Movie Render Queue in Runtime Builds error : Render already in progress

Hello there,

I followed this tutorial : Movie Render Queue in Runtime in Unreal Engine | Unreal Engine 5.0 Documentation to be able to render in runtime. When I play the level, I get the following error :


LogDebuggerCommands: Repeating last play command: Selected Viewport
LogPlayLevel: PlayLevel: No blueprints needed recompiling
PIE: New page: PIE session: ready_for_ls (5 juil. 2023 à 13:21:38)
LogOnline: OSS: Created online subsystem instance for: NULL
LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for module [NULL]
LogPlayLevel: Creating play world package: /Game/Scenes/UEDPIE_0_ready_for_ls
LogPlayLevel: PIE: StaticDuplicateObject took: (0.002961s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Scenes/ready_for_ls.ready_for_ls to /Game/Scenes/UEDPIE_0_ready_for_ls.ready_for_ls (0.003018s)
LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
LogAIModule: Creating AISystem for world ready_for_ls
LogPlayLevel: PIE: World Init took: (0.000908s)
LogUObjectHash: Compacting FUObjectHashTables data took   0.76ms
LogAudio: Display: Creating Audio Device:                 Id: 2, Scope: Unique, Realtime: True
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display:     Sample Rate:                          48000
LogAudioMixer: Display:     Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display:     Callback Buffer Frame Size To Use:    1024
LogAudioMixer: Display:     Number of buffers to queue:           1
LogAudioMixer: Display:     Max Channels (voices):                0
LogAudioMixer: Display:     Number of Async Source Workers:       4
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Audio Spatialization Plugin: None (built-in).
LogAudio: Display: Audio Reverb Plugin: None (built-in).
LogAudio: Display: Audio Occlusion Plugin: None (built-in).
LogAudioMixer: Display: Initializing audio mixer using platform API: 'XAudio2'
LogAudioMixer: Display: Using Audio Hardware Device Sortie audio de l’ordinateur distant
LogAudioMixer: Display: Initializing Sound Submixes...
LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault'
LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault'
LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called. InstanceID=2
LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048, InstanceID=2
LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=2
LogInit: FAudioDevice initialized.
LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time. InstanceID=2
LogAudio: Display: Audio Device (ID: 2) registered with world 'ready_for_ls'.
LogLoad: Game class is 'GameModeBase'
LogWorld: Bringing World /Game/Scenes/UEDPIE_0_ready_for_ls.ready_for_ls up for play (max tick rate 0) at 2023.07.05-11.21.38
LogWorld: Bringing up level for play took: 0.000979
LogOnline: OSS: Created online subsystem instance for: :Context_1
LogMovieRenderPipeline: Generated new ShotInfo for Inner: Front Outer: no shot (No existing shot found in the job).
LogMovieRenderPipeline: Registering range: [0,96000) (InnerName: Front OuterName: no shot)
LogMovieRenderPipeline: MoviePipelineLinearExecutorBase starting 1 jobs.
LogMovieRenderPipeline: MoviePipelineLinearExecutorBase starting job [1/1]
LogMovieRenderPipeline: About to load target map /Game/Scenes/ready_for_ls
PIE: Server logged in
PIE: Play in editor total start time 0,077 seconds.
LogNet: Browse: /Game/Scenes/ready_for_ls??game=/Script/MovieRenderPipelineCore.MoviePipelineGameMode
LogLoad: LoadMap: /Game/Scenes/ready_for_ls??game=/Script/MovieRenderPipelineCore.MoviePipelineGameMode
LogWorld: BeginTearingDown for /Game/Scenes/UEDPIE_0_ready_for_ls
LogWorld: UWorld::CleanupWorld for ready_for_ls, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
LogAudio: Display: Audio Device unregistered from world 'None'.
LogUObjectHash: Compacting FUObjectHashTables data took   0.57ms
LogPlayLevel: Creating play world package: /Game/Scenes/UEDPIE_0_ready_for_ls
LogPlayLevel: PIE: StaticDuplicateObject took: (0.002413s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Scenes/ready_for_ls.ready_for_ls to /Game/Scenes/UEDPIE_0_ready_for_ls.ready_for_ls (0.002458s)
