Epic Unreal Engine
Unreal Engine is a real-time 3D creation tool for photoreal visuals and immersive experiences. Unreal Engine is supported by Deadline Cloud with submitters, conda packages, and an adaptor for increased rendering performance. This guide provides step-by-step instructions for using Deadline Cloud with Unreal Engine to render your Movie Render Queue projects faster by distributing rendering tasks across multiple machines.
Support overview
Unreal Engine is supported by the following components:
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Submitter: Integrated submitter plugin for direct job submission from Unreal Engine with automatic scene and asset detection.
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Conda packages: Deadline Cloud for automatic installation on service-managed fleets.
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Adaptor: Middleware for efficient rendering with sticky sessions and additional monitoring.
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Cross-platform compatibility: Submitter and worker support for Windows only.
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Movie Render Queue Integration: Support for Unreal's Movie Render Queue system.
Unreal Engine version compatibility
The following table shows current support levels for Unreal Engine versions:
| Major Version | Submitter Support | Conda Support |
|---|---|---|
| 5.4 | Windows | Windows |
| 5.5 | Windows | Windows |
| 5.6 | Windows | Windows |
| 5.7 | Windows | Windows |
Deadline Cloud Conda Channel
The following table lists all conda packages applicable to Unreal Engine available to Service-managed fleets in the deadline-cloud conda channel:
| OS | Package | Version |
|---|---|---|
| Windows | unreal-engine | 5.4 |
| Windows | unreal-engine | 5.5 |
| Windows | unreal-engine | 5.6 |
| Windows | unreal-engine | 5.7 |
| Windows | unreal-engine-openjd |
Getting started
Prerequisites
Before installing the Unreal Engine submitter, ensure you have the following:
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Windows workstation (Windows 10 or later)
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Supported version of Unreal Engine installed
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Deadline Cloud monitor installed (download here)
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Access to an Deadline Cloud farm with either a GPU-enabled Windows service-managed fleet or a customer-managed fleet with Unreal Engine, the Unreal Engine adaptor, and licensing set up
Installing the submitter
The Unreal Engine submitter adds Deadline Cloud functionality as a plugin to Unreal Engine, allowing you to submit your Movie Render Queue jobs directly to Deadline Cloud for rendering.
Choosing your branch
Select the appropriate branch for your deployment:
| Branch | Stability | Use case | Recommended for |
|---|---|---|---|
| release | Stable | Production | Most users |
| mainline | Latest features | Development and testing | Advanced users |
Tip
Use the release branch for production environments to ensure stability.
Creating a new Windows Amazon EC2 instance to install Unreal on (optional)
If you're setting up on a brand new Windows Amazon Elastic Compute Cloud (Amazon EC2) instance as your submitter, a g5.2xlarge instance with 200 GB of storage is a reasonable minimum:
Launch an Amazon EC2 instance with a valid Instance Profile. This is required to download NVIDIA GRID drivers as instructed below.
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Download the Epic Installer and install a supported version of Unreal (5.4 - 5.7).
UE 5.5 has a known crash bug when running with the DirectX 11 plugin (see UE issue #UE-276282). If you need DirectX support on UE 5.5, use DirectX 12 or later.
NVIDIA GRID drivers - Follow the Windows installation instructions.
Windows long paths
Many of the steps below may create files that exceed the default Windows maximum path length. Before you build and install the Deadline Cloud for Unreal Engine submitter or adapter on a Windows machine, we recommend that you enable Windows long path support. To do this, follow the instructions on the Maximum file path limitation
There is also an open issue on the worker agent
Installing build tools
The Unreal submitter plugin currently must be compiled locally.
Install Visual Studio using the Visual Studio Installer
. Verify your Visual Studio and build tools version are compatible with your version of Unreal by checking the Epic compatibility table
. Under Individual Components, ensure that the MSVC build tools version selected ("Latest" by default) matches the recommended version in the table. Even though the compatibility guidance may suggest a version "or later", build errors sometimes occur when using a newer version than the one listed as "recommended".
Under Individual Components, select a recent .NET Framework SDK (4.6.1 and 4.8.1 have been verified).
Under Workloads, select Desktop development with C++.
Installing Deadline Cloud monitor
Deadline Cloud monitor is used to both manage your credentials for submitting jobs to Deadline Cloud and monitor the status of your jobs.
Follow the Deadline Cloud monitor installation instructions.
Sign in.
Environment setup
(If not already installed) Install a recent version of Python for all users (verified with 3.12).
