Cvars sections in Sequencer behaving incorrectly when using MRQ

UE - Anim - Sequencer - MRQ - Aug 9, 2023

Some key lines in the code:Engine\Source\Runtime\MovieSceneTracks\Private\TrackInstances\MovieSceneCVarTrackInstance.cpp:177 --> Apply   CVar when entering sectionEngine\Source\Runtime\MovieSceneTra ...

MoviePipeline: EXR Output Format can't be added via C++

UE - Anim - Sequencer - MRQ - Apr 4, 2023

MoviePipeline: Incorrect Caching of Min/Max World Delta Time

UE - Anim - Sequencer - MRQ - Jan 31, 2023

To test this issue: Create a C++ class WolrdTimeDilationDebugActor.h in your Project with the following code:// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinim ...

MRQ - Groom Issue with Stencil Layers

UE - Anim - Sequencer - MRQ - Jan 31, 2023

There is a problem with rendering Grooms bound and attached to animated skeletal meshes when the mesh belongs to a stencil layer in both the Deferred Renderer or the Path Tracer. The groom does not ...

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

UE - Anim - Sequencer - MRQ - Jan 27, 2023

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

Burn ins are not composited onto media renders using the MRQ

UE - Anim - Sequencer - MRQ - Jan 17, 2023

In 5.1 media exports will not have the burn in composited onto them.  ...

MoviePipeline: ExecutorJob UserData field lost on Queue Load

UE - Anim - Sequencer - MRQ - Jan 6, 2023

I didn't check with the debugger, but I suspect this is caused by: void UMoviePipelineExecutorJob::OnDuplicated_Implementation() { UserData = FString(); When the queue is loaded, each job is dupl ...

MoviePipeline: HighRes Tiling feature crashes at high resolutions

UE - Anim - Sequencer - MRQ - Jan 4, 2023

If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...