Instanced Static Mesh Lightmap Shifted

I have a simple issue that I dont see anywhere else, but I have a lightmap setup on my ISM (Instanced Static Mesh) that is pixel perfect. When baking lighting I am able to get the lighting to bake, however the lightmap is shifted slightly. The higher the Instance count gets the worse the shifting is.

Before Building the lighting

Post lighting built (500 instances)

Post lighting Built (6k instances)

The lightmap is so shifted that it wraps a dark side to the bright white side of the mesh

I dont know of any work arounds, all of the settings are set to production, Reloading the level does nothing, changing the max resolution in world settings does nothing, I even used a different model that uses a different resolution lightmap. PLEASE help me with this… it seems every time I try to do something simple, something breaks and ruins the aesthetic. Thanks in advance!

you or the baking process just changed the UV offset in the material

Is there any way to fix this? I havent edited anything, the material is simple and It ONLY happens to the Instanced static Meshes in my scene. Specifically when there are more than 200