and I can no longer see the revealing polys.

I use Zremesher to retopo my mesh and use the “Check Mesh” and “Fix Mesh” tools but there isn’t any bad geometry. I also use UV Master in Zbrush to create a UV map and export both the mesh and map through multimap exporter. I turn Generate UV map off when importing and yet I still get these artifacts. I know I should Retopo and create a UV Map myself but my mesh is very intricate with many parts (you only see one in the photos) and I am going to creating many of these types of meshes so I would rather take the quicker route and apply a fix. Sorry for my stubbornness and thank you in advance.

Make sure Unreal isn’t recomputing normals. There should be a checkbox in the static mesh editor that is normal on by default.