Command Line Arguments for Rendering Movies

Outlines the Sequencer Command Line Arguments that can be used for Rendering Movies

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This page outlines the various Command Line Arguments and Console Variables you can use to determine what settings are used when rendering out your Sequences.

If you have not launched Unreal Engine 4 (UE4) Editor from a command line, see the

[](Basics/PIE/RunningUnrealEngine)
page for more information.

Please see the Rendering Out Cinematic Movies page if you would like to learn about rendering out movies within Unreal Engine 4 (UE4).

Required Commands

These commands are required to render out an image sequence correctly. Include these anytime you are rendering from a command line:

Argument

Description

-MovieSceneCaptureType="/Script/MovieSceneCapture.AutomatedLevelSequenceCapture"

Used to define many of the command line arguments listed on this page.

-LevelSequence="/Game/PathToSequence/SequenceName"

Tells the Editor which sequence to play.

-NoLoadingScreen

The game instance of the Editor will fail to render properly without this.

Control Commands

These are some of the recommended command line arguments to give you full control over image quality, rendering parameters, and file naming/type.

The Usage column includes recommendations on when to use the command line argument:

Argument

Description

Notes

Usage

-ResX=####

Set horizontal resolution for the game window.

Eg: -ResX=1920

Lower res for previews, Higher for final.

-ResY=####

Set vertical resolution for the game window.

Eg: -ResY=1080

Lower res for previews, Higher for final.

-ForceRes

Forces the window to the specified resolution, even when larger than the screen resolution.

-VSync

Activate the VSYNC via command line.

High Perf cost, but doesn't hurt us since we aren't rendering in real-time.

Final Renders.

-NoVSync

Deactivate the VSYNC via command line.

See the "Notes" entry in the -VSync row (located above this cell).

Preview Renders.

-MovieFrameRate=30

Sets the frame rate of the output.

Overrides the default of 30fps.

Depends on the needs of your cinematic (for example: rhythmic movement suffers when using a low FPS. This could be unwanted even in Previews).

-NoTextureStreaming

Disables texture streaming.

Will take longer to render, but worth it for final renders.

Final Renders.

-MovieFolder="PATH"

Destination folder for rendered images.

Defaults to Project/Saved/Screenshots.

Recommended when batch rendering. Otherwise all image files dump into the same folder.

-MovieFormat=ASD

Media format. JPG, BMP, PNG, or Video.

Defaults to PNG.

-MovieQuality=##

Sets the compression quality.

Expressed in a percentage, defaults to 75.

-MovieName="Example.{frame}"

Sets the naming format for the output files.

Wildcard

Description

{fps}

The captured framerate.

{frame}

The current frame number (only relevant for image sequences).

{width}

The width of the captured frames.

{height}

The height of the captured frames.

{world}

The name of the current world.

{quality}

The image compression quality setting.

{material}

The material/render pass.

Definitely recommended for batch rendering. Gives the files a unique name corresponding to the map name, render pass, etc.

-MovieCinematicMode=Yes/No

Enables Cinematic Mode.

Hides Player Character and disables Player Character Movement. Also disables the HUD.

Usually a good idea to enable this all the time.

-MovieWarmUpFrames=##

Number of frames to run the scene before playing the sequence. This will not play out in real-time.

Default of 0 frames. This will also run the frames before the beginning of your sequence's play range.

Useful when you have Particle Systems or physics that need to simulate before you begin recording.

-MovieDelayBeforeWarmUp=#

Number of seconds before the Warm-up Begins. Runs in real-time.

If you need to do anything with your Pawn before the sequence starts.

-MovieStartFrame=###

Overrides the start frame of your sequence.

Defaults to the in and out markers in Sequencer.

-MovieEndFrame=###

Overrides the end frame of your sequence.

Defaults to the in and out markers in Sequencer.

-NoScreenMessages

Hides on-screen messages like "Rebuild Lighting" or "Print String" outputs.

Custom Render Passes

Using these commands requires -MovieFormat=CustomRenderPasses and {material} in the -MovieName .

Argument

Description

Notes

-CustomRenderPasses="RenderPassName"

Sets the custom render Pass.

Options are (exclude parenthesis): AmbientOcclusion, BaseColor, CustomDepth, CustomDepthWorldUnits, CustomStencil, FinalImage, MaterialAO (Ambient Occlusion), Metallic, Opacity, PostTonemapHDRColor, Roughness, SceneColor, SceneDepth, SceneDepthWorldUnits, SeparateTranslucencyA (Alpha), SeparateTranslucencyRGB, ShadingModel, Specular, SubsurfaceColor, WorldNormal.

-CaptureFramesInHDR

Renders with HDR in the .exr format.

-HDRCompressionQuality=##

Compression Quality for HDR Frames (0 for no compression, 1 for default compression which can be slow). This is dependent on -CaptureFramesInHDR.

