UE5.7 Movie Render Queue Rendering Error

UE5.7 Movie Render Queue Rendering Error

If there are multiple cameras in the Sequencer camera track, everything works correctly when the Temporal Sample Count for anti-aliasing is set to 1. However, when it is set to 3, the following error occurs:

“Frames will be missing from output! Not all frames were fully submitted by the time rendering was torn down!”

This issue was not present in UE5.6. Please help investigate. I have provided the log below.

MetaHumans.log(1.02 MB)

Thanks for the report.

I was able to reproduce the issue on my end. It appears that when multiple cameras are present on the Sequencer camera track, MRQ may switch cameras during capture. This causes the renderer to tear down while some temporal sub-samples are still pending.

In 5.7, MRQ’s temporal anti-aliasing pipeline (including TSR and temporal sample accumulation) is stricter about frame submission and teardown. When Temporal Sample Count > 1, each output frame requires multiple sub-frames to be fully evaluated and submitted. In 5.6, these teardowns were more permissive, which is why the issue did not occur there.

As a workaround, rendering each camera as a separate MRQ job should avoid the problem.

We’re currently having issues submitting bug reports. I’ll update this case with the issue tracker link once it’s available.

Best regards,

Henry Liu

Hi there,

I have submitted a new bug report for this issue, and once it is reflected publicly, you will be able to view it here: https://issues.unrealengine.com/issue/UE-363208

An engine developer will investigate the bug at a later date. We don’t provide updates on EPS, but progress can be followed on that public issue tracker page. I will go ahead and close this case now, but feel free to respond here if you have any follow up questions.

Thanks,

Henry Liu