UE4 Crash when playing after Light Build, anyone know?

When I try to play my level, it crashes
I feel I messed something up in the Light Build settings, can someone tell me what this means?

Assertion failed: UpdateRegion.DestX + UpdateRegion.Width <= Texture->GetSizeX() [File:d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\public\RHICommandList.h] [Line: 3090]
UpdateTexture3D out of bounds on X. Texture: IndirectLightingCache_0, 93, 1, 64

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Renderer!FIndirectLightingCache::UpdateBlock() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:859]
UE4Editor_Renderer!FIndirectLightingCache::UpdateBlocks() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:730]
UE4Editor_Renderer!FIndirectLightingCache::FinalizeUpdateInternal_RenderThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:563]
UE4Editor_Renderer!FIndirectLightingCache::UpdateCache() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:450]
UE4Editor_Renderer!FSceneRenderer::PostVisibilityFrameSetup() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2684]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2877]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:577]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1821]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::26’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:701]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

same ,i create other texture,And then it’s like this.