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Make sure your environment variables are set correctly. In System Environment Variables, your PATH must include:
The path to your Python installation (for example,
C:\Program Files\Python312).The path to your Python Scripts folder (for example,
C:\Program Files\Python312\scripts).The path to your Unreal binaries (for example,
C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\Win64).
Deadline Cloud software installation
Clone or download deadline-cloud-for-unreal-engine from either the release branch or mainline, depending on whether you want the most recent tested release or all of the most recent commits.
git clone https://github.com/aws-deadline/deadline-cloud-for-unreal-engine.git cd deadline-cloud-for-unreal-engine git switch release
Optional - Build and install plugin with script
A helper script at scripts/build_plugin.py optionally automates the next two steps. It attempts to find the latest version of Unreal, builds your plugin and Python dependencies, and installs them in the correct locations. You can override settings such as the Unreal version. To see the full help list, run:
python scripts/build_plugin.py -h
To build and install your current copy of deadline-cloud-for-unreal-engine as a submitter with the latest Unreal Engine installation, run:
python scripts/build_plugin.py --install
If you've installed with this script successfully, you can skip to Creating a fleet.
Build the plugin
Adjust the first two paths below based on where your installation of Unreal lives, and where you installed deadline-cloud-for-unreal-engine.
From the Unreal Install Batchfiles folder (the package parameter can be any new directory, however you'll want it to be called UnrealDeadlineCloudService later):
cd C:\Program Files\Epic Games\UE_5.5\Engine\Build\BatchFiles runuat.bat BuildPlugin -plugin="C:\deadline\deadline-cloud-for-unreal-engine\src\unreal_plugin\UnrealDeadlineCloudService.uplugin" -package="C:\UnrealDeadlineCloudService"
Copy the "package" folder above to your Unreal installation's Plugins folder (for example, C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\UnrealDeadlineCloudService).
Python dependencies
There are 4 ways to install the required Python dependencies.
1. If you've built and installed the plugin from the release branch above, you can install from pip. Use the following install command, adjusting the paths to your Unreal installation:
"C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\ThirdParty\Python3\Win64\python" -m pip install deadline-cloud-for-unreal-engine --target "C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\UnrealDeadlineCloudService\Content\Python\libraries"
2. Alternatively in your .uplugin file (in the above steps this would live at C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\UnrealDeadlineCloudService\UnrealDeadlineCloudService.uplugin) you can add a PythonRequirements section which matches the latest release of deadline-cloud-for-unreal-engine in GitHub/PyPI, for example:
"PythonRequirements": [ { "Platform": "All", "Requirements": [ "deadline-cloud-for-unreal-engine>=0.5.0" ] } ]
You may wish to deactivate the "strict hash" feature in Unreal's Python settings, or add hash settings for specific library and dependency versions you wish to consume.
3. If you're pulling from mainline you may have Python dependencies which are not yet released to PyPI - you'll need to build and install your local copy which can be done with hatch. The .whl file will need to be changed to reflect the version which is output by hatch build:
pip install hatch hatch build "C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\ThirdParty\Python3\Win64\python" -m pip install dist\deadline_cloud_for_unreal_engine-0.2.2.post21-py3-none-any.whl --target "C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\UnrealDeadlineCloudService\Content\Python\libraries"
4. Lastly, Python dependencies can be installed by the submitter installer. These may be out of date with your code above from the release or mainline branch, and this method should not currently be preferred.
Download the submitter installer from the Deadline Cloud AWS console's Downloads tab or from within Deadline Cloud monitor under Workstation Setup → Downloads.
Run the installer for all users. Default install location is fine.
Enable the Unreal Engine plugin.
Make sure the Unreal Engine plugin install path matches where your plugin was copied to (in particular make sure your Unreal version matches).
Update notifications
The submitter plugin automatically checks for newer releases on GitHub when Unreal Editor starts. If an update is available, a dialog will prompt you to visit the release page.
To deactivate update notifications, uncheck Show submitter update notifications under General Settings in the Deadline Cloud settings panel (Edit > Project Settings > Plugins > Deadline Cloud).
Alternatively, you can use the CLI:
deadline config set settings.submitter_update_notification false
To re-enable:
deadline config set settings.submitter_update_notification true
Creating a fleet
If you already have a Windows fleet and don't need to set up a new fleet, you can skip down to Submitting a test render.
Creating a service-managed fleet (SMF)
Follow the service-managed fleets user guide to create an SMF if you don't already have one. On service-managed fleets (SMFs), the Unreal Engine and adaptor are automatically available using the deadline-cloud conda channel with the default queue environment. You are ready to start rendering. Continue with Submitting a test render below to submit a test render job.
