1D post process blur causes visual bugs when mixed with other material

I’ve found this 1D gaussian blur material (https://medium.com/@nlnnn/exploring-gaussian-blur-post-process-effect-in-unreal-engine-using-hlsl-6ba1414fbd53) that works well but if I make another post process material, even if it is empty, and add it to the volume, and SPECIFICALLY if I set the new materials blendable location to “replacing the tonemapper” it creates these very intrusive artifacts/brightly saturated lines on the bottom of the screen, this is an issue as I have a material that needs to be set to “replacing the tonemapper” and I cannot change that. These lines disappear if I only have the vertical or horizontal blur visible but both at once causes the issue. You can read the article if you want to know what I followed (the 1D section) but here are some screenshots that may help.

The material that is causing the issue (has blendable location is set to “replacing the tonemapper”, if I just take the input’s color and chuck it straight into the emissive color the issue still persists)

The vertical blur (both vertical and horizontal have other stuff off-screen but I have confirmed it doesn’t cause the issue so it doesn’t matter)

The horizontal blur

The lines (these disappear if either of the vertical, horizontal, or the first non-blur material is disabled, but not when all are active at once)

And lastly/strangely it doesn’t appear in the editor, until I press G to hide UI elements, which then the artifacts appear in the editor, then disappear when I press G again.

I believe the issue should be easy to replicate if need be.

I also recently discovered this blur method. I’m thinking of using it for damage effects. I wanted to try what you said was causing problems, maybe it would be a problem for me too. I was already experiencing errors in the editor screen as you described, but there’s no such problem in the game’s shipping packaging. (Maybe the priority setting is causing the problem, or maybe it’s because I’m using a different blur method.) This is my setup.

Tonemap

I hope this helps.

(5.6)