Hi FKKrjakonzo,
Try putting in in the default scene with the sky, add a Lightmass importance volume around the playable area and add a skylight. After, bake your lighting.
If you have your static mesh mobility set to static it uses the second uv channel to calculate the lighting. So if anything looks weird, just make sure you setup the lightmap uvs properly.
If you have set the static mesh mobility to movable it will take lighting from the samples created by the volume.
For extra info on lighting errors read this: