UV unwrapping is the process of unfolding a 3D mesh into a 2D parameterization, where each vertex of each face is assigned a UV coordinate. This 2D parameterization is used when baking data to texture maps for the mesh, such as when baking light maps.
Beast includes a method for UV unwrapping; it is not necessary to do it manually. The resulting UV layouts are optimized for baking light maps with unique, non-overlapping UVs for each triangle; they are normalized to a range of 0 to 1; and have sufficient padding between charts to resolve possible filtering problems. The charts are packed together tightly to minimize unused texture space and reduce memory usage.