Can't make Movie Render Queue to work - black renders

Hello!

So I tried to make everything I found in the forums and on the internet, and nothing worked for me, unfortunately.

I’m trying to render a sequence with Render Movie Queue, but the result is always the same: black renders.

It doesn’t matter how much I touch different parameters or options.

Some general info:

  • Unreal Engine 5.4
  • Using for lighting Ultra Dynamic Sky

I BELIEVE I have everything correct in the sequencer:

  • I created a master shots, which contains the camera cut:

  • Inside, I have my Camera Cut with the camera binding selected “CAM_BACK”, and the camera is spawned.

I can see that in Movie Render Queue, the Job is correct as it calls to FIREMASTER, and A3-A4 CAM_Back as the shot

I’ve tried several different options in the settings, none of them works unfortunately:


when I press ALT+S, everything looks correct in the viewport and in the sequencer:

And this is what I get when I render it:

I honestly don’t know what else to do. Things that I already tried:

  • make the camera spawned
  • change from DX12 to DX11
  • Put the Exposure from the Post Process Volume into Manual
  • Created new cameras
  • Created new sequences
  • Changed render settings to still_draft
  • All my levels are “always loaded” as a streaming method

Thank you very much in advance for your help!

It looks like your camera cut track is bound to “CineCameraActor9”. This means for that whole duration of the cut, the sequence will be looking through that camera. You need to right click the camera cut, go to properties, and bind the camera to the one you want to the sequence to be looking through.

You can create new cuts anywhere you want, and bind each cut section to a different camera if you want to cut your camera to a different view. Try it out and see if that fixes it!

It looks like some color information is coming out in your renders, but everything is very dark. I saw you said you already changed setting exposure to Manual. Did you also adjust exposure compensation to bring up the exposure? Did you do this on the post process volume, or on an individual camera? Doing it on the PPV will affect all cameras (as long as a camera is not also overriding it - leave the settings on the camera on default to confirm.)

I set up a simple test scene on my end to confirm the Shot track with spawnable cameras doesn’t result in black frames, and that worked out correctly. It makes me think you are having an issue with exposure.

Hey! Thanks for your answer! I already tried it, if you take a look to the first screenshots you can see that I have my “CAM_BACK” camera into de cut seletected, the other screenshot you mention is because I tried creating a new one to test.

Thanks for your answer!

I tried to increase the exposure with Photoshop to the render you mention, and it’s even weirder. Could be that the camera’s out of place or that the MRQ is rendering a wrong camera?

MRQ goes into PIE when it renders. Does the camera have any logic on it? Is there any logic in your level blueprint?

Hello guys!

Thank you so much for your interest and your answers @comlys @EvanHammel.

I solved the problem.

It wasn’t related to cameras or Shotcut. I found that some of my landscapes were the problem. After a lot of trial & error, I was hiding in-game different assets. Then I turned off all the landscapes of my scene, and the render started to work fine.
It was a matter of patience and unhide one by one until I found that enabling all of them caused the error.

Then I asked ChatGPT what could be the problem, and it told me that having different landscapes touching themselves in different areas of the world causes them to collapse and create weird artefacts. You can see the attached image to have an idea of what I’m talking about.
I had the idea of creating a new camera, moving it a large distance away from the sky to see what happens, and there you go.

What we saw in my previous screenshots were very small triangles from a giant, deformed landscape.

Honestly, I don’t know why it happens, but hiding some of them worked fine. I can’t have all of them at the same time, but well, for this project is OK as I can at least render it.

Thanks again to everyone!