How do I avoid lighting artifacts when using morph targets

I imported a skeletal mesh with both joint animation and morph targets from Maya. Most of the animation looks okay when playing (both in the skeletal mesh editor and in game), but certain extreme poses cause some of the faces in the mesh to turn black.

Has anyone ran into this issue? Am I missing a checkbox or something?

I had some issues with that and could fix it by setting Skeletal Mesh/ Normal Import Settings to Import Normals (instead of Import Normals and Tangents).
If the Issue remains, go to Project Settings/Engine-RenderingOverides/Miscellaneous and set “Force all skinned Meshes to recompute tangents” to true.

Thank you IseTheHuman. Worked with “Force all skinned Meshes to recompute tangents” set to true.

You are the hero, I have been stucked here for a month!!

where is this option in UE5?