Normal cycles baking in tangent spcae problem

Hi!

I’m a bit confused, what am I doing wrong when baking my normals.

The problem is when I bake in object space, normal looks fine. But in tangent, it looks wrong.

Tangent space:

(Object space, if you want to, you can find in the file attached.)

I need my normals to be in tangent space for my game.

What to do?

File:

Maybe your problem is that you did not use a normal map node to plug the normal map into the principled shader.

It bakes fine in tangent space for me, I did extrude the cage a bit and and set max distance for rays to get a clean map.

This is the low poly with the normal map applied.

Thank you!

The blender wasn’t the problem, Unreal was.

I knew Unreal and Blender had different XYZ axis, but didn’t expect it to affect normals.

Now I know.