Rendering audio from MRQ with temporal AA samples renders incorrect length

I submitted this as an official bug, but curious to see if others are having the same issue. Here are the steps to reproduce:
1.) drag any audio file into your project
2.) put the audio file into a new level sequence.
3.) submit the level sequence to MRQ, and set the temporal AA samples to a number greater than one in the anti-aliasing section.
3.) add a jpg and audio options to the export settings of the MRQ job. l
3.) render the audio/video using the MRQ.

The length of the resulting wave file should be multiplied by the number of temporal AA samples. This is incorrect, should be the same length as the range you’ve set in the level sequence. The main reason this is an issue is that it prevents you from using temporal AA samples if you are attempting to use the command line interface to have unreal make an mp4 file by merging image sequences and audio in one MRQ job.

This has already been reported. I believe this will be addressed in 5.4.

Thanks Shaun! I thought I remembered seeing the bug reported somewhere, but couldn’t find the record of it.

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