UVs not calculating correctly on import

When importing a mesh and texture into UE4, the UVs aren’t calculating correctly:

First, am I correct in the assumption that it’s a UV import problem?

It looks right in the original program. I’m using a model imported from Daz3d (older generation, Michael 4):

I’ve tried every import option I can think of: compute normals, import normals, import normals and tangents, mick t space, and built in:

I’ve also tried every combination of export options in the exporting program. As a result, I’ve had a lot of failed attempts.

I didn’t have this issue with another newer generation model I imported from that program:

I’ve also tried exporting to Blender and remapping from there, without much luck:

I’m running out of ideas and feeling pretty harumph. I’d greatly appreciate being steered in the right direction. Thanks guys!

If I remove the normal maps (leaving only the base texture), the figure matches itself:

But without any normal maps, I have to max roughness (hair doesn’t shine like skin), leaving it flat and lifeless. It doesn’t match my game world and doesn’t feel realistic.

Is the problem with the normals of my character skeletal mesh, or the normal maps that were generated? How might I go about fixing this?