SurfaceAppearance isn't following my UV

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Above is what it looks like in studio when I import everything
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Above is what it looks like in substance painter.
I know the issue isn’t the UV as its plenty big enough for this small task. (shown below)


what could be the Issue?

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Try pre-triangulating the mesh before export? Some 3D programs use different algorithms to triangulate meshes, sometimes it can mess up normals that are baked from high poly to low poly meshes. Not sure if this is a case of that though…

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