Static lightmaps missing in a game switching levels at runtime

This question was created in reference to: [Build lighting data missing after setting level invisible and then visible again in a packaged [Content removed]

Hello! I am reaching out in regard to the above question, as we are facing an almost identical issue on our side. One of the Epic’s answers listed two CLs that are addressing it:

`those 2 cls in which we submitted fixed related to StaticLighting & Levels, 37625645 + 42826038`

I would like to take a look at them and reached out to the team responsible for handling Unreal’s P4 mirror on our side and they got back to me with an information that they seem to be a part of the Fortnite depot. They’ve asked me to reach out for a CL number in which it was merged into the engine. Thank you!

Hello,

The corresponding CLs in //UE5/Main are

CL#37625659 Cache the value for ULevel::IsMapBuildDataOwner() since the rare cases of it’s usage inside ULevel::BeginDestroy() are not going to work due to annotations being released.

CL#42826054 Fix invalid assignation of bIsMapBuildDataOwner in some non world partitionned levels. Fix reuse of current World’s PersistentLevel MapBuildData to only occur when it’s not be stripped of it’s RF_Standalone flag

Hope that helps resolve the issue!

Yes, I am able to inspect the changes now. Thank you!