FBX Character has some flipped normals

Hello, I’ve got a robot that I made in Blender. Its normals were fine in Blender. (By normals, I do not mean the normal texture, but the other type of normals that determine whether to show a face or not.) I exported it as an FBX into Unreal, but in Unreal, some parts of the robot have inverted normals. Is there a setting that I need to change during import that fixes this? If not, then is there another way to solve this?

Thank you!

No settings or anything you just need to make sure your normals are facing correctly. They are called tangent normals btw. You may already know but I’ll say it anyway, you can view the direction your normals are facing by pressing n to bring up tool bar, scroll down till you see normals and you can enable visibility in edit mode of the tangents for verts, edges and faces. You can also change the length of the line that projects out from the tangent in case you needed it longer. Lately I have noticed that recalculate faces doesn’t work right anymore and I planned on bringing that up with the blender forums.

Thank you! I didn’t realize it was happening in Blender because indeed, I had selected all the faces and recalculated the tangent normals. I ended up selecting the faces that were incorrect and clicking “Inside” after pressing Ctrl-N, which flipped the tangent normals to the correct orientation.