Quick answer: Rebuild lighting via Build, Build Lighting Only, or move the offending lights to Movable for fully dynamic lighting (or use Lumen) so no bake is required.

The lighting-rebuild warning means your baked lighting is stale — something moved or changed since the last bake. You either rebuild it or go dynamic. Here is how to decide and do each.

How to fix it

1. Rebuild the lighting

Use Build, Build Lighting Only to re-bake. The warning clears once the bake matches the current scene. Do a production-quality build before shipping.

2. Switch lights to Movable for dynamic

Static and Stationary lights bake; Movable lights are fully dynamic and never need rebuilding. If you move lights or objects at runtime, Movable avoids the warning entirely at some GPU cost.

3. Use Lumen for dynamic global illumination

In UE5, Lumen provides dynamic GI without baking, removing the rebuild step for most scenes. Enable it if you want lighting that updates as the scene changes without a bake.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.