Can static mesh LODs have overlapping lightmap UVs?

I have non-overlapping lightmap UVs on LOD0 for a number of foliage assets, but their LOD models do contain overlapping lightmap UVs as a result of using Maya’s Transfer Attributes. This workflow gave passable results in the UDK, because lightmass only needed to bake lightmaps for LOD0. However, in UE4, I’m finding lightmass now gives me a warning and won’t bake lighting at all for these meshes?

Is there a way to disable these types of warnings and have lightmass proceed?