Custom Transform Gizmo created from UEdMode disappears when Post Process Volume is enabled (UE 5.7)

I’m working on a custom editor plugin in UE 5.7 and I’m creating a transform gizmo from a custom UEdMode.

The gizmo is created using:

TransformProxy = NewObject<UTransformProxy>(this);
TransformProxy->AddComponent(RootComponent);

ActiveGizmo = UE::TransformGizmoUtil::CreateCustomTransformGizmo(
    GizmoManager,
    ETransformGizmoSubElements::FullTranslateRotateScale,
    this);

ActiveGizmo->SetActiveTarget(TransformProxy);
ActiveGizmo->SetVisibility(true);

The gizmo manager comes from:

GetInteractiveToolsContext()->GizmoManager

and I also register the transform gizmo context object before creating the gizmo.

The gizmo is definitely being created:

  • TransformProxy is valid
  • ActiveGizmo is valid
  • no errors are reported
  • gizmo meshes (GizmoArrowHandle, GizmoPlaneHandle, etc.) are loaded

However, the gizmo becomes completely invisible whenever a Post Process Volume is active in the level.

If I disable the Post Process Volume, the gizmo appears normally.

The Post Process Volume is Unbound and contains standard post-processing settings (exposure, lighting, etc.). I am not intentionally modifying gizmo rendering.

My question is:

Is there a supported way to force a UCombinedTransformGizmo / TransformGizmoUtil gizmo to render on top of post-processing in UE 5.7?

Or is there a recommended way to make custom editor gizmos ignore Post Process Volumes?

I would prefer not to modify engine assets or replace the default gizmo materials if possible.

Thanks!