For every edge on a model, you need to ask yourself: "what is this edge contributing to the shape of the model?". If the answer is "nothing" or "not much"; you should remove it.
Since I've seen many people unwrap and texture every asset the same way and also used to do that myself, I want to share this tutorial with you how, and show how it's better to do it for large assets like houses. Especially in a scene that contains multiple assets. The tutorial consists of two parts. In the first one I…
If you have no hard edges? No, you will still likely get errors with geometry like that and a synced workflow. Harden your edges/sgs at your uvs splits.
Will you be making a hipoly? If so you might need to readjust some of the edges and add in some supporting edges. If you wont be smoothing the model than it will be fine.
It's happening because every quad is actually being treated as a triangle. If you triangulate the mesh, you'll see the kinks line up with the edges of the diagonal edges of the triangles.