I am not able to bake texture sequences with AN generated mesh (like Dynamic Paint or Animated Render baker add-on). It looses vital data on frame change, thus confusing baking.
I tried to use expressions to hold proper UV map for the full timeline:
bpy.data.meshes["Mesh"].uv_textures.active_index = 1
bpy.data.meshes["Mesh"].uv_textures["UVMap.001"].active_render = True
But this is not enough, blank Image doesn't associate with UV layer after frame has changed (checked it after re-entering Edit mode).
So, is there any way to make it work, or exporting meshcache is the only option for this?