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

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

hey, ive tried all of this, apart from deleting all the lighting data because I cannot see that option, and it still crashes