I had the same issue. It seems the issue is with some project textures sharing the same guid. I have no idea how Unreal expects users to track down the problematic textures, but I found a way to fix it via running a bit of code.
Simply run this code somewhere in the editor:
TMap<FGuid, UTexture*> guids;
for (TObjectIterator<UTexture> it; it; ++it)
{
if (!it->GetLightingGuid().IsValid())
{
continue;
}
UTexture** result = guids.Find(it->GetLightingGuid());
if (result == nullptr)
{
guids.Add(it->GetLightingGuid(), *it);
}
else
{
UE_LOG(LogTemp, Warning, TEXT("%s: Texture has had its Guid updated."), *it->GetName());
it->SetLightingGuid();
it->Modify();
}
}
FText DialogText = FText::FromString("Done, save all to save all");
FMessageDialog::Open(EAppMsgType::Ok, DialogText);
It’s a modified bit of code from a plugin that does something similar for Materials.
I’ll have a plugin up in a few hours that uses this code to fix the issue.