Movie Render Queue – Spatial Sample Count breaks render passes

Hi everyone,

I’m rendering multi-layer EXR files using the Movie Render Queue in UE5, and I’m running into a consistent issue: as soon as I increase the Spatial Sample Count above 1, my render passes break (offset).

A few details:

  • Temporal Sample Count is set to 1 (no motion blur needed)
  • The problem is exclusively tied to the Spatial Sample Count
  • I need everything in a single EXR file, so splitting into multiple render jobs is not an option given the volume of shots I have

Here are screenshots from Nuke to illustrate the issue :

The beauty :

The depth pass (it happens with any other render passes) :

Has anyone found a way to increase spatial sampling quality without breaking render passes inside a single MRQ job? I am running out of ideas…

Any console variables or workarounds welcome. Thanks!