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.
1. Enable the Movie Render Queue Plugin, create a generic level and Level Sequence to render with.
2. Add the job to the Movie Render Queue
3. Change the Output Resolution to 20,000 x 10,000
4. Add the High Res Tiling setting, and set the tile count to 8.
5. See the note at the bottom that indicates the individual tiles are < 3,000 pixels each.
6. Render
7. Crash
UnrealEditor-D3D12RHI.dll!FD3D12DynamicRHI::GetResourceDesc(const FRHITextureDesc & TextureDesc) Line 529 C++
UnrealEditor-D3D12RHI.dll!FD3D12DynamicRHI::CreateD3D12Texture(const FRHITextureCreateDesc & InCreateDesc, FRHICommandListImmediate * RHICmdList, ID3D12ResourceAllocator * ResourceAllocator) Line 844 C++
UnrealEditor-D3D12RHI.dll!FD3D12DynamicRHI::RHICreateTexture_RenderThread(FRHICommandListImmediate & RHICmdList, const FRHITextureCreateDesc & CreateDesc) Line 959 C++
UnrealEditor-Engine.dll!FTextureRenderTarget2DResource::InitDynamicRHI() Line 631 C++
UnrealEditor-RenderCore.dll!FRenderResource::InitResource() Line 258 C++
[Inline Frame] UnrealEditor-RenderCore.dll!BeginInitResource::__l2::<lambda_f2c5f96442634031b0f63fb1ddfcfe02>::operator()(FRHICommandListImmediate &) Line 377 C++
[Inline Frame] UnrealEditor-RenderCore.dll!EnqueueUniqueRenderCommand(BeginInitResource::__l2::<lambda_f2c5f96442634031b0f63fb1ddfcfe02> &&) Line 270 C++
UnrealEditor-RenderCore.dll!BeginInitResource(FRenderResource * Resource) Line 374 C++
UnrealEditor-Engine.dll!UTexture::UpdateResource() Line 352 C++
UnrealEditor-MovieRenderPipelineRenderPasses.dll!UMoviePipelineImagePassBase::CreateViewRenderTargetImpl(const UE::Math::TIntPoint<int> & InSize, UMoviePipelineImagePassBase::IViewCalcPayload * OptPayload) Line 156 C++
> UnrealEditor-MovieRenderPipelineRenderPasses.dll!UMoviePipelineImagePassBase::GetOrCreateViewRenderTarget(const UE::Math::TIntPoint<int> & InSize, UMoviePipelineImagePassBase::IViewCalcPayload * OptPayload) Line 126 C++
UnrealEditor-MovieRenderPipelineRenderPasses.dll!UMoviePipelineDeferredPassBase::SetupImpl(const MoviePipeline::FMoviePipelineRenderPassInitSettings & InPassInitSettings) Line 162 C++
[Inline Frame] UnrealEditor-MovieRenderPipelineCore.dll!UMoviePipelineRenderPass::Setup(const MoviePipeline::FMoviePipelineRenderPassInitSettings &) Line 21 C++
UnrealEditor-MovieRenderPipelineCore.dll!UMoviePipeline::SetupRenderingPipelineForShot(UMoviePipelineExecutorShot * InShot) Line 103 C++
UnrealEditor-MovieRenderPipelineCore.dll!UMoviePipeline::InitializeShot(UMoviePipelineExecutorShot * InShot) Line 986 C++
UnrealEditor-MovieRenderPipelineCore.dll!UMoviePipeline::TickProducingFrames() Line 134 C++
UnrealEditor-MovieRenderPipelineCore.dll!UMoviePipeline::OnEngineTickBeginFrame() Line 618 C++
[Inline Frame] UnrealEditor-MovieRenderPipelineCore.dll!Invoke(void(UMoviePipeline::*)()) Line 66 C++
[Inline Frame] UnrealEditor-MovieRenderPipelineCore.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(UMoviePipeline::*)() &) Line 327 C++
UnrealEditor-MovieRenderPipelineCore.dll!TBaseUObjectMethodDelegateInstance<0,UMoviePipeline,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 553 C++
[Inline Frame] UnrealEditor.exe!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast() Line 190 C++
UnrealEditor.exe!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() Line 983 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5296 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 233 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 282 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-173285 in the post.
0 |
Component | UE - Anim - Sequencer - MRQ |
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Affects Versions | 5.1 |
Target Fix | 5.1.1 |
Created | Jan 4, 2023 |
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Resolved | Jan 19, 2023 |
Updated | Feb 12, 2023 |