Hi everyone,
I’m running into a persistent memory issue with Movie Render Queue when rendering long sequences in UE5.6.
Setup:
- Unreal Engine 5.6
- Resolution: 1080p
- GPU: 16 GB VRAM
- RAM: 64 GB
- Output: EXR sequence (sometimes with Cryptomatte/multi-pass)
- Renderer: Path Tracer
- OS: Windows 10
Problem:
When I render long sequences (e.g. 1500–2000+ frames) via MRQ, memory usage starts around 50% of my RAM but keeps growing over time until the system runs out of memory and the editor crashes after ~2–3 hours. This happens even if the scene complexity is moderate.
Notes:
- I have “Flush Grass Streaming” disabled.
- I keep Texture Streaming enabled and avoid “Flush Streaming Managers”.
- Warm-up frames are set (32).
- I tried reducing Temporal/Spatial samples and disabling Cryptomatte, but the memory growth still occurs.
- Splitting into smaller jobs via command line works fine (memory resets per segment), but I’d like to know if there’s a way to run the full sequence without manual segmentation.
Questions:
- Is this a known memory leak issue in MRQ for UE5.6?
- Are there additional settings or workarounds that can stop memory from continuously increasing?
- Any way to make MRQ automatically “flush” unused resources during a long render without restarting the process?
Thanks in advance for any tips or confirmations.