Creating a customer-managed fleet (CMF)
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Follow Create a customer-managed fleet to create a CMF if you don't already have one.
Warning
When associating your CMF to queues, remove the default conda queue environment if you do not use it. This will prevent the conda environment from being used and accidentally using the default SMF-specific variables for jobs submitted to your CMF. If you use conda in your CMF, remember to update
CondaPackagesandCondaChannelsvariables in Parameter Definition Overrides during job submission. Follow Worker host setup and configuration to set up a worker host.
Follow Manage access to Windows job user secrets to set up the Windows job user secrets for your CMF worker.
Follow Install and configure software required for jobs to install the software required to run jobs.
Follow Setting up a customer-managed fleet (CMF) worker to set up your worker node to run Unreal Engine jobs.
Submitting a test render
This example uses the Meerkat Demo from the Unreal Marketplace:
Start the Epic Games Launcher.
Install the Meerkat Demo from the Samples tab.
Create a project from the Meerkat Demo, then open it.
From the Edit menu, select Plugins, search for and enable UnrealDeadlineCloudService.
Restart Unreal if you've enabled the plugin for the first time.
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Under Edit > Project Settings, search for the Movie Render Pipeline section.
For Default Remote Executor, select MoviePipelineDeadlineCloudRemoteExecutor.
For Default Executor Job, select MoviePipelineDeadlineCloudExecutorJob.
Under Default Job Settings Classes, choose the add icon, and add DeadlineCloudRenderStepSetting.
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Search for Deadline Cloud settings and verify authentication:
Ensure your Status shows "AUTHENTICATED" and Deadline Cloud API shows "AUTHORIZED".
If it does not appear, first try using the Login button. If that doesn't work, open Deadline Cloud monitor and ensure you're logged in.
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In the Deadline Cloud Workstation Configuration section:
Under Global Settings, ensure your AWS Profile is set correctly to your Deadline Cloud monitor profile.
Under Profile, ensure your Default Farm is set to your farm.
Under Farm, ensure your Default Queue is set to a queue that is associated with the fleet you set up above.
Exit the Project Settings window.
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Choose Windows, Cinematics, Movie Render Queue.
Choose + Render, and select Main_SEQ.
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Choose UnsavedConfig in the settings column.
In the popup window, you should see Deadline Cloud settings on the left. This window can then be closed.
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On the right side of the dialog, configure the job settings:
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Under Preset Overrides (you may need to widen this dialog):
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Expand Job Shared Settings:
Set Name to
Unreal Test Job.Set Maximum retries to 2.
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Expand Job Attachments:
Under Input Files, select Show Auto-Detected.
Verify that the list of auto-detected files populates correctly.
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Under Job Template Overrides:
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Update the Unreal Engine version in CondaPackages if you are using a different version than 5.6.
Unreal Engine version autodetection is coming in a future release.
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Choose Render (Remote).
You can go to Deadline Cloud monitor and watch the progress of your job.
Setting up a customer-managed fleet (CMF) worker
This section walks you through setting up an Amazon EC2 instance as a CMF worker for Deadline Cloud with Unreal Engine.
Overview
The following are key differences between CMF and SMF:
CMF: Manual installation of Unreal Engine and adaptor on worker hosts.
SMF: Automatic availability through the
deadline-cloudconda channel.
Choosing your branch
Select the appropriate branch for your deployment:
| Branch | Stability | Use case |
|---|---|---|
| release | Stable | Production deployments |
| mainline | Latest | Development and testing |
Important
Ensure your worker version matches your submitter version to avoid compatibility issues.
Amazon EC2 instance setup
The following is the recommended instance configuration:
Instance Type: g5.2xlarge or higher.
Storage: 200 GB minimum.
OS: Windows Server 2019/2022.
Software installation
1. Install Unreal Engine:
Download the Epic Games Launcher.
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Install Unreal Engine 5.4 or higher.
Note
Unreal Engine 5.4+ is required for Deadline Cloud compatibility.
2. Install NVIDIA GRID drivers:
Follow the AWS NVIDIA GRID driver installation guide.
Required for GPU-accelerated rendering on Amazon EC2 instances.
Installing build tools
The Unreal plugin currently must be compiled locally.
Install Visual Studio using the Visual Studio Installer
. Verify your Visual Studio and build tools version are compatible with your version of Unreal by checking the Epic compatibility table
. Under Individual Components, ensure that the MSVC build tools version selected ("Latest" by default) matches the recommended version in the table.
