How should I UVW Map my static meshes so I can use ue4 materials on it properly?

Static meshes can have information in them which the material can read - for example you could have the mesh’s texture density. That way one material will be the same across various surfaces. Or you could have instances of the main material with custom tiling, giving you control over individual objects. Another option is to use world position as UV(W). Lightmaps are a separate thing and their UVs shouldn’t be used in your case for anything texture-related.