The UVs seem to repack themselves with the island layout being different from the one in max. The solution for now is to export as obj instead seems to keep the UV channel.
Yup, I’m using 3dsMax 2015 and exporting with FBX 2014. I switched it to FBX 2013, but the problem stays the same. It looks like its not repacking but the channel 1 (in 3dsmax), is being completely ignored in unreal. Channel 2 in 3dsmax is channel 1 in unreal (as expected) and channel 3 in 3dsmax is channel 0 in unreal.
It works properly if I throw a uv clear on the mesh and clear all the channels then use only channel 1 and 2 from Max. It only messes up with 3 channels, how do i get Unreal to respect more than 2 uv channels?