Cannot set multiple UVs with FBX export

Hi all,

Although I just signed up here, I use Blender for years by now. This means I learned the ropes (not all but most), and I am pretty much have a good workflow with most aspects of asset creation.
I am working on an Unreal 4.11 project at the moment and have a custom mesh. (Tree to be exact.) I imported as an FBX as I needed an extra UV map for the lighting in UE4. I created the Lightmap pack, and worked perfectly. Added the second UV and give appropriate names each. After I exported, I imported it into UE4 and set the relevant indexes for UV channels. Then I noticed, that my texture UV is swapped with my lightmap UV. (Lightmap UV was on Channel 0 and Texture UV on Channel 1) I do not have to say, my Texture UV has millions of overlapping. So I went back to Blender, Imported the mesh again from the FBX. And hey presto, the UV was swapped, despite my settings were clear. (Camera icon on the mesh properties window was set on the Texture one.)
I tried several times to fix this, researched on the net (nothing relevant was found), no avail. I am pretty frustrated by this point, and the project is stalled because of this issue.
My questions:

  1. Is this a bug, or an intentional feature?
  2. If it is a bug, how to circumvent it?
  3. if it is a feature, how to set the channels so they stay after export?
  4. Any other way to solve this? (In UE4, maybe?)

Any answer would be appreciated.

Thanks in advance,

Thomas