MRQ Rendering from Editor Blueprint: Cannot Set the Sequence

Ok here’s an update. I’ve managed to set the Sequence by using ”Allocate” Job node which already has a Sequence input that doesn’t need string converting stuff instead of the “Allocate New Job” node.

Now I can see the name of the sequencer but the renderer is still deferring to the default camera.

As you can see now I can see the name of the sequencer “CityTest” but the camera is the dafault one, not the one you see in the background. I’ve set up my sequencer correctly, I have a proper Camera Cut track and I’ve assigned the sequencer asset as the variable not the scene actor one.

I suspect the problem lies here in this set of nodes:

I’m using “Movie Pipeline In Process Executor” in my Construct Movie Pipeline Process Executor node. And after that I’m setting the level to the current one so that the renderer doesn’t open my level from scratch, remember I’m trying run the simulation for a while before rendering. Next I’m using Bind Even to Executor Finished which is fine as it is.

After that I’m using “Render Queue with Executor Instance” and it’s connected to the Construct Movie Pipeline Process Executor. I’m using the “Instance” one not the “Render Queue with Executor” node because that doesn’t work at all. I either get “One or more jobs in the queue have an unsaved map as their target map. Maps must be saved at least once before rendering, and then the job must be manually updated to point to the newly saved map.” error or it starts rendering an empty default level.

I’ve lost 2 days trying to figure out this simple thing and there isn’t really good documentation about this and I suspect some of the nodes have changed in 5.6 as well.

Please help, I’m tearing out my hair at this point. :face_with_bags_under_eyes: Thanks