[LWRP] Normal maps in baked lighting not working

138223-unitynormalmaps.png

The brick wall on the left is using baked lighting and the one on the right is using real-time lighting. They both have the same material using a normal map but baking the lighting causes the normal map to stop being used. I’m using Directional Mode in the lightmapper settings and still get this.
Is it possible to bake normal maps?

I’m using Unity 2019.2.0a14 and LWRP 5.2 and my lightmapper is Progressive GPU (preview).
Any help would be nice.

Edit: I’ve found that the normal map is working on the baked bricks. It’s just very, very weak. You can barely even tell. It’s more noticeable from the top.

Does anyone know why it’s so weak? you can barely tell it’s there.

bump, have the same problem with 2019.1.1f1 LWRP-highquality … how is this even an issue.
can’t post screenshots due to confidential content, but it looks exactly the same, like my normal maps are just reduced by 80%-90% when baked.
All my objects are set to static.
Directionel is set to baked (also tried mixed)
Lightamapper tried Enlighten as wel as Progressive cpu
Also tried bumping up lightmap size
In the mixed lighting tab, lighting mode is set to subtractive which is the only option available
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Hitting this as well… is this a limitation for baking with normal maps? Or is there a workflow trick?