That looks like you changed some meshes light map coordinate indexes to channels they didn’t have.
So for each mesh, look to see how many UV channels it has (upper left corner of the static mesh editor will tell you). If it is only 1, check the UV layout and make sure there are no overlapping UVs or UVs outside of the 0 to 1.
If there are 2 UV channels pick the one that follows the above criteria, channel 0 or channel 1.
If neither is the case, where you have only one UV channel and the UVs overlap or extend off the 0 to 1, you will have to make your own light map UVs for the mesh or try allowing Unreal to auto generate it for you.