I have a confusion about implementing Speedtree smooth lighting to Unreal. In general, I have seen that people multiply normal maps with TwoSidedSign node, so that the backfacing leaves doesnt flip the normal. It does achieve the smooth shading, but with some added problems :
I feel I am missing something, I have asked this in some places but got no response, So I would really appreciate if someone can help me with this! it is really bugging me forever!
I tried to study the .ST9 material, and seemed to multiply the normal map with TwoSidedSign too.