Overlapping Lightmap UV

Hi I have built my UV 2 4 times trying to stop the overlapping the lightmap. but I keep getting the overlapping. here is what my UV2 for lightmap set in 3dsmax

and this is how it looks in UE4 version 4.4.3

you can see the dark spots, I was told that for better lighting to try and make it as large as possible which I have done plus I have also gave enough gap so nothing bleeds but I just keep getting the problem.

Can you tell me what am I doing wrong so I can learn from my mistakes.

Thankyou

I don’t use 3ds max, but I’m assuming that the dark blue square surrounding your Light map UV map represents the (0,1) area of your UV space. If that’s the case, you might want to leave a margin in 3ds Max UV2 map equivalent to 1 pixel in UE 4 game space. For example if you created a 128 x128 (axa) UV map in 3ds Max and are planning to use 32x32 (bxb) lightmap in UE4, you might want to have to have a margin of atleast a/b number of pixels [4 in this example case] in your 3ds max light map UV. Currently, I think your UV islands are too close to the borders of your UV space.

Also as much as possible, try to align your UV map islands along the pixels/grids as this could help reduce any dark bands in UE4 lightmaps. You could turn on grid/pixel snapping on UVs to help with this matter. I hope that it helps you.

If you want more detailed help, here is an article based on making good light maps in Blender. Should be pretty similar to what you have in max.
Creating “Almost” Perfect Lightmaps In Blender For Unreal (UDK)