Hard shaded edges on low poly with normal map applied

I have hard shaded edges on my low poly even with my normal map applied. Its a mesh from maya that has been triangulated with smoothing groups checked for export. I baked in painter and believe i have the correct import options in unreal [import normal, and mikkt tangent space]. I have a collage texture for the base color and roughness because i have overlapping, then i baked out a normal map on a seperate uv channel so i can split the hard edges. My color and roughness are using uv channel 0, lightmap channel 1, and normal map channel 2.

any help would be greatly appreciated thanks,

This hard shadow is most likely caused by the baking of shadows. There are a few things I would recommend trying. First, i would create some additional space between the UVs for the shadow map. I would also try baking your lights at the “production settings.” Lastly, you can adjust your Lightmass Settings under the “World Settings” tab, specificaly the Static Lighting Level Scale, Indirect Lighting Quality, and Indirect Lighting Smoothness. Hope this points you in the right direction!

Looks like the normals are inverted. Does enabling “flip green channel” in the normal texture’s settings fix the issue?

This is in the static mesh editor so all the lighting is dynamic.

I flipped it and the hard shaded edges are still there with the normal map g channel on both directions.

So it is! My bad. Does it have the same hard edge without the normal map applied? If the base mesh has hard normals upon import, you may have to open it back up in maya, unlock and soften normal edges, and reexport.

Yes it does, but I thought you needed hard edges where there are uv splits for baking in painter. with that the normal map should take care of it. It looks fine in painter. I was following the substance painter workflow linked below.

The normal map won’t beat out hardened edges, and it makes sense in painter as they automatically soften all edges, and now you have a normal designed for soft edges on a corner with hard ones. Try softening and re-exporting, hopefully that will work for you!

So it looks like its an issue from having the normal map look at the third uv channel. I did a test with a box where it shades fine when the normal map is using the 1st channel, then i added uv channels to duplicate my other assets and when switching the uv channel it breaks the shading.

Any thoughts on why using another uv channel than the first one for my normal map would break the shading?

So it looks like its an issue from having the normal map look at the third uv channel. I did a test with a box where it shades fine when the normal map is using the 1st channel, then i added uv channels to duplicate my other assets and when switching the uv channel it breaks the shading.

Any thoughts on why using another uv channel than the first one for my normal map would break the shading?