Mesh UVs are slightly offset in Unreal

Open static mesh editor, check “Use Presicion UV”.

I just barely noticed that some of the details on my mesh are offset very slightly, about a pixel or two of a 4k map. I made a texture for testing purposes that is completely black in the UV island areas and completely red where there’s no geometry in the UV sheet. Theoretically this should make the mesh display completely black unless there is bleeding or some kind of offset. Lo and behold I put this texture into Unreal and I’m seeing lots of red seams. I disabled MipMaps by setting ‘Mip Gen Settings’ to ‘NoMipmaps’ in the texture properties so I know for a fact this isn’t any kind of bleeding, as you can see the front sight (bottom left) is perfectly position in the Substance Painter 2, but in Unreal it’s offset and not centred.
As for Substance Painter, I made sure to export the texture I generated and re import it, so it’s the exact same texture on the exact same mesh. If I shift the texture a single pixel I straight away see the red.
Is there anything Unreal does differently or performs on the mesh that causes this? This is the same mesh, imported as a skeletal mesh into Unreal.
Any info is appreciated!

http://i.imgur.com/GPZCeqM.jpg

http://i.imgur.com/iRG1WVl.jpg

That did it! Thank you!