Under Individual Components, select a recent .NET Framework SDK (4.6.1 and 4.8.1 have been verified).
Under Workloads, select Desktop development with C++.
Deadline Cloud software installation
Clone or download deadline-cloud-for-unreal-engine from either the release branch or mainline. Ensure your worker version of the libraries is compatible with the version being used from your submitters.
git clone https://github.com/aws-deadline/deadline-cloud-for-unreal-engine.git cd deadline-cloud-for-unreal-engine git switch release
Optional - Build and install plugin and dependencies with script:
A helper script exists at scripts/build_plugin.py that can automate the remaining installation steps. It attempts to find the latest version of Unreal, build your plugin and python dependencies, and install them in the correct locations. Settings such as the Unreal version to use can be overridden. To see the full help list, run:
python scripts/build_plugin.py -h
To build and install your current copy of deadline-cloud-for-unreal-engine as a worker with the latest Unreal Engine installation, run:
python scripts/build_plugin.py --install --worker
Configure the Deadline Cloud worker agent by running:
install-deadline-worker ^ --farm-id FARM_ID ^ --fleet-id FLEET_ID ^ --region REGION ^ --allow-shutdown
If you've installed with this script and configured the worker agent successfully, you can skip to Starting the Deadline Cloud worker agent service.
python -m pip install deadline-cloud-worker-agent
The correct version of the adaptor must be installed depending on the version of the submitter being used. If you are using the version of the submitter from the release branch in GitHub, you can simply install with pip:
python -m pip install deadline-cloud-for-unreal-engine
If you're using mainline or a custom in-development version of the submitter, to avoid compatibility issues we recommend that you build and install from the same version of code or transfer over the .whl file from your submitter build:
pip install hatch hatch build python -m pip install dist\my-built-wheel.whl
Building the plugin
Adjust the first two paths below based on where your installation of Unreal lives, and where you installed deadline-cloud-for-unreal-engine.
From the Unreal Install Batchfiles folder (the package parameter can be any new directory, however you'll want it to be called UnrealDeadlineCloudService later):
cd C:\Program Files\Epic Games\UE_5.5\Engine\Build\BatchFiles runuat.bat BuildPlugin -plugin="C:\deadline\deadline-cloud-for-unreal-engine\src\unreal_plugin\UnrealDeadlineCloudService.uplugin" -package="C:\UnrealDeadlineCloudService"
Copy the "package" folder above to your Unreal installation's Plugins folder (for example, C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\UnrealDeadlineCloudService).
pywin32
Unreal's version of Python will need pywin32. Pip install using a copy of Unreal's third-party Python installation:
"C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\ThirdParty\Python3\Win64\python" -m pip install pywin32
Starting the Deadline Cloud worker agent service
On your CMF worker instance:
Open Task Manager.
Choose the Services tab on the right.
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Find DeadlineWorker.
If you don't see it listed you've likely missed steps (
install-deadline-workerin particular) from the CMF host setup steps.
If the status of the service isn't currently "Running", right-click it and select Start.
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If your DeadlineWorker service isn't starting, check the worker agent launch logs in these locations:
C:\ProgramData\Amazon\Deadline\Logs\worker-agent.logC:\ProgramData\Amazon\Deadline\Logs\queue-<queueid>\session-<sessionid>.log
Perforce credentials management
This section covers secure credential management for integrating Perforce with Deadline Cloud workers.
Overview
There are several approaches to configure Perforce credentials for Deadline Cloud workers. Each method has different security implications and use cases:
| Method | Security level | Deployment support | Recommended use |
|---|---|---|---|
| AWS Secrets Manager (Secrets Manager) | High | SMF + CMF | Production (recommended) |
| Job environment variables | Low | SMF + CMF | Development and testing only |
| Queue environment variables | Low | SMF + CMF | Development and testing only |
| Windows registry | Medium | CMF only | Legacy CMF setups |
| Pre-configured admin user | Medium | CMF only | Simplified CMF setups |
Important
Use Secrets Manager for production environments. It provides centralized, encrypted credential storage with audit trails and works with both SMF and CMF deployments.
P4 credentials basics
To retrieve connection settings, including Perforce server URL and port, username, and password, Perforce follows the following priority:
Connection parameters in any framework for Perforce (P4) (
p4python.P4for example).User/system environment variables:
P4PORT,P4USER,P4CLIENT,P4PASSWD.Windows registry:
HKEY_LOCAL_MACHINE\SOFTWARE\Perforce\Environment(system-wide settings) orHKEY_CURRENT_USER\SOFTWARE\Perforce\Environment(user-specific settings).
