MRG - Potential issue with graphs being duplicated in game builds

UE - CAPT - Color Pipeline and Rendering - MRQ - May 22, 2026

Audi has [Link Removed] saying they cannot duplicate graphs in a game build. They are off launcher, not a custom build. Slack thread [Link Removed] ________________________________________________ ...

MRQ reports missing frames when rendering multiple cameras on a Sequencer camera track with Temporal Sample Count > 1

UE - CAPT - Color Pipeline and Rendering - MRQ - Feb 2, 2026

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 erro ...

MRQ - Black output layers in multichannel exr with a multi-camera cuts track

UE - CAPT - Color Pipeline and Rendering - MRQ - Mar 14, 2025

If you have Render All Cameras enabled in MRQ and are rendering a multilayer exr from a sequence that has multiple cameras edited in the camera cuts track the frames where a camera is not active in ...

MRQ GBuffer Output Renders Normal GBuffer instead of BaseColor

UE - CAPT - Color Pipeline and Rendering - MRQ - Feb 27, 2025

When attempting to use console variables to render the BaseColor output, the GBuffer overview or GBuffer normal output is rendered instead.  Using the commands in the Editor viewport shows the BaseC ...

Skeletal Mesh motion vector are output only for the last sample of Spatial Sample Count

UE - CAPT - Color Pipeline and Rendering - MRQ - Jan 24, 2025

Skeletal Mesh motion vectors are output only for the last sample of Spatial Sample Count, while Static Mesh motion vectors are output in all samples. UDN: [Link Removed] Slack thread: [Link Remo ...

MRQ Linux/Mac - Log Spam: Unable to statfs('/render_output_path.{ext}')

UE - CAPT - Color Pipeline and Rendering - MRQ - Dec 20, 2023

When rendering with MRQ on Linux and Mac (not Windows), there is a lot of statfs log spam that appears repeatedly during the render: LogCore: Warning: Unable to statfs('/render_output_path.{ext}' ...

FSoftObjectPath::ResolveObject references to the Editor's object in the first frame of Movie Render Queue

UE - CAPT - Color Pipeline and Rendering - MRQ - Dec 8, 2023

When implementing a sequencer system that uses FSoftObjectPath to reference an actor placed in a level (at runtime, the corresponding actor is obtained by calling FSoftObjectPath::ResolveObject), Re ...

Metahuman Hair Physics becomes jittery when 32x Antialiasing is enabled in MRQ

UE - CAPT - Color Pipeline and Rendering - MRQ - Aug 15, 2023

Enabling 32x AntiAliasing on an MRQ causes metahuman hair physics to become twitchy in the image sequence output.  ...

Rendering with a singe frame custom frame range in the MRQ with temporal sampling renders 2 frames instead

UE - CAPT - Color Pipeline and Rendering - MRQ - Jan 27, 2023

Temporal samples cause more than one frame to be rendered with a custom range of 1 frame ...