# \[UE5.3.2\] Commandline lighting build incorrect skylight lighting

**URL:** <https://forums.unrealengine.com/t/ue5-3-2-commandline-lighting-build-incorrect-skylight-lighting/2082198>\
**Category:** Programming & Scripting\
**Tags:** building-lighting, command-line, unreal-engine, question\
**Created:** [October 23, 2024, 7:58am UTC](https://forums.unrealengine.com/t/ue5-3-2-commandline-lighting-build-incorrect-skylight-lighting/2082198 "2024-10-23T07:58:52Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Joost](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Joost](https://forums.unrealengine.com/u/Joost)\
**Post date:** [October 23, 2024, 7:58am UTC](https://forums.unrealengine.com/t/ue5-3-2-commandline-lighting-build-incorrect-skylight-lighting/2082198/1 "2024-10-23T07:58:52Z")

</div>

After updating from 4.27 to 5.3.2 (Oculus fork), when building lighting with UnrealEditor-Cmd.exe skylights seem to only cast white light instead of using the specified cubemap/ scene capture.  
Building the same level through the editor builds correctly. Any ideas?

Using a python script but these are the arguments I’m currently using:

“-run=ResavePackages”,  
f"-buildlighting -quality={QUALITY\_LEVEL}",  
“-AllowCommandletRendering”,  
“-nosound”,  
“-UNATTENDED”,  
“-Log=lightingBuild.log”,  
“-noP4”

 ![HighresScreenshot00000](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/0/6/4068fa056974dfe67f66cdf1ccf918986dd0f8cd.png)  
 ![HighresScreenshot00001](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/8/c/c8cc2909f9d1e41c43940b6e71e12fe71edd9cee.png)
