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Incorrect geometry from fbx import

When I was working on a tileable asset for a personal project, I began to run into issues with what appeared to be seams in my textures. This was weird for because I was working in Substance Painter with tileable materials made in Substance Designer, so this shouldn't have been the issue. When i checked to see the snapping there was an issue with one side being deformed, where in Maya that surface was shown to be flat and was checked using a scaling trick. Any thoughts on why this may be?

Wall In UE4 WallInMaya

Product Version: UE 4.14
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asked Dec 05 '16 at 08:46 PM in Using UE4

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hiiii5
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avatar image hiiii5 Dec 05 '16 at 11:37 PM

The issue arose from generating LOD's, still interested in why this is causing the 2d views to change the geometry even though in the perspective view it is visually unchanged at any distance.

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