Ping. Same issue here, for now I have to render out my animation shot by shot and for some shots in which the engine crashes I have to check all the dynamically spawned actors to try to figure out which one cause the issue.
Did you changed the screen percentage (f.e. via post process) for your renders, or the render resolution? Or both at the same time?
Keep in mind, that an increase of the screen percentage of 200% (or factor 2 in HighResScreenshot) will not double the rendered area, it will quadruple it -> 2 times the lenght of the original resolution + 2 times the height of the original resolution = 4 times total area of the original picture. If you have this active, while also increasing your resolution to double the original size, the rendered area just skyrockets.
resolution 1920x1080 + 100% screen percentage = size of 1 original picture
res 1920x1080 + 200% screen percentage = 3840x2160 = size of 4 original pictures
res 3840x2160 + 100% screen percentage = 3840x2160 = size of 4 original pictures
res 3840x2160 + 200% screen percentage = 7680x4320 = size of 16 original pictures
The Multi-part rendering they’re talking about is the “High Resolution” setting that you can add in the movie render queue. There you can choose how many tiles you want each frame to be rendered in. So basically, Unreal will render each frame in say, four tiles of 1k resolution and then combine them together to output a 4k frame. This process is automatic and fixes the crash issue which would normally happen due to your GPU memory running out. You can even render 16k like that.