Why are parts of my emmisive and normal maps are missing in UE4?

Hi guys,

I’ve been having a very strange and unique problem that no matter what I do seems to persist in UE4.
I’m a 3d artist and have a very basic grasp of UE4 and so I have probably missed something more experienced users will probably pick up on.

My problem is that parts of my emissive and normal map seems to be missing after setting up applying my material to the mesh as seen in the included picture. I have tested the mesh and its textures in Unity5, Maya, Max, Marmoset and Subtance Painter from which I exported the maps from. Its works fine in everything else and this problem is unique to UE4 and to be honest Im confused and stuck.

The asset is owned by the studio I work for and the files have been shared for debugging purposes only.
Assets : https://drive.google.com/drive/folders/0B8jp-arNJsYqZ05KY2xna2hoRUE?usp=sharing

Your mesh is not smoothed correctly, make sure you export the FBX with smoothing groups!

http://puu.sh/tBnWH/5de73bd19a.jpg

There’s also the issue where your mesh is split in many different pieces and it’s causing the UVs to mess up. So I suggest you combine the mesh outside of UE4 and reimport. Double check your UVs afterward and make sure all your UVs are present in the first channel.

http://puu.sh/tBpyk/fbd9bc7675.jpg

Also make sure you use these import settings for normals:

http://puu.sh/tBoPy/f90a132d7a.png

Material:

http://puu.sh/tBptx/6f9d86087b.png

Final product:

http://puu.sh/tBpBn/b1f43df598.jpg