Overlapping Uvs And wrapping Uvs

No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene’s quality and lighting build times.
SM_BlackAlder_Field_03 Object has overlapping UVs.
SM_BlackAlder_Field_03 Lightmap UV are overlapping by 25.2%. Please adjust content - Enable Error Coloring to visualize.
SM_BlackAlder_Forest_02 Object has overlapping UVs.
SM_BlackAlder_Forest_02 Lightmap UV are overlapping by 58.7%. Please adjust content - Enable Error Coloring to visualize.
SM_BlackAlder_Sapling_05 Object has overlapping UVs.
SM_BlackAlder_Sapling_05 Lightmap UV are overlapping by 1.6%. Please adjust content - Enable Error Coloring to visualize.
SM_BlackAlder_Field_04 Object has overlapping UVs.
SM_BlackAlder_Field_04 Lightmap UV are overlapping by 46.0%. Please adjust content - Enable Error Coloring to visualize.
SM_BlackAlder_Field_03 Object has wrapping UVs.

Importance volume can really change build times and quality, so put that in.

But the UV messages, don’t worry about them unless you can actually see something wrong with the meshes.

The Meshes seem to be alright it just takes alot of time to build and I havent done any game functionality in the world yet so I was wondering if it would cause any issues in the future

If it takes a lot of time to build ( lot of time being between 10 mins and a few hours ), then you probably have one or more of

  1. Lots of meshes ( > 2500 )

  2. High density light maps

  3. High quality settings ( non default ) in the static light settings of lights.

  4. You’re building for production, not preview