Blender multi objects sharing one UV texture. Lightmap question

Multiple objects sharing one texture map for the different object-uv is no problem, but if they share the same texture for ligthmapping, i get lightning errors (black/shaded) parts.
Can me pls someone tell how to do that?
I tried to join the meshes / unwrap / lightmap , then seperate objects, but problem still exists.
There is an option inside Blender while lightmapping (“share same texture”)…
If i use a single texture/lightmap for an object it works perfect.
Only lightmaps are a problem
Greetings Bauch

Edit: hmm 亚洲欧美中文在线一区,亚洲欧洲免费三级网站,亚洲三级在线中文字幕,中文字幕亚洲码 在线观看 Is the easy way to make a new texture only for lightmapping? lol. Sry guys i feel so dumb, every time i post a question i get the idea to solve it. Are i am right(with problem, not with dumbness)? :slight_smile:

UV maps are not texture maps, they are simply coordinates.

The correct setup is this—First UV channel for textures, this can be almost anything
Second UV channel for lightmaps, must be in 1x1 space and not overlap.

Every object gets one lightmap

Ty very much.
Forgive me worst case english and its early in the morning here.
I have only that Problem, when more subobjects are inside exported *.fbx.
I used the auto-created LM inside UE4 on mapchannel 2 and that worked too.
Played around manually with LM and it makes a big nice difference(rendering).