As the title states, when I build lighting for a release, it dirties my levels for saving and source control.
I use git, so I can’t commit built lighting, I ignore Content/Maps/*_BuiltData.uasset in git, the lighting compiles are too large to track for a whole game over time.
When I run a build, it dirties the levels, even though they haven’t changed.
With the video provided, I was able to reproduce the issue you are experiencing. I have created a report for this issue which you can view here:
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