Why do I get these strange artifacts switching from Lumen to GPU lightmass Baked GI?

I’m a super-novice when it comes to baked lighting, but I really need my game to run well, so I watched a half-dozen or so tutorials on baked lighting in UE5 (I’m on 5.6). The result’s a bit unfortunate, as I get these weird artifacts. This level only contains only the default basic sky setup, with all the components set to Static. Most of these blocks here are the same model, with a lightmass resolution default of 512.

Clearly, I’m doing something wrong. Can anyone help me out here? Any advice on how to improve the look of my baked lighting would also be greatly appreciated.

This is because the models had real bad UVs. Using the built in modelling tools, I was able to select the mesh, go to UVs→ProjectUVs→Change UV Projection Type to Box and click accept. This works really well on simple shapes such as models made with cubegrid. And since 90% of my models are like that it works for my particular use case.

In addition, not only did I override the lightmap resolution values to improve shadows, but I modified the model’s minimum lightmap resolution on the LODs, that seems to have fixed most of my issues, still get some weird shading where two models with the same material right next to each other appear different but I’ll take it at this point.