# Persistent map size increases when saved with sublevels loaded

**URL:** <https://forums.unrealengine.com/t/persistent-map-size-increases-when-saved-with-sublevels-loaded/415970>\
**Category:** World Creation\
**Tags:** static-lights, baking, umap, unreal-engine, question\
**Created:** [January 31, 2018, 12:28am UTC](https://forums.unrealengine.com/t/persistent-map-size-increases-when-saved-with-sublevels-loaded/415970 "2018-01-31T00:28:19Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![all2one](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@all2one](https://forums.unrealengine.com/u/all2one)\
**Post date:** [January 31, 2018, 12:28am UTC](https://forums.unrealengine.com/t/persistent-map-size-increases-when-saved-with-sublevels-loaded/415970/1 "2018-01-31T00:28:19Z")

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I have two questions.

1. When I save my persistent level without sublevels loaded, it’s about 12MB. But it becomes 190MB if I save it with sublevels loaded. Why the difference? What’s the correct way to save? In both cases, a packaged game seems to run fine.
2. I recently dabbled with `World Settings | Force No Precomputed Lighting` (on) and `Project Settings | Rendering | Allow Static Lighting` (off) to disable any light backing in my map. After some experiments, the editor ended up generating `MyMapName_BuiltData.uasset` files for the persistent level and each sublevel, which weren’t there before. What are they? With static lighting off, what other data needs to be built? How can I get rid of them (and their references in umap files)?

Thank you!