LogAudio: Display: Audio Device (ID: 2) registered with world 'ready_for_ls'.
LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
LogAIModule: Creating AISystem for world ready_for_ls
LogPlayLevel: PIE: World Init took: (0.000706s)
LogLoad: Game class is 'MoviePipelineGameMode'
LogWorld: Bringing World /Game/Scenes/UEDPIE_0_ready_for_ls.ready_for_ls up for play (max tick rate 0) at 2023.07.05-11.21.39
LogWorld: Bringing up level for play took: 0.000765
LogGameMode: FindPlayerStart: PATHS NOT DEFINED or NO PLAYERSTART with positive rating
LogMovieRenderPipeline: Generated new ShotInfo for Inner: Front Outer: no shot (No existing shot found in the job).
LogMovieRenderPipeline: Registering range: [0,96000) (InnerName: Front OuterName: no shot)
LogMovieRenderPipeline: MoviePipelineLinearExecutorBase starting 2 jobs.
LogMovieRenderPipeline: MoviePipelineLinearExecutorBase starting job [1/2]
LogMovieRenderPipeline: About to load target map /Game/Scenes/ready_for_ls
LogMovieRenderPipeline: Finished map load ready_for_ls
LogMovieRenderPipeline: Zero Initial Delay, initializing...
LogMovieRenderPipeline: [1007] Initializing overall Movie Pipeline
LogMovieRenderPipeline: Applying Game Override quality settings and cvars.
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@Cine] File [Scalability]
LogConfig: Set CVar [[r.ViewDistanceScale:10.0]]
LogConfig: Applying CVar settings from Section [AntiAliasingQuality@Cine] File [Scalability]
LogConfig: Set CVar [[r.FXAA.Quality:5]]
LogConfig: Set CVar [[r.TSR.History.R11G11B10:0]]
LogConfig: Set CVar [[r.TSR.History.ScreenPercentage:200]]
LogConfig: CVar [[r.TSR.Velocity.HoleFill:1]] deferred - dummy variable created
LogConfig: Applying CVar settings from Section [ShadowQuality@Cine] File [Scalability]
LogConfig: Set CVar [[r.Shadow.MaxResolution:4096]]
LogConfig: Set CVar [[r.Shadow.MaxCSMResolution:4096]]
LogConfig: Set CVar [[r.Shadow.RadiusThreshold:0]]
LogConfig: Set CVar [[r.VolumetricFog.GridPixelSize:4]]
LogConfig: Set CVar [[r.VolumetricFog.HistoryMissSupersampleCount:16]]
LogConfig: Set CVar [[r.Shadow.Virtual.MaxPhysicalPages:8192]]
LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.RayCountDirectional:16]]
LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayDirectional:8]]
LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.RayCountLocal:16]]
LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayLocal:8]]
LogConfig: Applying CVar settings from Section [GlobalIlluminationQuality@Cine] File [Scalability]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget:1000]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.DownsampleFactor:8]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.TracingOctahedronResolution:16]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.FullResolutionJitterWidth:.5]]
LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.TracingOctahedronResolution:4]]
LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution:16]]
LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget:1000]]
LogConfig: Applying CVar settings from Section [ReflectionQuality@Cine] File [Scalability]
LogConfig: Set CVar [[r.Lumen.TranslucencyReflections.FrontLayer.Enable:1]]
LogConfig: Applying CVar settings from Section [PostProcessQuality@Cine] File [Scalability]
LogConfig: Set CVar [[r.GTAO.Numangles:4]]
LogConfig: Set CVar [[r.DepthOfFieldQuality:4]]
LogConfig: Set CVar [[r.RenderTargetPoolMin:1000]]
LogConfig: Set CVar [[r.LensFlareQuality:3]]
LogConfig: Set CVar [[r.Bloom.ScreenPercentage:100]]
LogConfig: Set CVar [[r.DOF.Gather.EnableBokehSettings:1       ; bokeh simulation when gathering]]
LogConfig: Set CVar [[r.DOF.Gather.RingCount:5                 ; high number of samples when gathering]]
LogConfig: Set CVar [[r.DOF.Scatter.MaxSpriteRatio:0.25        ; only a maximum of 10% of scattered bokeh]]
LogConfig: Set CVar [[r.DOF.Recombine.Quality:2                ; highest slight out of focus]]
LogConfig: Set CVar [[r.DOF.Recombine.EnableBokehSettings:1    ; bokeh simulation on slight out of focus]]
LogConfig: Applying CVar settings from Section [TextureQuality@Cine] File [Scalability]
LogConfig: Set CVar [[r.Streaming.PoolSize:3000]]