With these priorities, if you have the following setup:
Connection parameter
passwordispassword.from.connectionEnvironment variable
%P4PORT%isssl:perforce.from.env:1666Windows registry
HKEY_CURRENT_USER\SOFTWARE\Perforce\Environment:P4PORTisssl:perforce.from.registry:1666Windows registry
HKEY_CURRENT_USER\SOFTWARE\Perforce\Environment:P4USERisuser.from.registryWindows registry
HKEY_CURRENT_USER\SOFTWARE\Perforce\Environment:P4PASSWDispassword.from.registry
The resulting Perforce connection will be:
Port = ssl:perforce.from.env:1666 User = user.from.registry Password = password.from.connection
Secrets Manager (recommended)
Secrets Manager provides the most secure and scalable solution for both CMF and SMF deployments.
This approach provides the following benefits:
Centralized security: Store all P4 credentials in one encrypted location.
No credential exposure: Credentials never appear in job configurations or logs.
Automatic rotation: Support credential rotation without job reconfiguration.
Audit trails: Track credential access and usage.
Universal support: Works with both CMF and SMF deployments.
Log redaction: Connection credentials automatically redacted in job logs.
Step 1: Create a secret in Secrets Manager
Create a secret containing your Perforce connection parameters.
Required key-value pairs:
P4PORT- Perforce server URL and port.P4USER- Perforce username.P4PASSWD- Perforce password.
Important
Key names must exactly match P4 connection parameters to work with deadline-cloud-for-unreal-engine.
Example secret:
{ "P4PORT": "ssl:your-perforce-server.com:1666", "P4USER": "your-perforce-username", "P4PASSWD": "your-perforce-password" }
To create the secret:
Open the Secrets Manager console.
Choose "Store a new secret".
Select "Other type of secret".
Enter the key-value pairs above.
Name your secret (for example,
deadline-cloud-p4-credentials).Complete the creation process.
Step 2: Grant worker access to the secret
Workers need secretsmanager:GetSecretValue permission to access the secret. This follows the same pattern as managing Windows job user secrets.
To grant access:
Open the Secrets Manager console and navigate to your secret.
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In the "Resource permissions" section, add this policy:
{ "Statement": [ { "Effect": "Allow", "Principal": { "AWS": "QUEUE_ROLE_ARN" }, "Action": [ "secretsmanager:GetSecretValue" ], "Resource": "*" } ] } Replace
QUEUE_ROLE_ARNwith your actual queue role ARN.Save the policy.
Note
Save the secret name - you'll need it when configuring P4 render jobs. See Creating a Perforce render job for next steps.
Job environment variables
Warning
This approach is not recommended for production as it exposes credentials in job configurations and logs. Use Secrets Manager for production environments.
You can pass connection credentials within the job environment where workspace creation happens, for example in p4_sync_smf_environment
name: P4Credentials variables: P4PORT: ssl:my-perforce.com:1666 P4USER: j.doe P4PASSWD: MyVeRyS3cretP4ssW0rd
This approach has the following security risks:
Credentials are visible in job configurations.
Passwords may appear in logs (not automatically redacted).
No centralized credential management.
Difficult to rotate credentials.
Queue environment variables
Warning
This approach is not recommended for production as it stores credentials in queue configurations. Use Secrets Manager for secure credential management.
Per the Deadline Cloud user guide, you can use queue environments to provide software applications, environment variables, and other resources to jobs in the queue. Queue environment samples can be found in the queue_environments folder in deadline-cloud-samples
Add queue environment using Deadline Cloud monitor or console
Open Deadline Cloud monitor or the AWS console.
Navigate to the farm and queue you are working with.
Select Queue environments tab.
Choose Action and select Create new with YAML.
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Add the following and save:
specificationVersion: environment-2023-09 name: P4Credentials variables: P4PORT: ssl:my-perforce.com:1666 P4USER: j.doe P4PASSWD: MyVeRyS3cretP4ssW0rd
Add queue environment using CLI
Create a
p4_credentials.yamlfile with the sample above.-
Run the following CLI command:
aws deadline create-queue-environment \ --farm-id FARM_ID \ --queue-id QUEUE_ID \ --priority 1 \ --template-type YAML \ --template file://p4_credentials.yaml
Windows registry (CMF only)
Important
This solution is only suitable for CMF where you can configure worker hosts directly. For SMF deployments, use Secrets Manager.
Windows registry provides local credential storage on worker machines. This method uses the standard Perforce priority system where credentials are stored in:
HKEY_LOCAL_MACHINE\SOFTWARE\Perforce\Environment(system-wide settings).HKEY_CURRENT_USER\SOFTWARE\Perforce\Environment(user-specific settings).
