So I fixed this! When you import your normal map texture, make sure that you have it's Compression settings set to TC Normal Map. When imported it brings them in as TC Default, which is not for normal maps. Also make sure that in the material editor that the normal map node is a normal map node and not a default one, this…
It's an issue with the binormal not being flipped when the UVs are. Fairly common issue with game engines. You can either try to fix it in the shader (I think UE4 does the transforms in the pixel shader anyway) or possibly in the mesh... although I suspect that would need some coding.
This sounds like great advice, however I'd need a start as to how to fix such things. I've never placed in code before. Another question is how such things happen and what can be done to prevent them. I want to learn the issue so I can fix/prevent it in the future. Thanks
Good point gigantoad. Now that the import thing is clear Scott, I have some topology crits for you. I would not recommend ever creating a low poly using an auto-optimizer, unless you are on a severe time crunch. This object can be described using much fewer triangles while retaining the same exact quality with a manual…