I’m using blender as a modeling tool for Unreal Engine 4, usually this works fine except for one exception. I created a model and imported and the texures look fine and no errors are given. However, when I build the materials go all over the place. However, no errors are given. I have tried fiddling with the lightmap resolution to no avail. I import with two UV channels and make sure that lightmap coordinate is one, but the problem persists.
Wow your UV’s are knackered beyond words which will result in what you are seeing in build lighting. I suggest you google a little to find out how to do them so they will give the best results.
That lightmap UV is horribly bad I’m afraid. You have hundreds (if not thousands) of separate UV islands that bleed onto each other because there is no padding at all. Best lightmaps have as few UV islands as possible with a proper amount of padding between them.