This approach is only suitable for CMF deployments where you have direct access to configure worker machines.
Pre-configured admin user (CMF only)
Important
This solution is only suitable for CMF where you can configure worker hosts directly. For SMF deployments, use Secrets Manager.
Create a dedicated P4 user for render nodes with a non-expiring connection to eliminate the need to pass secret data such as usernames and passwords. In this case, a single dedicated P4 user can be used to connect to all P4 servers, including the Commit (Master) and Edge servers where the project depot is accessible.
Therefore, you only need to pass the port to connect to, if the default is not configured on workers. This can be achieved by adding the following in job environment or queue environment similar to the steps documented above:
name: P4Sync variables: P4PORT: ssl:my-perforce.com:1666
Creating a Perforce render job
This section walks you through configuring Perforce-integrated render job data assets so you can submit Perforce-integrated render jobs to Deadline Cloud from Unreal Engine.
Prerequisites
Before submitting a Movie Render Queue (MRQ) job from Unreal Engine in a Perforce repository:
Unreal project setup:
Project must be within the Perforce workspace.
Verify Perforce connection is established and you're logged in.
Deadline Cloud setup:
Complete Installing the submitter.
Configure Perforce credentials management for workers.
Perforce requirements:
Valid Perforce workspace with project files.
Appropriate Perforce permissions for sync operations.
Perforce render job architecture
P4 render jobs extend the standard render job with Perforce synchronization capabilities:
Deadline Cloud Perforce render job ├── Environments │ ├── Apply Perforce Credentials from Secrets Manager │ ├── Sync Perforce Environment (CMF/SMF) │ │ └── Initializes Perforce workspace and syncs repository on workers │ └── Launch UE Environment │ └── Starts Unreal Engine with Perforce workspace paths └── Steps └── Render Step └── Executes Movie Render Queue process
Key differences from standard jobs:
Credential management: Secure Perforce credential application from Secrets Manager.
Repository sync: Additional Perforce sync environment for workspace management.
Path resolution: Environment variables reference Perforce workspace paths.
Dependency collection: Automatic collection and sync of Perforce-tracked assets.
Setting up Perforce render job components
Follow these steps to create the required data assets for Perforce-integrated render jobs.
1. Create Apply Perforce Credentials data asset
Set up an OpenJD environment for retrieving Perforce credentials from Secrets Manager and applying them to the Perforce connection.
Note
Environment variables appear in logs with the openjd_env prefix, but sensitive data (port, user, password) is automatically redacted for security.
Configuration steps:
-
Create a new Deadline Cloud Perforce Environment data asset.
Name the data asset descriptively (for example, "ApplyP4SecretEnv").
Select the
p4_apply_secrets_environment.ymltemplate fromContent/Python/openjd_templates/p4/.-
Configure the secret reference:
Enter your Perforce credential secret name in AWS_SECRET_P4INFO.
This should match the secret name created in Perforce credentials management.
2. Create Perforce sync environment data asset
Set up an OpenJD environment for creating a Perforce workspace, syncing files from the Perforce server, and cleaning up the workspace after rendering.
Configuration steps:
Create a new Deadline Cloud Perforce Environment data asset.
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Name the data asset based on your fleet type:
P4SyncSMFEnv for service-managed fleet (SMF).
P4SyncCMFEnv for customer-managed fleet (CMF).
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Select the appropriate template from
Content/Python/openjd_templates/p4/:SMF:
p4_sync_smf_environment.yml.CMF:
p4_sync_cmf_environment.yml.
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Configure the secret reference:
Enter your Perforce credential secret name in AWS_SECRET_P4INFO.
Must match the secret from step 1.
3. Create Perforce Launch UE environment data asset
Set up an OpenJD environment for launching Unreal Engine with Perforce integration. This automatically references the Perforce workspace created by the sync environment.
Configuration steps:
Create a new Deadline Cloud Environment data asset.
Name the data asset descriptively (for example, "P4LaunchUEEnv").
Select the
p4_launch_ue_environment.ymltemplate fromContent/Python/openjd_templates/p4/.-
Configure environment settings:
Set REMOTE_EXECUTION to
True.This setting enables remote rendering capabilities.
4. Create Perforce render step data asset
Set up an OpenJD render step for executing the rendering process.
Configuration steps:
-
Create a new Deadline Cloud Render Step data asset.
Name the data asset descriptively (for example, "P4RenderStep").
