Light Build crashes editor (InstancedStaticLightmapPtr?)

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Thanks

When building lighting the Editor crashes once I hit Play on a certain map - sometimes it crashes even during light building. This popped up all of a sudden and even when reverting to a very old version it still occurs. When deleting all lightmap data everything works fine, but thats no solution obviously

Assertion failed: (void*)((&ElementData[InstanceIndex]) + 0) >= (void*)(InstanceLightmapDataPtr) 
[File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Public\StaticMeshResources.h] [Line: 1244]
    UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417]
    UE4Editor_Engine!FStaticMeshInstanceBuffer::UpdateFromCommandBuffer_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:256]
    UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FStaticMeshInstanceBuffer::UpdateFromCommandBuffer_Concurrent'::`2'::InstanceBuffer_UpdateFromPreallocatedDataName,<lambda_8f141d6f12b5e9ba7bbe98accef238b8> > >::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:575]
    UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
    UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:467]
    UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76] 

So this is something about Instanced Static meshes it seems. However I don’t use any (non movable) InstancedStaticmeshComponents or any InstancedStaticMeshes. Unless foliage counts as InstancedStaticMeshes