Renders looked cursed when using movie render queue

Hey y’all, I think I’m losing my mind. When rendering normally, my scene comes out fine, but in movie render queue it looks cursed. The thumbnail for camera cuts turns black too, even with a fresh sequence and camera.

So far I have tried:
Making sure camera cuts and cam were linked
Making camera spawnable
Changing sublevels to “Always loaded”
Making sure timeline starts at 0
Changing the output framerate (24) to match the sequence framerate (30)
and all I’ve got left is ritual sacrifice.

Does anyone know what might be going on here?

Greetings @deadmike54

Welcome to the Unreal Engine Community Forum! That is quite a view you’ve got there, Mike. I’d start by checking to see if post processing volume is set to boundless. Let me know what you find!

Sorry, I messed up replying somehow. Thanks FrostyJas. I can unfortunately confirm that infinite extent (unbound) is checked on. If it helps, here’s some additional info I found after beating my head against it all night.

When I render my scene with normal sequencer, it looks fine. But when I use Movie Render Queue, the camera flies off to god knows where. It’s not even at 0,0,0 but somewhere in relation to where it should be. In fact, it still has the keyframed transform information.

Is the issue similar to this? camera position is off in level viewport

I’ve tracked down the issue being a grass layer in my Landscape Pro 2.0 material. I’ve torn it apart trying to fix that to no avail. You wouldn’t happen to know anything about materials causing explosive mesh syndrome, would you?

Like it’s distorting the texture? You’d have to provide a screen shot. I’d be happy to look into it! I enjoy this stuff.