# 请问关于MRQ在linux容器下没有输出的问题

**URL:** <https://forums.unrealengine.com/t/mrq-linux/2266110>\
**Category:** 简体中文 (Simplified Chinese)\
**Tags:** unreal-engine, Rendering, question\
**Created:** [January 8, 2025, 2:11pm UTC](https://forums.unrealengine.com/t/mrq-linux/2266110 "2025-01-08T14:11:26Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![MuseWhale](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MuseWhale](https://forums.unrealengine.com/u/MuseWhale)\
**Post date:** [January 8, 2025, 2:11pm UTC](https://forums.unrealengine.com/t/mrq-linux/2266110/1 "2025-01-08T14:11:27Z")

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事情是这样的，一开始我在一台ubuntu的docker容器中成功手动跑起来MRQ渲染，然后就去改python脚本了。python脚本改好以后，再也跑不起渲染：  
日志中没有error，只有一些不太重要的warining，MRQ的预览窗口是全黑屏，job进度0%，输出目录下一直为空。卡死。没有崩溃报告。

更换UE5版本，无论5.5.1还是5.3.2都不能成功渲染。

系统：多卡的nv服务器，官方镜像+vnc桌面。nv的driver、cuda都正常，vulkan正常，使用的nv-container工具创建容器。dmesg没有任何错误日志。

LogCore: Display: Requested channels: ‘cpu,gpu,frame,log,bookmark,screenshot,region’  
LogTrace: Finished trace initialization.  
LogCsvProfiler: Display: Metadata set : platform=“Linux”  
LogCsvProfiler: Display: Metadata set : config=“Development”  
LogCsvProfiler: Display: Metadata set : buildversion=“UE5-CL-27405482”  
LogCsvProfiler: Display: Metadata set : engineversion=“5.3.2-27405482+UE5”  
LogCsvProfiler: Display: Metadata set : os=“Ubuntu 22.04.5 LTS 5.4.0-204-generic”  
LogCsvProfiler: Display: Metadata set : cpu=“GenuineIntel|Intel(R) Xeon(R) Platinum 8255C CPU @ 2.50GHz”  
LogCsvProfiler: Display: Metadata set : pgoenabled=“0”  
LogCsvProfiler: Display: Metadata set : pgoprofilingenabled=“0”  
LogCsvProfiler: Display: Metadata set : ltoenabled=“0”  
LogCsvProfiler: Display: Metadata set : asan=“0”  
LogCsvProfiler: Display: Metadata set : commandline=“” /cfs/render\_projects/xxx/project.uproject""  
LogCsvProfiler: Display: Metadata set : loginid=“”  
LogCsvProfiler: Display: Metadata set : llm=“0”  
LogStats: Stats thread started at 0.446298  
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +0:00, Platform Override: ‘’

