Hello there!
I am currently trying to implement the Unreal Deadline Plugin into our Pipeline. I know got it mostly working, but I am struggling with one issue:
However I change my settings, Unreal always submits a sequence into one Job with one Task - whichever worker handles that task then renders the entire framerange of the sequence.
This kinda defeats the purpose of a rendering farm in my opinion, so I think there must be a way to split the Job so it can be rendered in parallel by multiple machines, the question is how? Does anybody know a workaround for this?
Thanks in Advance!