Lightmass crashed

I cant do build. Lightmass keeps crashing and I dont know what is the problem. I tried to build it on starter map when unreal 4.27 is opend. I recently started development using blueprints. Here is the error

= Lightmass crashed nhandled Exception: EXCEPTION_ACCESS VIOLATION writing address 0x0000000000000020
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Programs/Unreallightmass/Private/Lighting/LightingSystem.cpp] [Line: 1458
Static lighting thread exception
Unhandled” Exception: EXCEPTION ACCESS_VIOLATION writing address 0x0000000000000020

0x00007f805c41950 VCRUNTIME140.d11!UnknownFunction [1

0x00007f658e231df Unreallightmass.exe!Lightmass: :FStaticLightingSystem: :ProcessTextureMapping() [1
0x00007f658e099e4 Unreallightmass.exe!Lightmass: : FStaticLightingSystem: : ThreadLoop()
0x00007ff658e04ce3 Unreallightmass.exe!Lightmass: : FilappingProcessingThreadRunnable: :Run() [1
0x00007f£708a9327 Unreallightmass-Core.dI1!UnknownFunction

0x00007ff708a0a40 Unreallightmass-Core.d11!UnknownFunction [1

0x00007ff81e30257d KERNEL32.DLL!UnknownFunction [1

0x00007ff81f2aaad8 ntdll.d1l!UnknownFunction

0x00007f6584f9476 Unreallightmass.exe!Lightmass: :FStaticLightingSystem: :MultithreadProcess() [1
0x00007f658dc8814 Unreallightmass.exe!Lightmass: :FStaticLightingSystem: :FStaticLightingSystem() [1
0x00007f658d7aa69 Unreallightmass.exe!Lightmass: :BuildStaticLighting() [1

0x00007f658da17f7 Unreallightmass.exe!Lightmass: :LightmassMain() [1

0x00007f658dc09d3 Unreallightmass.exelmain() [1

0x00007f658293d4 Unreallightmass.exe! _scrt_common_main_seh() [1

0x00007ff81e30257d KERNEL32.DLL!UnknownFunction [1

0x00007ff81f2aaad8 ntdll.d1l!UnknownFunction

Hi @candy,
We fixed a lightmass-related bug in Cesium for Unreal v1.29.0:

However, the latest version that is available for UE 4.27 is v1.24.0:

Consistent with Epic’s Marketplace rules, we only release new versions of Cesium for Unreal for the 3 most recent Unreal Engine versions (currently 5.2, 5.3, and 5.4). So we highly recommend you upgrade your UE version.

If you can’t do that, your only other option is to backport the fix to your version and build it manually. The pull request that fixed the bug is here: