Unreal - Deadline says Render Complete but no output is generated

As the title says, the Monitor shows that the rendering has been completed but there is no output generated in the output folder. I’ve already tried giving elevated permissions and played with some Deadline-side settings but no cigar.

The log is as below:

2021-03-31 11:43:09: 0: Start Job timeout is disabled.
2021-03-31 11:43:09: 0: Task timeout is disabled.
2021-03-31 11:43:09: 0: Plugin rendering frame(s): 49
2021-03-31 11:43:09: 0: Executing plugin command of type ‘Render Task’
2021-03-31 11:43:09: 0: INFO: Stdout Redirection Enabled: True
2021-03-31 11:43:09: 0: INFO: Stdout Handling Enabled: False
2021-03-31 11:43:09: 0: INFO: Popup Handling Enabled: False
2021-03-31 11:43:09: 0: INFO: Using Process Tree: True
2021-03-31 11:43:09: 0: INFO: Hiding DOS Window: True
2021-03-31 11:43:09: 0: INFO: Creating New Console: False
2021-03-31 11:43:09: 0: INFO: Running as user: user
2021-03-31 11:43:09: 0: INFO: Executable: “C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor.exe”
2021-03-31 11:43:09: 0: INFO: Argument: “D:\xxxx\xxxx.uproject” “/Game/98_RND_Ind/98_CharacterBP_I/TestLevels_I/BG_Mountain_01” -game -MovieSceneCaptureType="/Script/MovieSceneCapture.AutomatedLevelSequenceCapture" -LevelSequence="/Game/xxxx/xxxx/xxxxx/Blueprints/xxxxx" -NoLoadingScreen -MovieStartFrame=49 -MovieEndFrame=49 -ForceRes -VSync -MovieFrameRate=30 -MovieFolder=“S:\Samuel\TestRender” -MovieName=“landscapeLayer_####” -MovieFormat=CustomRenderPasses -CustomRenderPasses=B -CustomRenderPasses=a -CustomRenderPasses=s -CustomRenderPasses=e -CustomRenderPasses=C -CustomRenderPasses=o -CustomRenderPasses=l -CustomRenderPasses=o -CustomRenderPasses=r -CaptureFramesInHDR -HDRCompressionQuality=0 -CaptureGamut=HCGM_Rec709 -MovieQuality=75 -MovieCinematicMode=Yes -MovieWarmUpFrames=0 -NoScreenMessages
2021-03-31 11:43:09: 0: INFO: Full Command: “C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor.exe” “D:\xxxxx\xxxxx.uproject” “/Game/xxxx/xxxx/xxxx/xxxx” -game -MovieSceneCaptureType="/Script/MovieSceneCapture.AutomatedLevelSequenceCapture" -LevelSequence="/Game/xxxx/xxxx/xxxx/Blueprints/xxxx" -NoLoadingScreen -MovieStartFrame=49 -MovieEndFrame=49 -ForceRes -VSync -MovieFrameRate=30 -MovieFolder=“S:\Samuel\TestRender” -MovieName=“xxxx_####” -MovieFormat=CustomRenderPasses -CustomRenderPasses=B -CustomRenderPasses=a -CustomRenderPasses=s -CustomRenderPasses=e -CustomRenderPasses=C -CustomRenderPasses=o -CustomRenderPasses=l -CustomRenderPasses=o -CustomRenderPasses=r -CaptureFramesInHDR -HDRCompressionQuality=0 -CaptureGamut=HCGM_Rec709 -MovieQuality=75 -MovieCinematicMode=Yes -MovieWarmUpFrames=0 -NoScreenMessages
2021-03-31 11:43:09: 0: INFO: Startup Directory: “C:\Program Files\Epic Games\UE_4.26\Engine\Binaries\Win64”
2021-03-31 11:43:09: 0: INFO: Process Priority: BelowNormal
2021-03-31 11:43:09: 0: INFO: Process Affinity: default
2021-03-31 11:43:09: 0: INFO: Process is now running
2021-03-31 11:43:20: 0: INFO: Process exit code: 0
2021-03-31 11:43:20: 0: Done executing plugin command of type ‘Render Task’

What should I do? Or what has gone wrong?
Any help is much appreciated.
Thank you in advance.

Hello!

Have you got the S: drive set up in the Monitor under Tools -> Configure Repository Options -> Mapped Drives?

The issue might be that the user the the Deadline Worker is running under doesn’t have the S: drive mounted, and Unreal isn’t properly complaining about failing to write to it.

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