AWS Thinkbox Discussion Forums

Unreal - Deadline failed to render

Hi guys,

I tried to render an Unreal sequence using Deadline, as with my previous post, but this time round, after playing with some settings and reinstalling Unreal, I found that Unreal repeatedly crashed and found this in the log:

Scheduler Thread - Render Thread 0 threw a major error:
2021-04-01 17:07:54: >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
2021-04-01 17:07:54: Exception Details
2021-04-01 17:07:54: RenderPluginException – Error: Renderer returned non-zero error code, 3. Check the log for more information.
2021-04-01 17:07:54: at Deadline.Plugins.PluginWrapper.RenderTasks(String taskId, Int32 startFrame, Int32 endFrame, String& outMessage, AbortLevel& abortLevel)
2021-04-01 17:07:54: RenderPluginException.Cause: JobError (2)
2021-04-01 17:07:54: RenderPluginException.Level: Major (1)
2021-04-01 17:07:54: RenderPluginException.HasSlaveLog: True
2021-04-01 17:07:54: RenderPluginException.SlaveLogFileName: C:\ProgramData\Thinkbox\Deadline10\logs\deadlineslave_renderthread_0-DESKTOP-PQSKMIQ-0000.log
2021-04-01 17:07:54: Exception.Data: ( )
2021-04-01 17:07:54: Exception.TargetSite: Deadline.Slaves.Messaging.PluginResponseMemento d(Deadline.Net.DeadlineMessage)
2021-04-01 17:07:54: Exception.Source: deadline
2021-04-01 17:07:54: Exception.HResult: -2146233088
2021-04-01 17:07:54: Exception.StackTrace:
2021-04-01 17:07:54: at Deadline.Plugins.SandboxedPlugin.d(DeadlineMessage aym)
2021-04-01 17:07:54: at Deadline.Plugins.SandboxedPlugin.RenderTask(String taskId, Int32 startFrame, Int32 endFrame)
2021-04-01 17:07:54: at Deadline.Slaves.SlaveRenderThread.c(TaskLogWriter acx)
2021-04-01 17:07:54: <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
2021-04-01 17:07:56: Performing pending job scan

What’s going on? What can I do to fix this?

Thanks in advance for the help

It’s hard to say without the whole log. What we do know is that Unreal returned 3 as its exit code, and Deadline’s Unreal plugin expects that 0 is a success and everything else is a failure.

I’d hope to see at the bottom of the task report to what Unreal printed before it crashed. Ideally that’ll be something we can look up.

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