MRQ开始渲染时附近的Log  
l[2025.01.08-07.48.34:353][610]Cmd: MAP CHECKDEP NOCLEARLOG  
[2025.01.08-07.48.34:353][610]MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.152985ms to complete.  
[2025.01.08-07.48.34:484][610]LogViewport: Scene viewport resized to 1526x913, mode Windowed.  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: ================================================  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: === FShaderJobCache stats ===  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: Total job queries 48, among them cache hits 0 (0.00%)  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: Tracking 48 distinct input hashes that result in 36 distinct outputs (75.00%)  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: RAM used: 193.80 KiB of 16.00 GiB budget. Usage: 0.00%  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: === Shader Compilation stats ===  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: Shaders Compiled: 0  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0%)  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s  
[2025.01.08-07.48.34:606][611]LogShaderCompilers: Display: ================================================  
[2025.01.08-07.48.34:618][612]LogSlate: Took 0.000113 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)  
[2025.01.08-07.48.36:325][622]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f  
[2025.01.08-07.48.36:325][622]LogSlate: Window ‘Movie Render Queue’ being destroyed  
[2025.01.08-07.48.36:345][622]LogSlate: Window ‘Movie Render Queue’ being destroyed  
[2025.01.08-07.48.40:862][669]LogAssetEditorSubsystem: Opening Asset editor for LevelSequence /Game/sequences/fortnite-1004/fortnite-1004\_a000196\_moved\_0021\_-205\_-249\_40.fortnite-1004\_a000196\_moved\_0021\_-205\_-249\_40  
[2025.01.08-07.48.41:109][669]LogViewport: Scene viewport resized to 1526x592, mode Windowed.  
[2025.01.08-07.48.48:385][861]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f  
[2025.01.08-07.48.49:051][898]LogUObjectGlobals: Warning: Failed to find object ‘Class /Script/PCG.PCGSettings’  
[2025.01.08-07.50.57:104][65]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f  
[2025.01.08-07.51.18:673][82]LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!  
[2025.01.08-07.51.19:113][95]LogShaderCompilers: Display: FShaderCompileThreadRunnable::WriteNewTasks()() took too long (0.388 seconds, threshold is 0.300 s), will parallelize next time.  
[2025.01.08-07.51.22:932][264]LogSlate: Window ‘’ being destroyed  
[2025.01.08-07.51.30:335][611]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f  
[2025.01.08-07.51.30:338][611]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f  
[2025.01.08-07.51.58:660][927]LogSlate: Window ‘’ being destroyed  
[2025.01.08-07.52.03:338][174]LogUObjectHash: Compacting FUObjectHashTables data took 0.66ms  
[2025.01.08-07.52.03:349][174]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f  
[2025.01.08-07.52.03:354][174]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f  
[2025.01.08-07.52.06:054][174]LogSlate: Window ‘Save Content’ being destroyed  
[2025.01.08-07.52.06:093][174]LogFileHelpers: InternalPromptForCheckoutAndSave started…  
[2025.01.08-07.52.06:093][174]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f  
[2025.01.08-07.52.06:094][174]LogLinux: Could not get DPI information for monitor #0, assuming 1.0f  
[2025.01.08-07.52.06:226][174]LogPackageLocalizationCache: Processed 51 localized package path(s) for 1 prioritized culture(s) in 0.067934 seconds  
[2025.01.08-07.52.06:280][174]LogSavePackage: Moving output files for package: /Game/sequences/fortnite-1004/fortnite-1004\_a000196\_moved\_0021\_-205\_-249\_40  
[2025.01.08-07.52.06:298][174]LogSavePackage: Moving ‘…/…/…/…/…/…/cfs/render\_projects/machine\_10/Saved/fortnite-1004\_a000196\_moved\_0021211049EE95AC44A7BC5BA89CFDA3AAC8.tmp’ to ‘…/…/…/…/…/…/cfs/render\_projects/machine\_10/Content/sequences/fortnite-1004/fortnite-1004\_a000196\_moved\_0021\_-205\_-249\_40.uasset’  
[2025.01.08-07.52.06:351][174]LogFileHelpers: InternalPromptForCheckoutAndSave took 257 ms  
[2025.01.08-07.52.06:352][174]LogLinker: Warning: Failed to load ‘/Engine/MovieRenderPipeline/Editor/QueueManifest’: Can’t find file.  
[2025.01.08-07.52.06:352][174]LoadErrors: Error: /Engine/MovieRenderPipeline/Editor/QueueManifest : Failed to load ‘/Engine/MovieRenderPipeline/Editor/QueueManifest’: Can’t find file. /Engine/MovieRenderPipeline/Editor/QueueManifest  
[2025.01.08-07.52.06:401][174]LogSavePackage: Moving output files for package: /Temp/MovieRenderPipeline/QueueManifest  
[2025.01.08-07.52.06:414][174]LogSavePackage: Moving ‘…/…/…/…/…/…/cfs/render\_projects/machine\_10/Saved/QueueManifestB3EC6AF74DB34BF3A4410E5FB7C6AA33.tmp.utxt’ to ‘…/…/…/…/…/…/cfs/render\_projects/machine\_10/Saved/MovieRenderPipeline/QueueManifest.utxt’  
[2025.01.08-07.52.06:435][174]LogMovieRenderPipeline: Launching a new process to render with the following command line:  
[2025.01.08-07.52.06:435][174]LogMovieRenderPipeline: /home/ue4/UnrealEngine/Engine/Binaries/Linux/UnrealEditor “…/…/…/…/…/…/cfs/render\_projects/machine\_10/project.uproject” MoviePipelineEntryMap?game=/Script/MovieRenderPipelineCore.MoviePipelineGameMode -game -Multiprocess -NoLoadingScreen -FixedSeed -log -Unattended -MRQInstance -deterministicaudio -audiomixer -messaging -SessionName=“NewProcess Movie Render” -nohmd -windowed -ResX=1280 -ResY=720 -dpcvars=“sg.ViewDistanceQuality=4,sg.AntiAliasingQuality=4,sg.ShadowQuality=4,sg.GlobalIlluminationQuality=4,sg.ReflectionQuality=4,sg.PostProcessQuality=4,sg.TextureQuality=4,sg.EffectsQuality=4,sg.FoliageQuality=4,sg.ShadingQuality=4,r.TextureStreaming=0,r.ForceLOD=0,r.SkeletalMeshLODBias=-10,r.ParticleLODBias=-10,foliage.DitheredLOD=0,foliage.ForceLOD=0,r.Shadow.DistanceScale=10,r.Shadow.RadiusThreshold=0.001000,r.ShadowQuality=5,r.ViewDistanceScale=50,r.D3D12.GPUTimeout=0,r.Streaming.SyncStatesWhenBlocking=1,GeometryCache.Streamer.BlockTillFinishStreaming=1,GeometryCache.Streamer.ShowNotification=0,a.URO.Enable=0,au.NeverMuteNonRealtimeAudioDevices=1,r.SkyLight.RealTimeReflectionCapture.TimeSlice=0,r.VolumetricRenderTarget=1,r.VolumetricRenderTarget.Mode=3,wp.Runtime.BlockOnSlowStreaming=0,p.Chaos.ImmPhys.MinStepTime=0,r.SkipRedundantTransformUpdate=0,p.ChaosCloth.UseTimeStepSmoothing=0,” -execcmds=“r.HLOD 0,” -MoviePipelineConfig=“MovieRenderPipeline/QueueManifest.utxt”  
[2025.01.08-07.52.06:447][174]AssetCheck: New page: Asset Save: fortnite-1004\_a000196\_moved\_0021\_-205\_-249\_40

