I keep having this error when rendering a 50K sequence:
Assertion failed: NewRange.GetLowerBound().IsClosed() && NewRange.GetUpperBound().IsClosed() [File:D:\build++UE5\Sync\Engine\Source\Runtime\MovieScene\Private\MovieScene.cpp] [Line: 590]
The error you are receiving has multiple approaches for resoultion, let’s cover them one by one:
Open your Registry by typing “regedit” on Windows Start, navigate to HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers, and change the values for TdrLevel and TdrDelay to 60. This will give your PC plenty of time to respond to a possible freeze/crash while rendering.
Update your nVIDIA drivers, make sure you are picking the “Clean Installation” option, as well as going for the “Developer” drivers, as these have more stable settings for engine work.
Please make sure you have the latest updates for both Unreal and Windows.
If your project has been recently updated to a new UE version, rendering settings from the previos build could be causing a conflict. In order to reset them, please search for DefaultGame.ini file, open it wirh a notepad, and delete all settings under the header [/Script/Engine.RendererSettings]
In Unreal Engine, reduce the values for engine scalabillty, to ensure your equipment is not being exerted.
Hi @brs-sebascova !
Thank you very much for your detailed reply! I really appreciate it
I followed your recommendations but UE still crashes
(I’ve updated my nVidia drivers to 566.14 Studio Driver, set the TdrLevel and TdrDelay to 60, I use UE 5.3.2 (I can’t use 5.4 or 5.5 because I use a plugin that has not yet been updated), windows 11 is up to date (auto update). I’ve reduced the UE engine scalability from cinematic to epic and the hardware raytracing was already disabled. I don’t have Afterburner installed, so no RTSS or overclocking).
@FrostyJas Here are my machine specs:
Window 11 Pro
i9-13900K
64Gb RAM
RTX 4090
2Tb SSD (C:)
8Tb SSD for data
This error is driving me crazy…
My UE scene is simple: an indoor house, an animated metahuman character following a path with a camera attached to it during 50K frames. That’s it.
I’ve already rendered a similar UE scene, but with a different indoor scene and a different metahuman, and it worked fine.
I removed one by one all the elements from the sequencer of this new scene, hoping to find what was causing the crash without success. I ended up rendering only a static camera and it was still crashing.
I will restart to build the scene from scratch and keep you posted on my finding.
Thank you!!
The problem is the level due to all the sublevels that came with the map. If you want to render your project, load the map first, open the sequencer, and render. It worked for me. I believe if you try to render without loading the level, the engine cannot detect all the sublevels that are meant to load together with the main map. Try it; it should work. At least it did for me.