Hey guys,
I’m honestly losing my mind with this one and wondering if this is a UE5.6 bug or if I’m missing something obvious.
I’m using a Default_CEClonerActor (Motion Design Cloner) with static meshes (gym weight plates) in a cinematic scene. Everything works perfectly in the viewport and Sequencer playback, but Movie Render Queue renders incorrectly.
The issue:
The cloned meshes randomly become semi transparent, flicker, or disappear completely in rendered frames.
Some frames render fine, some are partially transparent, and some frames have the meshes completely gone.
The weirdest part is viewport playback is 100% perfect. No flickering, no missing meshes, no transparency issues. It only happens in MRQ renders.
Setup:
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Unreal Engine 5.6
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Default_CEClonerActor / Motion Design Cloner
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Static mesh weights cloned
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Layout type: SphereRandom
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Spawn Emission Mode: Once
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30 cloned meshes
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PNG sequence via Movie Render Queue
Things I’ve already tried:
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Different AA settings (Spatial 16 / Temporal 1, 1 / 1, etc)
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TAA and None
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Increased warmup counts
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Enabled/disabled Nanite
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Checked materials are Opaque
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Hidden In Game disabled
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Re-added meshes to the cloner
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Tried Cloner Sim Cache
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Converted to Instanced Static Meshes (this removes the issue but kills the animation because it becomes static)
One thing that might help diagnose it:
In the MRQ render preview I can literally see frames where the cloned meshes flicker between existing and not existing, which makes me think the cloner is not evaluating consistently during Movie Render Queue rendering.
Has anyone else hit this in UE5.6 or found a workaround for rendering Motion Design Cloners through MRQ?
Any help would be massively appreciated because I’m out of ideas at this point ![]()