Proper UV Spacing in MODO for UE4 Lightmaps

Greetings all.

I am a former Maya user trying to transfer over to Modo.

My issue has to do with UV map resolution setup for Unreal Engine 4’s lightmap system.

In maya, what I would do is setup the UVs, go to the Layout UVs options and chose the specific resolution I will want the meshs lightmap to have in unreal. Maya would then lay the UVs out very well. In modo, I don’t see anything as clear as that. I noticed that in the Pack UVs options that I can adjust the Gap between the shells but its based on a percentage not a specific resolution.

I heard that if I wanted a specific resolution I can type it in as a fraction. For example, if I wanted a resolution of 256, then in the Gaps window I can type in “1/256” and Modo will do the math for me. I tried that and it still doesn’t seem to be right. When compared to the Maya UV spacing, Modo’s are very tight, giving me artifacts in the shadows.

I also tried putting in Mayas “Percentage Space” result into the Modo Gap box and still didn’t work as well.

Am I missing something or is there any specific equation I can use to get specific resolutions so my Lightmaps can be crisp as possible?

The below pics are the same model with their second UV channel layed out by the respective programs. The other pic is of the Maya UVed Mesh (Left) and Modo UVed Mesh (Right).