# Running build lighting Commandlet crashes Unreal

**URL:** <https://forums.unrealengine.com/t/running-build-lighting-commandlet-crashes-unreal/393915>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [May 18, 2017, 3:56am UTC](https://forums.unrealengine.com/t/running-build-lighting-commandlet-crashes-unreal/393915 "2017-05-18T03:56:35Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Greganator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Greganator](https://forums.unrealengine.com/u/Greganator)\
**Post date:** [May 18, 2017, 3:56am UTC](https://forums.unrealengine.com/t/running-build-lighting-commandlet-crashes-unreal/393915/1 "2017-05-18T03:56:35Z")

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Hi All im building and automated build script for my team so every night it will make a new build, when the script gets to this line  
`call %EditorPath% %ProjectPath% Map_Greybox_2 -AutomatedMapBuild CLDesc="Rebuilding Map_Greybox_2 map" UseSCC=False`

It starts the build lighting then the after a few seconds the Editor crashes and I have no idea what is causing it.

We are using Perforce as source control.

Any suggestions or a different way to build lighting automatically would be appreciated.

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**Author:** ![Greganator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Greganator](https://forums.unrealengine.com/u/Greganator)\
**Post date:** [May 23, 2017, 8:45pm UTC](https://forums.unrealengine.com/t/running-build-lighting-commandlet-crashes-unreal/393915/2 "2017-05-23T20:45:24Z")

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Anyone have any ideas?

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**Author:** ![anonymous\_user\_c94f194d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c94f194d](https://forums.unrealengine.com/u/anonymous_user_c94f194d)\
**Post date:** [June 7, 2017, 1:38pm UTC](https://forums.unrealengine.com/t/running-build-lighting-commandlet-crashes-unreal/393915/3 "2017-06-07T13:38:42Z")

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"In order to build lighting by command line use the following structure to set it up as a basis:

UE4-Editor.exe [Project Folder Path] -run=resavepackages -buildlighting -MapsOnly -ProjectOnly -AllowCommandletRendering -Map=[Name of map]  
The -Map=[Map Name] can be dropped if you want it to build all the maps/levels available in the project."

This work for us. Make sure that you check out map files that you want to build. Read only map files are skipped.

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**Author:** ![Greganator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Greganator](https://forums.unrealengine.com/u/Greganator)\
**Post date:** [June 7, 2017, 5:49pm UTC](https://forums.unrealengine.com/t/running-build-lighting-commandlet-crashes-unreal/393915/4 "2017-06-07T17:49:53Z")

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Thanks that worked

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<div class="post-metadata">

**Author:** ![anonymous\_user\_c94f194d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c94f194d](https://forums.unrealengine.com/u/anonymous_user_c94f194d)\
**Post date:** [June 8, 2017, 12:54pm UTC](https://forums.unrealengine.com/t/running-build-lighting-commandlet-crashes-unreal/393915/5 "2017-06-08T12:54:45Z")

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Just noticed that reflection captures are not builded with this. Do you encounter same problem?

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<div class="post-metadata">

**Author:** ![Greganator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Greganator](https://forums.unrealengine.com/u/Greganator)\
**Post date:** [June 9, 2017, 12:21am UTC](https://forums.unrealengine.com/t/running-build-lighting-commandlet-crashes-unreal/393915/6 "2017-06-09T00:21:50Z")

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I will have to ask our level designer, as most of our levels are still in grey box i don’t think we have any in the levels, but i will get some in and test.
