You might have some inverted normals on your model. Apply a material to it in Maya and view it using viewport 2.0. Black faces indicate normals that need to be flipped.
This is weird. I had a similar problem when a model wasn’t triangulated properly. I mostly explorted quads and would get this issue. When I triangulate it before exporting, the issue disappears. Your last screenshot indicates partly triangulation and partly quads.
Some loose faces, or unwelded vertices?
I never triangulate before export in Blender, bad experience with that(materialbased).
At some parts it is looking like a second object glitching through.
In blender i get sometimes similar results, when using mirror modifier, or an array with marginal offset.
Check your UV’s and their channels in UE4. In the edit mesh screen overlay the UV’s. By default texture UV should be in UV Channel 0 and lightmap UV in UV Channel 1.
Soooooooooooooo i see what i did wrong, because some random-i-dont-know-how-hell-i-make-that i made one second UV in maya and the painter show that uv but the unreal import both giving base to the first one.