Problem with baked lighting

I’m not sure what’s happening here. My lighting is being applied oddly. In the screenshot below you can see the terrain has been lit quite nicely, but the walkways on it are messed up. The walkway to the right looks fine, but the two or three to the left have large black patches on them that are identical. I don’t believe it’s derived from the normal or the texture, although it appears the same on differently placed instances of the mesh.

Any idea what I can do to fix this?

Secondly, lighting importance volumes. Since I have a limited-size, open terrain I included the entire terrain in the lighting importance volume. Is this the right way to use it?

I’m likely to be wrong because I am a noob at this (and by “this” I mean the Engine itself,) but are there any intersecting lights that could confuse the Engine and try to cast shadows when it isn’t necessary? It may or may not affect it, I don’t know.

You need to set up lightmap UV’s for the staticmeshes, either in your modeling program or in the staticmesh viewer to auto create lightmap uv’s.

Ah, that would explain it. The current UVs are all over that single texture since it’s a wood material.

Edit: found an earlier post on how to make it. Thanks!