When baking lighting using GPU Lightmass, the lighting converges and reaches a pretty good point. no noticable baking errors, etc.
However, when the bake completes and is encoded, lighting on objects becomes warped and offset, as if it is being read from the wrong UVs in the atlas.
All the objects in the scene are modular and use instanced static meshes, the UVs are not overlapping and use a mostly consistent texel density.
Anyone know why this is happening? is there a limit to the scene lightmap size that i am running into?