-check in your static mesh settings that you use the 2nd uv channel for the mesh -> light map coordinate index – 2
-export your mesh to a 3d program and create a proper 2nd uv channel -> ://
If you convert a BSP to a static mesh, it is not UV unwrapped. All faces cover by default the entire UV space.
In order to use a mesh that is derived from a BSP brush, you need to open the exported FBX in a 3D application and unwrap it.
There you can also add the second lightmap UV set.