Thanks for the tip! I also like to break up the FBX files for the same reason, but this one has grown as I've slowly troubleshooted my way toward something resembling a race track.I like splitting tracks up into several FBX files, even just for ease of updates. For my main WIP right now I've got separate FBX files for the terrain/visual road/curbs/walls, physics meshes, trees, tire walls, pit crew and timing objects, crowd objects, and buildings. Makes checking new edits in game easier since loading up in the editor is a LOT faster. Also forces me to keep my scene organized in Blender so I can easily enable/disable all items from a single FBX at once without missing anything important.
On the original question, I second Stereo's comment of making sure all scale transforms are applied. Rotation and location shouldn't cause any issues for most objects on tracks, but scale definitely can, especially if anything has a negative scale factor. You could also double check to make sure normals are correct on all objects by using the face orientation view option in Blender. I usually work without the backside clipping enabled so I can see everything, but comes with the downside that I usually forget to check normal direction before exporting. I often wind up having objects that are inside out as a result, so a quick check is helpful!
I'm wondering if maybe you have an inverted normal duplicate over top of some of the darker objects? It could be invisible from a normal viewing angle but still be casting a shadow maybe?
I did a deep dive into the normals and what happened was that they were pointing the right way, but they were calculated inside out so the shadowed bottoms of the objects were on top. I was able to turn them around and get them to look as intended again. I think this happened when I recalculated the insides and outsides.
Thank you everyone for the insight!