Select the
p4_render_step.ymltemplate fromContent/Python/openjd_templates/p4/.
5. Create Perforce render job data asset
Set up an OpenJD render job that orchestrates the entire rendering workflow.
Configuration steps:
-
Create a new Deadline Cloud Render Job data asset.
Name the data asset descriptively (for example, "P4RenderJob").
Select the
p4_render_job.ymltemplate fromContent/Python/openjd_templates/p4/.-
Review parameter definitions: The template includes these parameters with their default behaviors:
Parameter Description Auto-filled Action required ProjectRelativePathProject path relative to Perforce workspace root Yes Leave empty - auto-populated ProjectNameProject name for Perforce workspace creation Yes Leave empty - auto-populated PerforceChangelistNumberPerforce changelist to sync workspace to Yes Leave empty - auto-populated PerforceWorkspaceSpecificationTemplatePerforce client spec with {workspace_name}tokenYes Leave empty - auto-populated MrqJobDependenciesDescriptorJSON file with MRQ dependencies for sync Yes Leave empty - auto-populated ExtraCmdArgsFileFile for extra args (avoids 1024 char limit) No Optional - use default for standard setups FramesPerTaskNumber of frames to render per task No Optional - use default (0) to divide tasks by shots ExtraCmdArgsAdditional Unreal launch arguments No Optional - use default for standard setups ExecutableUnreal executable name for render node No Configure - use default for standard setups CondaPackagesConda packages needed to render the job No Configure - use default for standard setups CondaChannelsConda channels where packages are stored No Configure - use default for standard setups ChunkSizeNumber of shots grouped in a single render session No Configure - default: 1 (tune for performance) MarketplacePluginsDirPath to engine Marketplace plugins Yes Leave empty - auto-populated Parameter configuration guidelines:
Auto-populated parameters: Leave these empty - they're filled automatically during job submission.
Manual parameters: Review defaults and adjust based on your specific requirements.
ChunkSize: Start with 1, increase for better performance with simple shots.
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Configure environments (in this exact order):
Order Environment Purpose 1st "ApplyP4SecretEnv" Apply Perforce credentials from Secrets Manager 2nd "P4SyncSMFEnv" or "P4SyncCMFEnv" Sync Perforce workspace and files 3rd "P4LaunchUEEnv" Launch Unreal Engine with Perforce paths Important
Environment order is essential for proper dependency resolution and credential flow.
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Add render step: Add "P4RenderStep" to the Steps section.
Best practices
Pre-submission checklist
Credentials: Perforce credentials properly configured (see Perforce credentials management).
Workspace: Specification includes all necessary view mappings.
Testing: Test with a small render task before large job submissions.
Dependencies: Verify all project dependencies are in Perforce and accessible.
Permissions: Confirm worker roles have access to Secrets Manager.
Performance optimization
Chunk size configuration:
| Chunk size | Use case | Performance impact |
|---|---|---|
| 1-2 shots | Complex shots, detailed review needed | Lower throughput, higher quality control |
| 4-8 shots | Balanced workload, typical projects | Optimal balance of speed and manageability |
| 10+ shots | Simple shots, batch processing | Maximum throughput, minimal overhead |
Consider the following additional optimizations:
Dependencies: Minimize unnecessary asset dependencies to reduce sync time.
Workspace views: Optimize Perforce workspace views to sync only required files.
Monitoring and debugging
Job logs: Monitor Perforce sync process in job execution logs.
Workspace status: Check workspace creation and sync completion.
Dependency collection: Verify all required assets were captured.
Performance metrics: Track sync times and render performance.
Troubleshooting
Common issues and solutions
| Issue | Symptoms | Solution |
|---|---|---|
| P4 connection failures | Authentication errors, timeout | Verify Perforce credentials; check network connectivity; validate Perforce server accessibility |
| Workspace sync errors | Sync failures, permission denied | Check Perforce user permissions; verify workspace specification; ensure changelist exists |
| Missing dependencies | Render failures, missing assets | Review MrqJobDependenciesDescriptor; check soft references collection; verify all assets in Perforce |
| Path resolution issues | File not found errors | Verify P4_CLIENT_DIRECTORY variable; check environment order; validate workspace root paths |
Debug steps
Check job logs: Review Perforce sync environment logs for detailed error messages.
Validate workspace: Ensure Perforce workspace specification is correct.
Test locally: Verify Perforce operations work from submitter machine.
Verify permissions: Confirm worker roles have secret access (if using Secrets Manager).
Custom host requirements
This section describes how to create and use custom host requirements for Deadline Cloud rendering in Unreal Engine.
