Rendering multiple cameras with a Burnin overlay causes crash of render

Hello,

We encountered an issue while rendering a job with a BurnIn Movie Pipeline Setting and a Cameras Movie Pipeline Setting in a subjob.

The issue is that the render stops after a few frames rendered. The number of frames rendered and exported as images is not consistent. But the render never completes.

The setup is the following :

  • A sequence has a Shots track of shots. Some shots may have multiple cameras inside as Spawnables.
  • Inside a shot with multiple cameras, there is a main camera that is the one inside the CameraCut track, compositing the view of other cameras.
  • We render the shots from their sequence, so the job in the Movie Render Queue has the Level Sequence of a sequence.
  • We enable the subjob of the shot we want to render and add on its setting the Cameras Movie Pipeline and check “Render All Cameras”. (If we don’t add it on the subjob but on the job, the other cameras inside the shot won’t be rendered)

I’ve rendered a lot of times with different settings to spot the one causing the issue, and I found that the Cameras Setting on a subjob wih Render All Cameras checked combine to a BurnIn Setting on the parent job is the issue.

Also, I found that adding an AppleProsRes Movie Pipeline Setting solve the issue. With this setting added, the render completes correctly.

So the question is simply : why ?
How can AppleProRes solve this issue ? And why Unreal doesn’t succeed to render all frames if there is a BurnIn Setting and a Cameras Setting with RenderAllCameras checked at the same time ?

Thanks for your help and advices.


You can find some images of the setup in this gallery

(Sorry for not providing images directly on the post, I can’t add more than one embedded images as a new account)