Static mesh created from BSP has missing faces in lighting

I’m at a loss as to why the meshes that appear correctly in Blender and in the Mesh Editor have missing faces when I switch to “Show lighting only” view. The shadows also look wonky (stripy, while the face is supposed to be smooth).

I have created these static meshes from BSPs in UE editor. I have set the Lightmap index to 1 for the ones that Unreal created initially. This fixed the original wrapping UVs error, but did nothing for the shadows.

The mesh in the screen shots I have exported to Blender, re-created a UV map and reimported it, assigning the correct Lightmap index.That also didn’t fix the issue.

Anyone have any ideas as to what is missing?
Thanks!

BTW, this happens even with the simplest of BSPs, such as a cube, as soon as it’s converted to a mesh.

I believe I’ve been able to understand the reason for this behaviour. It is caused by materials from the “Real Surfaces” packs 1 and 2.

My understanding is that the material tesselates the surfaces and applies a displacement map, and this only shows up in “Lit” view, but not in the “Lighting only” view. Once I apply simpler materials to the surfaces of the mesh, they show up just fine.

The lighting appears to build without issues with these materials, it’s only a problem when using “Lighting only” view.