No current map error in movie pipleline render

Hi, I’ve tried to follow this tutorial https://docs.unrealengine.com/5.2/en-US/movie-render-queue-in-runtime-in-unreal-engine/ to render a move using an editor utility widget.

I get the following error:

LogMovieRenderPipeline: Warning: Unable to start movie pipeline job. No current map.

I assume it’s something to do with me doing this via a utility widget but I don’t have much experience in UE5 so don’t know how to fix it.

I can render the sequence manually without a problem. I want to do this via a blueprint because I want to add some functionality to save some per frame information, and my plan was to open a file, start the render, and have an event outputting the additional data, and then close the file at the end of the render.

Can anyone help? Thanks

1 Like

Did you find a solution to this? I’m having the same issue.

I believe the Blueprint pipeline for this is broken.
If I create a Python script to call the render where I set the map of the job like this:

job = queue.allocate_new_job()
job.set_editor_property('map', unreal.SoftObjectPath(MAP_PATH))
job.set_editor_property('sequence', unreal.SoftObjectPath(LEVEL_SEQUENCE_PATH))

It works!

However, doing the same in Blueprints I continue to get the ‘No current map’ error.

Map path and Sequence path are the same for both Blueprints and Python versions, of course.

The complete error for the Blueprint version is:
Warning: Unable to start movie pipeline job. No current map.

@here
Hi everyone.

I ran across this issue too. Turns out the “current map” means the gameplay-time map. So the logic will work if triggered from withing the game-time, not editor-time. It’s a bit frustrating as it makes it more fiddly when you want to script this using some editor utility widgets or something like that, but it works.

I’m really new to the process, so I’m sorry in advance if this is something too advanced for me. Trying to set up a batch render tool for work and following this same tutorial. Could you explain how you would edit the tutorial to work in an editor utility widget?

This is what I ended up doing to find the current loaded world