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.