-CaptureGamut="HCGM_Name"

The color gamut to use when storing HDR captured data. This is dependent on -CaptureFramesInHDR.

(See Capture Gamut Descriptions below) HCGM_Rec709, HCGM_P3DCI, HCGM_Rec2020, HCGM_ACES, HCGM_ACEScg, HCGM_MAX.

-PostProcessingMaterial="MaterialPath"

The Custom Post Processing Material to use for rendering.

Format looks like: "Material'/Engine/BufferVisualization/SceneDepth.SceneDepth'" An easy way to get that path is to right-click the Material in the Content Browser and select Copy Reference.

  • Capture Gamut Descriptions

    • HCGM_Rec709 - Rec. 709 / sRGB

    • HCGM_P3DCI - P3 D65

    • HCGM_Rec2020 - Rec. 2020

    • HCGM_ACES - ACES

    • HCGM_ACEScg - ACEScg

Console Variables

The following console variables can be useful for determining the quality of your renders and can be added your DefaultEngine.ini in your Game/Config folder of your project.

The values used below are the recommended values for highest quality.

Variable

Description

r.ForceLOD=0

Forces all LODs to 0, whereas -1 turns it off.

r.MotionBlurQuality=4

Defines the motion blur method (adjust for quality or performance): 0 is off, 1 is low, 2 is medium, 3 is high (default), 4 is very high.

r.MotionBlurSeparable=1

Adds a second motion blur pass that smooths noise for a higher quality blur. 0 is off, 1 is on.

r.DepthOfFieldQuality=4

Allows adjusting of the Depth of Field quality. Currently only fully affects BokehDOF. GaussianDOF is either 0 for off, otherwise on.

Value

Description

0

Off

1

Low

2

High Quality (default, adaptive, can be 4x slower)

3

Very High Quality, intended for non realtime cutscenes, CircleDOF only (slow)

4

Extremely High Quality, intended for non realtime cutscenes, CircleDOF only (very slow)

r.HLOD=0

Single argument: 0 or 1 to Disable/Enable HLOD System. Multiple arguments: force X where X is the HLOD level that should be forced into view.

r.SSR.Quality=4

Whether to use screen space reflections and at what quality setting. Limits the setting in the post process settings which has a different scale. Costs performance, adds more visual realism but the technique has limits.

Value

Description

0

Off (default)

1

Low (no glossy)

2

Medium (no glossy)

3

High (glossy/using roughness, few samples)

4

Very High (likely too slow for real-time)

r.ViewDistanceScale=30

Controls the view distance scale. A primitive's MaxDrawDistance is scaled by this value. Higher values will increase view distance but at a performance cost.

r.MipMapLODBias=-1

Apply additional mip map bias for all 2D textures, range of -15.0 to 15.0.

r.Shadow.MaxResolution=4096

Max square dimensions (in texels) allowed for rendering shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost.

Examples

In this section, we provide a few sample command line arguments for different situations. In the examples provided, we consider the following the specifics related to our project.

  • Build Location = C:\Program Files (x86)\Epic Games\4.##\Engine\Binaries\Win64\UE4Editor.exe

  • Project Location = D:\Unreal Projects\SequencerTestBed\SequencerTestBed.uproject

  • Map Name = TestRender_Map.umap

  • Sequence Name = Test_Render_SQ

Preview Render

Here is an example for a 16:9 preview render at 30fps with a resolution of 1280x720 in the .jpg file format.

"C:\Program Files (x86)\Epic Games\4.##\Engine\Binaries\Win64\UE4Editor.exe" "D:\Unreal Projects\SequencerTestBed\SequencerTestBed.uproject" /Game/TestRender/TestRender_Map -game -MovieSceneCaptureType="/Script/MovieSceneCapture.AutomatedLevelSequenceCapture" -LevelSequence="/Game/Test_Render/Test_Render_SQ" -MovieFrameRate=30 -noloadingscreen -resx=1280 -resy=720 -MovieFormat=JPG -MovieQuality=75

Final Renders

In this example, we use the following for our final, full quality renders aiming for 16:9 at 30fps, 3840x2160 resolution, in the .bmp file format.

"C:\Program Files (x86)\Epic Games\4.##\Engine\Binaries\Win64\UE4Editor.exe" "D:\Unreal Projects\SequencerTestBed\SequencerTestBed.uproject" /Game/TestRender/TestRender_Map -game -MovieSceneCaptureType="/Script/MovieSceneCapture.AutomatedLevelSequenceCapture" -LevelSequence="/Game/Test_Render/Test_Render_SQ" -MovieFrameRate=30 -noloadingscreen -resx=3840 -resy=2160 -forceres -MovieFormat=BMP -MovieQuality=100 -notexturestreaming -MovieCinematicMode=yes -MovieWarmUpFrames=60
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