Movie Render Queue Crash due to Memory Overflow/Leaking

In 5.0.3, data-heavy scenes/levels - movie render queue crashes always. Our RealBiomes 64 square kilometer maps do not work with movie render queue. Likely because they are heavy on memory/data size. With regular sequencer, they work fine.

I’m providing some additional info in the post underneath.

We’ve been getting this bug reports from many of our clients who work with MRQ.

As a test, in a 500x500m space that is densely populated with Foliage Types, it works fine.

However, with a 1100x1100m space that is is as densely populated with FTs, it crashes every time when trying to render with MRQ.
It does not crash with the normal, legacy renderer.

Once a part, or all of the Foliage Types are deleted, the MRQ crash no longer occurs. If all Foliage Types are deleted, the crash no longer occurs. It seems to be tied to the amount of FTs in the scene.

If needed, I can send a project for reproduction.

Anyone has any other pointers on how to fix this or what exactly causes it?

Edit: It seems to be related to running out of memory (VRAM/RAM).
Maybe a memory leak.

It seems to be a memory-related issue (VRAM or RAM).

Depending on how much VRAM or RAM a user has, the error message might change.

It might be a memory leak. Using default sequencer renderer causes no problems.

Here’s the error message of a user with a RTX3090, 128GB RAM and 400GB SSD pagefile

A user with a 3080M 16GB, 32 GB of RAM gets a crash with this message:

[2022.09.07-01.31.21:228][622]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2022.09.07-01.31.21:244][622]LogWindows: Error: === Critical error: ===
[2022.09.07-01.31.21:244][622]LogWindows: Error: 
[2022.09.07-01.31.21:245][622]LogWindows: Error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 934] 
[2022.09.07-01.31.21:249][622]LogWindows: Error: Rendering thread exception:
[2022.09.07-01.31.21:249][622]LogWindows: Error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 221] 
[2022.09.07-01.31.21:249][622]LogWindows: Error: Ran out of memory allocating 587328 bytes with alignment 0. Last error msg: The paging file is too small for this operation to complete..
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce9e984ad UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce9eb6613 UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce9f5cb2f UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce9f5e659 UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce9f5e9f3 UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce685e8dd UnrealEditor-Engine.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce68744da UnrealEditor-Engine.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce67f6b4e UnrealEditor-Engine.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffc933ff90a UnrealEditor-Renderer.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffc9344547a UnrealEditor-Renderer.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffc93459cca UnrealEditor-Renderer.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce9e23a9d UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce9e23f3e UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffce9e242e1 UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffcecb6976b UnrealEditor-RenderCore.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffcecb6d158 UnrealEditor-RenderCore.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffcea4f7a2b UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffcea4f0a90 UnrealEditor-Core.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffd2e867034 KERNEL32.DLL!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: [Callstack] 0x00007ffd2ed02651 ntdll.dll!UnknownFunction []
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:250][622]LogWindows: Error: 
[2022.09.07-01.31.21:323][622]LogThreadingWindows: Error: Runnable thread StallDetectorThread crashed.
[2022.09.07-01.31.21:323][622]LogWindows: Error: HandleError re-entered.
[2022.09.07-01.31.21:324][622]LogWindows: FPlatformMisc::RequestExit(1)
[2022.09.07-01.31.21:324][622]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3)
[2022.09.07-01.31.21:346][622]LogCore: Engine exit requested (reason: Win RequestExit)
[2022.09.07-01.31.21:346][622]Log file closed, 09/06/22 20:31:21

This is VRAM memory leak. Fingers crossed it will be fixed in 5.0. I suggest you restart Editor each after each render.

i can confirm this I am using the Real Biomes Dessert Cliffs on 5.0.3 and am unable to render with MRQ. I have tried just about everything and cant get my cinematics to work, i get the same error as above.

Other marketplace creators, such as MAWI and Vertex Interactive have reported the same problem.

I have the exact same problem.
The legacy renderer works fine.
I hope Epic won’t face it out in the new releases…

We are having the same issue. We have multiple rendering jobs with cca 2600 frames each and we always crash on the last job due to running out of memory. This is happening in UE 5.1.

2 Likes

Still happening in UE 5.1.1.
I’m using the Yellow Blades Landscape by Vertex Interactive. The original level is 64km2.
I halved the overall resolution of the landscape but it still crashes during an MRQ render.

Hopefully 5.2 can improve this as memory usage has gone down a lot.

I found a solution/workaround.

All I did was to enable world partition, and now I can use the Movie Render Queue to render sequences. I tested with the original 64km map.

How to:
Tools > Convert Level > Select the level to be converted
Window > World Partition Editor > Shift select desired regions > Right click Load Region

I’m not familiar with world partition, so extensive testing is required to make sure everything else is working as expected.

2024 edit:
Try: MRQ > Settings > Game overrides > Uncheck “flush grass streaming”
This option existed before but I recently found it.

2 Likes

Only seems to work in some instances. It helps with the memory issues caused by large landscapes but if you use Nanite LGTs in your scene it will crash before even starting to render properly.

still crashes when use mrq for real biomes map?

This conversion solved my lots of large world’s PathTracing MRQ(UE5.3.2) rendering issues including crash from time to time and many static meshes disappear in the rendering. Thanks very much!!!