已尝试过的解决方案：  
1、单帧渲染，只渲染jpg，没用  
2、no shot相关：[Shot/Camera "no shot" When Rendering Level Sequence in Movie Render Queue](https://forums.unrealengine.com/t/shot-camera-no-shot-when-rendering-level-sequence-in-movie-render-queue/595231)  
已尝试，没用  
3、MRQ crash相关：[Movie Render Queue in Runtime Builds error : Render already in progress](https://forums.unrealengine.com/t/movie-render-queue-in-runtime-builds-error-render-already-in-progress/1219983)  
已尝试，没用。

相机track和actor绑定正常。  
容器shm-size开的64G很大。目录权限问题已经检查过。

有没有可能是某个动态链接库损坏导致MRQ无法一直开始？请问有什么别的检查方法吗

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<div class="post-metadata">

**Author:** ![MuseWhale](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MuseWhale](https://forums.unrealengine.com/u/MuseWhale)\
**Post date:** [January 9, 2025, 2:23am UTC](https://forums.unrealengine.com/t/mrq-linux/2266110/2 "2025-01-09T02:23:36Z")

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问题解决了。存在4个版本的UE，自己安装的，镜像自带的。  
我不知道MRQ是一个插件。版本混用情况，其他 版本没安装插件，但是配置文件存在可以调出界面。  
但是因为没安装MRQ，因此调用不到具体的库  
并且没有任何报错信息，我浪费了一周的时间
