I conducted several tests of baking maps, and all the tests showed the same result - incorrect baking in the areas of UV seams. UV is cut along the Hard Edge. Baking settings are standard, and I tried changing various parameters, baking in OpenGL and DirectX, but the result remains the same.
It seems like the issue is not with the geometry, as baking in Marmoset and SP produced correct results.
Geometry files are attached.
Unfortunately, it didn’t help. Generally, using ‘average normals’ is intended to improve the baking of surface information, so with this option enabled, chamfers may be baked less accurately. However, I tried it to make sure, and it didn’t help in this case.
Thank you for the additional information @gedzillaa. Could you please provide your hardware and software specs for your machine so that I can bring this up internally?
Edit: Can I also ask, does the same behavior occur when switching the Baking Engine to CPU? Was that one of the parameters that you had adjusted when testing?