LogConfig: Applying CVar settings from Section [EffectsQuality@Cine] File [Scalability]
LogConfig: Set CVar [[r.SSR.Quality:4]]
LogConfig: Set CVar [[r.SSGI.Quality:4]]
LogConfig: Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:0]]
LogConfig: Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice:8]]
LogConfig: Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:32.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.FastSkyLUT:0]]
LogConfig: Set CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:256.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.SampleCountMin:8.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.SampleCountMax:256.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:30.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:20.0]]
LogConfig: Set CVar [[fx.Niagara.QualityLevel:4]]
LogConfig: Applying CVar settings from Section [FoliageQuality@Cine] File [Scalability]
LogConfig: Applying CVar settings from Section [ShadingQuality@Cine] File [Scalability]
LogConfig: Set CVar [[r.HairStrands.SkyLighting.IntegrationType:0]]
LogConfig: Set CVar [[r.HairStrands.SkyAO.SampleCount:8]]
LogConfig: Set CVar [[r.HairStrands.Visibility.MSAA.SamplePerPixel:8]]
LogConfig: CVar [[r.HairStrands.Interpolation.UseSingleGuide:0]] deferred - dummy variable created
Cmd: r.HLOD 0
LogMovieRenderPipeline: Reusing existing ShotInfo for Inner: Front Outer: no shot.
LogMovieRenderPipeline: Registering range: [0,96000) (InnerName: Front OuterName: no shot)
LogMovieRenderPipeline: Finished map load ready_for_ls
LogMovieRenderPipeline: Zero Initial Delay, initializing...
LogMovieRenderPipeline: [1007] Initializing overall Movie Pipeline
LogMovieRenderPipeline: Applying Game Override quality settings and cvars.
Cmd: r.HLOD 0
LogMovieRenderPipeline: Reusing existing ShotInfo for Inner: Front Outer: no shot.
LogMovieRenderPipeline: Registering range: [0,96000) (InnerName: Front OuterName: no shot)
LogLoad: Took 0.028967 seconds to LoadMap(/Game/Scenes/UEDPIE_0_ready_for_ls)
LogContentStreaming: Texture pool size now 3000 MB
LogMovieRenderPipeline: Expanding Shot 1/1 (Shot: no shot Camera: Front)
LogMovieRenderPipeline: Finished setting up rendering for shot. Shot has 1 Passes. Total resolution: (1920x1080) Individual tile resolution: (1920x1080). Tile count: (1x1)
LogMovieRenderPipeline: [1008] Initializing Camera Cut [1/1] in [no shot] Front.
LogMovieRenderPipeline: [1008] Initialization set state to WarmingUp due to having 10 warm up frames.
LogLevelSequence: Starting new camera cut: 'CineCameraActor_0'
LogMovieRenderPipeline: [1008] Finished initializing Camera Cut [1/1] in [no shot] Front.
LogNet: Browse: /Game/Scenes/ready_for_ls??game=/Script/MovieRenderPipelineCore.MoviePipelineGameMode
LogLoad: LoadMap: /Game/Scenes/ready_for_ls??game=/Script/MovieRenderPipelineCore.MoviePipelineGameMode
LogWorld: BeginTearingDown for /Game/Scenes/UEDPIE_0_ready_for_ls
LogWorld: UWorld::CleanupWorld for ready_for_ls, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
LogAudio: Display: Audio Device unregistered from world 'None'.
LogUObjectHash: Compacting FUObjectHashTables data took   0.57ms
LogPlayLevel: Creating play world package: /Game/Scenes/UEDPIE_0_ready_for_ls
LogPlayLevel: PIE: StaticDuplicateObject took: (0.002471s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Scenes/ready_for_ls.ready_for_ls to /Game/Scenes/UEDPIE_0_ready_for_ls.ready_for_ls (0.002514s)
LogAudio: Display: Audio Device (ID: 2) registered with world 'ready_for_ls'.
LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
LogAIModule: Creating AISystem for world ready_for_ls
LogPlayLevel: PIE: World Init took: (0.000799s)
LogLoad: Game class is 'MoviePipelineGameMode'
LogWorld: Bringing World /Game/Scenes/UEDPIE_0_ready_for_ls.ready_for_ls up for play (max tick rate 0) at 2023.07.05-11.21.39
LogWorld: Bringing up level for play took: 0.000753
LogGameMode: FindPlayerStart: PATHS NOT DEFINED or NO PLAYERSTART with positive rating
LogMovieRenderPipeline: Generated new ShotInfo for Inner: Front Outer: no shot (No existing shot found in the job).
LogMovieRenderPipeline: Registering range: [-8000,96000) (InnerName: Front OuterName: no shot)
