The mesh gets darker because it’s baking the lighting and adding occlusion and GI to the lighting of that mesh. There are some artifacts (the dark spots) because your light map resolution is probably set too low. You could set the mesh to moveable instead of static, and that error will go away and that mesh wont get baked lighting.
The more complicated the mesh, and the larger the mesh, the higher the light map resolution needs to be. If it was just a box or a few bullet casings, 64 might be fine. But for a wall or statue, 1024 is totally fine.
Movable meshes should be mostly reserved for things that move, unless you want your entire scene to be dynamically lit (like a day/night cycle). But that’s a whole other discussion. Things like ammo pickups would often be movable meshes.
Yeah the overlapping is expected, the second UV channel (UE4 starts counting at 0 so channel 1) will have your light map UVs, and those should not be over lapping.
The problem is, with that very simple mesh the LightMap Res. to 64 used to generate that dark effect. I increased to 128 and the result is the same. So as you can see, 64 hasn’t been fine for that box.
My entire model is composed by a box and 8 shells. Each object (8 shells + 1 box= 9 objects) has a not-overlapping UV.
The problem (should I call it problem?) is that Unreal Engine takes all those UVs and puts them together in one UV.
It’s a box with 8 casings, there’s a lot of surface area that the light map has to cover. 256 would be reasonable for something like that, If it was just a closed ammo box, 64 would work.
It’s fine if they are over lapping in UV channel 0 which is used for texturing. If they are over lapping in UV channel 1, which is used for light maps, then it’s an issue. UE4 treats a model as one static mesh. The gun from Epic’s shooter game content example has overlapping UVs, because they are using 2 textures for the model (kind like your ammo casing with the box and the shells). This isn’t an issue because they assign a different material to each part.