# Export Movie in Sequencer Crash

**URL:** <https://forums.unrealengine.com/t/export-movie-in-sequencer-crash/374656>\
**Category:** Platform & Builds\
**Tags:** Render, Linux, unreal-engine, bug-report, question\
**Created:** [October 27, 2016, 7:15pm UTC](https://forums.unrealengine.com/t/export-movie-in-sequencer-crash/374656 "2016-10-27T19:15:57Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![aliasense](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@aliasense](https://forums.unrealengine.com/u/aliasense)\
**Post date:** [October 27, 2016, 7:15pm UTC](https://forums.unrealengine.com/t/export-movie-in-sequencer-crash/374656/1 "2016-10-27T19:15:57Z")

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1. Click Edit Existing Cinematic under Cinematics  
 → Select existing level sequence
2. Click render this movie icon  
Output Render Format Custom Render Passes  
Keep default resolution of 3840x2160  
2 render passes - Final Image and Scene Depth  
Use Custom Endframe - 54 (not sure if relevant)
3. Click Render Movie. Crash occurs  
Not even the first frame gets rendered.  
A second time it worked. (turned HDR output on/off but not sure what causes this exactly)

See the crash log:  
[2016.10.27-19.05.16:790][326]LogGameState: Match State Changed from WaitingToStart to InProgress  
[2016.10.27-19.05.16:798][326]PIE: Info Play in editor start time for /Game/ThirdPersonBP/Maps/UEDPIE\_0\_ThirdPersonExampleMap 5.979  
[2016.10.27-19.05.16:801][326]LogBlueprintUserMessages: Late PlayInEditor Detection: Level ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel’ has LevelScriptBlueprint ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’ with GeneratedClass ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap\_C’ with ClassGeneratedBy ‘/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap’  
[2016.10.27-19.05.17:030][327]LogRenderer: Reallocating scene render targets to support 2168x1080 (Frame:358).  
[2016.10.27-19.05.17:041][327]LogRenderer: Reallocating scene render targets to support 3840x2160 (Frame:358).  
[2016.10.27-19.05.18:906][328]LogContentStreaming: Texture pool size now 4910 MB  
Assertion failed: IsValid() [File:Runtime/Core/Public/Templates/SharedPointer.h] [Line: 780]  
[Callstack] 00 0x00007f76443f2e0f FLinuxPlatformStackWalk::CaptureStackBackTrace(unsigned long long\*, unsigned int, void\*)  
[Callstack] 01 0x00007f76442cee66 FGenericPlatformStackWalk::StackWalkAndDump(char\*, unsigned long, int, void\*)  
[Callstack] 02 0x00007f76443f2d0a FLinuxPlatformStackWalk::StackWalkAndDump(char\*, unsigned long, int, void\*)  
[Callstack] 03 0x00007f764445fa6c FDebug::LogAssertFailedMessage(char const\*, char const\*, int, wchar\_t const\*, …)  
[Callstack] 04 0x00007f76410c838b bool FHighResScreenshotConfig::SaveImage(FString const&, TArray const&, FIntPoint const&, FString\*) const  
[Callstack] 05 0x00007f762a11159d TAsyncBufferWrite::operator()()  
[Callstack] 06 0x00007f764461cb01 TAsyncQueuedWork::DoThreadedWork()  
[Callstack] 07 0x00007f7644374b28 FQueuedThread::Run()  
[Callstack] 08 0x00007f7644317721 FRunnableThreadPThread::Run()  
[Callstack] 09 0x00007f76442f5606 FRunnableThreadPThread::\_ThreadProc(void\*)  
[Callstack] 10 0x00007f7645247dc5 /lib64/libpthread.so.0(+0x7dc5) [0x7f7645247dc5]  
[Callstack] 11 0x00007f7638b2228d /lib64/libc.so.6(clone+0x6d) [0x7f7638b2228d]

