UV lightmap texels being shifted after lightmass build

Hello,

after reading a lot of threads and discussions I think I’ve understood why I alway get dark edges on my meshes (it’s an ARCHVIZ project).
I mean that it’s should be cause by not-aligned uv islands to the UV map resolution grid. So I aligned them, and after importing the mesh from Max to UE the texels are perfecly aligned to the edges.

BUT, after the first light build they get shifted, and I think this causes the shadow bleeding…

I’ve tried also with 4.18.3, same problem.

The other workaround would be increasing lightmap resolution, static lighting level scale, indirect lighting quality and reduce indirect lighting smoothness… but this raises the calculation times tremendously, and the villa is still empty.

I attach 2 screenshots showing the texel shift problem.