Overview
Host requirements define which fleet are eligible to run a particular render step. They are stored inside a UDeadlineCloudHostRequirements asset, which is then referenced by a DeadlineCloudRenderStep asset.
| Requirement type | Configuration location | Use case |
|---|---|---|
| Base system requirements | CPU / RAM / GPU fields | Restrict rendering to machines with specific hardware |
| Custom amount requirements | Name + min/max values | Require numeric resource levels (licenses, tokens, quotas) |
| Custom attribute requirements | Attribute + value list | Required custom attributes on fleets to run the step |
Note
Hiding a requirement using the eye icon only hides it in the MRQ Submit UI. The requirement still applies when submitting the job.
Important
The Name and Attribute values used for custom amount requirements and custom attribute requirements must strictly match the valid identifiers defined in the official Open Job Description documentation: Open Job Specifications
Step 1: Create the host requirements asset
Open Content Browser in Unreal Engine.
Create a new asset: Add → Miscellaneous → Data Asset → DeadlineCloudHostRequirements.
Name the asset, for example,
MyHostRequirements.
Step 2: Load the default YAML template
In the asset details panel, locate the field Path to Template.
Select the default template:
Plugins/UnrealDeadlineCloudService/Content/Python/openjd_templates/host_requirements.yml.
This loads base requirements such as CPU, Memory, GPU, OS, and architecture.
Note
Base requirements cannot be removed; only their values may be changed.
Step 3: Configure base (system) requirements
| Setting | Example |
|---|---|
| Operating System | windows |
| CPU Architecture | x86_64 |
| vCPUs (Min) | 16 |
| GPUs (Min) | 1 |
If Max = 0, then there is no upper limit for that requirement.
Step 4: Add custom amount requirements
Used when the requirement is numeric (for example, number of licenses, concurrency limits).
Find the section Custom Amount Requirements.
Add a new entry and set a name, for example:
amount.custom.license.-
Set Min and Max values:
Min: 1.
Max: 0 (0 means unlimited).
Step 5: Add custom attribute requirements
Used to filter workers based on tags and labels.
Find the section Custom Attributes Requirements.
Add a new attribute name, for example:
attr.custom.gpu.vendor.-
Choose the matching rule:
AllOf - all values must match.
AnyOf - at least one must match.
Enter attribute values separated by spaces, for example:
nvidia amd.
Step 6: Visibility in MRQ (optional)
Each requirement entry has an eye icon.
| Eye | Behavior |
|---|---|
| Visible | The requirement is shown in MRQ Submit UI |
| Hidden | The requirement is hidden but still included when submitting the job |
This setting is useful for simplifying UI for artists while preserving technical constraints.
Step 7: Attach the requirements to a render step
Open the relevant
DeadlineCloudRenderStepasset.Find the Host Requirements field.
Assign your created asset (for example,
MyHostRequirements).
All MRQ submissions using this step now enforce your host selection logic.
Summary
Using the host requirements asset, you can:
Control which worker machines execute your render jobs.
Specify minimum resource levels.
Target specific worker pools using attribute matching.
Simplify UI while keeping technical rules intact.
Reuse settings across multiple MRQ steps.
This setup improves job routing consistency and ensures rendering happens on the correct hardware.
Advanced configurations
Service-managed fleets vs customer-managed fleets
Service-managed fleets (SMF)
On service-managed fleets, the Unreal Engine and adaptor are automatically available using the deadline-cloud conda channel with the default queue environment. This setup provides the easiest experience.
Customer-managed fleets (CMF)
For customer-managed fleets, Unreal Engine and the adaptor must be manually installed on worker hosts. This setup provides more control and supports additional features like Perforce integration. For detailed instructions, see Setting up a customer-managed fleet (CMF) worker.
Unreal Engine rendering features
Unreal Engine's rendering system provides comprehensive support for:
| Feature | Description | Notes |
|---|---|---|
| Movie Render Queue | High-quality offline rendering | Integration with job submission |
| Sequencer | Timeline-based animation system | Automatic shot detection and processing |
| Project Plugins | Custom plugin support | Automatic detection and inclusion |
| Asset Dependencies | Content file management | Comprehensive asset tracking |
| Sticky Rendering | Application persistence between shots | Improved performance for multi-shot sequences |
All rendering features are automatically detected and configured by the Unreal Engine integrated submitter. The adaptor maintains proper dependency handling and supports efficient multi-shot rendering without restarting Unreal Engine.
Open source resources
The submitter and adaptor are open source and available on GitHub: