GPU Lightmass Issue in UE 5.5+: Black Squares Appearing on Static Meshes

This is a bug that has been fixed in the community fork: Epic's GPUlightmass - #668 by yujiang.wang
Basically, it is not that GPU Lightmass is unaware of non-uniform scaling, but that GPULM applies incorrect ray origin bias which is more evident under non-uniform scaling and the black squares are self-intersection artifacts.