UE5.5.4 Crashes when trying to build lighting, even on preview quality

I am trying to build the lighting for a mid-sized level with a lot of static/stationery lighting, but it crashes- its weird becuase even if I hide everything in my map, it still crashes when building.

Log:
UnrealEditor_Engine!FVolumetricLightMapGridDesc::Initialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\StaticLightingData\VolumetricLightmapGrid.cpp:71]
UnrealEditor_Engine!FStaticLightingBuildContext::FStaticLightingBuildContext() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticLightingBuildContext.cpp:47]
UnrealEditor_UnrealEd!FStaticLightingManager::CreateStaticLightingSystem() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\StaticLightingSystem\StaticLightingSystem.cpp:319]
UnrealEditor_UnrealEd!UEditorEngine::BuildLighting() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\StaticLightingSystem\StaticLightingSystem.cpp:2780]
UnrealEditor_UnrealEd!FEditorBuildUtils::EditorBuild() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorBuildUtils.cpp:435]
UnrealEditor_LevelEditor!FLevelEditorActionCallbacks::BuildLightingOnly_Execute() [D:\build++UE5\Sync\Engine\Source\Editor\LevelEditor\Private\LevelEditorActions.cpp:897]
UnrealEditor_LevelEditor!V::TBaseStaticDelegateInstance::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:779]
UnrealEditor_Slate!FUIAction::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Public\Framework\Commands\UIAction.h:139]
UnrealEditor_Slate!FUICommandList::ExecuteAction() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:117]
UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1170]
UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1130]
UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:282]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:467]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:392]
UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:446]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent'::8’::<lambda_2>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5346]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FSlateApplication::RoutePointerUpEvent'::8’::<lambda_2> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:456]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5332]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5917]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5873]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2271]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2783]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1944]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:945]
user32

(post deleted by author)

Hello there @MrLowFps123!

Per your provided log, since the crash starts with VolumetricLightmapGrid.cpp, there’s definitely a relation with the lighting setup in your scene, either due corrupted data, or memory loss. Let’s take a few steps for resolution:

  • Either reduce your Volumetric Lightmap values in Window > World Settings > Lightmass, or test by fully disabling them from DefaultEngine.ini, adding the following line:

[/Script/Engine.RendererSettings]
r.VolumetricLightmap=0

  • Close UE, and clear your Derived Data Cache (usually located at C:\Users<YourUser>\AppData\Local\UnrealEngine\Common\DerivedDataCache)

  • Re-open your scene, go to Build > Lighting Info > Lighting Data, and delete any baked lighting data

  • To isolate if this is a level/scene or engine issue, open a clean project, and re-create the lighting effect

  • Check for any abnormally large objects present out of bounds, using World Outliner, even hidden ones, as these could cause the light grid to try encompass an impossibly large area