Landscape goes white after Light build? Help?

The other day i finished the foliage part and tried following a light tutorial where I deleted the lights and added them back and I think originally put the wrong ones in cause then i had overlapping lights. but i deleted some lights and it was fine. (before everything was black)

But now: After I build lighting the landscape turns white.
There are two errors I get. (All of these are addressed at the same thing: InstancedFoliageActor_2: ) 1) The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing lightmap resolution or number of mesh instances in this component. (I get this one 3 times).
2) Instanced meshed don’t yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UV’s are the same for all LODs. (I get this one 5 times)

Now I originally painted all the foliage at once to keep level running efficient, but I don’t see any way to break them into separate groups? Also the landscape is pretty small I think to start with. I am not positive but I think the landscape is: 253x253: overall size in verts. 63 quads. 1 section component. 63x63 component size. 16 (4x4) total components. Or pretty close to this.

I am fairly new. Any help would be very appreciated. I have been trying to look up these issues online. I saw online I may need to set my lightmaps up, but I used the Kite demo and mainly that is all that is in the scene and I think that they would already be set up.

What can I do to fix the problem… ?? I am in a project, and need to turn in soon.

well I still don’t know exactly what or how it happened, but somehow I lost the ground texture. I ended up making another one. Then I had to delete the original one cause there was still errors.

Though there is one remaining error as though the texture still is somewhere in the project. But it will at least zip now. And the ground has a texture so its much better overall then it was.