LogOutputDevice: Warning: Script Stack (2 frames) :
/Game/Blueprint/Render_jobs.Render_jobs_C.ExecuteUbergraph_Render_jobs
/Game/Blueprint/Render_jobs.Render_jobs_C.ReceiveBeginPlay
LogStats: FPlatformStackWalk::StackWalkAndDump -  0.068 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !IsRendering()  [File:D:\build\++UE5\Sync\Engine\Plugins\MovieScene\MovieRenderPipeline\Source\MovieRenderPipelineCore\Private\MoviePipelineQueueEngineSubsystem.cpp] [Line: 24] 
LogOutputDevice: Error: RenderQueueWithExecutorInstance cannot be called while already rendering!
LogOutputDevice: Error: Stack: 
LogOutputDevice: Error: [Callstack] 0x00007ff87e2b6320 UnrealEditor-MovieRenderPipelineCore.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff87e2dcbda UnrealEditor-MovieRenderPipelineCore.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b8416bac UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b867d624 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b8691bc3 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b86c29f6 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b8694d7a UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b8668b09 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b8694943 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b8694d7a UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b8694057 UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b8416bac UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b86932cf UnrealEditor-CoreUObject.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b16fd712 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b16c7b9f UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b16d3613 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b34ed876 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b2147421 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b33ca660 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b3259523 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b31e28b6 UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b329034c UnrealEditor-Engine.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8af8fb982 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff8b037e106 UnrealEditor-UnrealEd.dll!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff6a9e5852c UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff6a9e7287d UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff6a9e7296a UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff6a9e75680 UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff6a9e871b4 UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff6a9e8a516 UnrealEditor.exe!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff92f8a26ad KERNEL32.DLL!UnknownFunction []
LogOutputDevice: Error: [Callstack] 0x00007ff93120a9f8 ntdll.dll!UnknownFunction []
LogStats:                SubmitErrorReport -  0.000 s
LogStats:                    SendNewReport -  2.042 s
LogStats:             FDebug::EnsureFailed -  2.129 s
LogScript: Error: Script Msg: Render already in progress.
LogScript: Error: Script call stack:
    /Game/Blueprint/Render_jobs.Render_jobs_C.ExecuteUbergraph_Render_jobs <---
    /Game/Blueprint/Render_jobs.Render_jobs_C.ReceiveBeginPlay
LogLoad: Took 2.148526 seconds to LoadMap(/Game/Scenes/UEDPIE_0_ready_for_ls)

The two last lines says that a Render is in progress. I noticed that in the log, it first says starting 1 job, and later it says starting 2 jobs, and I don’t know why.

Here is my implementation, maybe there is an error :

One more thing is when I debug, everything execute perfectly but after the node Bind Event To On Executor Finished Delegate, it seams to get back to event Begin play because it get back to Allocate New Job which should not be the case normally.

If someone has the answer it would help me a lot !

Ok I found the solution, it was because my blueprint is in an actor placed in the level. As I didn’t set the variable Use current level to true, it loaded the level 2 times, and render 2 times wich cause a crash.

How to set use current level to true :

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