Grayish normal shadows

I have this problem, one of my surface abruptly goes down and the light is from the top. The surface receives light from a 5 degree angle approximately, so all the shadow on it is mostly created by the normal map. The problem is that those shadows looks like some sort of a grayish Fresnel. My first thought is that is how Unreal deal with normal map shadows, that it’s in Unreal shaders. Is it tje case? Or is there a way to get a better normal map shading?

I work in the medical sector, so the image are very graphic. I need to show them so you might understand what is going on. I know this comes from the normal, because when I turn them off it disappears.

I think I found out, it might be tat in substance painter I boosted the normals by duplicating them on layers. I will another way to see if it’s that causing these weird shading.