MegaLights feedback thread

We recently upgraded to UE5.5 to use MegaLights, but it crashes a lot. Everytime we change some video settings (like which upscaler we are using, scalability setting, etc…) the game crashes. This is what the log says:

[2024.12.04-10.41.38:317][326]LogWindows: Error: === Critical error: ===
[2024.12.04-10.41.38:317][326]LogWindows: Error: 
[2024.12.04-10.41.38:317][326]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
[2024.12.04-10.41.38:317][326]LogWindows: Error: 
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa13d61530 UnrealEditor-Renderer.dll!LightFunctionAtlas::BindGlobalParameters() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightFunctionAtlas.cpp:990]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa140d79c8 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderMegaLights() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Renderer\Private\MegaLights\MegaLights.cpp:1316]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa139ea229 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2845]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa147c1196 UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5431]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa1477809a UnrealEditor-Renderer.dll!`FRendererModule::BeginRenderingViewFamilies'::`96'::<lambda_3>::operator()() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5734]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa2c977535 UnrealEditor-RenderCore.dll!`FRenderThreadCommandPipe::EnqueueAndLaunch'::`5'::<lambda_1>::operator()() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1541]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa2c9a639f UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:634]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa28c12f92 UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa28c08b5a UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa28c08ffe UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa2c9c01cc UnrealEditor-RenderCore.dll!RenderingThreadMain() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:317]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa2c9c8a44 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:443]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa29248acd UnrealEditor-Core.dll!FRunnableThreadWin::Run() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffa2923f3cf UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [F:\UE5.5\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
[2024.12.04-10.41.38:317][326]LogWindows: Error: [Callstack] 0x00007ffaff597374 KERNEL32.DLL!UnknownFunction []

I’ve been trying to attach a debugger to this to investigate further but in the meantime i’ll leave this log here if it could be helpful to the devs