Movie Render Queue stops writing frames after first shot when changing Sequencer FPS (UE 5.7)

If its the same issue everyone is talking about MRG will just handle it under the hood.

Lol, I should but I have no idea. I’m just some dude who pops in here when I have a spare moment to try and help people and find bugs. If you find out let me know.

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Does Epic plan to fix this or no?

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Just an update on this. Switching to movie render graph renders the full sequence. I do however get some random render artifacts like small blue dots (First image,fixed by insanely rising the spatial and temporal samples, second image) and also just some random horizontal lines which appear or disappear randomly after restarting the engine, third image.

I do mention that these appeared only after switching to mrg. Do you guys have an idea why this might be?

There is no technical reason that we are aware of that would cause this. Normally when I see this sort of thing its a drivers issue.

Thank you Shaun, will try to update.

我已解决,方法是勾选摄像机下的运动模糊,不知道你们这样操作能不能解决

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Doesn’t work for me.

I tried to go back to 30 FPS and add the motion blur but nothing works. During render shot 2, no more files are created.
**
BUT, I found a solution. It was my console variables.. I disabled it and now all the frames are written on SSD**

On my sequence at 25 fps, the tick rate was already set to 24000fps and it was not working with 9 temporal samples… but it’s working fine with 8, 10, 12 even 16 samples!

Try to set the temporal samples to 10 instead of 8 and keep your sequence at 24 fps. I have tested successfuly on my side.

Can confirm, changing from 8 to 10 temporal samples, changing anti aliasing mode to none fixed it for me.

UE 5.7, had the same problem, Unreal was rendering but after the first shot nothing was saving on my drive. changing aliasing temporal to 10 fixed it also.

Why this bug is here in the 5.7 after all these years of dev !@??

I’ve just run into this as well. Had been using 8,16,32 etc for temporal samples with no issues but read that it should apparently always be an odd number. As soon as I tried 9 the rendered frames started failing to save.

Looked into the MRG solution, but it appears stupidly complicated when all you want to do is render what you see in the viewport.

Jumping in to say this is very frustrating, never had this issue before with videos not rendering out. My master sequences are being rendered by MRQ on 5.7 and I’m having all the issues mentioned here about frames being dropped and with only the first cut rendering.
Using path tracing with 10x10 samples, rendered with MRQ. This has been a plague on my latest project, can the bug be escalated because the MRQ doesnt work right now if you use path tracer.

This is fixed in 5.8. In the meantime you can use the graph feature. Or you can double check that the start frames of your sequences on not on subframes.

I triple checked and all of my start and end frames are not on sub frames (I always have snapping enabled from the start to try prevent this even being a thing).
It seems really intermittent whether the bug happens, it feels like it’s dependant on the number of spatial/temporal samples you set.
I will look into MRG since 5.8 isnt an option right now