Could you provide a dropbox link(or whatever service you prefer) to the fbx for this mesh so I can try to replicate this on my end. I can’t see anything that would be causing that kind of shading and now I’m really curious.
I imported your model into ue4 and applied the basic material and this is what I got.
Everything seemed to work fine. No weird shading or anything. I checked the mesh in blender and maya and saw some weird geo so I cleaned it up and made it more low poly (you can bake your high res to it) and I also set it up so that you can vertex paint on it if you want. I UVed it and added a second UV set for lightmaps.
Your mesh was at 1700 tris and mine was at 398. There really isnt any difference between them in terms of how they look in game so there was a lot of wasteful geometry. I saw some verts floating in the middle of an edge that didn’t seem to be connected to anything but other than that I didn’t really check for non-manifold geometry.
Your model was tiny when I imported it so I scaled it up. If you scale mine by 0.1 it should get you back to the right size.
It depends on what software you are using. In blender you just go to the UV Maps panel under Object Data. In maya it can be found under the polygons menu in the UV editor.
What was wrong with your initial mesh was the unnecessarily high polycount as well as some strange geometry(random verts hanging around an edge). The grid you can see in my wireframe is so that you can vertex paint. It doesn’t change the look of the mesh and considering the new mesh had less than 1/4th the tris of the original even with the added geometry for vertex painting it would be considered pretty optimized assuming that mesh was some kind of wall piece and not a tiny decoration item.
This just occurred to me but do you have anything overlapping in your light map? The only other thing I can think of would be to scale your uv maps up a bit and increase the spacing between the different UV islands.