Lightmap uvs are not the same as material uvs… They are for storing light/shadow information so they should lay out differently!
The faces that have sharp edges and will have different lighting information should be separate with enough padding around them unless they will get “bleeds” from the other uv islands! This is why you have those artifacts on your cube!
Maybe you should search for lightmap uv tutorials…
and after unpacking light map you need to switch in Unreal Engine lightmap index back to 1, because it will make its own map on channel 2 and will point to it (that is if you will not mess with the settings).
And even after that youll still get some artifacts.
Now you have two choices:
either up the resolution of lightmap in Unreal Engine,
or you can go back to that lightmap in blender, select everything in it, and while pointing your mouse over lightmap hit CTRL+P this will pack your islands, and then you set margin on that to .150 (or something like that)
And now if you drag your cube into the world it should look and behave just like the basic cube from Unreal engine while still keeping lightmap resolution at 64.
I think there are still some unclear areas for you…
If you set your own lightmaps in your 3d software you should turn off in Unreal to generate an extra one for them!
I think this is one of the best tutorials for beginners:
UnrealEngine4 + Blender - Lightmap Tutorial - YouTube this is the same thing but with blender. In blender you do not need to divide 1 by lightmap resolution. And if you’ll leave 4px of space between islands, it will give better results if quality (engine scalability) is set to low.
There are still issues with those lightmaps when trying to build modular walls like in L shape. But i guess it has to do with need to tweak lighting quality.
It is shame though that you need to go to supposedly outdated tutorial (it’s for UDK not UE4) to get the basics.
Thank you again for pointing me in the right direction.