Widget Utility and Movie render queue

Hello Folks!
im trying to create an editor automation toolkit using blueprint (Editor Utility Widget) on UE5 , and im stucked while submitting a render job trought “Render Queue” , sometime UE5 Crash sometime it does nothing… i had the same problem trying to do this with python, dont know if i am missing something about the Render Queue Class, or im tryin the impossible.

what im trying to do is… after “bulk asset importing and assigning” , ( and up to this step everything work correctly. ) I need to render an image of what i have in viewport, trought Movie Pipeline Queue.
Here you can see what im talking about…

and after the step 1 complete ( and up to there it work ) i need to render a sequence ive already prepared, and im trying to make it done by the below blueprint.

are you able to illuminate me on what im messing?
sometime UE5 Crash, sometime just gimme a warning about NULL while get world context.
but nothing more happen.

please guys, im going crazy trying to understand what im doing wrong.
thanks in advance for any help you will give.

1 Like

Wow. I’ve never done anything like that in UE5, but as a general programming practice, I’d recommend adding validations on ALL return values, then log/print whenever you get an invalid return value. That might help guide you in the right direction, since your log/print statements will be in the output log, surrounded by the previous and following events.

For example, I’d add “?IsValid” to the return values from RenderQueueWithExecutor, AllocateNewJob, FindOrAddSettingByClass (all of 'em), then on the Invalid output, add a PrintDebug or Log Output node.

Hello @Bent_Vector and thank you for your answer… and following your advice ive found where the problem where located.

for anybody will encounter same problem look at here

using the “value” directly in the NODE option will return empty output directory and also empty [ 0, 0 ] output resolution.

Thank you again @Bent_Vector .