Rendering Orthographic camera from Movie Render Queue results in near/far plane clipping

I have a project that uses an orthographic camera to create perfect isometric projection. The camera “zooms in and out” by adjusting the Ortho Width property.

When I run the project in runtime, everything renders correctly - I can get really tight “zoom in” or wide “zoom out” shots.

When I to render high quality sequence in Movie Render Queue, the camera seems to forget many of its settings. It still moves as it is supposed to, but (I think) ignores the Near and Far Clip Plane settings.

As a result, top and/or bottom section of my scene disappear. I was not able to nail down exactly what is happening, but in general I get visual glitches - mostly at the bottom (near) part of the screen.

Again - in runtime all looks great.

I tired both Path Tracer and Deferred Rendering - both seem to glitch out every now and then.

Is there some setting I am not aware of, or are there some best practices for outputting Ortho cameras via Movie Render Queue? Anyone with similar experience (and a solution)?

I’m in Unreal 5.4.