So I’ve solved the issue for the purposes I need for my Game Level.
I was facing up to 10 hour build times, which was very inconvenient. Anyways I solved the issue by:
1: Reducing the LightMap Resolution on all my Static Meshes and Foliage Meshes.
2: Changing the Lightmass Settings in World Settings in the Game Level.
I increased the Static Lighting Level Scale from 1 to 8.
I decreased the Number of Indirect Lighting Bounces from 3 to 0.
I decreased the Number of Sky Lighting Bounces from 1 to 0.
And I increased the Volumetric Lightmass Detail Cell Size from 200 to 1000.
After these changes the Lighting for the Level built in about 15 minutes. Yay!
So yeah, that’s a solution to hugely reduce LightBuild times. Obviously, these changes are going to reduce the quality of the Lightmap Build on the environments. Fortunately, my game ia a Low Poly style so it doesn’t reduce the visual quality. For a more realistic game, it might impact visual quality.
But yeah, that’s a method for hugely reducing Light Build Times. Cheers!