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

**URL:** <https://forums.unrealengine.com/t/ue5-5-4-crashes-when-trying-to-build-lighting-even-on-preview-quality/2532673>\
**Category:** World Creation\
**Tags:** building-lighting, unreal-engine, lighting-problem, question\
**Created:** [May 29, 2025, 11:17am UTC](https://forums.unrealengine.com/t/ue5-5-4-crashes-when-trying-to-build-lighting-even-on-preview-quality/2532673 "2025-05-29T11:17:45Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![MrLowFps123](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MrLowFps123](https://forums.unrealengine.com/u/MrLowFps123)\
**Post date:** [May 29, 2025, 11:17am UTC](https://forums.unrealengine.com/t/ue5-5-4-crashes-when-trying-to-build-lighting-even-on-preview-quality/2532673/1 "2025-05-29T11:17:45Z")

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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

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**Author:** ![brs-sebascova](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brs-sebascova/32/1052483_2.png) [@brs-sebascova](https://forums.unrealengine.com/u/brs-sebascova)\
**Post date:** [May 29, 2025, 6:09pm UTC](https://forums.unrealengine.com/t/ue5-5-4-crashes-when-trying-to-build-lighting-even-on-preview-quality/2532673/3 "2025-05-29T18:09:26Z")

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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

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<div class="post-metadata">

**Author:** ![MrLowFps123](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MrLowFps123](https://forums.unrealengine.com/u/MrLowFps123)\
**Post date:** [June 7, 2025, 12:39pm UTC](https://forums.unrealengine.com/t/ue5-5-4-crashes-when-trying-to-build-lighting-even-on-preview-quality/2532673/4 "2025-06-07T12:39:32Z")

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