if there is still a small amount of bleed, and its visible from your in game view, you can increase the uv padding in blender, by using PackIslands with a larger margin.
the twisted bumpy shadows on the floor is a different problem, caused by the lightmap resolution of the floor mesh. if you increase the lightmap resolution of the floor, it should solve that problem. lightmap resolution affects how well an object receives shadows, but doesn’t affect how an object casts shadows. each of those bumps in the floor shadow is actually the size of a single pixel in the lightmap of that floor mesh.