Signal 11 caught.  
Malloc Size=131076 LargeMemoryPoolOffset=131092  
CommonLinuxCrashHandler: Signal=11  
Malloc Size=65535 LargeMemoryPoolOffset=196655  
Malloc Size=72797 LargeMemoryPoolOffset=269469  
Using jemalloc.  
LogModuleManager:Warning: ModuleManager: Module ‘PakFile’ not found - its StaticallyLinkedModuleInitializers function is null.  
LogPlatformFile: Not using cached wrapper  
LogModuleManager:Warning: ModuleManager: Module ‘SandboxFile’ not found - its StaticallyLinkedModuleInitializers function is null.  
LogInit:Display: RandInit(-1139922823) SRandInit(-1139922820).  
LogTaskGraph: Started task graph with 3 named threads and 12 total threads.  
LogInit: Version: 4.11.0-0+UE4  
LogInit: API Version: 0  
LogInit: Compiled (64-bit): Feb 25 2016 11:54:53  
LogInit: Compiled with Clang: 3.5.0 (tags/RELEASE\_350/final)  
LogInit: Build Configuration: Shipping  
LogInit: Branch Name: UE4  
LogInit: Command line: -Abslog=/mnt/raidarray/UnrealEngine/testProject/Saved/Logs/testProject-CRC.log /mnt/raidarray/UnrealEngine/testProject/Saved/Crashes/crashinfo-testProject-pid-11421-2EEE6E7D130A0E1B0005029EBC0DB8AF/  
LogInit: Base directory: /home/user/Documents/Epic/UnrealEngine/Engine/Binaries/Linux/  
LogInit: Installed Engine Build: 1  
LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.  
LogInit: Object subsystem initialized

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<div class="post-metadata">

**Author:** ![anonymous\_user\_280dd372](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_280dd372](https://forums.unrealengine.com/u/anonymous_user_280dd372)\
**Post date:** [October 28, 2016, 4:54pm UTC](https://forums.unrealengine.com/t/export-movie-in-sequencer-crash/374656/2 "2016-10-28T16:54:55Z")

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Hey aliasense,

I’m having trouble reproducing this crash. Can you try reproducing this in a default Third Person Template project?

I’d also like to ask if you’re actually sending the crash report. I can’t find any crashes associated with your EpicID.

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**Author:** ![aliasense](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@aliasense](https://forums.unrealengine.com/u/aliasense)\
**Post date:** [October 28, 2016, 4:57pm UTC](https://forums.unrealengine.com/t/export-movie-in-sequencer-crash/374656/3 "2016-10-28T16:57:41Z")

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Hi ,

This is actually based on the Third Person Template but some elements had been added. Which log files do you need? Can I email them privately to you?  
It seems also on our end that the crash does not happen every time, but we haven’t figured out yet when it crashes and when not.

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**Author:** ![anonymous\_user\_280dd372](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_280dd372](https://forums.unrealengine.com/u/anonymous_user_280dd372)\
**Post date:** [October 28, 2016, 10:07pm UTC](https://forums.unrealengine.com/t/export-movie-in-sequencer-crash/374656/4 "2016-10-28T22:07:54Z")

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Hey alieasense,

Logs shouldn’t really reveal anything, but if you’d like to send them privately you can upload them to Dropbox/Drive and [PM me](https://forums.unrealengine.com/member.php?152--Williams) a link on the forums.

Just the project logs in Saved/Logs

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<div class="post-metadata">

**Author:** ![aliasense](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@aliasense](https://forums.unrealengine.com/u/aliasense)\
**Post date:** [October 29, 2016, 1:07am UTC](https://forums.unrealengine.com/t/export-movie-in-sequencer-crash/374656/5 "2016-10-29T01:07:22Z")

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Let me see if I can reproduce it. It happened a few times. It’s on Linux.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_2b03d27c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2b03d27c](https://forums.unrealengine.com/u/anonymous_user_2b03d27c)\
**Post date:** [October 31, 2016, 1:48pm UTC](https://forums.unrealengine.com/t/export-movie-in-sequencer-crash/374656/6 "2016-10-31T13:48:33Z")

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Hey aliasense-

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here [Unreal Engine Issues and Bug Tracker (UE-37849)](https://issues.unrealengine.com/issue/UE-37849) . You can track the report’s status as the issue is reviewed by our development staff.

Cheers
