Corrupted maps after building light on stream levels

I encountered a critical error when using stream levels and building lights. I say critical because the maps get corrupted and their information is absolutely unrecoverable after the bug has happened. I’ll list just one way of getting this error below, but there are at least 6 more ways of getting the same bug that I’ve tested (eg saving each stream level after building (right click on the content browser) and not saving the persistent level in step 9)

repro steps:

1- create blank project

2- create new level, name it something like persistent, open it

3- create 2 levels: “1” and “2”

4- drag levels to the levels window, so they become stream levels of “persistent”

5- save all

6- create one mesh, one spot light or point light, and a lightmass importance volume on each stream level (attached image)

7- set static mesh and lights as static, leave everything else as default (ie casting shadows)

8- hide level “1” and build light

9- save all

10- reopen persistent

expected results: every actor on the levels will be reset to it’s deaults, meaning they will have 0,0,0 as trasforms and light will be stationary again. the outliner will show the actor’s names but they will be empty and they won’t show up in the editor

I don’t know if this is working as intended, but i recall in version 4.18 I managed to package a prototype following this methods without getting this error.

The following links follow the intended method:

https://forums.unrealengine.com/development-discussion/rendering/116128-building-lighting-on-streaming-levels-need-help

This error is so critical that I hope it will be set as high priority. I’ll like to know what is the official method of building lighting when using stream levels, because they are plenty of tutorials of how to use stream levels but none of them explains the proper way to bake lighting

Hello,

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Thanks