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.
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.
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.
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.
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.
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.
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!!!