Matinee Jpeg Export Crash

Matinee regularly crashes or freezes when attempting to export Jpegs of my scene. The scene contains several scene capture cubes that are displaying to a plane in front of the camera. The Matinee only moves the capture cubes around the scene. After the first move it continues rendering for a few moments before suddenly freezing and/or crashing with the crash log at the bottom of this post. I have tested removing various actors and meshes from the scene, and have determined it is related to the scene content in some way as it runs perfectly fine with none of my actors in the scene. However even adding in a few of my static meshes causes the crash at the exact same location. Previously it crashed earlier than that, however optimizing the materials on all the meshes has gotten it to this point. Regularly I receive the warning that the RenderTargetPoolMin is exceeded, and have seen a few posts about there being a matinee export crash related to the RenderTargetPoolMin. Any help would be greatly appreciated.

Unknown exception - code 00000001 (first/second chance not available)

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_Engine!TSparseArray,TWeakObjectPtr > >,TSparseArrayAllocator >::RemoveAtUninitialized() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\containers\sparsearray.h:194]
UE4Editor_Engine!TSet,TWeakObjectPtr >,TDefaultMapKeyFuncs,TWeakObjectPtr,1>,FDefaultSetAl() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\containers\set.h:514]
UE4Editor_Engine!TSet,TWeakObjectPtr >,TDefaultMapKeyFuncs,TWeakObjectPtr,1>,FDefaultSetAl() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\containers\set.h:595]
UE4Editor_Engine!USceneCaptureComponentCube::UpdateDeferredCaptures() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\scenecapturecomponent.cpp:435]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:1307]
UE4Editor_Engine!UGameEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gameengine.cpp:952]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Answering this myself for other users, the problem is that with multiple scene capture cubes my scene assets were far too intensive for it to be able to render out. I have since modified the project to run only one scene capture cube at a time and it has solved the issue.

Hey EmblematicGroup,

We’d still like to investigate this crash. Any way you can reproduce the crash and hit send on the crash reporter window? It won’t enter our system unless you do. If you did, I’m having trouble finding it and would like to get your MachineID (found at the top of your crash reporter window as well as in your logs).

-.