Blender to UE4 Normals

Having an issue with exporting an fbx and importing into ue4. My normals seem to get all jacked up, and I think it may be an issue with using the edge split modifier? I come from 3ds max originally, but trying to learn Blender. So I understand smoothing groups, but know a little bit about the edge split modifier and marking your edges as sharp as well. Is this not the process you should use when baking a normal map or exporting into unreal 4? Is there another method with Blender to do smoothing groups?

Below are a few images.

Sharp edges

Normal map generated in xnormal (y- for ue4 compatability) made with custom cage using displace modifier. Turns out fine in Xnormal viewer, though it does have issues with blender’s render as well.

Ue4 result :frowning:

Tested it in blender and the normal map isn’t the problem. Works just fine once I flip the green channel for use in blender.

Try to apply the edge split modifier before you export. I know the option is there in the export settings but sometimes it doesn’t work well.

Also I noticed the edge split runs along the hands? Can I ask why?

Applying it didn’t help. I think because it actually splits the object into different elements at those edges, the vertices are no longer welded. I think the normals need to be split on them, not the verts, but not sure if there’s a way to do that in blender currently?

You can assign vertex groups in the vertex data. It’s the triangle looking tab by the object data tab. That may be what you’re looking for

Ok, this might have worked for me. I’ve changed my settings back and forth now, so I’m not entirely sure. Also, instead of using the edge split modifier, I instead used the sharp edges with the auto smooth in the normals section. Just set the smooth angle to be 180, but because of the sharp edges, it’ll break the normals there. I also set the exporter to use normals only, maybe that was it as well. Either way, for this object I got it to work. Thanks EyeDee!