For the past two days, I’m trying to render a still image. I’ve set up my camera, movie level sequence and binding the only camera I have in my scene but when I hit render it either crashes or the render comes out like the camera was on the origin point.
I’ve tried remotely render to debug the problem and two errors show up.
LogOutputDevice: Error: bSuccess [File Path]
Failed to evaluate camera to create curv/prev camera locations. No camera actor found on Eval tick: 1000
I’ve tried creating new cameras, adding keyframes to animate the camera, creating a new sequence, different render settings, migrating my level to another project but nothing seems to work.
Hi, did you click under the camera on the “transform” keyframe so it cant move anywhere other than the position and moment in time as you click on it and keyframe ?
oh and just came to mind did you expand the camera cuts over the whole timeline from green to the end red line ? that awso can ■■■■ the location of the cam
Thanks! the crash problem seems to resolved with directx11. Regarding the camera, no inserting keyframes didn’t resolve the issue, but I’ve solved it, but not sure how exactly, instead of adding a camera with the quick add button and then biding the camera to my sequence, I’ve used the add camera button on the sequencer itself, so I’m still confused. This didn’t happen with 5.0 I’m using 5.1 now.
Thanks for your help!
Nice… If you can render now on dx 11 did you awso try to change on dx 12 in the movie render q setting the texture streaming option like on the screenshots i had there ? Chances are pretty high that you will be able to render there as well without crashing if you had the texture streaming disabled in those settings.
Ok sure gl with that later. I had to make dx 12 working scince dx 11 do not support nanite so it was a no go for me to render on dx 11. It took me a couple of days till i finally figure that one out
Hey it’s me, I’ve been playing with the render settings and I finally found a way to render with directx12 consistently. Using the high resolution setting to divide your render in 4 different tiles, takes a lot of the load on your GPU when you start your render.
The only down side, is that you have to turn off the post process volume sometimes depending on your scene because things like bloom and auto-exposure don’t work with this setting, How To Render a Ultra High Resolution Image in Unreal Engine 4 - YouTube found this video which explains which settings to change on your camera and the post process volume. But those settings work for me 99.99% of the time, I hope this can help you in your projects