Quick answer: Export smoothing groups (FBX) or custom split normals, and in the importer set the normals mode to Import or set a smoothing angle instead of Calculate.
A curved surface that arrives looking like a low-poly diamond has lost its smoothing information. The geometry is fine; only the normals that tell the engine which edges are soft versus hard were dropped, so every face shades flat.
How to fix it
1. Export smoothing groups or split normals
In the FBX exporter enable smoothing as Face or Edge so smoothing groups travel with the mesh. In Blender, add and export custom split normals to preserve sharp-versus-soft edges exactly.
2. Set the importer to use them
In the engine's import settings choose Normals: Import so it respects the authored normals rather than recomputing flat ones. This keeps hard edges hard and smooth surfaces smooth.
3. Or use a smoothing angle
If you cannot re-export, set the importer to Calculate with a smoothing angle around 60 degrees. The engine then smooths gentle angles and keeps genuine creases hard.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.