I’ve been stuck on this issue for days and can’t find a fix. I’ve used Unreal for cinematics since 5.4 and never ran into this before.
After a lot of debugging, I found that Movie Render Queue stops writing any frames after the first shot whenever I change the Sequencer’s framerate to anything other than 30 FPS. On 30 FPS it works normally. On 24 FPS, it only renders the first shot and then outputs nothing.
Also whenever I change the sequence FPS it displays this message after shutting down the render - “Not all frames were fully submitted by the time rendering was torn down! Frames will be missing from output.”
I’m on Unreal 5.7.
I already tried:
– Recreating the Master Level Sequence
– Recreating all sub-sequences
– Renaming everything
– Rebuilding MRQ presets
– Starting a clean preset and a clean sequence from scratch
Nothing changes, MRQ simply won’t render past shot 01 when framerate ≠ 30 FPS.
If anyone has seen this or knows what might be causing it, I’d really appreciate some help.
Ok, so the issue is if you have a 24fps sequence with a 30000 tick rate. You can change the tick rate to 24000 to match the fps. If you use MRG rather than MRQ it’ll just handle it in the BG. But we’ll chat with the Sequencer team to see if we can make this work a little better.
Yup, it’s correlated to sub samples it seems. Any more than one temporal sub sample will cause this, huge issue. leaving this here to hopefully help it get fixed
Use the graph it will handle it better. The issue is probably that your start time is not on the frame its on a subframe. If you zoom into the beginning of your shot you should see it bumped off the frame.
I am having the same issue (UE5.7.1), although FPS 24/30 doesn’t affect it. Everything works fine till I set temporal samples to more than one. After that only first camera cut is being rendered and all the other shots in my “master sequence” are being ignored. FYI, shots start with frames, not subframes. Has anyone found a solution?
same problem here. Hoping this gets fixed soon. I’ve tried everything i could think of: changing the framerate, changing the clock source, camera cut warm-up etc. This torments me for the last 3 days
Thanks for documenting this @dmurio! Spent the last 4 hours upgrading an older project to 5.71 and was nearly crying as I could only render the first active camera. So I’m glad to see that it’s a known bug.
I’m working at 24fps and getting only one camera at a time to render. I have multiple cameras in the cameracuts track. Confirming that turning off AA will make all the cameras render but not ideal. The only way I can get the cameras to render is by disabling all of them and then activating one at a time to render, either in the camera cuts track or expanding the job in the MRQ and turning them on and off one at a time. Looking forward to a fix! Thanks!
It works for me with entering t.maxfps (your desired rate value) in movie render queue console variables, and using fixed frame rate in project settings, maybe
I would just render 1 cut at a time but I need to render multiple shots overnight.
For reference, changing tick rate, fps, and frames start position don’t resolve the bug. I am using Path Tracing so high AA is necessary, and from my tests, low AA seems to work just fine.
I would zoom in on the first frame of your second shot really closely and make sure all the tracks are starting on the frame rather than the subframe. That warning usually means MRQ cannot find a cuts track on the start frame.
The only other workaround would be to use Movie Render Graph, which will just handle this under the hood for you.
Btw, if you want motion blur, I would use all Temporal Samples rather than splitting them between Spatial and Temporal. Temporal Samples will still jitter the camera to give you AA, same as Spatial, but it will increase the quality of your motion blur at the same render cost. Right now, you’re leaving that on the table but splitting the sample types.
Same problem for me, tried everything on the internet - first frame, tick rate, FPS, rendering settings etc - only thing is individual camera renders (HEADACHE!) or no temporal with no motion blur.
Thanks for the pointers Shaun. All my subsequent shots start on discreet frames. (I’m at 24fps) To be sure I even used the edit / split to chop them. Still the same problem. I’ve tried to use the render graph but no idea how to use it, just want simple render, don’t need passes. Is there any starter doc / vid for someone wanting to transition from MRQ to Graph? Thanks so much!